From dd9188e475bf49305eca85534a558ac57a91a0fb Mon Sep 17 00:00:00 2001
From: =?UTF-8?q?Branimir=20Karad=C5=BEi=C4=87?= <branimirkaradzic@gmail.com>
Date: Mon, 9 Mar 2015 11:30:08 -0700
Subject: [PATCH] Updated ocornut-imgui 1.35.

---
 3rdparty/ocornut-imgui/imconfig.h       |    9 +-
 3rdparty/ocornut-imgui/imgui.cpp        | 1714 +++++++++++++++--------
 3rdparty/ocornut-imgui/imgui.h          |  206 +--
 examples/common/imgui/ocornut_imgui.cpp |    2 +-
 4 files changed, 1279 insertions(+), 652 deletions(-)

diff --git a/3rdparty/ocornut-imgui/imconfig.h b/3rdparty/ocornut-imgui/imconfig.h
index 02e70da9..bcb0972e 100644
--- a/3rdparty/ocornut-imgui/imconfig.h
+++ b/3rdparty/ocornut-imgui/imconfig.h
@@ -14,8 +14,13 @@
 //---- Define assertion handler. Defaults to calling assert().
 //#define IM_ASSERT(_EXPR)  MyAssert(_EXPR)
 
-//---- Don't implement default clipboard handlers for Windows (so as not to link with OpenClipboard() and others Win32 functions)
+//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows.
+//#define IMGUI_API __declspec( dllexport )
+//#define IMGUI_API __declspec( dllimport )
+
+//---- Don't implement default handlers for Windows (so as not to link with OpenClipboard() and others Win32 functions)
 //#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS
+//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS
 
 //---- Include imgui_user.inl at the end of imgui.cpp so you can include code that extends ImGui using its private data/functions.
 //#define IMGUI_INCLUDE_IMGUI_USER_INL
@@ -36,7 +41,7 @@
 
 //---- Freely implement extra functions within the ImGui:: namespace.
 //---- Declare helpers or widgets implemented in imgui_user.inl or elsewhere, so end-user doesn't need to include multiple files.
-//---- e.g. you can create variants of the ImGui::Value() helper for your low-level math types.
+//---- e.g. you can create variants of the ImGui::Value() helper for your low-level math types, or your own widgets/helpers.
 /*
 namespace ImGui
 {
diff --git a/3rdparty/ocornut-imgui/imgui.cpp b/3rdparty/ocornut-imgui/imgui.cpp
index 349868a9..affa34b7 100644
--- a/3rdparty/ocornut-imgui/imgui.cpp
+++ b/3rdparty/ocornut-imgui/imgui.cpp
@@ -1,4 +1,4 @@
-// ImGui library v1.32 wip
+// ImGui library v1.35
 // See ImGui::ShowTestWindow() for sample code.
 // Read 'Programmer guide' below for notes on how to setup ImGui in your codebase.
 // Get latest version at https://github.com/ocornut/imgui
@@ -9,9 +9,9 @@
  Index
  - MISSION STATEMENT
  - END-USER GUIDE
- - PROGRAMMER GUIDE
- - API BREAKING CHANGES
- - TROUBLESHOOTING & FREQUENTLY ASKED QUESTIONS
+ - PROGRAMMER GUIDE (read me!)
+ - API BREAKING CHANGES (read me when you update!)
+ - FREQUENTLY ASKED QUESTIONS (FAQ) & TROUBLESHOOTING (read me!)
  - ISSUES & TODO-LIST
  - CODE
  - SAMPLE CODE
@@ -27,14 +27,14 @@
  - minimize screen real-estate usage
  - minimize setup and maintenance
  - minimize state storage on user side
- - portable, minimize dependencies, run on target (consoles, etc.)
+ - portable, minimize dependencies, run on target (consoles, phones, etc.)
  - efficient runtime (NB- we do allocate when "growing" content - creating a window / opening a tree node for the first time, etc. - but a typical frame won't allocate anything)
- - read about immediate-mode GUI principles @ http://mollyrocket.com/861, http://mollyrocket.com/forums/index.html
+ - read about immediate-mode gui principles @ http://mollyrocket.com/861, http://mollyrocket.com/forums/index.html
 
  Designed for developers and content-creators, not the typical end-user! Some of the weaknesses includes:
  - doesn't look fancy, doesn't animate
  - limited layout features, intricate layouts are typically crafted in code
- - occasionally use statically sized buffers for string manipulations - won't crash, but some long text may be clipped
+ - occasionally uses statically sized buffers for string manipulations - won't crash, but some long text may be clipped. functions like ImGui::TextUnformatted() don't have such restriction.
 
 
  END-USER GUIDE
@@ -63,12 +63,12 @@
  PROGRAMMER GUIDE
  ================
 
- - your code creates the UI, if your code doesn't run the UI is gone! == dynamic UI, no construction step, less data retention on your side, no state duplication, less sync, less errors.
- - call and read ImGui::ShowTestWindow() for user-side sample code
+ - read the FAQ below this section!
+ - your code creates the UI, if your code doesn't run the UI is gone! == very dynamic UI, no construction/destructions steps, less data retention on your side, no state duplication, less sync, less bugs.
+ - call and read ImGui::ShowTestWindow() for sample code demonstrating most features.
  - see examples/ folder for standalone sample applications.
  - customization: use the style editor or PushStyleColor/PushStyleVar to tweak the look of the interface (e.g. if you want a more compact UI or a different color scheme).
 
-
  - getting started:
    - initialisation: call ImGui::GetIO() and fill the 'Settings' data.
    - every frame:
@@ -96,7 +96,7 @@
         // TODO: store your texture pointer/identifier in 'io.Fonts->TexID'
 
         // Application main loop
-        for (;;)
+        while (true)
         {
             // 1) get low-level input
             // e.g. on Win32, GetKeyboardState(), or poll your events, etc.
@@ -129,6 +129,10 @@
  Occasionally introducing changes that are breaking the API. The breakage are generally minor and easy to fix.
  Here is a change-log of API breaking changes, if you are using one of the functions listed, expect to have to fix some code.
 
+ - 2015/03/08 (1.35) - renamed style.ScrollBarWidth to style.ScrollbarWidth
+ - 2015/02/27 (1.34) - renamed OpenNextNode(bool) to SetNextTreeNodeOpened(bool, ImGuiSetCond), kept inline redirection function.
+ - 2015/02/27 (1.34) - renamed ImGuiSetCondition_*** to ImGuiSetCond_***, and _FirstUseThisSession becomes _Once.
+ - 2015/02/11 (1.32) - changed text input callback ImGuiTextEditCallback return type from void-->int. reserved for future use, return 0 for now.
  - 2015/02/10 (1.32) - renamed GetItemWidth() to CalcItemWidth() to clarify its evolving behavior
  - 2015/02/08 (1.31) - renamed GetTextLineSpacing() to GetTextLineHeightWithSpacing()
  - 2015/02/01 (1.31) - removed IO.MemReallocFn (unused)
@@ -164,29 +168,57 @@
  - 2014/08/28 (1.09) - changed the behavior of IO.PixelCenterOffset following various rendering fixes
 
 
- TROUBLESHOOTING & FREQUENTLY ASKED QUESTIONS
- ============================================
+ FREQUENTLY ASKED QUESTIONS (FAQ) & TROUBLESHOOTING
+ ==================================================
 
  If text or lines are blurry when integrating ImGui in your engine:
+
    - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
 
- If you are confused about the meaning or use of ID in ImGui:
-   - many widgets requires state to be carried over multiple frames (most typically ImGui often wants remember what is the "active" widget).
-     to do so they need an unique ID. unique ID are typically derived from a string label, an indice or a pointer.
-     when you call Button("OK") the button shows "OK" and also use "OK" as an ID.
+ A primer on the meaning and use of ID in ImGui:
+
+   - widgets require state to be carried over multiple frames (most typically ImGui often needs to remember what is the "active" widget).
+     to do so they need an unique ID. unique ID are typically derived from a string label, an integer index or a pointer.
+
+       Button("OK");        // Label = "OK",     ID = hash of "OK"
+       Button("Cancel");    // Label = "Cancel", ID = hash of "Cancel"
+
    - ID are uniquely scoped within Windows so no conflict can happen if you have two buttons called "OK" in two different Windows.
-     within a same Window, use PushID() / PopID() to easily create scopes and avoid ID conflicts.
-     so if you have a loop creating "multiple" items, you can use PushID() / PopID() with the index of each item, or their pointer, etc.
-     some functions like TreeNode() implicitly creates a scope for you by calling PushID()
-   - when dealing with trees, ID are important because you want to preserve the opened/closed state of tree nodes.
-     depending on your use cases you may want to use strings, indices or pointers as ID. experiment and see what makes more sense!
-      e.g. When displaying a single object that may change over time, using a static string as ID will preserve your node open/closed state when the targeted object change
-      e.g. When displaying a list of objects, using indices or pointers as ID will preserve the node open/closed state per object
-   - when passing a label you can optionally specify extra unique ID information within the same string using "##". This helps solving the simpler collision cases.
-      e.g. "Label" display "Label" and uses "Label" as ID
-      e.g. "Label##Foobar" display "Label" and uses "Label##Foobar" as ID
-      e.g. "##Foobar" display an empty label and uses "##Foobar" as ID
-   - read articles about immediate-mode ui principles (see web links) to understand the requirement and use of ID.
+
+   - when passing a label you can optionally specify extra unique ID information within string itself. This helps solving the simpler collision cases.
+     use "##" to pass a complement to the ID that won't be visible to the end-user:
+
+       Button("Play##0");   // Label = "Play",   ID = hash of "Play##0"
+       Button("Play##1");   // Label = "Play",   ID = hash of "Play##1" (different from above)
+
+     use "###" to pass a label that isn't part of ID. You can use that to change labels while preserving a constant ID.
+
+       Button("Hello###ID"; // Label = "Hello",  ID = hash of "ID"
+       Button("World###ID"; // Label = "World",  ID = hash of "ID" (same as above)
+
+   - use PushID() / PopID() to create scopes and avoid ID conflicts within the same Window:
+
+       Button("Click");     // Label = "Click",  ID = hash of "Click"
+       PushID("node");
+       Button("Click");     // Label = "Click",  ID = hash of "node" and "Click"
+       for (int i = 0; i < 100; i++)
+       {
+          PushID(i);
+          Button("Click");  // Label = "Click",  ID = hash of "node" and i and "label"
+          PopID();
+       }
+       PopID();
+       PushID(my_ptr);
+       Button("Click");     // Label = "Click",  ID = hash of ptr and "Click"
+       PopID();
+
+     so if you have a loop creating multiple items, you can use PushID() / PopID() with the index of each item, or their pointer, etc.
+     some functions like TreeNode() implicitly creates a scope for you by calling PushID().
+
+   - when working with trees, ID are used to preserve the opened/closed state of tree nodes.
+     depending on your use cases you may want to use strings, indices or pointers as ID.
+      e.g. when displaying a single object that may change over time (1-1 relationship), using a static string as ID will preserve your node open/closed state when the targeted object change.
+      e.g. when displaying a list of objects, using indices or pointers as ID will preserve the node open/closed state differently. experiment and see what makes more sense!
 
  If you want to load a different font than the default (ProggyClean.ttf, size 13)
 
@@ -204,30 +236,7 @@
 
      io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, io.Fonts->GetGlyphRangesJapanese());  // Load Japanese characters
      io.Fonts->GetTexDataAsRGBA32() or GetTexDataAsAlpha8()
-
- If you want to input Japanese/Chinese/Korean in the text input widget:
-
-    - when loading the font, pass a range that contains the characters you need, e.g.: io.Fonts->GetGlyphRangesJapanese()
-    - to have the Microsoft IME cursor appears at the right location in the screen, setup a handler for the io.ImeSetInputScreenPosFn function:
-
-        #include <Windows.h>
-        #include <Imm.h>
-        static void ImImpl_ImeSetInputScreenPosFn(int x, int y)
-        {
-          // Notify OS Input Method Editor of text input position
-          HWND hwnd = glfwGetWin32Window(window);
-          if (HIMC himc = ImmGetContext(hwnd))
-          {
-            COMPOSITIONFORM cf;
-            cf.ptCurrentPos.x = x;
-            cf.ptCurrentPos.y = y;
-            cf.dwStyle = CFS_FORCE_POSITION;
-            ImmSetCompositionWindow(himc, &cf);
-          }
-        }
-
-        // Set pointer to handler in ImGuiIO structure
-        io.ImeSetInputScreenPosFn = ImImpl_ImeSetInputScreenPosFn;
+     io.ImeWindowHandle = MY_HWND;      // To input using Microsoft IME, give ImGui the hwnd of your application
 
  - tip: the construct 'IMGUI_ONCE_UPON_A_FRAME { ... }' will run the block of code only once a frame. You can use it to quickly add custom UI in the middle of a deep nested inner loop in your code.
  - tip: you can create widgets without a Begin()/End() block, they will go in an implicit window called "Debug"
@@ -254,8 +263,6 @@
  - main: IsItemHovered() returns true even if mouse is active on another widget (e.g. dragging outside of sliders). Maybe not a sensible default? Add parameter or alternate function?
  - main: IsItemHovered() make it more consistent for various type of widgets, widgets with multiple components, etc. also effectively IsHovered() region sometimes differs from hot region, e.g tree nodes
  - main: IsItemHovered() info stored in a stack? so that 'if TreeNode() { Text; TreePop; } if IsHovered' return the hover state of the TreeNode?
- - scrollbar: use relative mouse movement when first-clicking inside of scroll grab box.
- - scrollbar: make the grab visible and a minimum size for long scroll regions
 !- input number: very large int not reliably supported because of int<>float conversions.
  - input number: optional range min/max for Input*() functions
  - input number: holding [-]/[+] buttons could increase the step speed non-linearly (or user-controlled)
@@ -268,6 +275,7 @@
  - columns: declare column set (each column: fixed size, %, fill, distribute default size among fills)
  - columns: columns header to act as button (~sort op) and allow resize/reorder
  - columns: user specify columns size
+ - columns: tree node example, removing the last NextColumn() makes a padding difference (it should not)
  - combo: turn child handling code into pop up helper
  - combo: contents should extends to fit label if combo widget is small
  - listbox: multiple selection
@@ -281,8 +289,8 @@
  - plot: add a helper e.g. Plot(char* label, float value, float time_span=2.0f) that stores values and Plot them for you - probably another function name. and/or automatically allow to plot ANY displayed value (more reliance on stable ID)
  - file selection widget -> build the tool in our codebase to improve model-dialog idioms
  - slider: allow using the [-]/[+] buttons used by InputFloat()/InputInt()
- - slider: initial absolute click is imprecise. change to relative movement slider? hide mouse cursor, allow more precise input using less screen-space.
- - text edit: clean up the mess caused by converting UTF-8 <> wchar. the code is rather ineficient right now.
+ - slider: initial absolute click is imprecise. change to relative movement slider? hide mouse cursor, allow more precise input using less screen-space. same as scrollbar.
+ - text edit: clean up the mess caused by converting UTF-8 <> wchar. the code is rather inefficient right now.
  - text edit: centered text for slider as input text so it matches typical positioning.
  - text edit: flag to disable live update of the user buffer.
  - text edit: field resize behavior - field could stretch when being edited? hover tooltip shows more text?
@@ -293,6 +301,7 @@
  ! style: store rounded corners in texture to use 1 quad per corner (filled and wireframe). so rounding have minor cost.
  - style: checkbox: padding for "active" color should be a multiplier of the
  - style: colorbox not always square?
+ - text: simple markup language for color change?
  - log: LogButtons() options for specifying depth and/or hiding depth slider
  - log: have more control over the log scope (e.g. stop logging when leaving current tree node scope)
  - log: be able to right-click and log a window or tree-node into tty/file/clipboard / generalized context menu?
@@ -340,11 +349,10 @@
 #pragma clang diagnostic ignored "-Wformat-nonliteral"      // warning : format string is not a string literal              // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code.
 #pragma clang diagnostic ignored "-Wexit-time-destructors"  // warning : declaration requires an exit-time destructor       // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals.
 #pragma clang diagnostic ignored "-Wglobal-constructors"    // warning : declaration requires a global destructor           // similar to above, not sure what the exact difference it.
-#pragma clang diagnostic ignored "-Wsign-conversion"        // warning : implicit conversion chanjges signedness            //
-#elif defined(__GNUC__)
-#pragma GCC diagnostic ignored "-Wtype-limits"
-#pragma GCC diagnostic ignored "-Wmaybe-uninitialized"
-#pragma GCC diagnostic ignored "-Wunused-function"
+#pragma clang diagnostic ignored "-Wsign-conversion"        // warning : implicit conversion changes signedness             //
+#endif
+#ifdef __GNUC__
+#pragma GCC diagnostic ignored "-Wunused-function"          // warning: 'xxxx' defined but not used
 #endif
 
 //-------------------------------------------------------------------------
@@ -384,8 +392,8 @@ namespace IMGUI_STB_NAMESPACE
 #endif
 #include "stb_truetype.h"
 
-#define STB_TEXTEDIT_STRING ImGuiTextEditState
-#define STB_TEXTEDIT_CHARTYPE ImWchar
+#define STB_TEXTEDIT_STRING    ImGuiTextEditState
+#define STB_TEXTEDIT_CHARTYPE  ImWchar
 #include "stb_textedit.h"
 
 #ifdef __clang__
@@ -401,7 +409,14 @@ using namespace IMGUI_STB_NAMESPACE;
 // Forward Declarations
 //-------------------------------------------------------------------------
 
+struct ImGuiColMod;
+struct ImGuiStyleMod;
 struct ImGuiAabb;
+struct ImGuiDrawContext;
+struct ImGuiTextEditState;
+struct ImGuiIniData;
+struct ImGuiState;
+struct ImGuiWindow;
 
 static bool         ButtonBehaviour(const ImGuiAabb& bb, const ImGuiID& id, bool* out_hovered, bool* out_held, bool allow_key_modifiers, bool repeat = false, bool pressed_on_click = false);
 static void         LogText(const ImVec2& ref_pos, const char* text, const char* text_end = NULL);
@@ -413,15 +428,16 @@ static void         RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool
 static void         RenderCollapseTriangle(ImVec2 p_min, bool opened, float scale = 1.0f, bool shadow = false);
 
 static void         SetFont(ImFont* font);
-static bool         ItemAdd(const ImGuiAabb& aabb, const ImGuiID* id);
+static bool         ItemAdd(const ImGuiAabb& bb, const ImGuiID* id);
 static void         ItemSize(ImVec2 size, ImVec2* adjust_start_offset = NULL);
-static void         ItemSize(const ImGuiAabb& aabb, ImVec2* adjust_start_offset = NULL);
+static void         ItemSize(const ImGuiAabb& bb, ImVec2* adjust_start_offset = NULL);
 static void         PushColumnClipRect(int column_index = -1);
-static bool         IsClipped(const ImGuiAabb& aabb);
+static bool         IsClipped(const ImGuiAabb& bb);
 
-static bool         IsMouseHoveringBox(const ImGuiAabb& box);
+static bool         IsMouseHoveringBox(const ImGuiAabb& bb);
 static bool         IsKeyPressedMap(ImGuiKey key, bool repeat = true);
 
+static void         Scrollbar(ImGuiWindow* window);
 static bool         CloseWindowButton(bool* p_opened = NULL);
 static void         FocusWindow(ImGuiWindow* window);
 static ImGuiWindow* FindHoveredWindow(ImVec2 pos, bool excluding_childs);
@@ -436,17 +452,18 @@ static size_t       ImFormatString(char* buf, size_t buf_size, const char* fmt,
 static size_t       ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args);
 
 // Helpers: Misc
-static ImU32        ImCrc32(const void* data, size_t data_size, ImU32 seed);
+static ImU32        ImHash(const void* data, size_t data_size, ImU32 seed);
 static bool         ImLoadFileToMemory(const char* filename, const char* file_open_mode, void** out_file_data, size_t* out_file_size, size_t padding_bytes = 0);
-static int          ImUpperPowerOfTwo(int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; }
+static inline int   ImUpperPowerOfTwo(int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; }
+static inline bool  ImCharIsSpace(int c) { return c == ' ' || c == '\t' || c == 0x3000; }
 
 // Helpers: UTF-8 <> wchar
 static int          ImTextCharToUtf8(char* buf, size_t buf_size, unsigned int in_char);                                // return output UTF-8 bytes count
 static ptrdiff_t    ImTextStrToUtf8(char* buf, size_t buf_size, const ImWchar* in_text, const ImWchar* in_text_end);   // return output UTF-8 bytes count
 static int          ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end);          // return input UTF-8 bytes count
-static ptrdiff_t    ImTextStrFromUtf8(ImWchar* buf, size_t buf_size, const char* in_text, const char* in_text_end);    // return input UTF-8 bytes count
+static ptrdiff_t    ImTextStrFromUtf8(ImWchar* buf, size_t buf_size, const char* in_text, const char* in_text_end, const char** in_remaining = NULL);   // return input UTF-8 bytes count
 static int          ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end);                            // return number of UTF-8 code-points (NOT bytes count)
-static int          ImTextCountUtf8BytesFromWchar(const ImWchar* in_text, const ImWchar* in_text_end);                 // return number of bytes to express string as UTF-8 code-points
+static int          ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end);                   // return number of bytes to express string as UTF-8 code-points
 
 //-----------------------------------------------------------------------------
 // Platform dependent default implementations
@@ -454,6 +471,7 @@ static int          ImTextCountUtf8BytesFromWchar(const ImWchar* in_text, const
 
 static const char*  GetClipboardTextFn_DefaultImpl();
 static void         SetClipboardTextFn_DefaultImpl(const char* text);
+static void         ImeSetInputScreenPosFn_DefaultImpl(int x, int y);
 
 //-----------------------------------------------------------------------------
 // Texture Atlas data
@@ -486,7 +504,8 @@ ImGuiStyle::ImGuiStyle()
     WindowFillAlphaDefault  = 0.70f;            // Default alpha of window background, if not specified in ImGui::Begin()
     TreeNodeSpacing         = 22.0f;            // Horizontal spacing when entering a tree node
     ColumnsMinSpacing       = 6.0f;             // Minimum horizontal spacing between two columns
-    ScrollBarWidth          = 16.0f;            // Width of the vertical scroll bar
+    ScrollbarWidth          = 16.0f;            // Width of the vertical scrollbar
+    GrabMinSize             = 10.0f;            // Minimum width/height of a slider or scrollbar grab
 
     Colors[ImGuiCol_Text]                   = ImVec4(0.90f, 0.90f, 0.90f, 1.00f);
     Colors[ImGuiCol_WindowBg]               = ImVec4(0.00f, 0.00f, 0.00f, 1.00f);
@@ -529,8 +548,8 @@ ImGuiStyle::ImGuiStyle()
     Colors[ImGuiCol_TooltipBg]              = ImVec4(0.05f, 0.05f, 0.10f, 0.90f);
 }
 
-// Statically allocated font atlas. This is merely a maneuver to keep its definition at the bottom of the .H file.
-// Because we cannot new() at this point (before users may define IO.MemAllocFn)
+// Statically allocated font atlas. This is merely a maneuver to keep ImFontAtlas definition at the bottom of the .h file (otherwise it'd be inside ImGuiIO)
+// Also we wouldn't be able to new() one at this point, before users may define IO.MemAllocFn.
 static ImFontAtlas GDefaultFontAtlas;
 
 ImGuiIO::ImGuiIO()
@@ -557,12 +576,12 @@ ImGuiIO::ImGuiIO()
     MemFreeFn = free;
     GetClipboardTextFn = GetClipboardTextFn_DefaultImpl;   // Platform dependent default implementations
     SetClipboardTextFn = SetClipboardTextFn_DefaultImpl;
-    ImeSetInputScreenPosFn = NULL;
+    ImeSetInputScreenPosFn = ImeSetInputScreenPosFn_DefaultImpl;
 }
 
 // Pass in translated ASCII characters for text input.
 // - with glfw you can get those from the callback set in glfwSetCharCallback()
-// - on Windows you can get those using ToAscii+keyboard state, or via the VM_CHAR message
+// - on Windows you can get those using ToAscii+keyboard state, or via the WM_CHAR message
 void ImGuiIO::AddInputCharacter(ImWchar c)
 {
     const size_t n = ImStrlenW(InputCharacters);
@@ -588,7 +607,7 @@ const float PI = 3.14159265358979323846f;
 #define IM_INT_MAX 2147483647
 #endif
 
-// Play it nice with Windows users. Notepad in 2014 still doesn't display text data with Unix-style \n.
+// Play it nice with Windows users. Notepad in 2015 still doesn't display text data with Unix-style \n.
 #ifdef _MSC_VER
 #define STR_NEWLINE "\r\n"
 #else
@@ -647,8 +666,7 @@ static char* ImStrdup(const char *str)
 static size_t ImStrlenW(const ImWchar* str)
 {
     size_t n = 0;
-    while (*str++)
-        n++;
+    while (*str++) n++;
     return n;
 }
 
@@ -675,7 +693,8 @@ static const char* ImStristr(const char* haystack, const char* needle, const cha
 }
 
 // Pass data_size==0 for zero-terminated string
-static ImU32 ImCrc32(const void* data, size_t data_size, ImU32 seed = 0)
+// Try to replace with FNV1a hash?
+static ImU32 ImHash(const void* data, size_t data_size, ImU32 seed = 0)
 {
     static ImU32 crc32_lut[256] = { 0 };
     if (!crc32_lut[1])
@@ -689,7 +708,9 @@ static ImU32 ImCrc32(const void* data, size_t data_size, ImU32 seed = 0)
             crc32_lut[i] = crc;
         }
     }
-    ImU32 crc = ~seed;
+
+    seed = ~seed;
+    ImU32 crc = seed;
     const unsigned char* current = (const unsigned char*)data;
 
     if (data_size > 0)
@@ -702,7 +723,16 @@ static ImU32 ImCrc32(const void* data, size_t data_size, ImU32 seed = 0)
     {
         // Zero-terminated string
         while (unsigned char c = *current++)
+        {
+            // We support a syntax of "label###id" where only "###id" is included in the hash, and only "label" gets displayed.
+            // Because this syntax is rarely used we are optimizing for the common case.
+            // - If we reach ### in the string we discard the hash so far and reset to the seed.
+            // - We don't do 'current += 2; continue;' after handling ### to keep the code smaller.
+            if (c == '#' && current[0] == '#' && current[1] == '#')
+                crc = seed;
+
             crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];
+        }
     }
     return ~crc;
 }
@@ -841,7 +871,7 @@ struct ImGuiStyleMod    // Style modifier, backup of modified data so we can res
     ImVec2      PreviousValue;
 };
 
-struct ImGuiAabb    // 2D axis aligned bounding-box
+struct ImGuiAabb        // 2D axis aligned bounding-box
 {
     ImVec2      Min;
     ImVec2      Max;
@@ -887,7 +917,6 @@ struct ImGuiDrawContext
     ImVector<float>         TextWrapPos;
     ImGuiColorEditMode      ColorEditMode;
     ImGuiStorage*           StateStorage;
-    int                     OpenNextNode;        // FIXME: Reformulate this feature like SetNextWindowCollapsed() API
 
     float                   ColumnsStartX;       // Start position from left of window (increased by TreePush/TreePop, etc.)
     float                   ColumnsOffsetX;      // Offset to the current column (if ColumnsCurrent > 0). FIXME: This and the above should be a stack to allow use cases like Tree->Column->Tree. Need revamp columns API.
@@ -898,6 +927,7 @@ struct ImGuiDrawContext
     float                   ColumnsCellMaxY;
     bool                    ColumnsShowBorders;
     ImGuiID                 ColumnsSetID;
+    ImVector<float>         ColumnsOffsetsT;     // Columns offset normalized 0.0 (far left) -> 1.0 (far right)
 
     ImGuiDrawContext()
     {
@@ -909,7 +939,6 @@ struct ImGuiDrawContext
         LastItemAabb = ImGuiAabb(0.0f,0.0f,0.0f,0.0f);
         LastItemHovered = false;
         StateStorage = NULL;
-        OpenNextNode = -1;
 
         ColumnsStartX = 0.0f;
         ColumnsOffsetX = 0.0f;
@@ -925,14 +954,16 @@ struct ImGuiDrawContext
 // Internal state of the currently focused/edited text input box
 struct ImGuiTextEditState
 {
+    ImGuiID             Id;                             // widget id owning the text state
     ImWchar             Text[1024];                     // edit buffer, we need to persist but can't guarantee the persistence of the user-provided buffer. so we copy into own buffer.
-    char                InitialText[1024*3+1];          // backup of end-user buffer at the time of focus (in UTF-8, unconverted)
-    size_t              BufSize;                        // end-user buffer size, <= 1024 (or increase above)
+    char                InitialText[1024*4+1];          // backup of end-user buffer at the time of focus (in UTF-8, unaltered)
+    size_t              CurLenA, CurLenW;               // we need to maintain our buffer length in both UTF-8 and wchar format.
+    size_t              BufSizeA;                       // end-user buffer size, <= 1024 (or increase above)
     float               Width;                          // widget width
     float               ScrollX;
     STB_TexteditState   StbState;
     float               CursorAnim;
-    ImVec2              LastCursorPos;                  // Cursor position in screen space to be used by IME callback.
+    ImVec2              InputCursorScreenPos;           // Cursor position in screen space to be used by IME callback.
     bool                SelectedAllMouseLock;
     ImFont*             Font;
     float               FontSize;
@@ -954,9 +985,11 @@ struct ImGuiTextEditState
     static void             RenderTextScrolledClipped(ImFont* font, float font_size, const char* text, ImVec2 pos_base, float width, float scroll_x);
 };
 
+// Data saved in imgui.ini file
 struct ImGuiIniData
 {
     char*   Name;
+    ImGuiID ID;
     ImVec2  Pos;
     ImVec2  Size;
     bool    Collapsed;
@@ -965,6 +998,7 @@ struct ImGuiIniData
     ~ImGuiIniData() { if (Name) { ImGui::MemFree(Name); Name = NULL; } }
 };
 
+// Main state for ImGui
 struct ImGuiState
 {
     bool                    Initialized;
@@ -987,17 +1021,23 @@ struct ImGuiState
     ImGuiID                 ActiveId;
     ImGuiID                 ActiveIdPreviousFrame;
     bool                    ActiveIdIsAlive;
+    bool                    ActiveIdIsFocusedOnly;              // Set only by active widget. Denote focus but no active interaction.
+    ImGuiWindow*            MovedWindow;                        // Track the child window we clicked on to move a window. Only valid if ActiveID is the "#MOVE" identifier of a window.
     float                   SettingsDirtyTimer;
     ImVector<ImGuiIniData*> Settings;
     ImVector<ImGuiColMod>   ColorModifiers;
     ImVector<ImGuiStyleMod> StyleModifiers;
     ImVector<ImFont*>       FontStack;
+
     ImVec2                  SetNextWindowPosVal;
-    ImGuiSetCondition       SetNextWindowPosCond;
+    ImGuiSetCond            SetNextWindowPosCond;
     ImVec2                  SetNextWindowSizeVal;
-    ImGuiSetCondition       SetNextWindowSizeCond;
+    ImGuiSetCond            SetNextWindowSizeCond;
     bool                    SetNextWindowCollapsedVal;
-    ImGuiSetCondition       SetNextWindowCollapsedCond;
+    ImGuiSetCond            SetNextWindowCollapsedCond;
+    bool                    SetNextWindowFocus;
+    bool                    SetNextTreeNodeOpenedVal;
+    ImGuiSetCond            SetNextTreeNodeOpenedCond;
 
     // Render
     ImVector<ImDrawList*>   RenderDrawLists;
@@ -1008,6 +1048,7 @@ struct ImGuiState
     ImGuiID                 SliderAsInputTextId;
     ImGuiStorage            ColorEditModeStorage;               // for user selection
     ImGuiID                 ActiveComboID;
+    float                   ScrollbarClickDeltaToGrabCenter;    // distance between mouse and center of grab box, normalized in parent space
     char                    Tooltip[1024];
     char*                   PrivateClipboard;                   // if no custom clipboard handler is defined
 
@@ -1018,9 +1059,18 @@ struct ImGuiState
     int                     LogStartDepth;
     int                     LogAutoExpandMaxDepth;
 
+    // Misc
+    float                   FramerateSecPerFrame[120];          // calculate estimate of framerate for user
+    int                     FramerateSecPerFrameIdx;
+    float                   FramerateSecPerFrameAccum;
+
     ImGuiState()
     {
         Initialized = false;
+        Font = NULL;
+        FontSize = 0.0f;
+        FontTexUvWhitePixel = ImVec2(0.0f, 0.0f);
+
         Time = 0.0f;
         FrameCount = 0;
         FrameCountRendered = -1;
@@ -1028,23 +1078,39 @@ struct ImGuiState
         FocusedWindow = NULL;
         HoveredWindow = NULL;
         HoveredRootWindow = NULL;
+        HoveredId = 0;
+        ActiveId = 0;
+        ActiveIdPreviousFrame = 0;
         ActiveIdIsAlive = false;
+        ActiveIdIsFocusedOnly = false;
+        MovedWindow = NULL;
         SettingsDirtyTimer = 0.0f;
+
         SetNextWindowPosVal = ImVec2(0.0f, 0.0f);
         SetNextWindowPosCond = 0;
         SetNextWindowSizeVal = ImVec2(0.0f, 0.0f);
         SetNextWindowSizeCond = 0;
         SetNextWindowCollapsedVal = false;
         SetNextWindowCollapsedCond = 0;
+        SetNextWindowFocus = false;
+        SetNextTreeNodeOpenedVal = false;
+        SetNextTreeNodeOpenedCond = 0;
+
         SliderAsInputTextId = 0;
         ActiveComboID = 0;
+        ScrollbarClickDeltaToGrabCenter = 0.0f;
         memset(Tooltip, 0, sizeof(Tooltip));
         PrivateClipboard = NULL;
+
         LogEnabled = false;
         LogFile = NULL;
+        LogClipboard = NULL;
         LogStartDepth = 0;
         LogAutoExpandMaxDepth = 2;
-        LogClipboard = NULL;
+
+        memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame));
+        FramerateSecPerFrameIdx = 0;
+        FramerateSecPerFrameAccum = 0.0f;
     }
 };
 
@@ -1060,7 +1126,8 @@ struct ImGuiWindow
     ImVec2                  Pos;                                // Position rounded-up to nearest pixel
     ImVec2                  Size;                               // Current size (==SizeFull or collapsed title bar size)
     ImVec2                  SizeFull;                           // Size when non collapsed
-    ImVec2                  SizeContentsFit;                    // Size of contents (extents reach by the drawing cursor) - may not fit within Size.
+    ImVec2                  SizeContents;                       // Size of contents (== extents reach of the drawing cursor) from previous frame
+    ImVec2                  SizeContentsCurrent;                // Size of contents, currently extending
     float                   ScrollY;
     float                   NextScrollY;
     bool                    ScrollbarY;
@@ -1070,13 +1137,14 @@ struct ImGuiWindow
     bool                    SkipItems;                          // == Visible && !Collapsed
     int                     AutoFitFrames;
     bool                    AutoFitOnlyGrows;
-    int                     SetWindowPosAllowFlags;             // bit ImGuiSetCondition_*** specify if SetWindowPos() call is allowed with this particular flag.
-    int                     SetWindowSizeAllowFlags;            // bit ImGuiSetCondition_*** specify if SetWindowSize() call is allowed with this particular flag.
-    int                     SetWindowCollapsedAllowFlags;       // bit ImGuiSetCondition_*** specify if SetWindowCollapsed() call is allowed with this particular flag.
+    int                     SetWindowPosAllowFlags;             // bit ImGuiSetCond_*** specify if SetWindowPos() call is allowed with this particular flag.
+    int                     SetWindowSizeAllowFlags;            // bit ImGuiSetCond_*** specify if SetWindowSize() call is allowed with this particular flag.
+    int                     SetWindowCollapsedAllowFlags;       // bit ImGuiSetCond_*** specify if SetWindowCollapsed() call is allowed with this particular flag.
 
     ImGuiDrawContext        DC;
     ImVector<ImGuiID>       IDStack;
     ImVector<ImVec4>        ClipRectStack;                      // Scissoring / clipping rectangle. x1, y1, x2, y2.
+    ImGuiAabb               ClippedAabb;                        // = ClipRectStack.front() after setup in Begin()
     int                     LastFrameDrawn;
     float                   ItemWidthDefault;
     ImGuiStorage            StateStorage;
@@ -1109,12 +1177,12 @@ public:
     ImVec2      CursorPos() const                       { return DC.CursorPos; }
     float       TitleBarHeight() const                  { return (Flags & ImGuiWindowFlags_NoTitleBar) ? 0 : FontSize() + GImGui->Style.FramePadding.y * 2.0f; }
     ImGuiAabb   TitleBarAabb() const                    { return ImGuiAabb(Pos, Pos + ImVec2(SizeFull.x, TitleBarHeight())); }
-    ImVec2      WindowPadding() const                   { return ((Flags & ImGuiWindowFlags_ChildWindow) && !(Flags & ImGuiWindowFlags_ShowBorders)) ? ImVec2(1,1) : GImGui->Style.WindowPadding; }
+    ImVec2      WindowPadding() const                   { return ((Flags & ImGuiWindowFlags_ChildWindow) && !(Flags & ImGuiWindowFlags_ShowBorders)) ? ImVec2(0,0) : GImGui->Style.WindowPadding; }
     ImU32       Color(ImGuiCol idx, float a=1.f) const  { ImVec4 c = GImGui->Style.Colors[idx]; c.w *= GImGui->Style.Alpha * a; return ImGui::ColorConvertFloat4ToU32(c); }
     ImU32       Color(const ImVec4& col) const          { ImVec4 c = col; c.w *= GImGui->Style.Alpha; return ImGui::ColorConvertFloat4ToU32(c); }
 };
 
-static ImGuiWindow* GetCurrentWindow()
+static inline ImGuiWindow* GetCurrentWindow()
 {
     ImGuiState& g = *GImGui;
     IM_ASSERT(g.CurrentWindow != NULL);    // ImGui::NewFrame() hasn't been called yet?
@@ -1122,10 +1190,18 @@ static ImGuiWindow* GetCurrentWindow()
     return g.CurrentWindow;
 }
 
+static inline ImGuiWindow* GetParentWindow()
+{
+    ImGuiState& g = *GImGui;
+    IM_ASSERT(g.CurrentWindowStack.size() >= 2);
+    return g.CurrentWindowStack[g.CurrentWindowStack.size() - 2];
+}
+
 static void SetActiveId(ImGuiID id)
 {
     ImGuiState& g = *GImGui;
     g.ActiveId = id;
+    g.ActiveIdIsFocusedOnly = false;
 }
 
 static void RegisterAliveId(const ImGuiID& id)
@@ -1251,23 +1327,27 @@ void ImGuiStorage::SetAllInt(int v)
 //-----------------------------------------------------------------------------
 
 // Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
-ImGuiTextFilter::ImGuiTextFilter()
+ImGuiTextFilter::ImGuiTextFilter(const char* default_filter)
 {
-    InputBuf[0] = 0;
-    CountGrep = 0;
+    if (default_filter)
+    {
+        ImFormatString(InputBuf, IM_ARRAYSIZE(InputBuf), "%s", default_filter);
+        Build();
+    }
+    else
+    {
+        InputBuf[0] = 0;
+        CountGrep = 0;
+    }
 }
 
 void ImGuiTextFilter::Draw(const char* label, float width)
 {
-    ImGuiWindow* window = GetCurrentWindow();
-    if (width < 0.0f)
-    {
-        ImVec2 label_size = ImGui::CalcTextSize(label, NULL, true);
-        width = ImMax(window->Pos.x + ImGui::GetContentRegionMax().x - window->DC.CursorPos.x - (label_size.x + GImGui->Style.ItemSpacing.x*4), 10.0f);
-    }
-    ImGui::PushItemWidth(width);
+    if (width > 0.0f)
+        ImGui::PushItemWidth(width);
     ImGui::InputText(label, InputBuf, IM_ARRAYSIZE(InputBuf));
-    ImGui::PopItemWidth();
+    if (width > 0.0f)
+        ImGui::PopItemWidth();
     Build();
 }
 
@@ -1383,12 +1463,13 @@ void ImGuiTextBuffer::append(const char* fmt, ...)
 ImGuiWindow::ImGuiWindow(const char* name)
 {
     Name = ImStrdup(name);
-    ID = GetID(name);
+    ID = ImHash(name, 0);
     IDStack.push_back(ID);
 
+    Flags = 0;
     PosFloat = Pos = ImVec2(0.0f, 0.0f);
     Size = SizeFull = ImVec2(0.0f, 0.0f);
-    SizeContentsFit = ImVec2(0.0f, 0.0f);
+    SizeContents = SizeContentsCurrent = ImVec2(0.0f, 0.0f);
     ScrollY = 0.0f;
     NextScrollY = 0.0f;
     ScrollbarY = false;
@@ -1398,7 +1479,7 @@ ImGuiWindow::ImGuiWindow(const char* name)
     SkipItems = false;
     AutoFitFrames = -1;
     AutoFitOnlyGrows = false;
-    SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = ImGuiSetCondition_Always | ImGuiSetCondition_FirstUseThisSession | ImGuiSetCondition_FirstUseEver;
+    SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = ImGuiSetCond_Always | ImGuiSetCond_Once | ImGuiSetCond_FirstUseEver;
 
     LastFrameDrawn = -1;
     ItemWidthDefault = 0.0f;
@@ -1412,6 +1493,7 @@ ImGuiWindow::ImGuiWindow(const char* name)
 
     DrawList = (ImDrawList*)ImGui::MemAlloc(sizeof(ImDrawList));
     new(DrawList) ImDrawList();
+    RootWindow = NULL;
 
     FocusIdxAllCounter = FocusIdxTabCounter = -1;
     FocusIdxAllRequestCurrent = FocusIdxTabRequestCurrent = IM_INT_MAX;
@@ -1429,16 +1511,16 @@ ImGuiWindow::~ImGuiWindow()
 
 ImGuiID ImGuiWindow::GetID(const char* str)
 {
-    const ImGuiID seed = IDStack.empty() ? 0 : IDStack.back();
-    const ImGuiID id = ImCrc32(str, 0, seed);
+    ImGuiID seed = IDStack.back();
+    const ImGuiID id = ImHash(str, 0, seed);
     RegisterAliveId(id);
     return id;
 }
 
 ImGuiID ImGuiWindow::GetID(const void* ptr)
 {
-    const ImGuiID seed = IDStack.empty() ? 0 : IDStack.back();
-    const ImGuiID id = ImCrc32(&ptr, sizeof(void*), seed);
+    ImGuiID seed = IDStack.back();
+    const ImGuiID id = ImHash(&ptr, sizeof(void*), seed);
     RegisterAliveId(id);
     return id;
 }
@@ -1510,10 +1592,11 @@ void ImGui::MemFree(void* ptr)
 static ImGuiIniData* FindWindowSettings(const char* name)
 {
     ImGuiState& g = *GImGui;
+    ImGuiID id = ImHash(name, 0);
     for (size_t i = 0; i != g.Settings.size(); i++)
     {
         ImGuiIniData* ini = g.Settings[i];
-        if (ImStricmp(ini->Name, name) == 0)
+        if (ini->ID == id)
             return ini;
     }
     return NULL;
@@ -1524,6 +1607,7 @@ static ImGuiIniData* AddWindowSettings(const char* name)
     ImGuiIniData* ini = (ImGuiIniData*)ImGui::MemAlloc(sizeof(ImGuiIniData));
     new(ini) ImGuiIniData();
     ini->Name = ImStrdup(name);
+    ini->ID = ImHash(name, 0);
     ini->Collapsed = false;
     ini->Pos = ImVec2(FLT_MAX,FLT_MAX);
     ini->Size = ImVec2(0,0);
@@ -1608,7 +1692,10 @@ static void SaveSettings()
         const ImGuiIniData* settings = g.Settings[i];
         if (settings->Pos.x == FLT_MAX)
             continue;
-        fprintf(f, "[%s]\n", settings->Name);
+        const char* name = settings->Name;
+        if (const char* p = strstr(name, "###"))  // Skip to the "###" marker if any. We don't skip past to match the behavior of GetID()
+            name = p;
+        fprintf(f, "[%s]\n", name);
         fprintf(f, "Pos=%d,%d\n", (int)settings->Pos.x, (int)settings->Pos.y);
         fprintf(f, "Size=%d,%d\n", (int)settings->Size.x, (int)settings->Size.y);
         fprintf(f, "Collapsed=%d\n", settings->Collapsed);
@@ -1715,12 +1802,20 @@ void ImGui::NewFrame()
     for (size_t i = 0; i < IM_ARRAYSIZE(g.IO.KeysDown); i++)
         g.IO.KeysDownTime[i] = g.IO.KeysDown[i] ? (g.IO.KeysDownTime[i] < 0.0f ? 0.0f : g.IO.KeysDownTime[i] + g.IO.DeltaTime) : -1.0f;
 
+    // Calculate frame-rate for the user, as a purely luxurious feature
+    g.FramerateSecPerFrameAccum += g.IO.DeltaTime - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx];
+    g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx] = g.IO.DeltaTime;
+    g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame);
+    g.IO.Framerate = 1.0f / (g.FramerateSecPerFrameAccum / (float)IM_ARRAYSIZE(g.FramerateSecPerFrame));
+
     // Clear reference to active widget if the widget isn't alive anymore
     g.HoveredId = 0;
     if (!g.ActiveIdIsAlive && g.ActiveIdPreviousFrame == g.ActiveId && g.ActiveId != 0)
         SetActiveId(0);
     g.ActiveIdPreviousFrame = g.ActiveId;
     g.ActiveIdIsAlive = false;
+    if (!g.ActiveId)
+        g.MovedWindow = NULL;
 
     // Delay saving settings so we don't spam disk too much
     if (g.SettingsDirtyTimer > 0.0f)
@@ -1740,7 +1835,7 @@ void ImGui::NewFrame()
     // Are we using inputs? Tell user so they can capture/discard the inputs away from the rest of their application.
     // When clicking outside of a window we assume the click is owned by the application and won't request capture.
     int mouse_earliest_button_down = -1;
-    for (int i = 0; i < IM_ARRAYSIZE(g.IO.MouseDown); i++)
+    for (size_t i = 0; i < IM_ARRAYSIZE(g.IO.MouseDown); i++)
     {
         if (g.IO.MouseClicked[i])
             g.IO.MouseDownOwned[i] = (g.HoveredWindow != NULL);
@@ -1795,13 +1890,11 @@ void ImGui::NewFrame()
     }
 
     // Mark all windows as not visible
-    // Clear root windows at this point.
     for (size_t i = 0; i != g.Windows.size(); i++)
     {
         ImGuiWindow* window = g.Windows[i];
         window->Visible = false;
         window->Accessed = false;
-        window->RootWindow = NULL;
     }
 
     // No window should be open at the beginning of the frame.
@@ -1809,7 +1902,7 @@ void ImGui::NewFrame()
     g.CurrentWindowStack.resize(0);
 
     // Create implicit window - we will only render it if the user has added something to it.
-    ImGui::Begin("Debug", NULL, ImVec2(400,400), -1.0f, ImGuiWindowFlags_NoSavedSettings);
+    ImGui::Begin("Debug", NULL, ImVec2(400,400));
 }
 
 // NB: behaviour of ImGui after Shutdown() is not tested/guaranteed at the moment. This function is merely here to free heap allocations.
@@ -1932,9 +2025,13 @@ void ImGui::Render()
             g.CurrentWindow->Visible = false;
         ImGui::End();
 
-        // Select window for move/focus when we're done with all our widgets (we only consider non-child windows here)
+        // Select window for move/focus when we're done with all our widgets (we use the root window ID here)
         if (g.ActiveId == 0 && g.HoveredId == 0 && g.HoveredRootWindow != NULL && g.IO.MouseClicked[0])
+        {
+            IM_ASSERT(g.MovedWindow == NULL);
+            g.MovedWindow = g.HoveredWindow;
             SetActiveId(g.HoveredRootWindow->GetID("#MOVE"));
+        }
 
         // Sort the window list so that all child windows are after their parent
         // We cannot do that on FocusWindow() because childs may not exist yet
@@ -2010,7 +2107,9 @@ void ImGui::Render()
 static const char*  FindTextDisplayEnd(const char* text, const char* text_end = NULL)
 {
     const char* text_display_end = text;
-    while ((!text_end || text_display_end < text_end) && *text_display_end != '\0' && (text_display_end[0] != '#' || text_display_end[1] != '#'))
+    if (!text_end)
+        text_end = (const char*)-1;
+    while (text_display_end < text_end && *text_display_end != '\0' && (text_display_end[0] != '#' || text_display_end[1] != '#'))
         text_display_end++;
     return text_display_end;
 }
@@ -2217,7 +2316,7 @@ static void RenderCollapseTriangle(ImVec2 p_min, bool opened, float scale, bool
 
     if (shadow && (window->Flags & ImGuiWindowFlags_ShowBorders) != 0)
         window->DrawList->AddTriangleFilled(a+ImVec2(2,2), b+ImVec2(2,2), c+ImVec2(2,2), window->Color(ImGuiCol_BorderShadow));
-    window->DrawList->AddTriangleFilled(a, b, c, window->Color(ImGuiCol_Border));
+    window->DrawList->AddTriangleFilled(a, b, c, window->Color(ImGuiCol_Text));
 }
 
 // Calculate text size. Text can be multi-line. Optionally ignore text after a ## marker.
@@ -2294,7 +2393,9 @@ static ImGuiWindow* FindHoveredWindow(ImVec2 pos, bool excluding_childs)
             continue;
         if (excluding_childs && (window->Flags & ImGuiWindowFlags_ChildWindow) != 0)
             continue;
-        ImGuiAabb bb(window->Pos - g.Style.TouchExtraPadding, window->Pos + window->Size + g.Style.TouchExtraPadding);
+
+        // Using the clipped AABB so a child window will typically be clipped by its parent.
+        ImGuiAabb bb(window->ClippedAabb.Min - g.Style.TouchExtraPadding, window->ClippedAabb.Max + g.Style.TouchExtraPadding);
         if (bb.Contains(pos))
             return window;
     }
@@ -2304,13 +2405,13 @@ static ImGuiWindow* FindHoveredWindow(ImVec2 pos, bool excluding_childs)
 // Test if mouse cursor is hovering given aabb
 // NB- Box is clipped by our current clip setting
 // NB- Expand the aabb to be generous on imprecise inputs systems (g.Style.TouchExtraPadding)
-static bool IsMouseHoveringBox(const ImGuiAabb& box)
+static bool IsMouseHoveringBox(const ImGuiAabb& bb)
 {
     ImGuiState& g = *GImGui;
     ImGuiWindow* window = GetCurrentWindow();
 
     // Clip
-    ImGuiAabb box_clipped = box;
+    ImGuiAabb box_clipped = bb;
     if (!window->ClipRectStack.empty())
     {
         const ImVec4 clip_rect = window->ClipRectStack.back();
@@ -2417,6 +2518,12 @@ bool ImGui::IsItemActive()
     return false;
 }
 
+bool ImGui::IsAnyItemActive()
+{
+    ImGuiState& g = *GImGui;
+    return g.ActiveId != 0;
+}
+
 ImVec2 ImGui::GetItemBoxMin()
 {
     ImGuiWindow* window = GetCurrentWindow();
@@ -2467,14 +2574,7 @@ void ImGui::EndTooltip()
     ImGui::End();
 }
 
-void ImGui::BeginChild(ImGuiID id, ImVec2 size, bool border, ImGuiWindowFlags extra_flags)
-{
-    char str_id[32];
-    ImFormatString(str_id, IM_ARRAYSIZE(str_id), "child_%x", id);
-    ImGui::BeginChild(str_id, size, border, extra_flags);
-}
-
-void ImGui::BeginChild(const char* str_id, ImVec2 size, bool border, ImGuiWindowFlags extra_flags)
+bool ImGui::BeginChild(const char* str_id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags)
 {
     ImGuiState& g = *GImGui;
     ImGuiWindow* window = GetCurrentWindow();
@@ -2483,6 +2583,7 @@ void ImGui::BeginChild(const char* str_id, ImVec2 size, bool border, ImGuiWindow
 
     const ImVec2 content_max = window->Pos + ImGui::GetContentRegionMax();
     const ImVec2 cursor_pos = window->Pos + ImGui::GetCursorPos();
+    ImVec2 size = size_arg;
     if (size.x <= 0.0f)
     {
         if (size.x == 0.0f)
@@ -2503,10 +2604,20 @@ void ImGui::BeginChild(const char* str_id, ImVec2 size, bool border, ImGuiWindow
     ImFormatString(title, IM_ARRAYSIZE(title), "%s.%s", window->Name, str_id);
 
     const float alpha = 1.0f;
-    ImGui::Begin(title, NULL, size, alpha, flags);
+    bool ret = ImGui::Begin(title, NULL, size, alpha, flags);
 
     if (!(window->Flags & ImGuiWindowFlags_ShowBorders))
         g.CurrentWindow->Flags &= ~ImGuiWindowFlags_ShowBorders;
+
+    return ret;
+}
+
+bool ImGui::BeginChild(ImGuiID id, const ImVec2& size, bool border, ImGuiWindowFlags extra_flags)
+{
+    char str_id[32];
+    ImFormatString(str_id, IM_ARRAYSIZE(str_id), "child_%x", id);
+    bool ret = ImGui::BeginChild(str_id, size, border, extra_flags);
+    return ret;
 }
 
 void ImGui::EndChild()
@@ -2528,7 +2639,11 @@ void ImGui::EndChild()
             sz.y = 0;
 
         ImGui::End();
+
+        window = GetCurrentWindow();
+        ImGuiAabb bb(window->DC.CursorPos, window->DC.CursorPos + sz);
         ItemSize(sz);
+        ItemAdd(bb, NULL);
     }
 }
 
@@ -2551,10 +2666,11 @@ void ImGui::EndChildFrame()
 
 static ImGuiWindow* FindWindowByName(const char* name)
 {
-    // FIXME-OPT: Consider optimizing this (e.g. sorted hashes to window pointers)
+    // FIXME-OPT: Store sorted hashes -> pointers.
     ImGuiState& g = *GImGui;
-    for (size_t i = 0; i != g.Windows.size(); i++)
-        if (strcmp(g.Windows[i]->Name, name) == 0)
+    ImGuiID id = ImHash(name, 0);
+    for (size_t i = 0; i < g.Windows.size(); i++)
+        if (g.Windows[i]->ID == id)
             return g.Windows[i];
     return NULL;
 }
@@ -2587,9 +2703,9 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFl
         }
         else
         {
-            window->SetWindowPosAllowFlags &= ~ImGuiSetCondition_FirstUseEver;
-            window->SetWindowSizeAllowFlags &= ~ImGuiSetCondition_FirstUseEver;
-            window->SetWindowCollapsedAllowFlags &= ~ImGuiSetCondition_FirstUseEver;
+            window->SetWindowPosAllowFlags &= ~ImGuiSetCond_FirstUseEver;
+            window->SetWindowSizeAllowFlags &= ~ImGuiSetCond_FirstUseEver;
+            window->SetWindowCollapsedAllowFlags &= ~ImGuiSetCond_FirstUseEver;
         }
 
         if (settings->Pos.x != FLT_MAX)
@@ -2608,13 +2724,15 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFl
 }
 
 // Push a new ImGui window to add widgets to.
-// - A default window called "Debug" is automatically stacked at the beginning of every frame.
-// - This can be called multiple times during the frame with the same window name to append content to the same window.
-// - The window name is used as a unique identifier to preserve window information across frames (and save rudimentary information to the .ini file). Note that you can use ## to append unique data that isn't displayed, e.g. "My window##1" will use "My window##1" as unique window ID but display "My window" to the user.
+// - 'size' for a regular window denote the initial size for first-time creation (no saved data) and isn't that useful. Use SetNextWindowSize() prior to calling Begin() for more flexible window manipulation.
+// - A default window called "Debug" is automatically stacked at the beginning of every frame so you can use widgets without explicitly calling a Begin/End pair.
+// - Begin/End can be called multiple times during the frame with the same window name to append content.
+// - The window name is used as a unique identifier to preserve window information across frames (and save rudimentary information to the .ini file).
+//   You can use the "##" or "###" markers to use the same label with different id, or same id with different label. See documentation at the top of this file.
 // - Return false when window is collapsed, so you can early out in your code. You always need to call ImGui::End() even if false is returned.
 // - Passing 'bool* p_opened' displays a Close button on the upper-right corner of the window, the pointed value will be set to false when the button is pressed.
-// - Passing non-zero 'size' is roughly equivalent to calling SetNextWindowSize(size, ImGuiSetCondition_FirstUseEver) prior to calling Begin().
-bool ImGui::Begin(const char* name, bool* p_opened, ImVec2 size, float fill_alpha, ImGuiWindowFlags flags)
+// - Passing non-zero 'size' is roughly equivalent to calling SetNextWindowSize(size, ImGuiSetCond_FirstUseEver) prior to calling Begin().
+bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size, float bg_alpha, ImGuiWindowFlags flags)
 {
     ImGuiState& g = *GImGui;
     const ImGuiStyle& style = g.Style;
@@ -2651,11 +2769,16 @@ bool ImGui::Begin(const char* name, bool* p_opened, ImVec2 size, float fill_alph
         ImGui::SetWindowCollapsed(g.SetNextWindowCollapsedVal, g.SetNextWindowCollapsedCond);
         g.SetNextWindowCollapsedCond = 0;
     }
+    if (g.SetNextWindowFocus)
+    {
+        ImGui::SetWindowFocus();
+        g.SetNextWindowFocus = false;
+    }
 
     // Find parent
     ImGuiWindow* parent_window = (flags & ImGuiWindowFlags_ChildWindow) != 0 ? g.CurrentWindowStack[g.CurrentWindowStack.size()-2] : NULL;
 
-    // Find root (if we are a child window)
+    // Update known root window (if we are a child window, otherwise window == window->RootWindow)
     size_t root_idx = g.CurrentWindowStack.size() - 1;
     while (root_idx > 0)
     {
@@ -2666,8 +2789,8 @@ bool ImGui::Begin(const char* name, bool* p_opened, ImVec2 size, float fill_alph
     window->RootWindow = g.CurrentWindowStack[root_idx];
 
     // Default alpha
-    if (fill_alpha < 0.0f)
-        fill_alpha = style.WindowFillAlphaDefault;
+    if (bg_alpha < 0.0f)
+        bg_alpha = style.WindowFillAlphaDefault;
 
     // When reusing window again multiple times a frame, just append content (don't need to setup again)
     const int current_frame = ImGui::GetFrameCount();
@@ -2684,6 +2807,10 @@ bool ImGui::Begin(const char* name, bool* p_opened, ImVec2 size, float fill_alph
         window->LastFrameDrawn = current_frame;
         window->ClipRectStack.resize(0);
 
+        // Reset contents size for auto-fitting
+        window->SizeContents = window->SizeContentsCurrent;
+        window->SizeContentsCurrent = ImVec2(0.0f, 0.0f);
+
         if (flags & ImGuiWindowFlags_ChildWindow)
         {
             parent_window->DC.ChildWindows.push_back(window);
@@ -2706,11 +2833,10 @@ bool ImGui::Begin(const char* name, bool* p_opened, ImVec2 size, float fill_alph
     // Setup and draw window
     if (first_begin_of_the_frame)
     {
-        // Seed ID stack with our window pointer
-        window->IDStack.resize(0);
-        ImGui::PushID(window);
+        // Reset ID stack
+        window->IDStack.resize(1);
 
-        // Move window (at the beginning of the frame to avoid input lag or sheering)
+        // Move window (at the beginning of the frame to avoid input lag or sheering). Only valid for root windows.
         const ImGuiID move_id = window->GetID("#MOVE");
         RegisterAliveId(move_id);
         if (g.ActiveId == move_id)
@@ -2723,11 +2849,13 @@ bool ImGui::Begin(const char* name, bool* p_opened, ImVec2 size, float fill_alph
                     if (!(window->Flags & ImGuiWindowFlags_NoSavedSettings))
                         MarkSettingsDirty();
                 }
-                FocusWindow(window);
+                IM_ASSERT(g.MovedWindow != NULL);
+                FocusWindow(g.MovedWindow);
             }
             else
             {
                 SetActiveId(0);
+                g.MovedWindow = NULL;   // Not strictly necessary but doing it for sanity.
             }
         }
 
@@ -2777,7 +2905,7 @@ bool ImGui::Begin(const char* name, bool* p_opened, ImVec2 size, float fill_alph
         window->ScrollY = window->NextScrollY;
         window->ScrollY = ImMax(window->ScrollY, 0.0f);
         if (!window->Collapsed && !window->SkipItems)
-            window->ScrollY = ImMin(window->ScrollY, ImMax(0.0f, (float)window->SizeContentsFit.y - window->SizeFull.y));
+            window->ScrollY = ImMin(window->ScrollY, ImMax(0.0f, window->SizeContents.y - window->SizeFull.y));
         window->NextScrollY = window->ScrollY;
 
         // At this point we don't have a clipping rectangle setup yet, so we can test and draw in title bar
@@ -2817,12 +2945,12 @@ bool ImGui::Begin(const char* name, bool* p_opened, ImVec2 size, float fill_alph
             if ((window->Flags & ImGuiWindowFlags_Tooltip) != 0)
             {
                 // Tooltip always resize. We keep the spacing symmetric on both axises for aesthetic purpose.
-                const ImVec2 size_auto_fit = window->SizeContentsFit + style.WindowPadding - ImVec2(0.0f, style.ItemSpacing.y);
+                const ImVec2 size_auto_fit = window->SizeContents + style.WindowPadding - ImVec2(0.0f, style.ItemSpacing.y);
                 window->SizeFull = size_auto_fit;
             }
             else
             {
-                const ImVec2 size_auto_fit = ImClamp(window->SizeContentsFit + style.AutoFitPadding, style.WindowMinSize, ImMax(style.WindowMinSize, g.IO.DisplaySize - style.AutoFitPadding));
+                const ImVec2 size_auto_fit = ImClamp(window->SizeContents + style.AutoFitPadding, style.WindowMinSize, ImMax(style.WindowMinSize, g.IO.DisplaySize - style.AutoFitPadding));
                 if ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0)
                 {
                     // Don't continuously mark settings as dirty, the size of the window doesn't need to be stored.
@@ -2842,7 +2970,7 @@ bool ImGui::Begin(const char* name, bool* p_opened, ImVec2 size, float fill_alph
                 {
                     // Manual resize grip
                     const ImGuiAabb resize_aabb(window->Aabb().GetBR()-ImVec2(18,18), window->Aabb().GetBR());
-                    const ImGuiID resize_id = window->GetID("##RESIZE");
+                    const ImGuiID resize_id = window->GetID("#RESIZE");
                     bool hovered, held;
                     ButtonBehaviour(resize_aabb, resize_id, &hovered, &held, true);
                     resize_col = window->Color(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip);
@@ -2870,19 +2998,19 @@ bool ImGui::Begin(const char* name, bool* p_opened, ImVec2 size, float fill_alph
             }
 
             // Scrollbar
-            window->ScrollbarY = (window->SizeContentsFit.y > window->Size.y) && !(window->Flags & ImGuiWindowFlags_NoScrollbar);
+            window->ScrollbarY = (window->SizeContents.y > window->Size.y) && !(window->Flags & ImGuiWindowFlags_NoScrollbar);
 
             // Window background
-            if (fill_alpha > 0.0f)
+            if (bg_alpha > 0.0f)
             {
                 if ((window->Flags & ImGuiWindowFlags_ComboBox) != 0)
-                    window->DrawList->AddRectFilled(window->Pos, window->Pos+window->Size, window->Color(ImGuiCol_ComboBg, fill_alpha), window_rounding);
+                    window->DrawList->AddRectFilled(window->Pos, window->Pos+window->Size, window->Color(ImGuiCol_ComboBg, bg_alpha), window_rounding);
                 else if ((window->Flags & ImGuiWindowFlags_Tooltip) != 0)
-                    window->DrawList->AddRectFilled(window->Pos, window->Pos+window->Size, window->Color(ImGuiCol_TooltipBg, fill_alpha), window_rounding);
+                    window->DrawList->AddRectFilled(window->Pos, window->Pos+window->Size, window->Color(ImGuiCol_TooltipBg, bg_alpha), window_rounding);
                 else if ((window->Flags & ImGuiWindowFlags_ChildWindow) != 0)
-                    window->DrawList->AddRectFilled(window->Pos, window->Pos+window->Size-ImVec2(window->ScrollbarY?style.ScrollBarWidth:0.0f,0.0f), window->Color(ImGuiCol_ChildWindowBg, fill_alpha), window_rounding, window->ScrollbarY ? (1|8) : (0xF));
+                    window->DrawList->AddRectFilled(window->Pos, window->Pos+window->Size-ImVec2(window->ScrollbarY?style.ScrollbarWidth:0.0f,0.0f), window->Color(ImGuiCol_ChildWindowBg, bg_alpha), window_rounding, window->ScrollbarY ? (1|8) : (0xF));
                 else
-                    window->DrawList->AddRectFilled(window->Pos, window->Pos+window->Size, window->Color(ImGuiCol_WindowBg, fill_alpha), window_rounding);
+                    window->DrawList->AddRectFilled(window->Pos, window->Pos+window->Size, window->Color(ImGuiCol_WindowBg, bg_alpha), window_rounding);
             }
 
             // Title bar
@@ -2900,38 +3028,7 @@ bool ImGui::Begin(const char* name, bool* p_opened, ImVec2 size, float fill_alph
 
             // Scrollbar
             if (window->ScrollbarY)
-            {
-                ImGuiAabb scrollbar_bb(window->Aabb().Max.x - style.ScrollBarWidth, title_bar_aabb.Max.y+1, window->Aabb().Max.x, window->Aabb().Max.y-1);
-                //window->DrawList->AddLine(scrollbar_bb.GetTL(), scrollbar_bb.GetBL(), g.Colors[ImGuiCol_Border]);
-                window->DrawList->AddRectFilled(scrollbar_bb.Min, scrollbar_bb.Max, window->Color(ImGuiCol_ScrollbarBg));
-                scrollbar_bb.Expand(ImVec2(-3,-3));
-
-                const float grab_size_y_norm = ImSaturate(window->Size.y / ImMax(window->SizeContentsFit.y, window->Size.y));
-                const float grab_size_y = scrollbar_bb.GetHeight() * grab_size_y_norm;
-
-                // Handle input right away (none of the code above is relying on scrolling position)
-                bool held = false;
-                bool hovered = false;
-                if (grab_size_y_norm < 1.0f)
-                {
-                    const ImGuiID scrollbar_id = window->GetID("#SCROLLY");
-                    ButtonBehaviour(scrollbar_bb, scrollbar_id, &hovered, &held, true);
-                    if (held)
-                    {
-                        g.HoveredId = scrollbar_id;
-                        const float pos_y_norm = ImSaturate((g.IO.MousePos.y - (scrollbar_bb.Min.y + grab_size_y*0.5f)) / (scrollbar_bb.GetHeight() - grab_size_y)) * (1.0f - grab_size_y_norm);
-                        window->ScrollY = (float)(int)(pos_y_norm * window->SizeContentsFit.y);
-                        window->NextScrollY = window->ScrollY;
-                    }
-                }
-
-                // Normalized height of the grab
-                const float pos_y_norm = ImSaturate(window->ScrollY / ImMax(0.0f, window->SizeContentsFit.y));
-                const ImU32 grab_col = window->Color(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab);
-                window->DrawList->AddRectFilled(
-                    ImVec2(scrollbar_bb.Min.x, ImLerp(scrollbar_bb.Min.y, scrollbar_bb.Max.y, pos_y_norm)),
-                    ImVec2(scrollbar_bb.Max.x, ImLerp(scrollbar_bb.Min.y, scrollbar_bb.Max.y, pos_y_norm + grab_size_y_norm)), grab_col);
-            }
+                Scrollbar(window);
 
             // Render resize grip
             // (after the input handling so we don't have a frame of latency)
@@ -2975,10 +3072,7 @@ bool ImGui::Begin(const char* name, bool* p_opened, ImVec2 size, float fill_alph
         window->DC.ColumnsCellMinY = window->DC.ColumnsCellMaxY = window->DC.ColumnsStartPos.y;
         window->DC.TreeDepth = 0;
         window->DC.StateStorage = &window->StateStorage;
-        window->DC.OpenNextNode = -1;
 
-        // Reset contents size for auto-fitting
-        window->SizeContentsFit = ImVec2(0.0f, 0.0f);
         if (window->AutoFitFrames > 0)
             window->AutoFitFrames--;
 
@@ -2999,6 +3093,10 @@ bool ImGui::Begin(const char* name, bool* p_opened, ImVec2 size, float fill_alph
             const ImVec2 text_max = window->Pos + ImVec2(window->Size.x - (p_opened ? (title_bar_aabb.GetHeight()-3) : style.FramePadding.x), style.FramePadding.y*2 + text_size.y);
             RenderTextClipped(text_min, name, NULL, &text_size, text_max);
         }
+
+        // Save clipped aabb so we can access it in constant-time in FindHoveredWindow()
+        window->ClippedAabb = window->Aabb();
+        window->ClippedAabb.Clip(window->ClipRectStack.front());
     }
 
     // Inner clipping rectangle
@@ -3006,7 +3104,7 @@ bool ImGui::Begin(const char* name, bool* p_opened, ImVec2 size, float fill_alph
     const ImGuiAabb title_bar_aabb = window->TitleBarAabb();
     ImVec4 clip_rect(title_bar_aabb.Min.x+0.5f+window->WindowPadding().x*0.5f, title_bar_aabb.Max.y+0.5f, window->Aabb().Max.x+0.5f-window->WindowPadding().x*0.5f, window->Aabb().Max.y-1.5f);
     if (window->ScrollbarY)
-        clip_rect.z -= style.ScrollBarWidth;
+        clip_rect.z -= style.ScrollbarWidth;
     PushClipRect(clip_rect);
 
     // Clear 'accessed' flag last thing
@@ -3018,8 +3116,10 @@ bool ImGui::Begin(const char* name, bool* p_opened, ImVec2 size, float fill_alph
     if (flags & ImGuiWindowFlags_ChildWindow)
     {
         IM_ASSERT((flags & ImGuiWindowFlags_NoTitleBar) != 0);
+        window->Collapsed = parent_window && parent_window->Collapsed;
+
         const ImVec4 clip_rect_t = window->ClipRectStack.back();
-        window->Collapsed = (clip_rect_t.x >= clip_rect_t.z || clip_rect_t.y >= clip_rect_t.w);
+        window->Collapsed |= (clip_rect_t.x >= clip_rect_t.z || clip_rect_t.y >= clip_rect_t.w);
 
         // We also hide the window from rendering because we've already added its border to the command list.
         // (we could perform the check earlier in the function but it is simpler at this point)
@@ -3049,17 +3149,92 @@ void ImGui::End()
         ImGui::LogFinish();
 
     // Pop
-    // NB: we don't clear 'window->RootWindow' yet, it will be used then cleared in NewFrame()
+    // NB: we don't clear 'window->RootWindow'. The pointer is allowed to live until the next call to Begin().
     g.CurrentWindowStack.pop_back();
     g.CurrentWindow = g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back();
 }
 
+// Vertical scrollbar
+// The entire piece of code below is rather confusing because:
+// - We handle absolute seeking (when first clicking outside the grab) and relative manipulation (afterward or when clicking inside the grab)
+// - We store values as ratio and in a form that allows the window content to change while we are holding on a scrollbar
+static void Scrollbar(ImGuiWindow* window)
+{
+    ImGuiState& g = *GImGui;
+    const ImGuiStyle& style = g.Style;
+    const ImGuiID id = window->GetID("#SCROLLY");
+
+    // Render background
+    ImGuiAabb bb(window->Aabb().Max.x - style.ScrollbarWidth, window->Pos.y + window->TitleBarHeight()+1, window->Aabb().Max.x, window->Aabb().Max.y-1);
+    window->DrawList->AddRectFilled(bb.Min, bb.Max, window->Color(ImGuiCol_ScrollbarBg));
+    bb.Expand(ImVec2(-3,-3));
+    const float scrollbar_height = bb.GetHeight();
+
+    // The grabable box size generally represent the amount visible (vs the total scrollable amount)
+    // But we maintain a minimum size in pixel to allow for the user to still aim inside.
+    const float grab_h_pixels = ImMax(style.GrabMinSize, scrollbar_height * ImSaturate(window->Size.y / ImMax(window->SizeContents.y, window->Size.y)));
+    const float grab_h_norm = grab_h_pixels / scrollbar_height;
+
+    // Handle input right away. None of the code of Begin() is relying on scrolling position before calling Scrollbar().
+    bool held = false;
+    bool hovered = false;
+    const bool previously_held = (g.ActiveId == id);
+    ButtonBehaviour(bb, id, &hovered, &held, true);
+
+    const float scroll_max = ImMax(1.0f, window->SizeContents.y - window->Size.y);
+    float scroll_ratio = ImSaturate(window->ScrollY / scroll_max);
+    float grab_y_norm = scroll_ratio * (scrollbar_height - grab_h_pixels) / scrollbar_height;
+    if (held)
+    {
+        const float clicked_y_norm = ImSaturate((g.IO.MousePos.y - bb.Min.y) / scrollbar_height);     // Click position in scrollbar space (0.0f->1.0f)
+        g.HoveredId = id;
+
+        bool seek_absolute = false;
+        if (!previously_held)
+        {
+            // On initial click calculate the distance between mouse and the center of the grab
+            if (clicked_y_norm >= grab_y_norm && clicked_y_norm <= grab_y_norm + grab_h_norm)
+            {
+                g.ScrollbarClickDeltaToGrabCenter = clicked_y_norm - grab_y_norm - grab_h_norm*0.5f;
+            }
+            else
+            {
+                seek_absolute = true;
+                g.ScrollbarClickDeltaToGrabCenter = 0;
+            }
+        }
+
+        // Apply scroll
+        const float scroll_y_norm = ImSaturate((clicked_y_norm - g.ScrollbarClickDeltaToGrabCenter - grab_h_norm*0.5f) / (1.0f - grab_h_norm));
+        window->ScrollY = (float)(int)(0.5f + scroll_y_norm * (window->SizeContents.y - window->Size.y));
+        window->NextScrollY = window->ScrollY;
+
+        // Update values for rendering
+        scroll_ratio = ImSaturate(window->ScrollY / scroll_max);
+        grab_y_norm = scroll_ratio * (scrollbar_height - grab_h_pixels) / scrollbar_height;
+
+        // Update distance to grab now that we have seeked and saturated
+        if (seek_absolute)
+            g.ScrollbarClickDeltaToGrabCenter = clicked_y_norm - grab_y_norm - grab_h_norm*0.5f;
+    }
+
+    // Render
+    const ImU32 grab_col = window->Color(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab);
+    window->DrawList->AddRectFilled(ImVec2(bb.Min.x, ImLerp(bb.Min.y, bb.Max.y, grab_y_norm)), ImVec2(bb.Max.x, ImLerp(bb.Min.y, bb.Max.y, grab_y_norm) + grab_h_pixels), grab_col);
+}
+
 // Moving window to front of display (which happens to be back of our sorted list)
 static void FocusWindow(ImGuiWindow* window)
 {
     ImGuiState& g = *GImGui;
+
+    // Always mark the window we passed as focused. This is used for keyboard interactions such as tabbing.
     g.FocusedWindow = window;
 
+    // And move its root window to the top of the pile
+    if (window->RootWindow)
+        window = window->RootWindow;
+
     if (g.Windows.back() == window)
         return;
 
@@ -3109,8 +3284,6 @@ static void SetFont(ImFont* font)
     g.Font = font;
     g.FontSize = g.IO.FontGlobalScale * g.Font->FontSize * g.Font->Scale;
     g.FontTexUvWhitePixel = g.Font->ContainerAtlas->TexUvWhitePixel;
-    g.Font->FallbackGlyph = NULL;
-    g.Font->FallbackGlyph = g.Font->FindGlyph(g.Font->FallbackChar);
 }
 
 void ImGui::PushFont(ImFont* font)
@@ -3228,7 +3401,7 @@ void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val)
     ImGuiState& g = *GImGui;
 
     ImVec2* pvar = GetStyleVarVec2Addr(idx);
-    IM_ASSERT(pvar != NULL); // Called function with wrong-type? Varialble is not a ImVec2.
+    IM_ASSERT(pvar != NULL); // Called function with wrong-type? Variable is not a ImVec2.
     ImGuiStyleMod backup;
     backup.Var = idx;
     backup.PreviousValue = *pvar;
@@ -3320,14 +3493,12 @@ ImVec2 ImGui::GetWindowPos()
     return window->Pos;
 }
 
-void ImGui::SetWindowPos(const ImVec2& pos, ImGuiSetCondition cond)
+static void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiSetCond cond)
 {
-    ImGuiWindow* window = GetCurrentWindow();
-
     // Test condition (NB: bit 0 is always true) and clear flags for next time
     if (cond && (window->SetWindowPosAllowFlags & cond) == 0)
         return;
-    window->SetWindowPosAllowFlags &= ~(ImGuiSetCondition_FirstUseThisSession | ImGuiSetCondition_FirstUseEver);
+    window->SetWindowPosAllowFlags &= ~(ImGuiSetCond_Once | ImGuiSetCond_FirstUseEver);
 
     // Set
     const ImVec2 old_pos = window->Pos;
@@ -3336,20 +3507,31 @@ void ImGui::SetWindowPos(const ImVec2& pos, ImGuiSetCondition cond)
     window->DC.CursorPos += (window->Pos - old_pos);  // As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor
 }
 
+void ImGui::SetWindowPos(const ImVec2& pos, ImGuiSetCond cond)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    SetWindowPos(window, pos, cond);
+}
+
+void ImGui::SetWindowPos(const char* name, const ImVec2& pos, ImGuiSetCond cond)
+{
+    ImGuiWindow* window = FindWindowByName(name);
+    if (window)
+        SetWindowPos(window, pos, cond);
+}
+
 ImVec2 ImGui::GetWindowSize()
 {
     ImGuiWindow* window = GetCurrentWindow();
     return window->Size;
 }
 
-void ImGui::SetWindowSize(const ImVec2& size, ImGuiSetCondition cond)
+static void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiSetCond cond)
 {
-    ImGuiWindow* window = GetCurrentWindow();
-
     // Test condition (NB: bit 0 is always true) and clear flags for next time
     if (cond && (window->SetWindowSizeAllowFlags & cond) == 0)
         return;
-    window->SetWindowSizeAllowFlags &= ~(ImGuiSetCondition_FirstUseThisSession | ImGuiSetCondition_FirstUseEver);
+    window->SetWindowSizeAllowFlags &= ~(ImGuiSetCond_Once | ImGuiSetCond_FirstUseEver);
 
     // Set
     if (ImLengthSqr(size) > 0.00001f)
@@ -3365,53 +3547,103 @@ void ImGui::SetWindowSize(const ImVec2& size, ImGuiSetCondition cond)
     }
 }
 
-void ImGui::SetWindowCollapsed(bool collapsed, ImGuiSetCondition cond)
+void ImGui::SetWindowSize(const ImVec2& size, ImGuiSetCond cond)
 {
     ImGuiWindow* window = GetCurrentWindow();
+    SetWindowSize(window, size, cond);
+}
 
+void ImGui::SetWindowSize(const char* name, const ImVec2& size, ImGuiSetCond cond)
+{
+    ImGuiWindow* window = FindWindowByName(name);
+    if (window)
+        SetWindowSize(window, size, cond);
+}
+
+static void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiSetCond cond)
+{
     // Test condition (NB: bit 0 is always true) and clear flags for next time
     if (cond && (window->SetWindowCollapsedAllowFlags & cond) == 0)
         return;
-    window->SetWindowCollapsedAllowFlags &= ~(ImGuiSetCondition_FirstUseThisSession | ImGuiSetCondition_FirstUseEver);
+    window->SetWindowCollapsedAllowFlags &= ~(ImGuiSetCond_Once | ImGuiSetCond_FirstUseEver);
 
     // Set
     window->Collapsed = collapsed;
 }
 
-void ImGui::SetNextWindowPos(const ImVec2& pos, ImGuiSetCondition cond)
+void ImGui::SetWindowCollapsed(bool collapsed, ImGuiSetCond cond)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    SetWindowCollapsed(window, collapsed, cond);
+}
+
+bool ImGui::GetWindowCollapsed()
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    return window->Collapsed;
+}
+
+void ImGui::SetWindowCollapsed(const char* name, bool collapsed, ImGuiSetCond cond)
+{
+    ImGuiWindow* window = FindWindowByName(name);
+    if (window)
+        SetWindowCollapsed(window, collapsed, cond);
+}
+
+void ImGui::SetWindowFocus()
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    FocusWindow(window);
+}
+
+void ImGui::SetWindowFocus(const char* name)
+{
+    ImGuiWindow* window = FindWindowByName(name);
+    if (window)
+        FocusWindow(window);
+}
+
+void ImGui::SetNextWindowPos(const ImVec2& pos, ImGuiSetCond cond)
 {
     ImGuiState& g = *GImGui;
     g.SetNextWindowPosVal = pos;
-    g.SetNextWindowPosCond = cond ? cond : ImGuiSetCondition_Always;
+    g.SetNextWindowPosCond = cond ? cond : ImGuiSetCond_Always;
 }
 
-void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiSetCondition cond)
+void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiSetCond cond)
 {
     ImGuiState& g = *GImGui;
     g.SetNextWindowSizeVal = size;
-    g.SetNextWindowSizeCond = cond ? cond : ImGuiSetCondition_Always;
+    g.SetNextWindowSizeCond = cond ? cond : ImGuiSetCond_Always;
 }
 
-void ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiSetCondition cond)
+void ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiSetCond cond)
 {
     ImGuiState& g = *GImGui;
     g.SetNextWindowCollapsedVal = collapsed;
-    g.SetNextWindowCollapsedCond = cond ? cond : ImGuiSetCondition_Always;
+    g.SetNextWindowCollapsedCond = cond ? cond : ImGuiSetCond_Always;
+}
+
+void ImGui::SetNextWindowFocus()
+{
+    ImGuiState& g = *GImGui;
+    g.SetNextWindowFocus = true;
 }
 
 ImVec2 ImGui::GetContentRegionMax()
 {
     ImGuiWindow* window = GetCurrentWindow();
-    ImVec2 mx = window->Size - window->WindowPadding();
+    ImVec2 window_padding = window->WindowPadding();
+    ImVec2 mx = window->Size - window_padding;
     if (window->DC.ColumnsCount != 1)
     {
         mx.x = ImGui::GetColumnOffset(window->DC.ColumnsCurrent + 1);
-        mx.x -= GImGui->Style.WindowPadding.x;
+        mx.x -= window_padding.x;
     }
     else
     {
         if (window->ScrollbarY)
-            mx.x -= GImGui->Style.ScrollBarWidth;
+            mx.x -= GImGui->Style.ScrollbarWidth;
     }
     return mx;
 }
@@ -3427,7 +3659,7 @@ ImVec2 ImGui::GetWindowContentRegionMax()
     ImGuiWindow* window = GetCurrentWindow();
     ImVec2 m = window->Size - window->WindowPadding();
     if (window->ScrollbarY)
-        m.x -= GImGui->Style.ScrollBarWidth;
+        m.x -= GImGui->Style.ScrollbarWidth;
     return m;
 }
 
@@ -3490,21 +3722,21 @@ void ImGui::SetCursorPos(const ImVec2& pos)
 {
     ImGuiWindow* window = GetCurrentWindow();
     window->DC.CursorPos = window->Pos + pos;
-    window->SizeContentsFit = ImMax(window->SizeContentsFit, pos + ImVec2(0.0f, window->ScrollY));
+    window->SizeContentsCurrent = ImMax(window->SizeContentsCurrent, pos + ImVec2(0.0f, window->ScrollY));
 }
 
 void ImGui::SetCursorPosX(float x)
 {
     ImGuiWindow* window = GetCurrentWindow();
     window->DC.CursorPos.x = window->Pos.x + x;
-    window->SizeContentsFit.x = ImMax(window->SizeContentsFit.x, x);
+    window->SizeContentsCurrent.x = ImMax(window->SizeContentsCurrent.x, x);
 }
 
 void ImGui::SetCursorPosY(float y)
 {
     ImGuiWindow* window = GetCurrentWindow();
     window->DC.CursorPos.y = window->Pos.y + y;
-    window->SizeContentsFit.y = ImMax(window->SizeContentsFit.y, y + window->ScrollY);
+    window->SizeContentsCurrent.y = ImMax(window->SizeContentsCurrent.y, y + window->ScrollY);
 }
 
 ImVec2 ImGui::GetCursorScreenPos()
@@ -3519,6 +3751,18 @@ void ImGui::SetCursorScreenPos(const ImVec2& screen_pos)
     window->DC.CursorPos = screen_pos;
 }
 
+float ImGui::GetScrollPosY()
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    return window->ScrollY;
+}
+
+float ImGui::GetScrollMaxY()
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    return window->SizeContents.y - window->SizeFull.y;
+}
+
 void ImGui::SetScrollPosHere()
 {
     ImGuiWindow* window = GetCurrentWindow();
@@ -3720,9 +3964,9 @@ void ImGui::LabelTextV(const char* label, const char* fmt, va_list args)
     const char* value_text_begin = &buf[0];
     const char* value_text_end = value_text_begin + ImFormatStringV(buf, IM_ARRAYSIZE(buf), fmt, args);
 
-    const ImVec2 text_size = CalcTextSize(label, NULL, true);
-    const ImGuiAabb value_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w + style.FramePadding.x*2, text_size.y));
-    const ImGuiAabb bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w + style.FramePadding.x*2 + (text_size.x > 0.0f ? style.ItemInnerSpacing.x : 0.0f), 0.0f) + text_size);
+    const ImVec2 label_size = CalcTextSize(label, NULL, true);
+    const ImGuiAabb value_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w + style.FramePadding.x*2, label_size.y));
+    const ImGuiAabb bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w + style.FramePadding.x*2 + (label_size.x > 0.0f ? style.ItemInnerSpacing.x : 0.0f), 0.0f) + label_size);
     ItemSize(bb);
     if (!ItemAdd(value_bb, NULL))
         return;
@@ -3746,8 +3990,11 @@ static bool IsHovered(const ImGuiAabb& bb, const ImGuiID& id)
     if (g.HoveredId == 0)
     {
         ImGuiWindow* window = GetCurrentWindow();
-        const bool hovered = (g.HoveredRootWindow == window->RootWindow) && (g.ActiveId == 0 || g.ActiveId == id) && IsMouseHoveringBox(bb);
-        return hovered;
+        if (g.HoveredRootWindow == window->RootWindow)
+        {
+            bool hovered = (g.ActiveId == 0 || g.ActiveId == id || g.ActiveIdIsFocusedOnly) && IsMouseHoveringBox(bb);
+            return hovered;
+        }
     }
     return false;
 }
@@ -3814,9 +4061,9 @@ bool ImGui::Button(const char* label, const ImVec2& size_arg, bool repeat_when_h
 
     const ImGuiStyle& style = g.Style;
     const ImGuiID id = window->GetID(label);
-    const ImVec2 text_size = CalcTextSize(label, NULL, true);
+    const ImVec2 label_size = CalcTextSize(label, NULL, true);
 
-    const ImVec2 size(size_arg.x != 0.0f ? size_arg.x : text_size.x, size_arg.y != 0.0f ? size_arg.y : text_size.y);
+    const ImVec2 size(size_arg.x != 0.0f ? size_arg.x : label_size.x, size_arg.y != 0.0f ? size_arg.y : label_size.y);
     const ImGuiAabb bb(window->DC.CursorPos, window->DC.CursorPos + size + style.FramePadding*2.0f);
     ItemSize(bb);
     if (!ItemAdd(bb, &id))
@@ -3829,8 +4076,8 @@ bool ImGui::Button(const char* label, const ImVec2& size_arg, bool repeat_when_h
     const ImU32 col = window->Color((hovered && held) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
     RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding);
 
-    const ImVec2 off = ImVec2(ImMax(0.0f, size.x - text_size.x) * 0.5f, ImMax(0.0f, size.y - text_size.y) * 0.5f);  // Center (only applies if we explicitly gave a size bigger than the text size, which isn't the common path)
-    RenderTextClipped(bb.Min + style.FramePadding + off, label, NULL, &text_size, bb.Max);                          // Render clip (only applies if we explicitly gave a size smaller than the text size, which isn't the commmon path)
+    const ImVec2 off = ImVec2(ImMax(0.0f, size.x - label_size.x) * 0.5f, ImMax(0.0f, size.y - label_size.y) * 0.5f); // Center (only applies if we explicitly gave a size bigger than the text size, which isn't the common path)
+    RenderTextClipped(bb.Min + style.FramePadding + off, label, NULL, &label_size, bb.Max);                          // Render clip (only applies if we explicitly gave a size smaller than the text size, which isn't the commmon path)
 
     return pressed;
 }
@@ -3845,9 +4092,9 @@ bool ImGui::SmallButton(const char* label)
 
     const ImGuiStyle& style = g.Style;
     const ImGuiID id = window->GetID(label);
-    const ImVec2 text_size = CalcTextSize(label, NULL, true);
+    const ImVec2 label_size = CalcTextSize(label, NULL, true);
 
-    const ImGuiAabb bb(window->DC.CursorPos, window->DC.CursorPos + text_size + ImVec2(style.FramePadding.x*2,0));
+    const ImGuiAabb bb(window->DC.CursorPos, window->DC.CursorPos + label_size + ImVec2(style.FramePadding.x*2,0));
     ItemSize(bb);
     if (!ItemAdd(bb, &id))
         return false;
@@ -3888,7 +4135,7 @@ static bool CloseWindowButton(bool* p_opened)
 {
     ImGuiWindow* window = GetCurrentWindow();
 
-    const ImGuiID id = window->GetID("##CLOSE");
+    const ImGuiID id = window->GetID("#CLOSE");
     const float size = window->TitleBarHeight() - 4.0f;
     const ImGuiAabb bb(window->Aabb().GetTR() + ImVec2(-3.0f-size,2.0f), window->Aabb().GetTR() + ImVec2(-3.0f,2.0f+size));
 
@@ -4082,7 +4329,7 @@ void ImGui::LogButtons()
         LogToClipboard(g.LogAutoExpandMaxDepth);
 }
 
-bool ImGui::CollapsingHeader(const char* label, const char* str_id, const bool display_frame, const bool default_open)
+bool ImGui::CollapsingHeader(const char* label, const char* str_id, bool display_frame, bool default_open)
 {
     ImGuiState& g = *GImGui;
     ImGuiWindow* window = GetCurrentWindow();
@@ -4098,14 +4345,31 @@ bool ImGui::CollapsingHeader(const char* label, const char* str_id, const bool d
         label = str_id;
     const ImGuiID id = window->GetID(str_id);
 
-    // We only write to the tree storage if the user clicks
+    // We only write to the tree storage if the user clicks (or explicitely use SetNextTreeNode*** functions)
     ImGuiStorage* storage = window->DC.StateStorage;
     bool opened;
-    if (window->DC.OpenNextNode != -1)
+    if (g.SetNextTreeNodeOpenedCond != 0)
     {
-        opened = window->DC.OpenNextNode > 0;
-        storage->SetInt(id, opened);
-        window->DC.OpenNextNode = -1;
+        if (g.SetNextTreeNodeOpenedCond & ImGuiSetCond_Always)
+        {
+            opened = g.SetNextTreeNodeOpenedVal;
+            storage->SetInt(id, opened);
+        }
+        else
+        {
+            // We treat ImGuiSetCondition_Once and ImGuiSetCondition_FirstUseEver the same because tree node state are not saved persistently.
+            const int stored_value = storage->GetInt(id, -1);
+            if (stored_value == -1)
+            {
+                opened = g.SetNextTreeNodeOpenedVal;
+                storage->SetInt(id, opened);
+            }
+            else
+            {
+                opened = stored_value != 0;
+            }
+        }
+        g.SetNextTreeNodeOpenedCond = 0;
     }
     else
     {
@@ -4114,10 +4378,10 @@ bool ImGui::CollapsingHeader(const char* label, const char* str_id, const bool d
 
     // Framed header expand a little outside the default padding
     const ImVec2 window_padding = window->WindowPadding();
-    const ImVec2 text_size = CalcTextSize(label, NULL, true);
+    const ImVec2 label_size = CalcTextSize(label, NULL, true);
     const ImVec2 pos_min = window->DC.CursorPos;
     const ImVec2 pos_max = window->Pos + GetContentRegionMax();
-    ImGuiAabb bb = ImGuiAabb(pos_min, ImVec2(pos_max.x, pos_min.y + text_size.y));
+    ImGuiAabb bb = ImGuiAabb(pos_min, ImVec2(pos_max.x, pos_min.y + label_size.y));
     if (display_frame)
     {
         bb.Min.x -= window_padding.x*0.5f - 1;
@@ -4125,14 +4389,13 @@ bool ImGui::CollapsingHeader(const char* label, const char* str_id, const bool d
         bb.Max.y += style.FramePadding.y * 2;
     }
 
-    const ImGuiAabb text_bb(bb.Min, bb.Min + ImVec2(window->FontSize() + style.FramePadding.x*2*2,0) + text_size);
+    const ImGuiAabb text_bb(bb.Min, bb.Min + ImVec2(window->FontSize() + style.FramePadding.x*2*2,0) + label_size);
     ItemSize(ImVec2(text_bb.GetSize().x, bb.GetSize().y));  // NB: we don't provide our width so that it doesn't get feed back into AutoFit
 
     // When logging is enabled, if automatically expand tree nodes (but *NOT* collapsing headers.. seems like sensible behaviour).
     // NB- If we are above max depth we still allow manually opened nodes to be logged.
-    if (!display_frame)
-        if (g.LogEnabled && window->DC.TreeDepth < g.LogAutoExpandMaxDepth)
-            opened = true;
+    if (g.LogEnabled && !display_frame && window->DC.TreeDepth < g.LogAutoExpandMaxDepth)
+        opened = true;
 
     if (!ItemAdd(bb, &id))
         return opened;
@@ -4179,6 +4442,28 @@ bool ImGui::CollapsingHeader(const char* label, const char* str_id, const bool d
     return opened;
 }
 
+void ImGui::Bullet()
+{
+    ImGuiState& g = *GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return;
+
+    const ImGuiStyle& style = g.Style;
+    const float line_height = window->FontSize();
+    const ImGuiAabb bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(line_height, line_height));
+    ItemSize(bb);
+    if (!ItemAdd(bb, NULL))
+        return;
+
+    // Render
+    const float bullet_size = line_height*0.15f;
+    window->DrawList->AddCircleFilled(bb.Min + ImVec2(style.FramePadding.x + line_height*0.5f, line_height*0.5f), bullet_size, window->Color(ImGuiCol_Text));
+
+    // Stay on same line
+    ImGui::SameLine(0, -1);
+}
+
 // Text with a little bullet aligned to the typical tree node.
 void ImGui::BulletTextV(const char* fmt, va_list args)
 {
@@ -4187,15 +4472,14 @@ void ImGui::BulletTextV(const char* fmt, va_list args)
     if (window->SkipItems)
         return;
 
-    const ImGuiStyle& style = g.Style;
-
     static char buf[1024];
     const char* text_begin = buf;
     const char* text_end = text_begin + ImFormatStringV(buf, IM_ARRAYSIZE(buf), fmt, args);
 
+    const ImGuiStyle& style = g.Style;
     const float line_height = window->FontSize();
-    const ImVec2 text_size = CalcTextSize(text_begin, text_end, true);
-    const ImGuiAabb bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(line_height + (text_size.x > 0.0f ? (style.FramePadding.x*2) : 0.0f),0) + text_size);  // Empty text doesn't add padding
+    const ImVec2 label_size = CalcTextSize(text_begin, text_end, true);
+    const ImGuiAabb bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(line_height + (label_size.x > 0.0f ? (style.FramePadding.x*2) : 0.0f),0) + label_size);  // Empty text doesn't add padding
     ItemSize(bb);
     if (!ItemAdd(bb, NULL))
         return;
@@ -4275,10 +4559,11 @@ bool ImGui::TreeNode(const char* str_label_id)
     return TreeNode(str_label_id, "%s", str_label_id);
 }
 
-void ImGui::OpenNextNode(bool open)
+void ImGui::SetNextTreeNodeOpened(bool opened, ImGuiSetCond cond)
 {
-    ImGuiWindow* window = GetCurrentWindow();
-    window->DC.OpenNextNode = open ? 1 : 0;
+    ImGuiState& g = *GImGui;
+    g.SetNextTreeNodeOpenedVal = opened;
+    g.SetNextTreeNodeOpenedCond = cond ? cond : ImGuiSetCond_Always;
 }
 
 void ImGui::PushID(const char* str_id)
@@ -4322,7 +4607,7 @@ ImGuiID ImGui::GetID(const void* ptr_id)
 // NB: only call right after InputText because we are using its InitialValue storage
 static void ApplyNumericalTextInput(const char* buf, float *v)
 {
-    while (*buf == ' ' || *buf == '\t')
+    while (ImCharIsSpace(*buf))
         buf++;
 
     // We don't support '-' op because it would conflict with inputing negative value.
@@ -4331,7 +4616,7 @@ static void ApplyNumericalTextInput(const char* buf, float *v)
     if (op == '+' || op == '*' || op == '/')
     {
         buf++;
-        while (*buf == ' ' || *buf == '\t')
+        while (ImCharIsSpace(*buf))
             buf++;
     }
     else
@@ -4395,10 +4680,10 @@ bool ImGui::SliderFloat(const char* label, float* v, float v_min, float v_max, c
         }
     }
 
-    const ImVec2 text_size = CalcTextSize(label, NULL, true);
-    const ImGuiAabb frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, text_size.y) + style.FramePadding*2.0f);
+    const ImVec2 label_size = CalcTextSize(label, NULL, true);
+    const ImGuiAabb frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y) + style.FramePadding*2.0f);
     const ImGuiAabb slider_bb(frame_bb.Min + style.FramePadding, frame_bb.Max - style.FramePadding);
-    const ImGuiAabb bb(frame_bb.Min, frame_bb.Max + ImVec2(text_size.x > 0.0f ? style.ItemInnerSpacing.x + text_size.x : 0.0f, 0.0f));
+    const ImGuiAabb bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
 
     // NB- we don't call ItemSize() yet becausae we may turn into a text edit box later in the function
     if (!ItemAdd(slider_bb, &id))
@@ -4414,9 +4699,9 @@ bool ImGui::SliderFloat(const char* label, float* v, float v_min, float v_max, c
     const float grab_size_in_units = 1.0f;                                                              // In 'v' units. Probably needs to be parametrized, based on a 'v_step' value? decimal precision?
     float grab_size_in_pixels;
     if (decimal_precision > 0 || is_unbound)
-        grab_size_in_pixels = 10.0f;
+        grab_size_in_pixels = style.GrabMinSize;
     else
-        grab_size_in_pixels = ImMax(grab_size_in_units * (w / (v_max-v_min+1.0f)), 8.0f);               // Integer sliders
+        grab_size_in_pixels = ImMax(grab_size_in_units * (w / (v_max-v_min+1.0f)), style.GrabMinSize);  // Integer sliders
     const float slider_effective_w = slider_bb.GetWidth() - grab_size_in_pixels;
     const float slider_effective_x1 = slider_bb.Min.x + grab_size_in_pixels*0.5f;
     const float slider_effective_x2 = slider_bb.Max.x - grab_size_in_pixels*0.5f;
@@ -4471,20 +4756,14 @@ bool ImGui::SliderFloat(const char* label, float* v, float v_min, float v_max, c
         if (g.SliderAsInputTextId == 0)
         {
             // First frame
-            IM_ASSERT(g.ActiveId == id);    // InputText ID should match the Slider ID (else we'd need to store them both which is also possible)
+            IM_ASSERT(g.ActiveId == id);    // InputText ID expected to match the Slider ID (else we'd need to store them both, which is also possible)
             g.SliderAsInputTextId = g.ActiveId;
-            SetActiveId(id);
             g.HoveredId = id;
         }
-        else
+        else if (g.ActiveId != g.SliderAsInputTextId)
         {
-            if (g.ActiveId == g.SliderAsInputTextId)
-                SetActiveId(id);
-            else
-            {
-                SetActiveId(0);
-                g.SliderAsInputTextId = 0;
-            }
+            // Release
+            g.SliderAsInputTextId = 0;
         }
         if (value_changed)
         {
@@ -4579,8 +4858,9 @@ bool ImGui::SliderFloat(const char* label, float* v, float v_min, float v_max, c
 
     // Draw value using user-provided display format so user can add prefix/suffix/decorations to the value.
     char value_buf[64];
-    ImFormatString(value_buf, IM_ARRAYSIZE(value_buf), display_format, *v);
-    RenderText(ImVec2(slider_bb.GetCenter().x-CalcTextSize(value_buf, NULL, true).x*0.5f, frame_bb.Min.y + style.FramePadding.y), value_buf);
+    char* value_buf_end = value_buf + ImFormatString(value_buf, IM_ARRAYSIZE(value_buf), display_format, *v);
+    const ImVec2 value_text_size = CalcTextSize(value_buf, value_buf_end, true);
+    RenderTextClipped(ImVec2(ImMax(frame_bb.Min.x + style.FramePadding.x, slider_bb.GetCenter().x - value_text_size.x*0.5f), frame_bb.Min.y + style.FramePadding.y), value_buf, value_buf_end, &value_text_size, frame_bb.Max);
 
     RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, slider_bb.Min.y), label);
 
@@ -4721,15 +5001,15 @@ static void Plot(ImGuiPlotType plot_type, const char* label, float (*values_gett
 
     const ImGuiStyle& style = g.Style;
 
-    const ImVec2 text_size = ImGui::CalcTextSize(label, NULL, true);
+    const ImVec2 label_size = ImGui::CalcTextSize(label, NULL, true);
     if (graph_size.x == 0.0f)
         graph_size.x = ImGui::CalcItemWidth();
     if (graph_size.y == 0.0f)
-        graph_size.y = text_size.y;
+        graph_size.y = label_size.y;
 
     const ImGuiAabb frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(graph_size.x, graph_size.y) + style.FramePadding*2.0f);
     const ImGuiAabb graph_bb(frame_bb.Min + style.FramePadding, frame_bb.Max - style.FramePadding);
-    const ImGuiAabb bb(frame_bb.Min, frame_bb.Max + ImVec2(text_size.x > 0.0f ? style.ItemInnerSpacing.x + text_size.x : 0.0f, 0));
+    const ImGuiAabb bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0));
     ItemSize(bb);
     if (!ItemAdd(bb, NULL))
         return;
@@ -4854,16 +5134,16 @@ bool ImGui::Checkbox(const char* label, bool* v)
 
     const ImGuiStyle& style = g.Style;
     const ImGuiID id = window->GetID(label);
-    const ImVec2 text_size = CalcTextSize(label, NULL, true);
+    const ImVec2 label_size = CalcTextSize(label, NULL, true);
 
-    const ImGuiAabb check_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(text_size.y + style.FramePadding.y*2, text_size.y + style.FramePadding.y*2));
+    const ImGuiAabb check_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(label_size.y + style.FramePadding.y*2, label_size.y + style.FramePadding.y*2));
     ItemSize(check_bb);
 
     ImGuiAabb total_bb = check_bb;
-    if (text_size.x > 0)
+    if (label_size.x > 0)
         SameLine(0, (int)style.ItemInnerSpacing.x);
-    const ImGuiAabb text_bb(window->DC.CursorPos + ImVec2(0,style.FramePadding.y), window->DC.CursorPos + ImVec2(0,style.FramePadding.y) + text_size);
-    if (text_size.x > 0)
+    const ImGuiAabb text_bb(window->DC.CursorPos + ImVec2(0,style.FramePadding.y), window->DC.CursorPos + ImVec2(0,style.FramePadding.y) + label_size);
+    if (label_size.x > 0)
     {
         ItemSize(ImVec2(text_bb.GetWidth(), check_bb.GetHeight()));
         total_bb = ImGuiAabb(ImMin(check_bb.Min, text_bb.Min), ImMax(check_bb.Max, text_bb.Max));
@@ -4912,17 +5192,16 @@ bool ImGui::RadioButton(const char* label, bool active)
 
     const ImGuiStyle& style = g.Style;
     const ImGuiID id = window->GetID(label);
+    const ImVec2 label_size = CalcTextSize(label, NULL, true);
 
-    const ImVec2 text_size = CalcTextSize(label, NULL, true);
-
-    const ImGuiAabb check_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(text_size.y + style.FramePadding.y*2-1, text_size.y + style.FramePadding.y*2-1));
+    const ImGuiAabb check_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(label_size.y + style.FramePadding.y*2-1, label_size.y + style.FramePadding.y*2-1));
     ItemSize(check_bb);
 
     ImGuiAabb total_bb = check_bb;
-    if (text_size.x > 0)
+    if (label_size.x > 0)
         SameLine(0, (int)style.ItemInnerSpacing.x);
-    const ImGuiAabb text_bb(window->DC.CursorPos + ImVec2(0, style.FramePadding.y), window->DC.CursorPos + ImVec2(0, style.FramePadding.y) + text_size);
-    if (text_size.x > 0)
+    const ImGuiAabb text_bb(window->DC.CursorPos + ImVec2(0, style.FramePadding.y), window->DC.CursorPos + ImVec2(0, style.FramePadding.y) + label_size);
+    if (label_size.x > 0)
     {
         ItemSize(ImVec2(text_bb.GetWidth(), check_bb.GetHeight()));
         total_bb.Add(text_bb);
@@ -4988,20 +5267,40 @@ static void    STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, STB_TEXTEDIT_STRING* ob
     r->num_chars = (int)(text_remaining - (obj->Text + line_start_idx));
 }
 
-static bool is_white(unsigned int c)                                                              { return c==0 || c==' ' || c=='\t' || c=='\r' || c=='\n'; }
 static bool is_separator(unsigned int c)                                                          { return c==',' || c==';' || c=='(' || c==')' || c=='{' || c=='}' || c=='[' || c==']' || c=='|'; }
-#define STB_TEXTEDIT_IS_SPACE(CH)                                                                 ( is_white((unsigned int)CH) || is_separator((unsigned int)CH) )
-static void STB_TEXTEDIT_DELETECHARS(STB_TEXTEDIT_STRING* obj, int pos, int n)                    { ImWchar* dst = obj->Text+pos; const ImWchar* src = obj->Text+pos+n; while (ImWchar c = *src++) *dst++ = c; *dst = '\0'; }
+#define STB_TEXTEDIT_IS_SPACE(CH)                                                                 ( ImCharIsSpace((unsigned int)CH) || is_separator((unsigned int)CH) )
+static void STB_TEXTEDIT_DELETECHARS(STB_TEXTEDIT_STRING* obj, int pos, int n)
+{
+    ImWchar* dst = obj->Text + pos;
+
+    // We maintain our buffer length in both UTF-8 and wchar formats
+    obj->CurLenA -= ImTextCountUtf8BytesFromStr(dst, dst + n);
+    obj->CurLenW -= n;
+
+    // Offset remaining text
+    const ImWchar* src = obj->Text + pos + n;
+    while (ImWchar c = *src++)
+        *dst++ = c;
+    *dst = '\0';
+}
+
 static bool STB_TEXTEDIT_INSERTCHARS(STB_TEXTEDIT_STRING* obj, int pos, const ImWchar* new_text, int new_text_len)
 {
-    const size_t text_len = ImStrlenW(obj->Text);
-    if ((size_t)new_text_len + text_len + 1 >= obj->BufSize)
+    const size_t text_len = obj->CurLenW;
+    if ((size_t)new_text_len + text_len + 1 > IM_ARRAYSIZE(obj->Text))
+        return false;
+
+    const int new_text_len_utf8 = ImTextCountUtf8BytesFromStr(new_text, new_text + new_text_len);
+    if ((size_t)new_text_len_utf8 + obj->CurLenA + 1 > obj->BufSizeA)
         return false;
 
     if (pos != (int)text_len)
         memmove(obj->Text + (size_t)pos + new_text_len, obj->Text + (size_t)pos, (text_len - (size_t)pos) * sizeof(ImWchar));
     memcpy(obj->Text + (size_t)pos, new_text, (size_t)new_text_len * sizeof(ImWchar));
-    obj->Text[text_len + (size_t)new_text_len] = '\0';
+
+    obj->CurLenW += new_text_len;
+    obj->CurLenA += new_text_len_utf8;
+    obj->Text[obj->CurLenW] = '\0';
 
     return true;
 }
@@ -5096,11 +5395,15 @@ void ImGuiTextEditState::RenderTextScrolledClipped(ImFont* font, float font_size
     const char* text_start = GetTextPointerClippedA(font, font_size, buf, scroll_x, NULL);
     const char* text_end = GetTextPointerClippedA(font, font_size, text_start, width, &text_size);
 
+    // We need to test for the possibility of malformed UTF-8 (instead of just text_end[0] != 0)
+    unsigned int text_end_char = 0;
+    ImTextCharFromUtf8(&text_end_char, text_end, NULL);
+
     // Draw a little clip symbol if we've got text on either left or right of the box
     const char symbol_c = '~';
     const float symbol_w = font_size*0.40f;     // FIXME: compute correct width
     const float clip_begin = (text_start > buf && text_start < text_end) ? symbol_w : 0.0f;
-    const float clip_end = (text_end[0] != '\0' && text_end > text_start) ? symbol_w : 0.0f;
+    const float clip_end = (text_end_char != 0 && text_end > text_start) ? symbol_w : 0.0f;
 
     // Draw text
     RenderText(pos+ImVec2(clip_begin,0), text_start+(clip_begin>0.0f?1:0), text_end-(clip_end>0.0f?1:0), false);
@@ -5122,8 +5425,8 @@ bool ImGui::InputFloat(const char* label, float *v, float step, float step_fast,
 
     const ImGuiStyle& style = g.Style;
     const float w = ImGui::CalcItemWidth();
-    const ImVec2 text_size = CalcTextSize(label, NULL, true);
-    const ImGuiAabb frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, text_size.y) + style.FramePadding*2.0f);
+    const ImVec2 label_size = CalcTextSize(label, NULL, true);
+    const ImGuiAabb frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y) + style.FramePadding*2.0f);
 
     ImGui::PushID(label);
     const float button_sz = window->FontSize();
@@ -5163,10 +5466,10 @@ bool ImGui::InputFloat(const char* label, float *v, float step, float step_fast,
 
     ImGui::PopID();
 
-    if (text_size.x > 0)
+    if (label_size.x > 0)
     {
         ImGui::SameLine(0, (int)style.ItemInnerSpacing.x);
-        ItemSize(text_size);
+        ItemSize(label_size);
         RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
     }
 
@@ -5222,27 +5525,56 @@ void ImGuiTextEditCallbackData::InsertChars(int pos, const char* new_text, const
     SelectionStart = SelectionEnd = CursorPos;
 }
 
-static bool InputTextFilterCharacter(ImWchar c, ImGuiInputTextFlags flags)
+// Return false to discard a character.
+static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiTextEditCallback callback, void* user_data)
 {
+    unsigned int c = *p_char;
+
     if (c < 128 && c != ' ' && !isprint((int)(c & 0xFF)))
-        return true;
+        return false;
 
     if (c >= 0xE000 && c <= 0xF8FF) // Filter private Unicode range. I don't imagine anybody would want to input them. GLFW on OSX seems to send private characters for special keys like arrow keys.
-        return true;
+        return false;
 
-    if (flags & ImGuiInputTextFlags_CharsDecimal)
-        if (!(c >= '0' && c <= '9') && (c != '.') && (c != '-') && (c != '+') && (c != '*') && (c != '/'))
-            return true;
+    if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase | ImGuiInputTextFlags_CharsNoBlank))
+    {
+        if (flags & ImGuiInputTextFlags_CharsDecimal)
+            if (!(c >= '0' && c <= '9') && (c != '.') && (c != '-') && (c != '+') && (c != '*') && (c != '/'))
+                return false;
 
-    if (flags & ImGuiInputTextFlags_CharsHexadecimal)
-        if (!(c >= '0' && c <= '9') && !(c >= 'a' && c <= 'f') && !(c >= 'A' && c <= 'F'))
-            return true;
+        if (flags & ImGuiInputTextFlags_CharsHexadecimal)
+            if (!(c >= '0' && c <= '9') && !(c >= 'a' && c <= 'f') && !(c >= 'A' && c <= 'F'))
+                return false;
 
-    return false;
+        if (flags & ImGuiInputTextFlags_CharsUppercase)
+            if (c >= 'a' && c <= 'z')
+                *p_char = (c += 'A'-'a');
+
+        if (flags & ImGuiInputTextFlags_CharsNoBlank)
+            if (ImCharIsSpace(c))
+                return false;
+    }
+
+    if (flags & ImGuiInputTextFlags_CallbackCharFilter)
+    {
+        ImGuiTextEditCallbackData callback_data;
+        memset(&callback_data, 0, sizeof(ImGuiTextEditCallbackData));
+        callback_data.EventFlag = ImGuiInputTextFlags_CallbackCharFilter;
+        callback_data.EventChar = c;
+        callback_data.Flags = flags;
+        callback_data.UserData = user_data;
+        if (callback(&callback_data) != 0)
+            return false;
+        *p_char = callback_data.EventChar;
+        if (!callback_data.EventChar)
+            return false;
+    }
+
+    return true;
 }
 
 // Edit a string of text
-bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags, void (*callback)(ImGuiTextEditCallbackData*), void* user_data)
+bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiTextEditCallback callback, void* user_data)
 {
     ImGuiState& g = *GImGui;
     ImGuiWindow* window = GetCurrentWindow();
@@ -5255,9 +5587,9 @@ bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputT
     const ImGuiID id = window->GetID(label);
     const float w = ImGui::CalcItemWidth();
 
-    const ImVec2 text_size = CalcTextSize(label, NULL, true);
-    const ImGuiAabb frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, text_size.y) + style.FramePadding*2.0f);
-    const ImGuiAabb bb(frame_bb.Min, frame_bb.Max + ImVec2(text_size.x > 0.0f ? (style.ItemInnerSpacing.x + text_size.x) : 0.0f, 0.0f));
+    const ImVec2 label_size = CalcTextSize(label, NULL, true);
+    const ImGuiAabb frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y) + style.FramePadding*2.0f);
+    const ImGuiAabb bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? (style.ItemInnerSpacing.x + label_size.x) : 0.0f, 0.0f));
     ItemSize(bb);
     if (!ItemAdd(frame_bb, &id))
         return false;
@@ -5267,29 +5599,48 @@ bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputT
 
     const bool is_ctrl_down = io.KeyCtrl;
     const bool is_shift_down = io.KeyShift;
-    const bool tab_focus_requested = window->FocusItemRegister(g.ActiveId == id, (flags & ImGuiInputTextFlags_CallbackCompletion) == 0);    // Using completion callback disable keyboard tabbing
-    //const bool align_center = (bool)(flags & ImGuiInputTextFlags_AlignCenter);    // FIXME: Unsupported
+    const bool focus_requested = window->FocusItemRegister(g.ActiveId == id, (flags & ImGuiInputTextFlags_CallbackCompletion) == 0);    // Using completion callback disable keyboard tabbing
+    const bool focus_requested_by_code = focus_requested && (window->FocusIdxAllCounter == window->FocusIdxAllRequestCurrent);
+    const bool focus_requested_by_tab = focus_requested && !focus_requested_by_code;
 
     const bool hovered = IsHovered(frame_bb, id);
     if (hovered)
         g.HoveredId = id;
+    const bool user_clicked = hovered && io.MouseClicked[0];
 
     bool select_all = (g.ActiveId != id) && (flags & ImGuiInputTextFlags_AutoSelectAll) != 0;
-    if (tab_focus_requested || (hovered && io.MouseClicked[0]))
+    if (focus_requested || user_clicked)
     {
         if (g.ActiveId != id)
         {
             // Start edition
             // Take a copy of the initial buffer value (both in original UTF-8 format and converted to wchar)
+            // From the moment we focused we are ignoring the content of 'buf'
             ImFormatString(edit_state.InitialText, IM_ARRAYSIZE(edit_state.InitialText), "%s", buf);
-            ImTextStrFromUtf8(edit_state.Text, IM_ARRAYSIZE(edit_state.Text), buf, NULL);
-            edit_state.ScrollX = 0.0f;
+            const char* buf_end = NULL;
+            edit_state.CurLenW = ImTextStrFromUtf8(edit_state.Text, IM_ARRAYSIZE(edit_state.Text), buf, NULL, &buf_end);
+            edit_state.CurLenA = buf_end - buf; // We can't get the result from ImFormatString() above because it is not UTF-8 aware. Here we'll cut off malformed UTF-8.
             edit_state.Width = w;
-            stb_textedit_initialize_state(&edit_state.StbState, true);
+            edit_state.InputCursorScreenPos = ImVec2(-1.f,-1.f);
             edit_state.CursorAnimReset();
-            edit_state.LastCursorPos = ImVec2(-1.f,-1.f);
 
-            if (tab_focus_requested || is_ctrl_down)
+            if (edit_state.Id != id)
+            {
+                edit_state.Id = id;
+                edit_state.ScrollX = 0.0f;
+                stb_textedit_initialize_state(&edit_state.StbState, true);
+                if (focus_requested_by_code)
+                    select_all = true;
+            }
+            else
+            {
+                // Recycle existing cursor/selection/undo stack but clamp position
+                // Note a single mouse click will override the cursor/position immediately by calling stb_textedit_click handler.
+                edit_state.StbState.cursor = ImMin(edit_state.StbState.cursor, edit_state.CurLenW);
+                edit_state.StbState.select_start = ImMin(edit_state.StbState.select_start, edit_state.CurLenW);
+                edit_state.StbState.select_end = ImMin(edit_state.StbState.select_end, edit_state.CurLenW);
+            }
+            if (focus_requested_by_tab || (user_clicked && is_ctrl_down))
                 select_all = true;
         }
         SetActiveId(id);
@@ -5304,6 +5655,11 @@ bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputT
         }
     }
 
+    // Although we are active we don't prevent mouse from hovering other elements unless we are interacting right now with the widget.
+    // Down the line we should have a cleaner concept of focused vs active in the library.
+    if (g.ActiveId == id)
+        g.ActiveIdIsFocusedOnly = !io.MouseDown[0];
+
     bool value_changed = false;
     bool cancel_edit = false;
     bool enter_pressed = false;
@@ -5311,7 +5667,7 @@ bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputT
     if (g.ActiveId == id)
     {
         // Edit in progress
-        edit_state.BufSize = buf_size < IM_ARRAYSIZE(edit_state.Text) ? buf_size : IM_ARRAYSIZE(edit_state.Text);
+        edit_state.BufSizeA = buf_size;
         edit_state.Font = window->Font();
         edit_state.FontSize = window->FontSize();
 
@@ -5343,13 +5699,13 @@ bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputT
             // Process text input (before we check for Return because using some IME will effectively send a Return?)
             for (int n = 0; n < IM_ARRAYSIZE(g.IO.InputCharacters) && g.IO.InputCharacters[n]; n++)
             {
-                const ImWchar c = g.IO.InputCharacters[n];
+                unsigned int c = (unsigned int)g.IO.InputCharacters[n];
                 if (c)
                 {
                     // Insert character if they pass filtering
-                    if (InputTextFilterCharacter(c, flags))
+                    if (!InputTextFilterCharacter(&c, flags, callback, user_data))
                         continue;
-                    edit_state.OnKeyPressed(c);
+                    edit_state.OnKeyPressed((int)c);
                 }
             }
 
@@ -5379,7 +5735,7 @@ bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputT
             if (g.IO.SetClipboardTextFn)
             {
                 const int ib = edit_state.HasSelection() ? ImMin(edit_state.StbState.select_start, edit_state.StbState.select_end) : 0;
-                const int ie = edit_state.HasSelection() ? ImMax(edit_state.StbState.select_start, edit_state.StbState.select_end) : (int)ImStrlenW(edit_state.Text);
+                const int ie = edit_state.HasSelection() ? ImMax(edit_state.StbState.select_start, edit_state.StbState.select_end) : edit_state.CurLenW;
                 ImTextStrToUtf8(text_tmp_utf8, IM_ARRAYSIZE(text_tmp_utf8), edit_state.Text+ib, edit_state.Text+ie);
                 g.IO.SetClipboardTextFn(text_tmp_utf8);
             }
@@ -5395,19 +5751,18 @@ bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputT
                 if (const char* clipboard = g.IO.GetClipboardTextFn())
                 {
                     // Remove new-line from pasted buffer
-                    size_t clipboard_len = strlen(clipboard);
+                    const size_t clipboard_len = strlen(clipboard);
                     ImWchar* clipboard_filtered = (ImWchar*)ImGui::MemAlloc((clipboard_len+1) * sizeof(ImWchar));
                     int clipboard_filtered_len = 0;
                     for (const char* s = clipboard; *s; )
                     {
                         unsigned int c;
-                        const int bytes_count = ImTextCharFromUtf8(&c, s, NULL);
-                        if (bytes_count <= 0)
+                        s += ImTextCharFromUtf8(&c, s, NULL);
+                        if (c == 0)
                             break;
-                        s += bytes_count;
                         if (c >= 0x10000)
                             continue;
-                        if (InputTextFilterCharacter((ImWchar)c, flags))
+                        if (!InputTextFilterCharacter(&c, flags, callback, user_data))
                             continue;
                         clipboard_filtered[clipboard_filtered_len++] = (ImWchar)c;
                     }
@@ -5442,35 +5797,46 @@ bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputT
                 IM_ASSERT(callback != NULL);
 
                 // The reason we specify the usage semantic (Completion/History) is that Completion needs to disable keyboard TABBING at the moment.
+                ImGuiInputTextFlags event_flag = 0;
                 ImGuiKey event_key = ImGuiKey_COUNT;
                 if ((flags & ImGuiInputTextFlags_CallbackCompletion) != 0 && IsKeyPressedMap(ImGuiKey_Tab))
+                {
+                    event_flag = ImGuiInputTextFlags_CallbackCompletion;
                     event_key = ImGuiKey_Tab;
+                }
                 else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressedMap(ImGuiKey_UpArrow))
+                {
+                    event_flag = ImGuiInputTextFlags_CallbackHistory;
                     event_key = ImGuiKey_UpArrow;
+                }
                 else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressedMap(ImGuiKey_DownArrow))
+                {
+                    event_flag = ImGuiInputTextFlags_CallbackHistory;
                     event_key = ImGuiKey_DownArrow;
+                }
 
                 if (event_key != ImGuiKey_COUNT || (flags & ImGuiInputTextFlags_CallbackAlways) != 0)
                 {
                     ImGuiTextEditCallbackData callback_data;
+                    callback_data.EventFlag = event_flag;
                     callback_data.EventKey = event_key;
                     callback_data.Buf = text_tmp_utf8;
-                    callback_data.BufSize = edit_state.BufSize;
+                    callback_data.BufSize = edit_state.BufSizeA;
                     callback_data.BufDirty = false;
                     callback_data.Flags = flags;
                     callback_data.UserData = user_data;
 
                     // We have to convert from position from wchar to UTF-8 positions
-                    const int utf8_cursor_pos = callback_data.CursorPos = ImTextCountUtf8BytesFromWchar(edit_state.Text, edit_state.Text + edit_state.StbState.cursor);
-                    const int utf8_selection_start = callback_data.SelectionStart = ImTextCountUtf8BytesFromWchar(edit_state.Text, edit_state.Text + edit_state.StbState.select_start);
-                    const int utf8_selection_end = callback_data.SelectionEnd = ImTextCountUtf8BytesFromWchar(edit_state.Text, edit_state.Text + edit_state.StbState.select_end);
+                    const int utf8_cursor_pos = callback_data.CursorPos = ImTextCountUtf8BytesFromStr(edit_state.Text, edit_state.Text + edit_state.StbState.cursor);
+                    const int utf8_selection_start = callback_data.SelectionStart = ImTextCountUtf8BytesFromStr(edit_state.Text, edit_state.Text + edit_state.StbState.select_start);
+                    const int utf8_selection_end = callback_data.SelectionEnd = ImTextCountUtf8BytesFromStr(edit_state.Text, edit_state.Text + edit_state.StbState.select_end);
 
                     // Call user code
                     callback(&callback_data);
 
                     // Read back what user may have modified
                     IM_ASSERT(callback_data.Buf == text_tmp_utf8);             // Invalid to modify those fields
-                    IM_ASSERT(callback_data.BufSize == edit_state.BufSize);
+                    IM_ASSERT(callback_data.BufSize == edit_state.BufSizeA);
                     IM_ASSERT(callback_data.Flags == flags);
                     if (callback_data.CursorPos != utf8_cursor_pos)            edit_state.StbState.cursor = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.CursorPos);
                     if (callback_data.SelectionStart != utf8_selection_start)  edit_state.StbState.select_start = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionStart);
@@ -5509,7 +5875,6 @@ bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputT
         }
     }
 
-    // FIXME: 'align_center' unsupported
     ImGuiTextEditState::RenderTextScrolledClipped(window->Font(), window->FontSize(), buf, frame_bb.Min + style.FramePadding, w, (g.ActiveId == id) ? edit_state.ScrollX : 0.0f);
 
     if (g.ActiveId == id)
@@ -5520,14 +5885,15 @@ bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputT
         if (g.InputTextState.CursorIsVisible())
             window->DrawList->AddRect(cursor_pos - font_off_up + ImVec2(0,2), cursor_pos + font_off_dn - ImVec2(0,3), window->Color(ImGuiCol_Text));
 
-        // Notify OS of text input position
-        if (io.ImeSetInputScreenPosFn && ImLengthSqr(edit_state.LastCursorPos - cursor_pos) > 0.0001f)
+        // Notify OS of text input position for advanced IME
+        if (io.ImeSetInputScreenPosFn && ImLengthSqr(edit_state.InputCursorScreenPos - cursor_pos) > 0.0001f)
             io.ImeSetInputScreenPosFn((int)cursor_pos.x - 1, (int)(cursor_pos.y - window->FontSize()));   // -1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.
 
-        edit_state.LastCursorPos = cursor_pos;
+        edit_state.InputCursorScreenPos = cursor_pos;
     }
 
-    RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
+    if (label_size.x > 0)
+        RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
 
     if ((flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0)
         return enter_pressed;
@@ -5646,13 +6012,13 @@ bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(voi
     const ImGuiID id = window->GetID(label);
     const float w = ImGui::CalcItemWidth();
 
-    const ImVec2 text_size = CalcTextSize(label, NULL, true);
-    const ImGuiAabb frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, text_size.y) + style.FramePadding*2.0f);
-    ItemSize(frame_bb);
+    const ImVec2 label_size = CalcTextSize(label, NULL, true);
+    const ImGuiAabb frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y) + style.FramePadding*2.0f);
+    const ImGuiAabb bb(frame_bb.Min, frame_bb.Max + ImVec2(style.ItemInnerSpacing.x + label_size.x,0));
+    ItemSize(bb);
     if (!ItemAdd(frame_bb, &id))
         return false;
 
-    const ImGuiAabb bb(frame_bb.Min, frame_bb.Max + ImVec2(style.ItemInnerSpacing.x + text_size.x,0));
     const float arrow_size = (window->FontSize() + style.FramePadding.x * 2.0f);
     const bool hovered = IsHovered(frame_bb, id);
 
@@ -5669,12 +6035,8 @@ bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(voi
             RenderTextClipped(frame_bb.Min + style.FramePadding, item_text, NULL, NULL, value_bb.Max);
     }
 
-    // Empty text doesn't add padding
-    if (text_size.x > 0)
-    {
-        ImGui::SameLine(0, (int)style.ItemInnerSpacing.x);
-        ImGui::TextUnformatted(label, FindTextDisplayEnd(label));
-    }
+    if (label_size.x > 0)
+        RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
 
     ImGui::PushID((int)id);
     bool menu_toggled = false;
@@ -5698,7 +6060,7 @@ bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(voi
 
         const ImVec2 backup_pos = ImGui::GetCursorPos();
         const float popup_off_x = 0.0f;//style.ItemInnerSpacing.x;
-        const float popup_height = (text_size.y + style.ItemSpacing.y) * ImMin(items_count, height_in_items) + style.WindowPadding.y;
+        const float popup_height = (label_size.y + style.ItemSpacing.y) * ImMin(items_count, height_in_items) + style.WindowPadding.y;
         const ImGuiAabb popup_aabb(ImVec2(frame_bb.Min.x+popup_off_x, frame_bb.Max.y), ImVec2(frame_bb.Max.x+popup_off_x, frame_bb.Max.y + popup_height));
         ImGui::SetCursorPos(popup_aabb.Min - window->Pos);
 
@@ -5752,10 +6114,10 @@ bool ImGui::Selectable(const char* label, bool selected, const ImVec2& size_arg)
 
     const ImGuiStyle& style = g.Style;
     const ImGuiID id = window->GetID(label);
-    const ImVec2 text_size = CalcTextSize(label, NULL, true);
+    const ImVec2 label_size = CalcTextSize(label, NULL, true);
 
     const float w = window->Pos.x + ImGui::GetContentRegionMax().x - window->DC.CursorPos.x;
-    const ImVec2 size(size_arg.x != 0.0f ? size_arg.x : w, size_arg.y != 0.0f ? size_arg.y : text_size.y);
+    const ImVec2 size(size_arg.x != 0.0f ? size_arg.x : w, size_arg.y != 0.0f ? size_arg.y : label_size.y);
     const ImGuiAabb bb(window->DC.CursorPos, window->DC.CursorPos + size);
     ItemSize(bb);
 
@@ -5783,7 +6145,7 @@ bool ImGui::Selectable(const char* label, bool selected, const ImVec2& size_arg)
     }
 
     //const ImVec2 off = ImVec2(ImMax(0.0f, size.x - text_size.x) * 0.5f, ImMax(0.0f, size.y - text_size.y) * 0.5f);
-    RenderTextClipped(bb.Min, label, NULL, &text_size, bb_with_spacing.Max);
+    RenderTextClipped(bb.Min, label, NULL, &label_size, bb_with_spacing.Max);
 
     return pressed;
 }
@@ -5803,8 +6165,6 @@ bool ImGui::Selectable(const char* label, bool* p_selected, const ImVec2& size_a
 bool ImGui::ListBoxHeader(const char* label, const ImVec2& size_arg)
 {
     ImGuiWindow* window = GetCurrentWindow();
-    if (window->SkipItems)
-        return false;
 
     const ImGuiStyle& style = ImGui::GetStyle();
     const ImGuiID id = ImGui::GetID(label);
@@ -5816,6 +6176,8 @@ bool ImGui::ListBoxHeader(const char* label, const ImVec2& size_arg)
     size.y = (size_arg.y != 0.0f) ? size_arg.y : ImGui::GetTextLineHeightWithSpacing() * 7.4f + style.ItemSpacing.y;
     const ImVec2 frame_size = ImVec2(size.x, ImMax(size.y, label_size.y));
     const ImGuiAabb frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size);
+    const ImGuiAabb bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
+    window->DC.LastItemAabb = bb;
 
     if (label_size.x > 0)
         RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
@@ -5842,7 +6204,13 @@ bool ImGui::ListBoxHeader(const char* label, int items_count, int height_in_item
 
 void ImGui::ListBoxFooter()
 {
+    ImGuiWindow* parent_window = GetParentWindow();
+    const ImGuiAabb bb = parent_window->DC.LastItemAabb;
+
     ImGui::EndChildFrame();
+
+    parent_window->DC.CursorPos = bb.Min;
+    ItemSize(bb, NULL);
 }
 
 bool ImGui::ListBox(const char* label, int* current_item, const char** items, int items_count, int height_items)
@@ -5853,6 +6221,10 @@ bool ImGui::ListBox(const char* label, int* current_item, const char** items, in
 
 bool ImGui::ListBox(const char* label, int* current_item, bool (*items_getter)(void*, int, const char**), void* data, int items_count, int height_in_items)
 {
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
     if (!ImGui::ListBoxHeader(label, items_count, height_in_items))
         return false;
 
@@ -5886,7 +6258,7 @@ bool ImGui::ColorButton(const ImVec4& col, bool small_height, bool outline_borde
         return false;
 
     const ImGuiStyle& style = g.Style;
-    const ImGuiID id = window->GetID("##colorbutton");
+    const ImGuiID id = window->GetID("#colorbutton");
     const float square_size = window->FontSize();
     const ImGuiAabb bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(square_size + style.FramePadding.x*2, square_size + (small_height ? 0 : style.FramePadding.y*2)));
     ItemSize(bb);
@@ -6006,7 +6378,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], bool alpha)
             value_changed |= ImGui::InputText("##Text", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_CharsHexadecimal);
             ImGui::PopItemWidth();
             char* p = buf;
-            while (*p == '#' || *p == ' ' || *p == '\t')
+            while (*p == '#' || ImCharIsSpace(*p))
                 p++;
 
             // Treat at unsigned (%X is unsigned)
@@ -6094,7 +6466,10 @@ void ImGui::Separator()
     window->DrawList->AddLine(bb.Min, bb.Max, window->Color(ImGuiCol_Border));
 
     if (window->DC.ColumnsCount > 1)
+    {
         PushColumnClipRect();
+        window->DC.ColumnsCellMinY = window->DC.CursorPos.y;
+    }
 }
 
 // A little vertical spacing.
@@ -6123,15 +6498,15 @@ static void ItemSize(ImVec2 size, ImVec2* adjust_vertical_offset)
     window->DC.CursorPosPrevLine = ImVec2(window->DC.CursorPos.x + size.x, window->DC.CursorPos.y);
     window->DC.CursorPos = ImVec2((float)(int)(window->Pos.x + window->DC.ColumnsStartX + window->DC.ColumnsOffsetX), (float)(int)(window->DC.CursorPos.y + line_height + g.Style.ItemSpacing.y));
 
-    window->SizeContentsFit = ImMax(window->SizeContentsFit, ImVec2(window->DC.CursorPosPrevLine.x, window->DC.CursorPos.y) - window->Pos + ImVec2(0.0f, window->ScrollY));
+    window->SizeContentsCurrent = ImMax(window->SizeContentsCurrent, ImVec2(window->DC.CursorPosPrevLine.x - window->Pos.x, window->DC.CursorPos.y + window->ScrollY - window->Pos.y));
 
     window->DC.PrevLineHeight = line_height;
     window->DC.CurrentLineHeight = 0.0f;
 }
 
-static void ItemSize(const ImGuiAabb& aabb, ImVec2* adjust_start_offset)
+static void ItemSize(const ImGuiAabb& bb, ImVec2* adjust_start_offset)
 {
-    ItemSize(aabb.GetSize(), adjust_start_offset);
+    ItemSize(bb.GetSize(), adjust_start_offset);
 }
 
 static bool IsClipped(const ImGuiAabb& bb)
@@ -6160,7 +6535,11 @@ static bool ItemAdd(const ImGuiAabb& bb, const ImGuiID* id)
         window->DC.LastItemHovered = false;
         return false;
     }
-    window->DC.LastItemHovered = IsMouseHoveringBox(bb);     // this is a sensible default but widgets are free to override it after calling ItemAdd()
+
+    // This is a sensible default, but widgets are free to override it after calling ItemAdd()
+    const bool hovered = IsMouseHoveringBox(bb);
+    //const bool hovered = (g.ActiveId == 0 || (id && g.ActiveId == *id) || g.ActiveIdIsFocusedOnly) && IsMouseHoveringBox(bb);  // matching the behaviour of IsHovered(), not always what the user wants?
+    window->DC.LastItemHovered = hovered;
     return true;
 }
 
@@ -6225,7 +6604,18 @@ void ImGui::NextColumn()
     }
 }
 
-// FIMXE-OPT: This is called too often. We need to cache offset for active columns set.
+int ImGui::GetColumnIndex()
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    return window->DC.ColumnsCurrent;
+}
+
+int ImGui::GetColumnsCount()
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    return window->DC.ColumnsCount;
+}
+
 float ImGui::GetColumnOffset(int column_index)
 {
     ImGuiState& g = *GImGui;
@@ -6233,12 +6623,13 @@ float ImGui::GetColumnOffset(int column_index)
     if (column_index < 0)
         column_index = window->DC.ColumnsCurrent;
 
-    const ImGuiID column_id = window->DC.ColumnsSetID + ImGuiID(column_index);
-    RegisterAliveId(column_id);
-    const float default_t = column_index / (float)window->DC.ColumnsCount;
-    const float t = window->StateStorage.GetFloat(column_id, default_t);      // Cheaply store our floating point value inside the integer (could store an union into the map?)
+    // Read from cache
+    IM_ASSERT(column_index < (int)window->DC.ColumnsOffsetsT.size());
+    const float t = window->DC.ColumnsOffsetsT[column_index];
 
-    const float offset = window->DC.ColumnsStartX + t * (window->Size.x - g.Style.ScrollBarWidth - window->DC.ColumnsStartX);
+    const float min_x = window->DC.ColumnsStartX;
+    const float max_x = window->Size.x - (g.Style.ScrollbarWidth);// - window->WindowPadding().x;
+    const float offset = min_x + t * (max_x - min_x);
     return offset;
 }
 
@@ -6249,9 +6640,14 @@ void ImGui::SetColumnOffset(int column_index, float offset)
     if (column_index < 0)
         column_index = window->DC.ColumnsCurrent;
 
+    IM_ASSERT(column_index < (int)window->DC.ColumnsOffsetsT.size());
     const ImGuiID column_id = window->DC.ColumnsSetID + ImGuiID(column_index);
-    const float t = (offset - window->DC.ColumnsStartX) / (window->Size.x - g.Style.ScrollBarWidth - window->DC.ColumnsStartX);
-    window->StateStorage.SetFloat(column_id, t);
+
+    const float min_x = window->DC.ColumnsStartX;
+    const float max_x = window->Size.x - (g.Style.ScrollbarWidth);// - window->WindowPadding().x;
+    const float t = (offset - min_x) / (max_x - min_x);
+    window->DC.StateStorage->SetFloat(column_id, t);
+    window->DC.ColumnsOffsetsT[column_index] = t;
 }
 
 float ImGui::GetColumnWidth(int column_index)
@@ -6279,8 +6675,6 @@ void ImGui::Columns(int columns_count, const char* id, bool border)
 {
     ImGuiState& g = *GImGui;
     ImGuiWindow* window = GetCurrentWindow();
-    if (window->SkipItems)
-        return;
 
     if (window->DC.ColumnsCount != 1)
     {
@@ -6294,7 +6688,7 @@ void ImGui::Columns(int columns_count, const char* id, bool border)
     }
 
     // Draw columns borders and handle resize at the time of "closing" a columns set
-    if (window->DC.ColumnsCount != columns_count && window->DC.ColumnsCount != 1 && window->DC.ColumnsShowBorders)
+    if (window->DC.ColumnsCount != columns_count && window->DC.ColumnsCount != 1 && window->DC.ColumnsShowBorders && !window->SkipItems)
     {
         const float y1 = window->DC.ColumnsStartPos.y;
         const float y2 = window->DC.CursorPos.y;
@@ -6338,9 +6732,26 @@ void ImGui::Columns(int columns_count, const char* id, bool border)
 
     if (window->DC.ColumnsCount != 1)
     {
+        // Cache column offsets
+        window->DC.ColumnsOffsetsT.resize((size_t)columns_count + 1);
+        for (int column_index = 0; column_index < columns_count + 1; column_index++)
+        {
+            const ImGuiID column_id = window->DC.ColumnsSetID + ImGuiID(column_index);
+            RegisterAliveId(column_id);
+            const float default_t = column_index / (float)window->DC.ColumnsCount;
+            const float t = window->DC.StateStorage->GetFloat(column_id, default_t);      // Cheaply store our floating point value inside the integer (could store an union into the map?)
+            window->DC.ColumnsOffsetsT[column_index] = t;
+        }
+
         PushColumnClipRect();
         ImGui::PushItemWidth(ImGui::GetColumnWidth() * 0.65f);
     }
+    else
+    {
+        window->DC.ColumnsOffsetsT.resize(2);
+        window->DC.ColumnsOffsetsT[0] = 0.0f;
+        window->DC.ColumnsOffsetsT[1] = 1.0f;
+    }
 }
 
 void ImGui::TreePush(const char* str_id)
@@ -7146,7 +7557,7 @@ void ImFontAtlas::RenderCustomTexData()
     TexUvWhitePixel = ImVec2((TexExtraDataPos.x + 0.5f) / TexWidth, (TexExtraDataPos.y + 0.5f) / TexHeight);
 
     // Draw a mouse cursor into texture
-    // Because our font uses an alpha texture, we have to spread the cursor in 2 parts (black/white) which will be rendered separately.
+    // Because our font uses a single color channel, we have to spread the cursor in 2 layers (black/white) which will be rendered separately.
     const char cursor_pixels[] =
     {
         "X           "
@@ -7195,8 +7606,10 @@ void    ImFont::Clear()
     DisplayOffset = ImVec2(-0.5f, 0.5f);
     ContainerAtlas = NULL;
     Glyphs.clear();
-    IndexLookup.clear();
     FallbackGlyph = NULL;
+    FallbackXAdvance = 0.0f;
+    IndexXAdvance.clear();
+    IndexLookup.clear();
 }
 
 // Retrieve list of range (2 int per range, values are inclusive)
@@ -7215,7 +7628,8 @@ const ImWchar*  ImFontAtlas::GetGlyphRangesChinese()
     static const ImWchar ranges[] =
     {
         0x0020, 0x00FF, // Basic Latin + Latin Supplement
-        0x3040, 0x309F, // Hiragana, Katakana
+        0x3000, 0x30FF, // Punctuations, Hiragana, Katakana
+        0x31F0, 0x31FF, // Katakana Phonetic Extensions
         0xFF00, 0xFFEF, // Half-width characters
         0x4e00, 0x9FAF, // CJK Ideograms
         0,
@@ -7263,18 +7677,18 @@ const ImWchar*  ImFontAtlas::GetGlyphRangesJapanese()
         109,2,18,23,0,0,9,61,3,0,28,41,77,27,19,17,81,5,2,14,5,83,57,252,14,154,263,14,20,8,13,6,57,39,38,
     };
     static int ranges_unpacked = false;
-    static ImWchar ranges[6 + 1 + IM_ARRAYSIZE(offsets_from_0x4E00)*2] =
+    static ImWchar ranges[8 + IM_ARRAYSIZE(offsets_from_0x4E00)*2 + 1] =
     {
         0x0020, 0x00FF, // Basic Latin + Latin Supplement
-        0x3040, 0x309F, // Hiragana, Katakana
+        0x3000, 0x30FF, // Punctuations, Hiragana, Katakana
+        0x31F0, 0x31FF, // Katakana Phonetic Extensions
         0xFF00, 0xFFEF, // Half-width characters
-        0,
     };
     if (!ranges_unpacked)
     {
         // Unpack
         int codepoint = 0x4e00;
-        ImWchar* dst = &ranges[6];
+        ImWchar* dst = &ranges[8];
         for (int n = 0; n < IM_ARRAYSIZE(offsets_from_0x4E00); n++, dst += 2)
             dst[0] = dst[1] = (ImWchar)(codepoint += (offsets_from_0x4E00[n] + 1));
         dst[0] = 0;
@@ -7289,24 +7703,48 @@ void ImFont::BuildLookupTable()
     for (size_t i = 0; i != Glyphs.size(); i++)
         max_codepoint = ImMax(max_codepoint, (int)Glyphs[i].Codepoint);
 
+    IndexXAdvance.clear();
+    IndexXAdvance.resize((size_t)max_codepoint + 1);
     IndexLookup.clear();
     IndexLookup.resize((size_t)max_codepoint + 1);
-    for (size_t i = 0; i < IndexLookup.size(); i++)
+    for (size_t i = 0; i < (size_t)max_codepoint + 1; i++)
+    {
+        IndexXAdvance[i] = -1.0f;
         IndexLookup[i] = -1;
+    }
     for (size_t i = 0; i < Glyphs.size(); i++)
-        IndexLookup[(int)Glyphs[i].Codepoint] = (int)i;
+    {
+        const size_t codepoint = (int)Glyphs[i].Codepoint;
+        IndexXAdvance[codepoint] = Glyphs[i].XAdvance;
+        IndexLookup[codepoint] = (int)i;
+    }
 
     // Create a glyph to handle TAB
     // FIXME: Needs proper TAB handling but it needs to be contextualized (can arbitrary say that each string starts at "column 0"
-    if (const ImFont::Glyph* space_glyph = FindGlyph((unsigned short)' '))
+    if (FindGlyph((unsigned short)' '))
     {
-        Glyphs.resize(Glyphs.size() + 1);
+        if (Glyphs.back().Codepoint != '\t')   // So we can call this function multiple times
+            Glyphs.resize(Glyphs.size() + 1);
         ImFont::Glyph& tab_glyph = Glyphs.back();
-        tab_glyph = *space_glyph;
+        tab_glyph = *FindGlyph((unsigned short)' ');
         tab_glyph.Codepoint = '\t';
         tab_glyph.XAdvance *= 4;
-        IndexLookup[(int)tab_glyph.Codepoint] = (int)(Glyphs.size()-1);
+        IndexXAdvance[(size_t)tab_glyph.Codepoint] = (float)tab_glyph.XAdvance;
+        IndexLookup[(size_t)tab_glyph.Codepoint] = (int)(Glyphs.size()-1);
     }
+
+    FallbackGlyph = NULL;
+    FallbackGlyph = FindGlyph(FallbackChar);
+    FallbackXAdvance = FallbackGlyph ? FallbackGlyph->XAdvance : 0.0f;
+    for (size_t i = 0; i < (size_t)max_codepoint + 1; i++)
+        if (IndexXAdvance[i] < 0.0f)
+            IndexXAdvance[i] = FallbackXAdvance;
+}
+
+void ImFont::SetFallbackChar(ImWchar c)
+{
+    FallbackChar = c;
+    BuildLookupTable();
 }
 
 const ImFont::Glyph* ImFont::FindGlyph(unsigned short c) const
@@ -7322,65 +7760,66 @@ const ImFont::Glyph* ImFont::FindGlyph(unsigned short c) const
 
 // Convert UTF-8 to 32-bits character, process single character input.
 // Based on stb_from_utf8() from github.com/nothings/stb/
+// We handle UTF-8 decoding error by skipping forward.
 static int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end)
 {
-    if (*in_text != 0)
+    unsigned int c = (unsigned int)-1;
+    const unsigned char* str = (const unsigned char*)in_text;
+    if (!(*str & 0x80))
     {
-        unsigned int c = (unsigned int)-1;
-        const unsigned char* str = (const unsigned char*)in_text;
-        if (!(*str & 0x80))
-        {
-            c = (unsigned int)(*str++);
-            *out_char = c;
-            return 1;
-        }
-        if ((*str & 0xe0) == 0xc0)
-        {
-            if (in_text_end && in_text_end - (const char*)str < 2) return -1;
-            if (*str < 0xc2) return -1;
-            c = (unsigned int)((*str++ & 0x1f) << 6);
-            if ((*str & 0xc0) != 0x80) return -1;
-            c += (*str++ & 0x3f);
-            *out_char = c;
-            return 2;
-        }
-        if ((*str & 0xf0) == 0xe0)
-        {
-            if (in_text_end && in_text_end - (const char*)str < 3) return -1;
-            if (*str == 0xe0 && (str[1] < 0xa0 || str[1] > 0xbf)) return -1;
-            if (*str == 0xed && str[1] > 0x9f) return -1; // str[1] < 0x80 is checked below
-            c = (unsigned int)((*str++ & 0x0f) << 12);
-            if ((*str & 0xc0) != 0x80) return -1;
-            c += (unsigned int)((*str++ & 0x3f) << 6);
-            if ((*str & 0xc0) != 0x80) return -1;
-            c += (*str++ & 0x3f);
-            *out_char = c;
-            return 3;
-        }
-        if ((*str & 0xf8) == 0xf0)
-        {
-            if (in_text_end && in_text_end - (const char*)str < 4) return -1;
-            if (*str > 0xf4) return -1;
-            if (*str == 0xf0 && (str[1] < 0x90 || str[1] > 0xbf)) return -1;
-            if (*str == 0xf4 && str[1] > 0x8f) return -1; // str[1] < 0x80 is checked below
-            c = (unsigned int)((*str++ & 0x07) << 18);
-            if ((*str & 0xc0) != 0x80) return -1;
-            c += (unsigned int)((*str++ & 0x3f) << 12);
-            if ((*str & 0xc0) != 0x80) return -1;
-            c += (unsigned int)((*str++ & 0x3f) << 6);
-            if ((*str & 0xc0) != 0x80) return -1;
-            c += (*str++ & 0x3f);
-            // utf-8 encodings of values used in surrogate pairs are invalid
-            if ((c & 0xFFFFF800) == 0xD800) return -1;
-            *out_char = c;
-            return 4;
-        }
+        c = (unsigned int)(*str++);
+        *out_char = c;
+        return 1;
+    }
+    if ((*str & 0xe0) == 0xc0)
+    {
+        *out_char = 0;
+        if (in_text_end && in_text_end - (const char*)str < 2) return 0;
+        if (*str < 0xc2) return 0;
+        c = (unsigned int)((*str++ & 0x1f) << 6);
+        if ((*str & 0xc0) != 0x80) return 0;
+        c += (*str++ & 0x3f);
+        *out_char = c;
+        return 2;
+    }
+    if ((*str & 0xf0) == 0xe0)
+    {
+        *out_char = 0;
+        if (in_text_end && in_text_end - (const char*)str < 3) return 0;
+        if (*str == 0xe0 && (str[1] < 0xa0 || str[1] > 0xbf)) return 0;
+        if (*str == 0xed && str[1] > 0x9f) return 0; // str[1] < 0x80 is checked below
+        c = (unsigned int)((*str++ & 0x0f) << 12);
+        if ((*str & 0xc0) != 0x80) return 0;
+        c += (unsigned int)((*str++ & 0x3f) << 6);
+        if ((*str & 0xc0) != 0x80) return 0;
+        c += (*str++ & 0x3f);
+        *out_char = c;
+        return 3;
+    }
+    if ((*str & 0xf8) == 0xf0)
+    {
+        *out_char = 0;
+        if (in_text_end && in_text_end - (const char*)str < 4) return 0;
+        if (*str > 0xf4) return 0;
+        if (*str == 0xf0 && (str[1] < 0x90 || str[1] > 0xbf)) return 0;
+        if (*str == 0xf4 && str[1] > 0x8f) return 0; // str[1] < 0x80 is checked below
+        c = (unsigned int)((*str++ & 0x07) << 18);
+        if ((*str & 0xc0) != 0x80) return 0;
+        c += (unsigned int)((*str++ & 0x3f) << 12);
+        if ((*str & 0xc0) != 0x80) return 0;
+        c += (unsigned int)((*str++ & 0x3f) << 6);
+        if ((*str & 0xc0) != 0x80) return 0;
+        c += (*str++ & 0x3f);
+        // utf-8 encodings of values used in surrogate pairs are invalid
+        if ((c & 0xFFFFF800) == 0xD800) return 0;
+        *out_char = c;
+        return 4;
     }
     *out_char = 0;
     return 0;
 }
 
-static ptrdiff_t ImTextStrFromUtf8(ImWchar* buf, size_t buf_size, const char* in_text, const char* in_text_end)
+static ptrdiff_t ImTextStrFromUtf8(ImWchar* buf, size_t buf_size, const char* in_text, const char* in_text_end, const char** in_text_remaining)
 {
     ImWchar* buf_out = buf;
     ImWchar* buf_end = buf + buf_size;
@@ -7388,10 +7827,14 @@ static ptrdiff_t ImTextStrFromUtf8(ImWchar* buf, size_t buf_size, const char* in
     {
         unsigned int c;
         in_text += ImTextCharFromUtf8(&c, in_text, in_text_end);
+        if (c == 0)
+            break;
         if (c < 0x10000)    // FIXME: Losing characters that don't fit in 2 bytes
             *buf_out++ = (ImWchar)c;
     }
     *buf_out = 0;
+    if (in_text_remaining)
+        *in_text_remaining = in_text;
     return buf_out - buf;
 }
 
@@ -7402,6 +7845,8 @@ static int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end
     {
         unsigned int c;
         in_text += ImTextCharFromUtf8(&c, in_text, in_text_end);
+        if (c == 0)
+            break;
         if (c < 0x10000)
             char_count++;
     }
@@ -7466,7 +7911,7 @@ static ptrdiff_t ImTextStrToUtf8(char* buf, size_t buf_size, const ImWchar* in_t
     return buf_out - buf;
 }
 
-static int ImTextCountUtf8BytesFromWchar(const ImWchar* in_text, const ImWchar* in_text_end)
+static int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end)
 {
     int bytes_count = 0;
     while ((!in_text_end || in_text < in_text_end) && *in_text)
@@ -7506,9 +7951,14 @@ const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const c
     const char* s = text;
     while (s < text_end)
     {
-        unsigned int c;
-        const int bytes_count = ImTextCharFromUtf8(&c, s, text_end);
-        const char* next_s = s + (bytes_count > 0 ? bytes_count : 1);
+        unsigned int c = (unsigned int)*s;
+        const char* next_s;
+        if (c < 0x80)
+            next_s = s + 1;
+        else
+            next_s = s + ImTextCharFromUtf8(&c, s, text_end);
+        if (c == 0)
+            break;
 
         if (c == '\n')
         {
@@ -7518,11 +7968,8 @@ const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const c
             continue;
         }
 
-        float char_width = 0.0f;
-        if (const Glyph* glyph = FindGlyph((unsigned short)c))
-            char_width = glyph->XAdvance * scale;
-
-        if (c == ' ' || c == '\t')
+        const float char_width = ((size_t)c < IndexXAdvance.size()) ? IndexXAdvance[(size_t)c] * scale : FallbackXAdvance;
+        if (ImCharIsSpace(c))
         {
             if (inside_word)
             {
@@ -7604,16 +8051,24 @@ ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, cons
                 while (s < text_end)
                 {
                     const char c = *s;
-                    if (c == ' ' || c == '\t') { s++; } else if (c == '\n') { s++; break; } else { break; }
+                    if (ImCharIsSpace(c)) { s++; } else if (c == '\n') { s++; break; } else { break; }
                 }
                 continue;
             }
         }
 
         // Decode and advance source (handle unlikely UTF-8 decoding failure by skipping to the next byte)
-        unsigned int c;
-        const int bytes_count = ImTextCharFromUtf8(&c, s, text_end);
-        s += bytes_count > 0 ? bytes_count : 1;
+        unsigned int c = (unsigned int)*s;
+        if (c < 0x80)
+        {
+            s += 1;
+        }
+        else
+        {
+            s += ImTextCharFromUtf8(&c, s, text_end);
+            if (c == 0)
+                break;
+        }
 
         if (c == '\n')
         {
@@ -7623,10 +8078,7 @@ ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, cons
             continue;
         }
 
-        float char_width = 0.0f;
-        if (const Glyph* glyph = FindGlyph((unsigned short)c))
-            char_width = glyph->XAdvance * scale;
-
+        const float char_width = ((size_t)c < IndexXAdvance.size()) ? IndexXAdvance[(size_t)c] * scale : FallbackXAdvance;
         if (line_width + char_width >= max_width)
             break;
 
@@ -7670,10 +8122,7 @@ ImVec2 ImFont::CalcTextSizeW(float size, float max_width, const ImWchar* text_be
             continue;
         }
 
-        float char_width = 0.0f;
-        if (const Glyph* glyph = FindGlyph((unsigned short)c))
-            char_width = glyph->XAdvance * scale;
-
+        const float char_width = ((size_t)c < IndexXAdvance.size()) ? IndexXAdvance[(size_t)c] * scale : FallbackXAdvance;
         if (line_width + char_width >= max_width)
             break;
 
@@ -7740,16 +8189,24 @@ void ImFont::RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_re
                 while (s < text_end)
                 {
                     const char c = *s;
-                    if (c == ' ' || c == '\t') { s++; } else if (c == '\n') { s++; break; } else { break; }
+                    if (ImCharIsSpace(c)) { s++; } else if (c == '\n') { s++; break; } else { break; }
                 }
                 continue;
             }
         }
 
         // Decode and advance source (handle unlikely UTF-8 decoding failure by skipping to the next byte)
-        unsigned int c;
-        const int bytes_count = ImTextCharFromUtf8(&c, s, text_end);
-        s += bytes_count > 0 ? bytes_count : 1;
+        unsigned int c = (unsigned int)*s;
+        if (c < 0x80)
+        {
+            s += 1;
+        }
+        else
+        {
+            s += ImTextCharFromUtf8(&c, s, text_end);
+            if (c == 0)
+                break;
+        }
 
         if (c == '\n')
         {
@@ -7831,11 +8288,13 @@ void ImFont::RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_re
 
 #if defined(_MSC_VER) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS)
 
+#ifndef _WINDOWS_
 #define WIN32_LEAN_AND_MEAN
 #include <windows.h>
+#endif
 
 // Win32 API clipboard implementation
-static const char*  GetClipboardTextFn_DefaultImpl()
+static const char* GetClipboardTextFn_DefaultImpl()
 {
     static char* buf_local = NULL;
     if (buf_local)
@@ -7845,12 +8304,16 @@ static const char*  GetClipboardTextFn_DefaultImpl()
     }
     if (!OpenClipboard(NULL))
         return NULL;
-    HANDLE buf_handle = GetClipboardData(CF_TEXT);
-    if (buf_handle == NULL)
+    HANDLE wbuf_handle = GetClipboardData(CF_UNICODETEXT);
+    if (wbuf_handle == NULL)
         return NULL;
-    if (char* buf_global = (char*)GlobalLock(buf_handle))
-        buf_local = ImStrdup(buf_global);
-    GlobalUnlock(buf_handle);
+    if (ImWchar* wbuf_global = (ImWchar*)GlobalLock(wbuf_handle))
+    {
+        int buf_len = ImTextCountUtf8BytesFromStr(wbuf_global, NULL) + 1;
+        buf_local = (char*)ImGui::MemAlloc(buf_len * sizeof(char));
+        ImTextStrToUtf8(buf_local, buf_len, wbuf_global, NULL);
+    }
+    GlobalUnlock(wbuf_handle);
     CloseClipboard();
     return buf_local;
 }
@@ -7860,24 +8323,23 @@ static void SetClipboardTextFn_DefaultImpl(const char* text)
 {
     if (!OpenClipboard(NULL))
         return;
-    const char* text_end = text + strlen(text);
-    const int buf_length = (int)(text_end - text) + 1;
-    HGLOBAL buf_handle = GlobalAlloc(GMEM_MOVEABLE, (SIZE_T)buf_length * sizeof(char));
-    if (buf_handle == NULL)
+
+    const int wbuf_length = ImTextCountCharsFromUtf8(text, NULL) + 1;
+    HGLOBAL wbuf_handle = GlobalAlloc(GMEM_MOVEABLE, (SIZE_T)wbuf_length * sizeof(ImWchar));
+    if (wbuf_handle == NULL)
         return;
-    char* buf_global = (char *)GlobalLock(buf_handle);
-    memcpy(buf_global, text, (size_t)(text_end - text));
-    buf_global[text_end - text] = 0;
-    GlobalUnlock(buf_handle);
+    ImWchar* wbuf_global = (ImWchar*)GlobalLock(wbuf_handle);
+    ImTextStrFromUtf8(wbuf_global, wbuf_length, text, NULL);
+    GlobalUnlock(wbuf_handle);
     EmptyClipboard();
-    SetClipboardData(CF_TEXT, buf_handle);
+    SetClipboardData(CF_UNICODETEXT, wbuf_handle);
     CloseClipboard();
 }
 
 #else
 
 // Local ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers
-static const char*  GetClipboardTextFn_DefaultImpl()
+static const char* GetClipboardTextFn_DefaultImpl()
 {
     return GImGui->PrivateClipboard;
 }
@@ -7899,6 +8361,37 @@ static void SetClipboardTextFn_DefaultImpl(const char* text)
 
 #endif
 
+#if defined(_MSC_VER) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS)
+
+#ifndef _WINDOWS_
+#define WIN32_LEAN_AND_MEAN
+#include <windows.h>
+#endif
+#include <Imm.h>
+#pragma comment(lib, "imm32")
+
+static void ImeSetInputScreenPosFn_DefaultImpl(int x, int y)
+{
+    // Notify OS Input Method Editor of text input position
+    if (HWND hwnd = (HWND)GImGui->IO.ImeWindowHandle)
+        if (HIMC himc = ImmGetContext(hwnd))
+        {
+            COMPOSITIONFORM cf;
+            cf.ptCurrentPos.x = x;
+            cf.ptCurrentPos.y = y;
+            cf.dwStyle = CFS_FORCE_POSITION;
+            ImmSetCompositionWindow(himc, &cf);
+        }
+}
+
+#else
+
+static void ImeSetInputScreenPosFn_DefaultImpl(int x, int y)
+{
+}
+
+#endif
+
 //-----------------------------------------------------------------------------
 // HELP
 //-----------------------------------------------------------------------------
@@ -7957,7 +8450,8 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
         ImGui::SliderFloat2("ItemInnerSpacing", (float*)&style.ItemInnerSpacing, 0.0f, 20.0f, "%.0f");
         ImGui::SliderFloat2("TouchExtraPadding", (float*)&style.TouchExtraPadding, 0.0f, 10.0f, "%.0f");
         ImGui::SliderFloat("TreeNodeSpacing", &style.TreeNodeSpacing, 0.0f, 20.0f, "%.0f");
-        ImGui::SliderFloat("ScrollBarWidth", &style.ScrollBarWidth, 0.0f, 20.0f, "%.0f");
+        ImGui::SliderFloat("ScrollBarWidth", &style.ScrollbarWidth, 1.0f, 20.0f, "%.0f");
+        ImGui::SliderFloat("GrabMinSize", &style.GrabMinSize, 1.0f, 20.0f, "%.0f");
         ImGui::TreePop();
     }
 
@@ -8028,18 +8522,39 @@ static void ShowExampleAppConsole(bool* opened);
 static void ShowExampleAppLongText(bool* opened);
 static void ShowExampleAppAutoResize(bool* opened);
 static void ShowExampleAppFixedOverlay(bool* opened);
+static void ShowExampleAppManipulatingWindowTitle(bool* opened);
 static void ShowExampleAppCustomRendering(bool* opened);
 
 // Demonstrate ImGui features (unfortunately this makes this function a little bloated!)
 void ImGui::ShowTestWindow(bool* opened)
 {
+    // Examples apps
+    static bool show_app_console = false;
+    static bool show_app_long_text = false;
+    static bool show_app_auto_resize = false;
+    static bool show_app_fixed_overlay = false;
+    static bool show_app_custom_rendering = false;
+    static bool show_app_manipulating_window_title = false;
+    if (show_app_console)
+        ShowExampleAppConsole(&show_app_console);
+    if (show_app_long_text)
+        ShowExampleAppLongText(&show_app_long_text);
+    if (show_app_auto_resize)
+        ShowExampleAppAutoResize(&show_app_auto_resize);
+    if (show_app_fixed_overlay)
+        ShowExampleAppFixedOverlay(&show_app_fixed_overlay);
+    if (show_app_manipulating_window_title)
+        ShowExampleAppManipulatingWindowTitle(&show_app_manipulating_window_title);
+    if (show_app_custom_rendering)
+        ShowExampleAppCustomRendering(&show_app_custom_rendering);
+
     static bool no_titlebar = false;
     static bool no_border = true;
     static bool no_resize = false;
     static bool no_move = false;
     static bool no_scrollbar = false;
     static bool no_collapse = false;
-    static float fill_alpha = 0.65f;
+    static float bg_alpha = 0.65f;
 
     // Demonstrate the various window flags. Typically you would just use the default.
     ImGuiWindowFlags window_flags = 0;
@@ -8049,13 +8564,15 @@ void ImGui::ShowTestWindow(bool* opened)
     if (no_move)      window_flags |= ImGuiWindowFlags_NoMove;
     if (no_scrollbar) window_flags |= ImGuiWindowFlags_NoScrollbar;
     if (no_collapse)  window_flags |= ImGuiWindowFlags_NoCollapse;
-    if (!ImGui::Begin("ImGui Test", opened, ImVec2(550,680), fill_alpha, window_flags))
+    if (!ImGui::Begin("ImGui Test", opened, ImVec2(550,680), bg_alpha, window_flags))
     {
         // Early out if the window is collapsed, as an optimization.
         ImGui::End();
         return;
     }
-    ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.65f);
+
+    ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.65f);    // 2/3 of the space for widget and 1/3 for labels
+    //ImGui::PushItemWidth(-140);                             // Right align, keep 140 pixels for labels
 
     ImGui::Text("ImGui says hello.");
     //ImGui::Text("MousePos (%g, %g)", ImGui::GetIO().MousePos.x, ImGui::GetIO().MousePos.y);
@@ -8078,7 +8595,7 @@ void ImGui::ShowTestWindow(bool* opened)
         ImGui::Checkbox("no move", &no_move); ImGui::SameLine(150);
         ImGui::Checkbox("no scrollbar", &no_scrollbar); ImGui::SameLine(300);
         ImGui::Checkbox("no collapse", &no_collapse);
-        ImGui::SliderFloat("fill alpha", &fill_alpha, 0.0f, 1.0f);
+        ImGui::SliderFloat("bg alpha", &bg_alpha, 0.0f, 1.0f);
 
         if (ImGui::TreeNode("Style"))
         {
@@ -8149,7 +8666,9 @@ void ImGui::ShowTestWindow(bool* opened)
         {
             ImGui::BulletText("Bullet point 1");
             ImGui::BulletText("Bullet point 2\nOn multiple lines");
-            ImGui::BulletText("Bullet point 3");
+            ImGui::Bullet(); ImGui::Text("Bullet point 3 (two calls)");
+            ImGui::Bullet(); ImGui::SmallButton("Button 1");
+            ImGui::Bullet(); ImGui::SmallButton("Button 2");
             ImGui::TreePop();
         }
 
@@ -8291,6 +8810,18 @@ void ImGui::ShowTestWindow(bool* opened)
             ImGui::TreePop();
         }
 
+        if (ImGui::TreeNode("Filtered Text Input"))
+        {
+            static char buf1[64] = ""; ImGui::InputText("default", buf1, 64);
+            static char buf2[64] = ""; ImGui::InputText("decimal", buf2, 64, ImGuiInputTextFlags_CharsDecimal);
+            static char buf3[64] = ""; ImGui::InputText("hexadecimal", buf3, 64, ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase);
+            static char buf4[64] = ""; ImGui::InputText("uppercase", buf4, 64, ImGuiInputTextFlags_CharsUppercase);
+            static char buf5[64] = ""; ImGui::InputText("no blank", buf5, 64, ImGuiInputTextFlags_CharsNoBlank);
+            struct TextFilters { static int FilterImGuiLetters(ImGuiTextEditCallbackData* data) { if (data->EventChar < 256 && strchr("imgui", (char)data->EventChar)) return 0; return 1; } };
+            static char buf6[64] = ""; ImGui::InputText("\"imgui\" letters", buf6, 64, ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterImGuiLetters);
+            ImGui::TreePop();
+        }
+
         static bool check = true;
         ImGui::Checkbox("checkbox", &check);
 
@@ -8392,6 +8923,7 @@ void ImGui::ShowTestWindow(bool* opened)
         static int listbox_item_current = 1;
         ImGui::ListBox("listbox\n(single select)", &listbox_item_current, listbox_items, IM_ARRAYSIZE(listbox_items), 4);
 
+        //static int listbox_item_current2 = 2;
         //ImGui::PushItemWidth(-1);
         //ImGui::ListBox("##listbox2", &listbox_item_current2, listbox_items, IM_ARRAYSIZE(listbox_items), 4);
         //ImGui::PopItemWidth();
@@ -8455,14 +8987,32 @@ void ImGui::ShowTestWindow(bool* opened)
         ImGui::SameLine();
         ImGui::Checkbox("Rich", &c4);
 
-        // SliderFloat
+        // Various
         static float f0=1.0f, f1=2.0f, f2=3.0f;
         ImGui::PushItemWidth(80);
+        const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD" };
+        static int item = -1;
+        ImGui::Combo("Combo", &item, items, IM_ARRAYSIZE(items));
+        ImGui::SameLine();
         ImGui::SliderFloat("X", &f0, 0.0f,5.0f);
         ImGui::SameLine();
         ImGui::SliderFloat("Y", &f1, 0.0f,5.0f);
         ImGui::SameLine();
         ImGui::SliderFloat("Z", &f2, 0.0f,5.0f);
+        ImGui::PopItemWidth();
+
+        ImGui::PushItemWidth(80);
+        ImGui::Text("Lists:");
+        static int selection[4] = { 0, 1, 2, 3 };
+        for (int i = 0; i < 4; i++)
+        {
+            if (i > 0) ImGui::SameLine();
+            ImGui::PushID(i);
+            ImGui::ListBox("", &selection[i], items, IM_ARRAYSIZE(items));
+            ImGui::PopID();
+            //if (ImGui::IsItemHovered()) ImGui::SetTooltip("ListBox %d hovered", i);
+        }
+        ImGui::PopItemWidth();
     }
 
     if (ImGui::CollapsingHeader("Child regions"))
@@ -8505,34 +9055,59 @@ void ImGui::ShowTestWindow(bool* opened)
 
     if (ImGui::CollapsingHeader("Columns"))
     {
-        ImGui::Columns(4, "data", true);
+        // Basic columns
+        ImGui::Text("Basic:");
+        ImGui::Columns(4, "mycolumns");
         ImGui::Text("ID"); ImGui::NextColumn();
         ImGui::Text("Name"); ImGui::NextColumn();
         ImGui::Text("Path"); ImGui::NextColumn();
         ImGui::Text("Flags"); ImGui::NextColumn();
         ImGui::Separator();
-
-        ImGui::Text("0000"); ImGui::NextColumn();
-        ImGui::Text("Robert"); ImGui::NextColumn();
-        ImGui::Text("/path/robert"); ImGui::NextColumn();
-        ImGui::Text("...."); ImGui::NextColumn();
-
-        ImGui::Text("0001"); ImGui::NextColumn();
-        ImGui::Text("Stephanie"); ImGui::NextColumn();
-        ImGui::Text("/path/stephanie"); ImGui::NextColumn();
-        ImGui::Text("line 1"); ImGui::Text("line 2"); ImGui::NextColumn(); // two lines, two items
-
-        ImGui::Text("0002"); ImGui::NextColumn();
-        ImGui::Text("C64"); ImGui::NextColumn();
-        ImGui::Text("/path/computer"); ImGui::NextColumn();
-        ImGui::Text("...."); ImGui::NextColumn();
+        const char* names[3] = { "Robert", "Stephanie", "C64" };
+        const char* paths[3] = { "/path/robert", "/path/stephanie", "/path/computer" };
+        for (int i = 0; i < 3; i++)
+        {
+            ImGui::Text("%04d", i); ImGui::NextColumn();
+            ImGui::Text(names[i]); ImGui::NextColumn();
+            ImGui::Text(paths[i]); ImGui::NextColumn();
+            ImGui::Text("...."); ImGui::NextColumn();
+        }
         ImGui::Columns(1);
 
         ImGui::Separator();
+        ImGui::Spacing();
 
+        // Scrolling columns
+		/*
+        ImGui::Text("Scrolling:");
+        ImGui::BeginChild("##header", ImVec2(0, ImGui::GetTextLineHeightWithSpacing()+ImGui::GetStyle().ItemSpacing.y));
+        ImGui::Columns(3);
+        ImGui::Text("ID"); ImGui::NextColumn();
+        ImGui::Text("Name"); ImGui::NextColumn();
+        ImGui::Text("Path"); ImGui::NextColumn();
+        ImGui::Columns(1);
+        ImGui::Separator();
+        ImGui::EndChild();
+        ImGui::BeginChild("##scrollingregion", ImVec2(0, 60));
+        ImGui::Columns(3);
+        for (int i = 0; i < 10; i++)
+        {
+            ImGui::Text("%04d", i); ImGui::NextColumn();
+            ImGui::Text("Foobar"); ImGui::NextColumn();
+            ImGui::Text("/path/foobar/%04d/", i); ImGui::NextColumn();
+        }
+        ImGui::Columns(1);
+        ImGui::EndChild();
+
+        ImGui::Separator();
+        ImGui::Spacing();
+		*/
+
+        // Create multiple items in a same cell before switching to next column
+        ImGui::Text("Mixed items:");
         ImGui::Columns(3, "mixed");
+        ImGui::Separator();
 
-        // Create multiple items in a same cell because switching to next column
         static int e = 0;
         ImGui::Text("Hello");
         ImGui::Button("Banana");
@@ -8542,38 +9117,41 @@ void ImGui::ShowTestWindow(bool* opened)
         ImGui::Text("ImGui");
         ImGui::Button("Apple");
         ImGui::RadioButton("radio b", &e, 1);
+        static float foo = 1.0f;
+        ImGui::InputFloat("red", &foo, 0.05f, 0, 3);
         ImGui::Text("An extra line here.");
         ImGui::NextColumn();
 
         ImGui::Text("World!");
         ImGui::Button("Corniflower");
         ImGui::RadioButton("radio c", &e, 2);
+        static float bar = 1.0f;
+        ImGui::InputFloat("blue", &bar, 0.05f, 0, 3);
         ImGui::NextColumn();
 
         if (ImGui::CollapsingHeader("Category A")) ImGui::Text("Blah blah blah"); ImGui::NextColumn();
         if (ImGui::CollapsingHeader("Category B")) ImGui::Text("Blah blah blah"); ImGui::NextColumn();
         if (ImGui::CollapsingHeader("Category C")) ImGui::Text("Blah blah blah"); ImGui::NextColumn();
-
-        ImGui::Columns(1);
-
-        ImGui::Separator();
-
-        ImGui::Columns(2, "multiple components");
-        static float foo = 1.0f;
-        ImGui::InputFloat("red", &foo, 0.05f, 0, 3); ImGui::NextColumn();
-        static float bar = 1.0f;
-        ImGui::InputFloat("blue", &bar, 0.05f, 0, 3); ImGui::NextColumn();
         ImGui::Columns(1);
 
         ImGui::Separator();
+        ImGui::Spacing();
 
+        // Tree items
+        ImGui::Text("Tree items:");
         ImGui::Columns(2, "tree items");
-        if (ImGui::TreeNode("Hello")) { ImGui::BulletText("World"); ImGui::TreePop(); } ImGui::NextColumn();
-        if (ImGui::TreeNode("Bonjour")) { ImGui::BulletText("Monde"); ImGui::TreePop(); }
-        ImGui::Columns(1);
         ImGui::Separator();
+        if (ImGui::TreeNode("Hello")) { ImGui::BulletText("World"); ImGui::TreePop(); } ImGui::NextColumn();
+        if (ImGui::TreeNode("Bonjour")) { ImGui::BulletText("Monde"); ImGui::TreePop(); } ImGui::NextColumn();
+        ImGui::Columns(1);
 
-        ImGui::Columns(2, "word wrapping");
+        ImGui::Separator();
+        ImGui::Spacing();
+
+        // Word-wrapping
+        ImGui::Text("Word-wrapping:");
+        ImGui::Columns(2, "word-wrapping");
+        ImGui::Separator();
         ImGui::TextWrapped("The quick brown fox jumps over the lazy dog.");
         ImGui::Text("Hello Left");
         ImGui::NextColumn();
@@ -8582,34 +9160,29 @@ void ImGui::ShowTestWindow(bool* opened)
         ImGui::Columns(1);
 
         ImGui::Separator();
+        ImGui::Spacing();
 
         if (ImGui::TreeNode("Inside a tree.."))
         {
             if (ImGui::TreeNode("node 1 (with borders)"))
             {
                 ImGui::Columns(4);
-                ImGui::Text("aaa"); ImGui::NextColumn();
-                ImGui::Text("bbb"); ImGui::NextColumn();
-                ImGui::Text("ccc"); ImGui::NextColumn();
-                ImGui::Text("ddd"); ImGui::NextColumn();
-                ImGui::Text("eee"); ImGui::NextColumn();
-                ImGui::Text("fff"); ImGui::NextColumn();
-                ImGui::Text("ggg"); ImGui::NextColumn();
-                ImGui::Text("hhh"); ImGui::NextColumn();
+                for (int i = 0; i < 8; i++)
+                {
+                    ImGui::Text("%c%c%c", 'a'+i, 'a'+i, 'a'+i);
+                    ImGui::NextColumn();
+                }
                 ImGui::Columns(1);
                 ImGui::TreePop();
             }
             if (ImGui::TreeNode("node 2 (without borders)"))
             {
                 ImGui::Columns(4, NULL, false);
-                ImGui::Text("aaa"); ImGui::NextColumn();
-                ImGui::Text("bbb"); ImGui::NextColumn();
-                ImGui::Text("ccc"); ImGui::NextColumn();
-                ImGui::Text("ddd"); ImGui::NextColumn();
-                ImGui::Text("eee"); ImGui::NextColumn();
-                ImGui::Text("fff"); ImGui::NextColumn();
-                ImGui::Text("ggg"); ImGui::NextColumn();
-                ImGui::Text("hhh"); ImGui::NextColumn();
+                for (int i = 0; i < 8; i++)
+                {
+                    ImGui::Text("%c%c%c", 'a'+i, 'a'+i, 'a'+i);
+                    ImGui::NextColumn();
+                }
                 ImGui::Columns(1);
                 ImGui::TreePop();
             }
@@ -8674,33 +9247,20 @@ void ImGui::ShowTestWindow(bool* opened)
                 ImGui::Text("Item with focus: %d", has_focus);
             else
                 ImGui::Text("Item with focus: <none>");
+            ImGui::TextWrapped("Cursor & selection are preserved when refocusing last used item in code.");
             ImGui::TreePop();
         }
     }
 
-    static bool show_app_console = false;
-    static bool show_app_long_text = false;
-    static bool show_app_auto_resize = false;
-    static bool show_app_fixed_overlay = false;
-    static bool show_app_custom_rendering = false;
     if (ImGui::CollapsingHeader("App Examples"))
     {
         ImGui::Checkbox("Console", &show_app_console);
         ImGui::Checkbox("Long text display", &show_app_long_text);
         ImGui::Checkbox("Auto-resizing window", &show_app_auto_resize);
         ImGui::Checkbox("Simple overlay", &show_app_fixed_overlay);
+        ImGui::Checkbox("Manipulating window title", &show_app_manipulating_window_title);
         ImGui::Checkbox("Custom rendering", &show_app_custom_rendering);
     }
-    if (show_app_console)
-        ShowExampleAppConsole(&show_app_console);
-    if (show_app_long_text)
-        ShowExampleAppLongText(&show_app_long_text);
-    if (show_app_auto_resize)
-        ShowExampleAppAutoResize(&show_app_auto_resize);
-    if (show_app_fixed_overlay)
-        ShowExampleAppFixedOverlay(&show_app_fixed_overlay);
-    if (show_app_custom_rendering)
-        ShowExampleAppCustomRendering(&show_app_custom_rendering);
 
     ImGui::End();
 }
@@ -8738,8 +9298,34 @@ static void ShowExampleAppFixedOverlay(bool* opened)
     ImGui::End();
 }
 
+static void ShowExampleAppManipulatingWindowTitle(bool* opened)
+{
+    // By default, Windows are uniquely identified by their title.
+    // You can use the "##" and "###" markers to manipulate the display/ID. Read FAQ at the top of this file!
+
+    // Using "##" to display same title but have unique identifier.
+    ImGui::SetNextWindowPos(ImVec2(100,100), ImGuiSetCond_FirstUseEver);
+    ImGui::Begin("Same title as another window##1");
+    ImGui::Text("This is window 1.\nMy title is the same as window 2, but my identifier is unique.");
+    ImGui::End();
+
+    ImGui::SetNextWindowPos(ImVec2(100,200), ImGuiSetCond_FirstUseEver);
+    ImGui::Begin("Same title as another window##2");
+    ImGui::Text("This is window 2.\nMy title is the same as window 1, but my identifier is unique.");
+    ImGui::End();
+
+    // Using "###" to display a changing title but keep a static identifier "MyWindow"
+    char buf[128];
+    ImFormatString(buf, IM_ARRAYSIZE(buf), "Animated title %c %d###MyWindow", "|/-\\"[(int)(ImGui::GetTime()/0.25f)&3], rand());
+    ImGui::SetNextWindowPos(ImVec2(100,300), ImGuiSetCond_FirstUseEver);
+    ImGui::Begin(buf);
+    ImGui::Text("This window has a changing title.");
+    ImGui::End();
+}
+
 static void ShowExampleAppCustomRendering(bool* opened)
 {
+    ImGui::SetNextWindowSize(ImVec2(300,350), ImGuiSetCond_FirstUseEver);
     if (!ImGui::Begin("Example: Custom Rendering", opened))
     {
         ImGui::End();
@@ -8754,7 +9340,7 @@ static void ShowExampleAppCustomRendering(bool* opened)
     static ImVector<ImVec2> points;
     static bool adding_line = false;
     if (ImGui::Button("Clear")) points.clear();
-    if (points.size() > 2) { ImGui::SameLine(); if (ImGui::Button("Undo")) points.pop_back(); }
+    if (points.size() >= 2) { ImGui::SameLine(); if (ImGui::Button("Undo")) { points.pop_back(); points.pop_back(); } }
     ImGui::Text("Left-click and drag to add lines");
     ImGui::Text("Right-click to undo");
 
@@ -8860,6 +9446,8 @@ struct ExampleAppConsole
         if (ImGui::SmallButton("Add Dummy Text")) { AddLog("%d some text", Items.size()); AddLog("some more text"); AddLog("display very important message here!"); } ImGui::SameLine();
         if (ImGui::SmallButton("Add Dummy Error")) AddLog("[error] something went wrong"); ImGui::SameLine();
         if (ImGui::SmallButton("Clear")) ClearLog();
+        //static float t = 0.0f; if (ImGui::GetTime() - t > 0.02f) { t = ImGui::GetTime(); AddLog("Spam %f", t); }
+
         ImGui::Separator();
 
         ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0,0));
@@ -8945,18 +9533,18 @@ struct ExampleAppConsole
         }
     }
 
-    static void TextEditCallbackStub(ImGuiTextEditCallbackData* data)
+    static int TextEditCallbackStub(ImGuiTextEditCallbackData* data)
     {
         ExampleAppConsole* console = (ExampleAppConsole*)data->UserData;
-        console->TextEditCallback(data);
+        return console->TextEditCallback(data);
     }
 
-    void    TextEditCallback(ImGuiTextEditCallbackData* data)
+    int     TextEditCallback(ImGuiTextEditCallbackData* data)
     {
         //AddLog("cursor: %d, selection: %d-%d", data->CursorPos, data->SelectionStart, data->SelectionEnd);
-        switch (data->EventKey)
+        switch (data->EventFlag)
         {
-        case ImGuiKey_Tab:
+        case ImGuiInputTextFlags_CallbackCompletion:
             {
                 // Example of TEXT COMPLETION
 
@@ -8966,7 +9554,7 @@ struct ExampleAppConsole
                 while (word_start > data->Buf)
                 {
                     const char c = word_start[-1];
-                    if (c == ' ' || c == '\t' || c == ',' || c == ';')
+                    if (ImCharIsSpace(c) || c == ',' || c == ';')
                         break;
                     word_start--;
                 }
@@ -9021,8 +9609,7 @@ struct ExampleAppConsole
 
                 break;
             }
-        case ImGuiKey_UpArrow:
-        case ImGuiKey_DownArrow:
+        case ImGuiInputTextFlags_CallbackHistory:
             {
                 // Example of HISTORY
                 const int prev_history_pos = HistoryPos;
@@ -9049,6 +9636,7 @@ struct ExampleAppConsole
                 }
             }
         }
+        return 0;
     }
 };
 
diff --git a/3rdparty/ocornut-imgui/imgui.h b/3rdparty/ocornut-imgui/imgui.h
index cd94ff36..f4f36f18 100644
--- a/3rdparty/ocornut-imgui/imgui.h
+++ b/3rdparty/ocornut-imgui/imgui.h
@@ -1,4 +1,4 @@
-// ImGui library v1.32 wip
+// ImGui library v1.35
 // See .cpp file for documentation.
 // See ImGui::ShowTestWindow() for sample code.
 // Read 'Programmer guide' in .cpp for notes on how to setup ImGui in your codebase.
@@ -6,32 +6,33 @@
 
 #pragma once
 
-struct ImDrawCmd;
-struct ImDrawList;
-struct ImFont;
-struct ImFontAtlas;
-struct ImGuiAabb;
-struct ImGuiIO;
-struct ImGuiStorage;
-struct ImGuiStyle;
-struct ImGuiWindow;
-
-#include "imconfig.h"
+#include "imconfig.h"       // User-editable configuration file
 #include <float.h>          // FLT_MAX
 #include <stdarg.h>         // va_list
 #include <stddef.h>         // ptrdiff_t
 #include <stdlib.h>         // NULL, malloc
 #include <string.h>         // memset, memmove
 
+// Define assertion handler.
 #ifndef IM_ASSERT
 #include <assert.h>
 #define IM_ASSERT(_EXPR)    assert(_EXPR)
 #endif
 
+// Define attributes of all API symbols declarations, e.g. for DLL under Windows.
 #ifndef IMGUI_API
 #define IMGUI_API
 #endif
 
+// Forward declarations
+struct ImDrawCmd;
+struct ImDrawList;
+struct ImFont;
+struct ImFontAtlas;
+struct ImGuiIO;
+struct ImGuiStorage;
+struct ImGuiStyle;
+
 typedef unsigned int ImU32;
 typedef unsigned short ImWchar;     // character for display
 typedef void* ImTextureID;          // user data to refer to a texture (e.g. store your texture handle/id)
@@ -41,9 +42,10 @@ typedef int ImGuiStyleVar;          // enum ImGuiStyleVar_
 typedef int ImGuiKey;               // enum ImGuiKey_
 typedef int ImGuiColorEditMode;     // enum ImGuiColorEditMode_
 typedef int ImGuiWindowFlags;       // enum ImGuiWindowFlags_
-typedef int ImGuiSetCondition;      // enum ImGuiSetCondition_
+typedef int ImGuiSetCond;           // enum ImGuiSetCondition_
 typedef int ImGuiInputTextFlags;    // enum ImGuiInputTextFlags_
-struct ImGuiTextEditCallbackData;   // for advanced uses of InputText()
+struct ImGuiTextEditCallbackData;   // for advanced uses of InputText() 
+typedef int (*ImGuiTextEditCallback)(ImGuiTextEditCallbackData *data);
 
 struct ImVec2
 {
@@ -74,7 +76,7 @@ namespace ImGui
     IMGUI_API void        MemFree(void* ptr);
 }
 
-// std::vector<> like class to avoid dragging dependencies (also: windows implementation of STL with debug enabled is absurdly slow, so let's bypass it so our code runs fast in debug).
+// std::vector<> like class to avoid dragging dependencies (also: windows implementation of STL with debug enabled is absurdly slow, so let's bypass it so our code runs fast in debug). 
 // Use '#define ImVector std::vector' if you want to use the STL type or your own type.
 // Our implementation does NOT call c++ constructors! because the data types we use don't need them (but that could be added as well). Only provide the minimum functionalities we need.
 #ifndef ImVector
@@ -115,14 +117,14 @@ public:
     inline void                 swap(ImVector<T>& rhs)          { const size_t rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; const size_t rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; value_type* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; }
 
     inline void                 resize(size_t new_size)         { if (new_size > Capacity) reserve(new_size); Size = new_size; }
-    inline void                 reserve(size_t new_capacity)
-    {
+    inline void                 reserve(size_t new_capacity)    
+    { 
         if (new_capacity <= Capacity) return;
         T* new_data = (value_type*)ImGui::MemAlloc(new_capacity * sizeof(value_type));
         memcpy(new_data, Data, Size * sizeof(value_type));
         ImGui::MemFree(Data);
         Data = new_data;
-        Capacity = new_capacity;
+        Capacity = new_capacity; 
     }
 
     inline void                 push_back(const value_type& v)  { if (Size == Capacity) reserve(Capacity ? Capacity * 2 : 4); Data[Size++] = v; }
@@ -141,7 +143,7 @@ public:
 // - struct ImDrawList                  // Draw command list
 // - struct ImFont                      // TTF font loader, bake glyphs into bitmap
 
-// ImGui End-user API
+// ImGui end-user API
 // In a namespace so that user can add extra functions (e.g. Value() helpers for your vector or common types)
 namespace ImGui
 {
@@ -156,10 +158,11 @@ namespace ImGui
     IMGUI_API void          ShowTestWindow(bool* open = NULL);
 
     // Window
-    IMGUI_API bool          Begin(const char* name = "Debug", bool* p_opened = NULL, ImVec2 size = ImVec2(0,0), float fill_alpha = -1.0f, ImGuiWindowFlags flags = 0);// return false when window is collapsed, so you can early out in your code. passing 'bool* p_opened' displays a Close button on the upper-right corner of the window, the pointed value will be set to false when the button is pressed.
+    // See implementation in .cpp for details
+    IMGUI_API bool          Begin(const char* name = "Debug", bool* p_opened = NULL, const ImVec2& initial_size = ImVec2(0,0), float bg_alpha = -1.0f, ImGuiWindowFlags flags = 0); // return false when window is collapsed, so you can early out in your code. passing 'bool* p_opened' displays a Close button on the upper-right corner of the window, the pointed value will be set to false when the button is pressed.
     IMGUI_API void          End();
-    IMGUI_API void          BeginChild(const char* str_id, ImVec2 size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0);                         // size==0.0f: use remaining window size, size<0.0f: use remaining window size minus abs(size). on each axis.
-    IMGUI_API void          BeginChild(ImGuiID id, ImVec2 size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0);                                 // "
+    IMGUI_API bool          BeginChild(const char* str_id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0);            // size==0.0f: use remaining window size, size<0.0f: use remaining window size minus abs(size). on each axis.
+    IMGUI_API bool          BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0);                    // "
     IMGUI_API void          EndChild();
     IMGUI_API bool          GetWindowIsFocused();
     IMGUI_API ImVec2        GetContentRegionMax();                                              // window or current column boundaries, in windows coordinates
@@ -173,13 +176,22 @@ namespace ImGui
     IMGUI_API ImVec2        GetWindowSize();                                                    // get current window position.
     IMGUI_API float         GetWindowWidth();
     IMGUI_API bool          GetWindowCollapsed();
-    IMGUI_API void          SetNextWindowPos(const ImVec2& pos, ImGuiSetCondition cond = 0);    // set next window position - call before Begin().
-    IMGUI_API void          SetNextWindowSize(const ImVec2& size, ImGuiSetCondition cond = 0);  // set next window size. set to ImVec2(0,0) to force an auto-fit.
-    IMGUI_API void          SetNextWindowCollapsed(bool collapsed, ImGuiSetCondition cond = 0); // set next window collapsed state.
-    IMGUI_API void          SetWindowPos(const ImVec2& pos, ImGuiSetCondition cond = 0);        // set current window position - call within Begin()/End(). may incur tearing.
-    IMGUI_API void          SetWindowSize(const ImVec2& size, ImGuiSetCondition cond = 0);      // set current window size. set to ImVec2(0,0) to force an auto-fit. may incur tearing.
-    IMGUI_API void          SetWindowCollapsed(bool collapsed, ImGuiSetCondition cond = 0);     // set current window collapsed state.
 
+    IMGUI_API void          SetNextWindowPos(const ImVec2& pos, ImGuiSetCond cond = 0);         // set next window position - call before Begin().
+    IMGUI_API void          SetNextWindowSize(const ImVec2& size, ImGuiSetCond cond = 0);       // set next window size. set to ImVec2(0,0) to force an auto-fit.
+    IMGUI_API void          SetNextWindowCollapsed(bool collapsed, ImGuiSetCond cond = 0);      // set next window collapsed state.
+    IMGUI_API void          SetNextWindowFocus();                                               // set next window to be focused / front-most
+    IMGUI_API void          SetWindowPos(const ImVec2& pos, ImGuiSetCond cond = 0);             // set current window position - call within Begin()/End(). may incur tearing.
+    IMGUI_API void          SetWindowSize(const ImVec2& size, ImGuiSetCond cond = 0);           // set current window size. set to ImVec2(0,0) to force an auto-fit. may incur tearing.
+    IMGUI_API void          SetWindowCollapsed(bool collapsed, ImGuiSetCond cond = 0);          // set current window collapsed state.
+    IMGUI_API void          SetWindowFocus();                                                   // set current window to be focused / front-most
+    IMGUI_API void          SetWindowPos(const char* name, const ImVec2& pos, ImGuiSetCond cond = 0);      // set named window position - call within Begin()/End(). may incur tearing.
+    IMGUI_API void          SetWindowSize(const char* name, const ImVec2& size, ImGuiSetCond cond = 0);    // set named window size. set to ImVec2(0,0) to force an auto-fit. may incur tearing.
+    IMGUI_API void          SetWindowCollapsed(const char* name, bool collapsed, ImGuiSetCond cond = 0);   // set named window collapsed state.
+    IMGUI_API void          SetWindowFocus(const char* name);                                              // set named window to be focused / front-most
+
+    IMGUI_API float         GetScrollPosY();                                                    // get scrolling position (0..GetScrollMaxY())
+    IMGUI_API float         GetScrollMaxY();                                                    // get maximum scrolling position == ContentSize.Y - WindowSize.Y
     IMGUI_API void          SetScrollPosHere();                                                 // adjust scrolling position to center into the current cursor position.
     IMGUI_API void          SetKeyboardFocusHere(int offset = 0);                               // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget.
     IMGUI_API void          SetStateStorage(ImGuiStorage* tree);                                // replace tree state storage with our own (if you want to manipulate it yourself, typically clear subsection of it).
@@ -215,9 +227,11 @@ namespace ImGui
     IMGUI_API void          Spacing();
     IMGUI_API void          Columns(int count = 1, const char* id = NULL, bool border=true);    // setup number of columns
     IMGUI_API void          NextColumn();                                                       // next column
-    IMGUI_API float         GetColumnOffset(int column_index = -1);
-    IMGUI_API void          SetColumnOffset(int column_index, float offset);
-    IMGUI_API float         GetColumnWidth(int column_index = -1);
+    IMGUI_API int           GetColumnIndex();                                                   // get current column index
+    IMGUI_API float         GetColumnOffset(int column_index = -1);                             // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetcolumnsCount() inclusive. column 0 is usually 0.0f and not resizable unless you call this.
+    IMGUI_API void          SetColumnOffset(int column_index, float offset_x);                  // set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column.
+    IMGUI_API float         GetColumnWidth(int column_index = -1);                              // column width (== GetColumnOffset(GetColumnIndex()+1) - GetColumnOffset(GetColumnOffset())
+    IMGUI_API int           GetColumnsCount();                                                  // number of columns (what was passed to Columns())
     IMGUI_API ImVec2        GetCursorPos();                                                     // cursor position is relative to window position
     IMGUI_API float         GetCursorPosX();                                                    // "
     IMGUI_API float         GetCursorPosY();                                                    // "
@@ -231,8 +245,8 @@ namespace ImGui
     IMGUI_API float         GetTextLineHeightWithSpacing();                                     // spacing (in pixels) between 2 consecutive lines of text == GetWindowFontSize() + GetStyle().ItemSpacing.y
 
     // ID scopes
-    // If you are creating repeated widgets in a loop you most likely want to push a unique identifier so ImGui can differentiate them.
-    // You can also use ## within your widget name to distinguish them from each others (see 'Programmer Guide')
+    // If you are creating widgets in a loop you most likely want to push a unique identifier so ImGui can differentiate them.
+    // You can also use "##extra" within your widget name to distinguish them from each others (see 'Programmer Guide')
     IMGUI_API void          PushID(const char* str_id);                                         // push identifier into the ID stack. IDs are hash of the *entire* stack!
     IMGUI_API void          PushID(const void* ptr_id);
     IMGUI_API void          PushID(const int int_id);
@@ -248,8 +262,9 @@ namespace ImGui
     IMGUI_API void          TextWrapped(const char* fmt, ...);                                  // shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();
     IMGUI_API void          TextWrappedV(const char* fmt, va_list args);
     IMGUI_API void          TextUnformatted(const char* text, const char* text_end = NULL);     // doesn't require null terminated string if 'text_end' is specified. no copy done to any bounded stack buffer, recommended for long chunks of text.
-    IMGUI_API void          LabelText(const char* label, const char* fmt, ...);                 // display text+label aligned the same way as value+label widgets
+    IMGUI_API void          LabelText(const char* label, const char* fmt, ...);                 // display text+label aligned the same way as value+label widgets 
     IMGUI_API void          LabelTextV(const char* label, const char* fmt, va_list args);
+    IMGUI_API void          Bullet();
     IMGUI_API void          BulletText(const char* fmt, ...);
     IMGUI_API void          BulletTextV(const char* fmt, va_list args);
     IMGUI_API bool          Button(const char* label, const ImVec2& size = ImVec2(0,0), bool repeat_when_held = false);
@@ -257,7 +272,7 @@ namespace ImGui
     IMGUI_API bool          InvisibleButton(const char* str_id, const ImVec2& size);
     IMGUI_API void          Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), const ImVec4& tint_col = ImVec4(1,1,1,1), const ImVec4& border_col = ImVec4(0,0,0,0));
     IMGUI_API bool          ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0),  const ImVec2& uv1 = ImVec2(1,1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0,0,0,1), const ImVec4& tint_col = ImVec4(1,1,1,1));    // <0 frame_padding uses default frame padding settings. 0 for no paddnig.
-    IMGUI_API bool          CollapsingHeader(const char* label, const char* str_id = NULL, const bool display_frame = true, const bool default_open = false);
+    IMGUI_API bool          CollapsingHeader(const char* label, const char* str_id = NULL, bool display_frame = true, bool default_open = false);
     IMGUI_API bool          SliderFloat(const char* label, float* v, float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);     // adjust display_format to decorate the value with a prefix or a suffix. Use power!=1.0 for logarithmic sliders.
     IMGUI_API bool          SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);
     IMGUI_API bool          SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);
@@ -275,7 +290,7 @@ namespace ImGui
     IMGUI_API bool          CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value);
     IMGUI_API bool          RadioButton(const char* label, bool active);
     IMGUI_API bool          RadioButton(const char* label, int* v, int v_button);
-    IMGUI_API bool          InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, void (*callback)(ImGuiTextEditCallbackData*) = NULL, void* user_data = NULL);
+    IMGUI_API bool          InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiTextEditCallback callback = NULL, void* user_data = NULL);
     IMGUI_API bool          InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, int decimal_precision = -1, ImGuiInputTextFlags extra_flags = 0);
     IMGUI_API bool          InputFloat2(const char* label, float v[2], int decimal_precision = -1);
     IMGUI_API bool          InputFloat3(const char* label, float v[3], int decimal_precision = -1);
@@ -288,6 +303,8 @@ namespace ImGui
     IMGUI_API bool          ColorEdit3(const char* label, float col[3]);
     IMGUI_API bool          ColorEdit4(const char* label, float col[4], bool show_alpha = true);
     IMGUI_API void          ColorEditMode(ImGuiColorEditMode mode);
+
+    // Trees
     IMGUI_API bool          TreeNode(const char* str_label_id);                                 // if returning 'true' the node is open and the user is responsible for calling TreePop
     IMGUI_API bool          TreeNode(const char* str_id, const char* fmt, ...);                 // "
     IMGUI_API bool          TreeNode(const void* ptr_id, const char* fmt, ...);                 // "
@@ -296,7 +313,7 @@ namespace ImGui
     IMGUI_API void          TreePush(const char* str_id = NULL);                                // already called by TreeNode(), but you can call Push/Pop yourself for layouting purpose
     IMGUI_API void          TreePush(const void* ptr_id = NULL);                                // "
     IMGUI_API void          TreePop();
-    IMGUI_API void          OpenNextNode(bool open);                                            // force open/close the next TreeNode or CollapsingHeader
+    IMGUI_API void          SetNextTreeNodeOpened(bool opened, ImGuiSetCond cond = 0);          // set next tree node to be opened.
 
     // Selectable / Lists
     IMGUI_API bool          Selectable(const char* label, bool selected, const ImVec2& size = ImVec2(0,0));
@@ -326,6 +343,7 @@ namespace ImGui
     // Utilities
     IMGUI_API bool          IsItemHovered();                                                    // was the last item hovered by mouse?
     IMGUI_API bool          IsItemActive();                                                     // was the last item active? (e.g. button being held, text field being edited- items that don't interact will always return false)
+    IMGUI_API bool          IsAnyItemActive();                                                  // 
     IMGUI_API ImVec2        GetItemBoxMin();                                                    // get bounding box of last item
     IMGUI_API ImVec2        GetItemBoxMax();                                                    // get bounding box of last item
     IMGUI_API bool          IsClipped(const ImVec2& item_size);                                 // to perform coarse clipping on user's side (as an optimization)
@@ -357,6 +375,7 @@ namespace ImGui
 
     // Obsolete (will be removed)
     IMGUI_API void          GetDefaultFontData(const void** fnt_data, unsigned int* fnt_size, const void** png_data, unsigned int* png_size);
+    static inline void      OpenNextNode(bool open) { ImGui::SetNextTreeNodeOpened(open, 0); }
 
 } // namespace ImGui
 
@@ -367,7 +386,7 @@ enum ImGuiWindowFlags_
     ImGuiWindowFlags_NoTitleBar             = 1 << 0,   // Disable title-bar
     ImGuiWindowFlags_NoResize               = 1 << 1,   // Disable user resizing with the lower-right grip
     ImGuiWindowFlags_NoMove                 = 1 << 2,   // Disable user moving the window
-    ImGuiWindowFlags_NoScrollbar            = 1 << 3,   // Disable scroll bar (window can still scroll with mouse or programatically)
+    ImGuiWindowFlags_NoScrollbar            = 1 << 3,   // Disable scrollbar (window can still scroll with mouse or programatically)
     ImGuiWindowFlags_NoScrollWithMouse      = 1 << 4,   // Disable user scrolling with mouse wheel
     ImGuiWindowFlags_NoCollapse             = 1 << 5,   // Disable user collapsing window by double-clicking on it
     ImGuiWindowFlags_AlwaysAutoResize       = 1 << 6,   // Resize every window to its content every frame
@@ -387,12 +406,14 @@ enum ImGuiInputTextFlags_
     // Default: 0
     ImGuiInputTextFlags_CharsDecimal        = 1 << 0,   // Allow 0123456789.+-*/
     ImGuiInputTextFlags_CharsHexadecimal    = 1 << 1,   // Allow 0123456789ABCDEFabcdef
-    ImGuiInputTextFlags_AutoSelectAll       = 1 << 2,   // Select entire text when first taking focus
-    ImGuiInputTextFlags_EnterReturnsTrue    = 1 << 3,   // Return 'true' when Enter is pressed (as opposed to when the value was modified)
-    ImGuiInputTextFlags_CallbackCompletion  = 1 << 4,   // Call user function on pressing TAB (for completion handling)
-    ImGuiInputTextFlags_CallbackHistory     = 1 << 5,   // Call user function on pressing Up/Down arrows (for history handling)
-    ImGuiInputTextFlags_CallbackAlways      = 1 << 6    // Call user function every time
-    //ImGuiInputTextFlags_AlignCenter       = 1 << 6,
+    ImGuiInputTextFlags_CharsUppercase      = 1 << 2,   // Turn a..z into A..Z
+    ImGuiInputTextFlags_CharsNoBlank        = 1 << 3,   // Filter out spaces, tabs
+    ImGuiInputTextFlags_AutoSelectAll       = 1 << 4,   // Select entire text when first taking mouse focus
+    ImGuiInputTextFlags_EnterReturnsTrue    = 1 << 5,   // Return 'true' when Enter is pressed (as opposed to when the value was modified)
+    ImGuiInputTextFlags_CallbackCompletion  = 1 << 6,   // Call user function on pressing TAB (for completion handling)
+    ImGuiInputTextFlags_CallbackHistory     = 1 << 7,   // Call user function on pressing Up/Down arrows (for history handling)
+    ImGuiInputTextFlags_CallbackAlways      = 1 << 8,   // Call user function every time
+    ImGuiInputTextFlags_CallbackCharFilter  = 1 << 9    // Call user function to filter character. Modify data->EventChar to replace/filter input, or return 1 to discard character.
 };
 
 // User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] array
@@ -488,13 +509,13 @@ enum ImGuiColorEditMode_
     ImGuiColorEditMode_HEX = 2
 };
 
-// Condition flags for ImGui::SetWindow***() and SetNextWindow***() functions
-// Those functions treat 0 as a shortcut to ImGuiSetCondition_Always
-enum ImGuiSetCondition_
+// Condition flags for ImGui::SetWindow***(), SetNextWindow***(), SetNextTreeNode***() functions
+// All those functions treat 0 as a shortcut to ImGuiSetCond_Always
+enum ImGuiSetCond_
 {
-    ImGuiSetCondition_Always              = 1 << 0, // Set the variable
-    ImGuiSetCondition_FirstUseThisSession = 1 << 1, // Only set the variable on the first call for this window (once per session)
-    ImGuiSetCondition_FirstUseEver        = 1 << 2  // Only set the variable if the window doesn't exist in the .ini file
+    ImGuiSetCond_Always        = 1 << 0, // Set the variable
+    ImGuiSetCond_Once          = 1 << 1, // Only set the variable on the first call per runtime session
+    ImGuiSetCond_FirstUseEver  = 1 << 2  // Only set the variable if the window doesn't exist in the .ini file
 };
 
 struct ImGuiStyle
@@ -513,7 +534,8 @@ struct ImGuiStyle
     float       WindowFillAlphaDefault;     // Default alpha of window background, if not specified in ImGui::Begin()
     float       TreeNodeSpacing;            // Horizontal spacing when entering a tree node
     float       ColumnsMinSpacing;          // Minimum horizontal spacing between two columns
-    float       ScrollBarWidth;             // Width of the vertical scroll bar
+    float       ScrollbarWidth;             // Width of the vertical scrollbar
+    float       GrabMinSize;                // Minimum width/height of a slider or scrollbar grab
     ImVec4      Colors[ImGuiCol_COUNT];
 
     IMGUI_API ImGuiStyle();
@@ -529,7 +551,7 @@ struct ImGuiIO
 
     ImVec2        DisplaySize;              // <unset>              // Display size, in pixels. For clamping windows positions.
     float         DeltaTime;                // = 1.0f/60.0f         // Time elapsed since last frame, in seconds.
-    float         IniSavingRate;            // = 5.0f               // Maximum time between saving .ini file, in seconds.
+    float         IniSavingRate;            // = 5.0f               // Maximum time between saving positions/sizes to .ini file, in seconds.
     const char*   IniFilename;              // = "imgui.ini"        // Path to .ini file. NULL to disable .ini saving.
     const char*   LogFilename;              // = "imgui_log.txt"    // Path to .log file (default parameter to ImGui::LogToFile when no file is specified).
     float         MouseDoubleClickTime;     // = 0.30f              // Time for a double-click, in seconds.
@@ -547,33 +569,36 @@ struct ImGuiIO
     // User Functions
     //------------------------------------------------------------------
 
-    // REQUIRED: rendering function.
+    // REQUIRED: rendering function. 
     // See example code if you are unsure of how to implement this.
-    void        (*RenderDrawListsFn)(ImDrawList** const draw_lists, int count);
+    void        (*RenderDrawListsFn)(ImDrawList** const draw_lists, int count);      
 
-    // Optional: access OS clipboard (default to use native Win32 clipboard on Windows, otherwise use a ImGui private clipboard)
-    // Override to access OS clipboard on other architectures.
+    // Optional: access OS clipboard
+    // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)
     const char* (*GetClipboardTextFn)();
     void        (*SetClipboardTextFn)(const char* text);
 
-    // Optional: override memory allocations (default to posix malloc/free). MemFreeFn() may be called with a NULL pointer.
+    // Optional: override memory allocations. MemFreeFn() may be called with a NULL pointer.
+    // (default to posix malloc/free)
     void*       (*MemAllocFn)(size_t sz);
     void        (*MemFreeFn)(void* ptr);
 
-    // Optional: notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese inputs in Windows)
+    // Optional: notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME in Windows)
+    // (default to use native imm32 api on Windows)
     void        (*ImeSetInputScreenPosFn)(int x, int y);
+    void*       ImeWindowHandle;            // (Windows) Set this to your HWND to get automatic IME cursor positioning.
 
     //------------------------------------------------------------------
     // Input - Fill before calling NewFrame()
     //------------------------------------------------------------------
 
     ImVec2      MousePos;                   // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
-    bool        MouseDown[5];               // Mouse buttons. ImGui itself only uses button 0 (left button) but you can use others as storage for convenience.
-    float       MouseWheel;                 // Mouse wheel: 1 unit scrolls about 5 lines text.
+    bool        MouseDown[5];               // Mouse buttons. ImGui itself only uses button 0 (left button). Others buttons allows to track if mouse is being used by your application + available to user as a convenience via IsMouse** API.
+    float       MouseWheel;                 // Mouse wheel: 1 unit scrolls about 5 lines text. 
     bool        MouseDrawCursor;            // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor).
     bool        KeyCtrl;                    // Keyboard modifier pressed: Control
     bool        KeyShift;                   // Keyboard modifier pressed: Shift
-    bool        KeysDown[512];              // Keyboard keys that are pressed (in whatever order user naturally has access to keyboard data)
+    bool        KeysDown[512];              // Keyboard keys that are pressed (in whatever storage order you naturally have access to keyboard data)
     ImWchar     InputCharacters[16+1];      // List of characters input (translated by user from keypress+keyboard state). Fill using AddInputCharacter() helper.
 
     // Function
@@ -585,12 +610,13 @@ struct ImGuiIO
 
     bool        WantCaptureMouse;           // Mouse is hovering a window or widget is active (= ImGui will use your mouse input)
     bool        WantCaptureKeyboard;        // Widget is active (= ImGui will use your keyboard input)
+    float       Framerate;                  // Framerate estimation, in frame per second. Rolling average estimation based on IO.DeltaTime over 120 frames
 
     //------------------------------------------------------------------
     // [Internal] ImGui will maintain those fields for you
     //------------------------------------------------------------------
 
-    ImVec2      MousePosPrev;               //
+    ImVec2      MousePosPrev;               // Previous mouse position
     ImVec2      MouseDelta;                 // Mouse delta. Note that this is zero if either current or previous position are negative to allow mouse enabling/disabling.
     bool        MouseClicked[5];            // Mouse button went from !Down to Down
     ImVec2      MouseClickedPos[5];         // Position at time of clicking
@@ -646,7 +672,7 @@ struct ImGuiTextFilter
     ImVector<TextRange> Filters;
     int                 CountGrep;
 
-    ImGuiTextFilter();
+    ImGuiTextFilter(const char* default_filter = "");
     void Clear() { InputBuf[0] = 0; Build(); }
     void Draw(const char* label = "Filter (inc,-exc)", float width = -1.0f);    // Helper calling InputText+Build
     bool PassFilter(const char* val) const;
@@ -680,13 +706,13 @@ struct ImGuiTextBuffer
 // - You want to store custom debug data easily without adding or editing structures in your code.
 struct ImGuiStorage
 {
-    struct Pair
-    {
-        ImGuiID key;
-        union { int val_i; float val_f; void* val_p; };
-        Pair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; }
-        Pair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; }
-        Pair(ImGuiID _key, void* _val_p) { key = _key; val_p = _val_p; }
+    struct Pair 
+    { 
+        ImGuiID key; 
+        union { int val_i; float val_f; void* val_p; };        
+        Pair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; } 
+        Pair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; } 
+        Pair(ImGuiID _key, void* _val_p) { key = _key; val_p = _val_p; } 
     };
     ImVector<Pair>    Data;
 
@@ -701,7 +727,7 @@ struct ImGuiStorage
     IMGUI_API void*   GetVoidPtr(ImGuiID key) const; // default_val is NULL
     IMGUI_API void    SetVoidPtr(ImGuiID key, void* val);
 
-    // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set.
+    // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set. 
     // - References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer.
     // - A typical use case where this is convenient:
     //      float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar;
@@ -716,15 +742,21 @@ struct ImGuiStorage
 // Shared state of InputText(), passed to callback when a ImGuiInputTextFlags_Callback* flag is used.
 struct ImGuiTextEditCallbackData
 {
-    ImGuiKey            EventKey;       // Key pressed (Up/Down/TAB)        // Read-only
-    char*               Buf;            // Current text                     // Read-write (pointed data only)
-    size_t              BufSize;        //                                  // Read-only
-    bool                BufDirty;       // Set if you modify Buf directly   // Write
-    ImGuiInputTextFlags Flags;          // What user passed to InputText()  // Read-only
-    int                 CursorPos;      //                                  // Read-write
-    int                 SelectionStart; //                                  // Read-write (== to SelectionEnd when no selection)
-    int                 SelectionEnd;   //                                  // Read-write
-    void*               UserData;       // What user passed to InputText()
+    ImGuiInputTextFlags EventFlag;      // One of ImGuiInputTextFlags_Callback* // Read-only
+    ImGuiInputTextFlags Flags;          // What user passed to InputText()      // Read-only
+    void*               UserData;       // What user passed to InputText()      // Read-only
+
+    // CharFilter event:
+    ImWchar             EventChar;      // Character input                      // Read-write (replace character or set to zero)
+
+    // Completion,History,Always events:
+    ImGuiKey            EventKey;       // Key pressed (Up/Down/TAB)            // Read-only
+    char*               Buf;            // Current text                         // Read-write (pointed data only)
+    size_t              BufSize;        //                                      // Read-only
+    bool                BufDirty;       // Set if you modify Buf directly       // Write
+    int                 CursorPos;      //                                      // Read-write
+    int                 SelectionStart; //                                      // Read-write (== to SelectionEnd when no selection)
+    int                 SelectionEnd;   //                                      // Read-write
 
     // NB: calling those function loses selection.
     void DeleteChars(int pos, int bytes_count);
@@ -740,7 +772,6 @@ struct ImColor
     ImColor(int r, int g, int b, int a = 255)                       { Value.x = (float)r / 255.0f; Value.y = (float)g / 255.0f; Value.z = (float)b / 255.0f; Value.w = (float)a / 255.0f; }
     ImColor(float r, float g, float b, float a = 1.0f)              { Value.x = r; Value.y = g; Value.z = b; Value.w = a; }
     ImColor(const ImVec4& col)                                      { Value = col; }
-
     operator ImU32() const                                          { return ImGui::ColorConvertFloat4ToU32(Value); }
     operator ImVec4() const                                         { return Value; }
 
@@ -763,7 +794,7 @@ struct ImColor
 // It is up to you to decide if your rendering loop or the callback should be responsible for backup/restoring rendering state.
 typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);
 
-// Typically, 1 command = 1 gpu draw call
+// Typically, 1 command = 1 gpu draw call (unless command is a callback)
 struct ImDrawCmd
 {
     unsigned int    vtx_count;                  // Number of vertices (multiple of 3) to be drawn as triangles. The vertices are stored in the callee ImDrawList's vtx_buffer[] array.
@@ -802,7 +833,7 @@ struct ImDrawList
 
     // [Internal to ImGui]
     ImVector<ImVec4>        clip_rect_stack;    // [Internal]
-    ImVector<ImTextureID>   texture_id_stack;   // [Internal]
+    ImVector<ImTextureID>   texture_id_stack;   // [Internal] 
     ImDrawVert*             vtx_write;          // [Internal] point within vtx_buffer after each add command (to avoid using the ImVector<> operators too much)
 
     ImDrawList() { Clear(); }
@@ -812,7 +843,7 @@ struct ImDrawList
     IMGUI_API void  PushTextureID(const ImTextureID& texture_id);
     IMGUI_API void  PopTextureID();
 
-    // Primitives
+    // Primitives   
     IMGUI_API void  AddLine(const ImVec2& a, const ImVec2& b, ImU32 col);
     IMGUI_API void  AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners=0x0F);
     IMGUI_API void  AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners=0x0F);
@@ -897,7 +928,7 @@ struct ImFont
     float               FontSize;           // <user set>      // Height of characters, set during loading (don't change after loading)
     float               Scale;              // = 1.0f          // Base font scale, multiplied by the per-window font scale which you can adjust with SetFontScale()
     ImVec2              DisplayOffset;      // = (0.0f,0.0f)   // Offset font rendering by xx pixels
-    ImWchar             FallbackChar;       // = '?'           // Replacement glyph if one isn't found.
+    ImWchar             FallbackChar;       // = '?'           // Replacement glyph if one isn't found. Only set via SetFallbackChar()
 
     // Members: Runtime data
     struct Glyph
@@ -910,8 +941,10 @@ struct ImFont
     };
     ImFontAtlas*        ContainerAtlas;     // What we has been loaded into
     ImVector<Glyph>     Glyphs;
-    ImVector<int>       IndexLookup;        // Index glyphs by Unicode code-point
     const Glyph*        FallbackGlyph;      // == FindGlyph(FontFallbackChar)
+    float               FallbackXAdvance;   //
+    ImVector<float>     IndexXAdvance;      // Glyphs->XAdvance directly indexable (for CalcTextSize functions which are often bottleneck in large UI)
+    ImVector<int>       IndexLookup;        // Index glyphs by Unicode code-point
 
     // Methods
     IMGUI_API ImFont();
@@ -919,6 +952,7 @@ struct ImFont
     IMGUI_API void                  Clear();
     IMGUI_API void                  BuildLookupTable();
     IMGUI_API const Glyph*          FindGlyph(unsigned short c) const;
+    IMGUI_API void                  SetFallbackChar(ImWchar c);
     IMGUI_API bool                  IsLoaded() const        { return ContainerAtlas != NULL; }
 
     // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable.
diff --git a/examples/common/imgui/ocornut_imgui.cpp b/examples/common/imgui/ocornut_imgui.cpp
index e77b58a5..62cb1c87 100644
--- a/examples/common/imgui/ocornut_imgui.cpp
+++ b/examples/common/imgui/ocornut_imgui.cpp
@@ -165,7 +165,7 @@ struct OcornutImguiContext
 
 		ImGui::NewFrame();
 
-//		ImGui::ShowTestWindow();
+		ImGui::ShowTestWindow();
 	}
 
 	void endFrame()