diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt
index 9508c66c..2d7f95d3 100644
--- a/docs/CHANGELOG.txt
+++ b/docs/CHANGELOG.txt
@@ -93,6 +93,24 @@ Other changes:
   to make the examples main.cpp easier to read.
 
 
+-----------------------------------------------------------------------
+ VERSION 1.69 (In Progress)
+-----------------------------------------------------------------------
+
+Other Changes:
+
+- InputInt, InputFloat, InputScalar: Fix to keep the label of the +/- buttons centered when
+  style.FramePadding.x is abnormally larger than style.FramePadding.y. Since the buttons are
+  meant to be square (to align with e.g. color button) we always use FramePadding.y. (#2367)
+- InputText: Fixed an edge case crash that would happen if another widget sharing the same ID
+  is being swapped with an InputText that has yet to be activated.
+- TabBar: Fixed a crash when using BeginTabBar() recursively (didn't affect docking). (#2371)
+- TabBar: Added extra mis-usage error recovery. Past the assert, common mis-usage don't lead to
+  hard crashes any more, facilitating integration with scripting languages. (#1651)
+- Examples: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN
+  even if the OpenGL headers/loader happens to define the value. (#2366, #2186)
+
+
 -----------------------------------------------------------------------
  VERSION 1.68 (Released 2019-02-19)
 -----------------------------------------------------------------------
diff --git a/docs/README.md b/docs/README.md
index d1c1c272..7e041181 100644
--- a/docs/README.md
+++ b/docs/README.md
@@ -102,7 +102,7 @@ Demo Binaries
 -------------
 
 You should be able to build the examples from sources (tested on Windows/Mac/Linux). If you don't, let me know! If you want to have a quick look at some Dear ImGui features, you can download Windows binaries of the demo app here:
-- [imgui-demo-binaries-20181008.zip](http://www.miracleworld.net/imgui/binaries/imgui-demo-binaries-20181008.zip) (Windows binaries, Dear ImGui 1.66 WIP built 2018/10/08, master branch, 5 executables)
+- [imgui-demo-binaries-20190219.zip](http://www.dearimgui.org/binaries/imgui-demo-binaries-20190219.zip) (Windows binaries, Dear ImGui 1.68 built 2019/02/19, master branch, 5 executables)
 
 The demo applications are unfortunately not yet DPI aware so expect some blurriness on a 4K screen. For DPI awareness in your application, you can load/reload your font at different scale, and scale your Style with `style.ScaleAllSizes()`.
 
diff --git a/docs/TODO.txt b/docs/TODO.txt
index 05744895..cc486183 100644
--- a/docs/TODO.txt
+++ b/docs/TODO.txt
@@ -72,8 +72,11 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
  - input text: add discard flag (e.g. ImGuiInputTextFlags_DiscardActiveBuffer) or make it easier to clear active focus for text replacement during edition (#725)
  - input text: display bug when clicking a drag/slider after an input text in a different window has all-selected text (order dependent). actually a very old bug but no one appears to have noticed it.
  - input text: allow centering/positioning text so that ctrl+clicking Drag or Slider keeps the textual value at the same pixel position.
- - input text: what's the easiest way to implement a nice IP/Mac address input editor?
- - input text: Global callback system so user can plug in an expression evaluator easily.
+ - input text: decorrelate layout from inputs - e.g. what's the easiest way to implement a nice IP/Mac address input editor?
+ - input text: global callback system so user can plug in an expression evaluator easily.
+ - input text: force scroll to end or scroll to a given line/contents (so user can implement a log or a search feature)
+ - input text: a side bar that could e.g. preview where errors are. probably left to the user to draw but we'd need to give them the info there.
+ - input text: a way for the user to provide syntax coloring.
  - input text multi-line: don't directly call AddText() which does an unnecessary vertex reserve for character count prior to clipping. and/or more line-based clipping to AddText(). and/or reorganize TextUnformatted/RenderText for more efficiency for large text (e.g TextUnformatted could clip and log separately, etc).
  - input text multi-line: support for cut/paste without selection (cut/paste the current line)
  - input text multi-line: line numbers? status bar? (follow up on #200)
diff --git a/examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj b/examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj
index 73c7ba9d..7f6c2cbb 100644
--- a/examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj
+++ b/examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj
@@ -85,11 +85,11 @@
     <ClCompile>
       <WarningLevel>Level4</WarningLevel>
       <Optimization>Disabled</Optimization>
-      <AdditionalIncludeDirectories>..\..;..;$(SolutionDir)\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <AdditionalIncludeDirectories>..\..;..;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
     </ClCompile>
     <Link>
       <GenerateDebugInformation>true</GenerateDebugInformation>
-      <AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
       <AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
       <SubSystem>Console</SubSystem>
       <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
@@ -99,11 +99,11 @@
     <ClCompile>
       <WarningLevel>Level4</WarningLevel>
       <Optimization>Disabled</Optimization>
-      <AdditionalIncludeDirectories>..\..;..;$(SolutionDir)\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <AdditionalIncludeDirectories>..\..;..;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
     </ClCompile>
     <Link>
       <GenerateDebugInformation>true</GenerateDebugInformation>
-      <AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
       <AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
       <SubSystem>Console</SubSystem>
       <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
@@ -115,14 +115,14 @@
       <Optimization>MaxSpeed</Optimization>
       <FunctionLevelLinking>true</FunctionLevelLinking>
       <IntrinsicFunctions>true</IntrinsicFunctions>
-      <AdditionalIncludeDirectories>..\..;..;$(SolutionDir)\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <AdditionalIncludeDirectories>..\..;..;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
       <BufferSecurityCheck>false</BufferSecurityCheck>
     </ClCompile>
     <Link>
       <GenerateDebugInformation>true</GenerateDebugInformation>
       <EnableCOMDATFolding>true</EnableCOMDATFolding>
       <OptimizeReferences>true</OptimizeReferences>
-      <AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
       <AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
       <SubSystem>Console</SubSystem>
       <IgnoreSpecificDefaultLibraries>
@@ -135,14 +135,14 @@
       <Optimization>MaxSpeed</Optimization>
       <FunctionLevelLinking>true</FunctionLevelLinking>
       <IntrinsicFunctions>true</IntrinsicFunctions>
-      <AdditionalIncludeDirectories>..\..;..;$(SolutionDir)\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <AdditionalIncludeDirectories>..\..;..;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
       <BufferSecurityCheck>false</BufferSecurityCheck>
     </ClCompile>
     <Link>
       <GenerateDebugInformation>true</GenerateDebugInformation>
       <EnableCOMDATFolding>true</EnableCOMDATFolding>
       <OptimizeReferences>true</OptimizeReferences>
-      <AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
       <AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
       <SubSystem>Console</SubSystem>
       <IgnoreSpecificDefaultLibraries>
diff --git a/examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj b/examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj
index 172a34d8..b80ca54e 100644
--- a/examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj
+++ b/examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj
@@ -85,11 +85,11 @@
     <ClCompile>
       <WarningLevel>Level4</WarningLevel>
       <Optimization>Disabled</Optimization>
-      <AdditionalIncludeDirectories>..\..;..;$(SolutionDir)\libs\glfw\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <AdditionalIncludeDirectories>..\..;..;..\libs\glfw\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
     </ClCompile>
     <Link>
       <GenerateDebugInformation>true</GenerateDebugInformation>
-      <AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
       <AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
       <SubSystem>Console</SubSystem>
       <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
@@ -99,11 +99,11 @@
     <ClCompile>
       <WarningLevel>Level4</WarningLevel>
       <Optimization>Disabled</Optimization>
-      <AdditionalIncludeDirectories>..\..;..;$(SolutionDir)\libs\glfw\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <AdditionalIncludeDirectories>..\..;..;..\libs\glfw\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
     </ClCompile>
     <Link>
       <GenerateDebugInformation>true</GenerateDebugInformation>
-      <AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
       <AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
       <SubSystem>Console</SubSystem>
       <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
@@ -115,14 +115,14 @@
       <Optimization>MaxSpeed</Optimization>
       <FunctionLevelLinking>true</FunctionLevelLinking>
       <IntrinsicFunctions>true</IntrinsicFunctions>
-      <AdditionalIncludeDirectories>..\..;..;$(SolutionDir)\libs\glfw\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <AdditionalIncludeDirectories>..\..;..;..\libs\glfw\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
       <BufferSecurityCheck>false</BufferSecurityCheck>
     </ClCompile>
     <Link>
       <GenerateDebugInformation>true</GenerateDebugInformation>
       <EnableCOMDATFolding>true</EnableCOMDATFolding>
       <OptimizeReferences>true</OptimizeReferences>
-      <AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
       <AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
       <SubSystem>Console</SubSystem>
       <IgnoreSpecificDefaultLibraries>
@@ -135,14 +135,14 @@
       <Optimization>MaxSpeed</Optimization>
       <FunctionLevelLinking>true</FunctionLevelLinking>
       <IntrinsicFunctions>true</IntrinsicFunctions>
-      <AdditionalIncludeDirectories>..\..;..;$(SolutionDir)\libs\glfw\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <AdditionalIncludeDirectories>..\..;..;..\libs\glfw\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
       <BufferSecurityCheck>false</BufferSecurityCheck>
     </ClCompile>
     <Link>
       <GenerateDebugInformation>true</GenerateDebugInformation>
       <EnableCOMDATFolding>true</EnableCOMDATFolding>
       <OptimizeReferences>true</OptimizeReferences>
-      <AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
       <AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
       <SubSystem>Console</SubSystem>
       <IgnoreSpecificDefaultLibraries>
diff --git a/examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj b/examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj
index b0305e8f..53e09a8c 100644
--- a/examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj
+++ b/examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj
@@ -1,4 +1,4 @@
-<?xml version="1.0" encoding="utf-8"?>
+<?xml version="1.0" encoding="utf-8"?>
 <Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
   <ItemGroup Label="ProjectConfigurations">
     <ProjectConfiguration Include="Debug|Win32">
@@ -85,11 +85,11 @@
     <ClCompile>
       <WarningLevel>Level4</WarningLevel>
       <Optimization>Disabled</Optimization>
-      <AdditionalIncludeDirectories>..\..;..;%VULKAN_SDK%\include;$(SolutionDir)\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <AdditionalIncludeDirectories>..\..;..;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
     </ClCompile>
     <Link>
       <GenerateDebugInformation>true</GenerateDebugInformation>
-      <AdditionalLibraryDirectories>%VULKAN_SDK%\lib32;$(SolutionDir)\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalLibraryDirectories>%VULKAN_SDK%\lib32;..\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
       <AdditionalDependencies>vulkan-1.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
       <SubSystem>Console</SubSystem>
       <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
@@ -99,11 +99,11 @@
     <ClCompile>
       <WarningLevel>Level4</WarningLevel>
       <Optimization>Disabled</Optimization>
-      <AdditionalIncludeDirectories>..\..;..;%VULKAN_SDK%\include;$(SolutionDir)\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <AdditionalIncludeDirectories>..\..;..;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
     </ClCompile>
     <Link>
       <GenerateDebugInformation>true</GenerateDebugInformation>
-      <AdditionalLibraryDirectories>%VULKAN_SDK%\lib;$(SolutionDir)\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalLibraryDirectories>%VULKAN_SDK%\lib;..\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
       <AdditionalDependencies>vulkan-1.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
       <SubSystem>Console</SubSystem>
       <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
@@ -115,14 +115,14 @@
       <Optimization>MaxSpeed</Optimization>
       <FunctionLevelLinking>true</FunctionLevelLinking>
       <IntrinsicFunctions>true</IntrinsicFunctions>
-      <AdditionalIncludeDirectories>..\..;..;%VULKAN_SDK%\include;$(SolutionDir)\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <AdditionalIncludeDirectories>..\..;..;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
       <BufferSecurityCheck>false</BufferSecurityCheck>
     </ClCompile>
     <Link>
       <GenerateDebugInformation>true</GenerateDebugInformation>
       <EnableCOMDATFolding>true</EnableCOMDATFolding>
       <OptimizeReferences>true</OptimizeReferences>
-      <AdditionalLibraryDirectories>%VULKAN_SDK%\lib32;$(SolutionDir)\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalLibraryDirectories>%VULKAN_SDK%\lib32;..\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
       <AdditionalDependencies>vulkan-1.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
       <SubSystem>Console</SubSystem>
       <IgnoreSpecificDefaultLibraries>
@@ -135,14 +135,14 @@
       <Optimization>MaxSpeed</Optimization>
       <FunctionLevelLinking>true</FunctionLevelLinking>
       <IntrinsicFunctions>true</IntrinsicFunctions>
-      <AdditionalIncludeDirectories>..\..;..;%VULKAN_SDK%\include;$(SolutionDir)\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <AdditionalIncludeDirectories>..\..;..;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
       <BufferSecurityCheck>false</BufferSecurityCheck>
     </ClCompile>
     <Link>
       <GenerateDebugInformation>true</GenerateDebugInformation>
       <EnableCOMDATFolding>true</EnableCOMDATFolding>
       <OptimizeReferences>true</OptimizeReferences>
-      <AdditionalLibraryDirectories>%VULKAN_SDK%\lib;$(SolutionDir)\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalLibraryDirectories>%VULKAN_SDK%\lib;..\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
       <AdditionalDependencies>vulkan-1.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
       <SubSystem>Console</SubSystem>
       <IgnoreSpecificDefaultLibraries>
diff --git a/examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj b/examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj
index af7637ec..e8dfb261 100644
--- a/examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj
+++ b/examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj
@@ -85,7 +85,7 @@
     <ClCompile>
       <WarningLevel>Level4</WarningLevel>
       <Optimization>Disabled</Optimization>
-      <AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
     </ClCompile>
     <Link>
       <GenerateDebugInformation>true</GenerateDebugInformation>
@@ -99,7 +99,7 @@
     <ClCompile>
       <WarningLevel>Level4</WarningLevel>
       <Optimization>Disabled</Optimization>
-      <AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
     </ClCompile>
     <Link>
       <GenerateDebugInformation>true</GenerateDebugInformation>
@@ -115,7 +115,7 @@
       <Optimization>MaxSpeed</Optimization>
       <FunctionLevelLinking>true</FunctionLevelLinking>
       <IntrinsicFunctions>true</IntrinsicFunctions>
-      <AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
       <BufferSecurityCheck>false</BufferSecurityCheck>
     </ClCompile>
     <Link>
@@ -135,7 +135,7 @@
       <Optimization>MaxSpeed</Optimization>
       <FunctionLevelLinking>true</FunctionLevelLinking>
       <IntrinsicFunctions>true</IntrinsicFunctions>
-      <AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
       <BufferSecurityCheck>false</BufferSecurityCheck>
     </ClCompile>
     <Link>
diff --git a/examples/example_sdl_opengl3/example_sdl_opengl3.vcxproj b/examples/example_sdl_opengl3/example_sdl_opengl3.vcxproj
index 9fda1897..2bc265b0 100644
--- a/examples/example_sdl_opengl3/example_sdl_opengl3.vcxproj
+++ b/examples/example_sdl_opengl3/example_sdl_opengl3.vcxproj
@@ -85,7 +85,7 @@
     <ClCompile>
       <WarningLevel>Level4</WarningLevel>
       <Optimization>Disabled</Optimization>
-      <AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
     </ClCompile>
     <Link>
       <GenerateDebugInformation>true</GenerateDebugInformation>
@@ -99,7 +99,7 @@
     <ClCompile>
       <WarningLevel>Level4</WarningLevel>
       <Optimization>Disabled</Optimization>
-      <AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
     </ClCompile>
     <Link>
       <GenerateDebugInformation>true</GenerateDebugInformation>
@@ -115,7 +115,7 @@
       <Optimization>MaxSpeed</Optimization>
       <FunctionLevelLinking>true</FunctionLevelLinking>
       <IntrinsicFunctions>true</IntrinsicFunctions>
-      <AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
       <BufferSecurityCheck>false</BufferSecurityCheck>
     </ClCompile>
     <Link>
@@ -135,7 +135,7 @@
       <Optimization>MaxSpeed</Optimization>
       <FunctionLevelLinking>true</FunctionLevelLinking>
       <IntrinsicFunctions>true</IntrinsicFunctions>
-      <AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
       <BufferSecurityCheck>false</BufferSecurityCheck>
     </ClCompile>
     <Link>
diff --git a/examples/example_win32_directx9/example_win32_directx9.vcxproj b/examples/example_win32_directx9/example_win32_directx9.vcxproj
index 08f21c87..b1c40c27 100644
--- a/examples/example_win32_directx9/example_win32_directx9.vcxproj
+++ b/examples/example_win32_directx9/example_win32_directx9.vcxproj
@@ -85,7 +85,7 @@
     </ClCompile>
     <Link>
       <GenerateDebugInformation>true</GenerateDebugInformation>
-      <AdditionalLibraryDirectories>$(DXSDK_DIR)Lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
       <AdditionalDependencies>d3d9.lib;%(AdditionalDependencies)</AdditionalDependencies>
       <SubSystem>Console</SubSystem>
     </Link>
@@ -98,7 +98,7 @@
     </ClCompile>
     <Link>
       <GenerateDebugInformation>true</GenerateDebugInformation>
-      <AdditionalLibraryDirectories>$(DXSDK_DIR)Lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
       <AdditionalDependencies>d3d9.lib;%(AdditionalDependencies)</AdditionalDependencies>
       <SubSystem>Console</SubSystem>
     </Link>
@@ -116,7 +116,7 @@
       <GenerateDebugInformation>true</GenerateDebugInformation>
       <EnableCOMDATFolding>true</EnableCOMDATFolding>
       <OptimizeReferences>true</OptimizeReferences>
-      <AdditionalLibraryDirectories>$(DXSDK_DIR)Lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
       <AdditionalDependencies>d3d9.lib;%(AdditionalDependencies)</AdditionalDependencies>
       <SubSystem>Console</SubSystem>
     </Link>
@@ -134,7 +134,7 @@
       <GenerateDebugInformation>true</GenerateDebugInformation>
       <EnableCOMDATFolding>true</EnableCOMDATFolding>
       <OptimizeReferences>true</OptimizeReferences>
-      <AdditionalLibraryDirectories>$(DXSDK_DIR)Lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
       <AdditionalDependencies>d3d9.lib;%(AdditionalDependencies)</AdditionalDependencies>
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diff --git a/examples/imgui_impl_opengl3.cpp b/examples/imgui_impl_opengl3.cpp
index d31744e0..d064adb7 100644
--- a/examples/imgui_impl_opengl3.cpp
+++ b/examples/imgui_impl_opengl3.cpp
@@ -13,10 +13,11 @@
 // CHANGELOG
 // (minor and older changes stripped away, please see git history for details)
 //  2018-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
+//  2019-02-20: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN even if defined by the headers/loader.
 //  2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
 //  2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450).
 //  2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
-//  2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT).
+//  2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN.
 //  2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used.
 //  2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES".
 //  2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation.
@@ -181,7 +182,7 @@ void    ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
     GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
     GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
     bool clip_origin_lower_left = true;
-#ifdef GL_CLIP_ORIGIN
+#if defined(GL_CLIP_ORIGIN) && !defined(__APPLE__)
     GLenum last_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&last_clip_origin); // Support for GL 4.5's glClipControl(GL_UPPER_LEFT)
     if (last_clip_origin == GL_UPPER_LEFT)
         clip_origin_lower_left = false;
diff --git a/imgui.cpp b/imgui.cpp
index 19efd10b..f837ef07 100644
--- a/imgui.cpp
+++ b/imgui.cpp
@@ -1,4 +1,4 @@
-// dear imgui, v1.68
+// dear imgui, v1.69 WIP
 // (main code and documentation)
 
 // Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code.
@@ -58,9 +58,9 @@ CODE
 // [SECTION] FORWARD DECLARATIONS
 // [SECTION] CONTEXT AND MEMORY ALLOCATORS
 // [SECTION] MAIN USER FACING STRUCTURES (ImGuiStyle, ImGuiIO)
-// [SECTION] MISC HELPER/UTILITIES (Maths, String, Format, Hash, File functions)
-// [SECTION] MISC HELPER/UTILITIES (ImText* functions)
-// [SECTION] MISC HELPER/UTILITIES (Color functions)
+// [SECTION] MISC HELPERS/UTILITIES (Maths, String, Format, Hash, File functions)
+// [SECTION] MISC HELPERS/UTILITIES (ImText* functions)
+// [SECTION] MISC HELPERS/UTILITIES (Color functions)
 // [SECTION] ImGuiStorage
 // [SECTION] ImGuiTextFilter
 // [SECTION] ImGuiTextBuffer
@@ -1262,7 +1262,7 @@ void ImGuiIO::ClearInputCharacters()
 }
 
 //-----------------------------------------------------------------------------
-// [SECTION] MISC HELPER/UTILITIES (Maths, String, Format, Hash, File functions)
+// [SECTION] MISC HELPERS/UTILITIES (Maths, String, Format, Hash, File functions)
 //-----------------------------------------------------------------------------
 
 ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p)
@@ -1792,7 +1792,7 @@ int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_e
 }
 
 //-----------------------------------------------------------------------------
-// [SECTION] MISC HELPER/UTILTIES (Color functions)
+// [SECTION] MISC HELPERS/UTILTIES (Color functions)
 // Note: The Convert functions are early design which are not consistent with other API.
 //-----------------------------------------------------------------------------
 
@@ -3807,9 +3807,7 @@ void ImGui::Shutdown(ImGuiContext* context)
         IM_DELETE(g.Viewports[i]);
     g.Viewports.clear();
     g.PrivateClipboard.clear();
-    g.InputTextState.TextW.clear();
-    g.InputTextState.InitialText.clear();
-    g.InputTextState.TempBuffer.clear();
+    g.InputTextState.ClearFreeMemory();
 
     for (int i = 0; i < g.SettingsWindows.Size; i++)
         IM_DELETE(g.SettingsWindows[i].Name);
@@ -5753,9 +5751,9 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
 
             // Scrollbars
             if (window->ScrollbarX)
-                Scrollbar(ImGuiLayoutType_Horizontal);
+                Scrollbar(ImGuiAxis_X);
             if (window->ScrollbarY)
-                Scrollbar(ImGuiLayoutType_Vertical);
+                Scrollbar(ImGuiAxis_Y);
 
             // Render resize grips (after their input handling so we don't have a frame of latency)
             if (handle_borders_and_resize_grips && !(flags & ImGuiWindowFlags_NoResize))
@@ -7131,13 +7129,13 @@ ImGuiID ImGui::GetID(const void* ptr_id)
 
 bool ImGui::IsRectVisible(const ImVec2& size)
 {
-    ImGuiWindow* window = GImGui->CurrentWindow;;
+    ImGuiWindow* window = GImGui->CurrentWindow;
     return window->ClipRect.Overlaps(ImRect(window->DC.CursorPos, window->DC.CursorPos + size));
 }
 
 bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max)
 {
-    ImGuiWindow* window = GImGui->CurrentWindow;;
+    ImGuiWindow* window = GImGui->CurrentWindow;
     return window->ClipRect.Overlaps(ImRect(rect_min, rect_max));
 }
 
diff --git a/imgui.h b/imgui.h
index 68f42aef..b27ff38d 100644
--- a/imgui.h
+++ b/imgui.h
@@ -1,4 +1,4 @@
-// dear imgui, v1.68
+// dear imgui, v1.69 WIP
 // (headers)
 
 // See imgui.cpp file for documentation.
@@ -46,8 +46,8 @@ Index of this file:
 
 // Version
 // (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY00 then bounced up to XYY01 when release tagging happens)
-#define IMGUI_VERSION               "1.68"
-#define IMGUI_VERSION_NUM           16801
+#define IMGUI_VERSION               "1.69 WIP"
+#define IMGUI_VERSION_NUM           16899
 #define IMGUI_CHECKVERSION()        ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert))
 #define IMGUI_HAS_VIEWPORT          1 // Viewport WIP branch
 #define IMGUI_HAS_DOCK              1 // Docking WIP branch
diff --git a/imgui_demo.cpp b/imgui_demo.cpp
index 8b7eddef..3c6a35e3 100644
--- a/imgui_demo.cpp
+++ b/imgui_demo.cpp
@@ -1,4 +1,4 @@
-// dear imgui, v1.68
+// dear imgui, v1.69 WIP
 // (demo code)
 
 // Message to the person tempted to delete this file when integrating Dear ImGui into their code base:
diff --git a/imgui_draw.cpp b/imgui_draw.cpp
index 19625d14..5619befe 100644
--- a/imgui_draw.cpp
+++ b/imgui_draw.cpp
@@ -1,4 +1,4 @@
-// dear imgui, v1.68
+// dear imgui, v1.69 WIP
 // (drawing and font code)
 
 /*
@@ -83,7 +83,7 @@ Index of this file:
 //-------------------------------------------------------------------------
 
 // Compile time options:
-//#define IMGUI_STB_NAMESPACE           ImGuiStb
+//#define IMGUI_STB_NAMESPACE           ImStb
 //#define IMGUI_STB_TRUETYPE_FILENAME   "my_folder/stb_truetype.h"
 //#define IMGUI_STB_RECT_PACK_FILENAME  "my_folder/stb_rect_pack.h"
 //#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
@@ -163,7 +163,7 @@ namespace IMGUI_STB_NAMESPACE
 #endif
 
 #ifdef IMGUI_STB_NAMESPACE
-} // namespace ImGuiStb
+} // namespace ImStb
 using namespace IMGUI_STB_NAMESPACE;
 #endif
 
diff --git a/imgui_internal.h b/imgui_internal.h
index 6fdbcb43..9c85e08b 100644
--- a/imgui_internal.h
+++ b/imgui_internal.h
@@ -1,4 +1,4 @@
-// dear imgui, v1.68
+// dear imgui, v1.69 WIP
 // (internal structures/api)
 
 // You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility!
@@ -100,7 +100,7 @@ typedef int ImGuiDragFlags;         // -> enum ImGuiDragFlags_         // Flags:
 // STB libraries includes
 //-------------------------------------------------------------------------
 
-namespace ImGuiStb
+namespace ImStb
 {
 
 #undef STB_TEXTEDIT_STRING
@@ -110,7 +110,7 @@ namespace ImGuiStb
 #define STB_TEXTEDIT_GETWIDTH_NEWLINE   -1.0f
 #include "imstb_textedit.h"
 
-} // namespace ImGuiStb
+} // namespace ImStb
 
 //-----------------------------------------------------------------------------
 // Context pointer
@@ -283,7 +283,8 @@ struct IMGUI_API ImPool
     T*          GetByIndex(ImPoolIdx n)             { return &Data[n]; }
     ImPoolIdx   GetIndex(const T* p) const          { IM_ASSERT(p >= Data.Data && p < Data.Data + Data.Size); return (ImPoolIdx)(p - Data.Data); }
     T*          GetOrAddByKey(ImGuiID key)          { int* p_idx = Map.GetIntRef(key, -1); if (*p_idx != -1) return &Data[*p_idx]; *p_idx = FreeIdx; return Add(); }
-    void        Clear()                             { for (int n = 0; n < Map.Data.Size; n++) { int idx = Map.Data[n].val_i; if (idx != -1) Data[idx].~T(); }  Map.Clear(); Data.clear(); FreeIdx = 0; }
+    bool        Contains(const T* p) const          { return (p >= Data.Data && p < Data.Data + Data.Size); }
+    void        Clear()                             { for (int n = 0; n < Map.Data.Size; n++) { int idx = Map.Data[n].val_i; if (idx != -1) Data[idx].~T(); } Map.Clear(); Data.clear(); FreeIdx = 0; }
     T*          Add()                               { int idx = FreeIdx; if (idx == Data.Size) { Data.resize(Data.Size + 1); FreeIdx++; } else { FreeIdx = *(int*)&Data[idx]; } IM_PLACEMENT_NEW(&Data[idx]) T(); return &Data[idx]; }
     void        Remove(ImGuiID key, const T* p)     { Remove(key, GetIndex(p)); }
     void        Remove(ImGuiID key, ImPoolIdx idx)  { Data[idx].~T(); *(int*)&Data[idx] = FreeIdx; FreeIdx = idx; Map.SetInt(key, -1); }
@@ -576,16 +577,16 @@ struct IMGUI_API ImGuiMenuColumns
 struct IMGUI_API ImGuiInputTextState
 {
     ImGuiID                 ID;                     // widget id owning the text state
+    int                     CurLenW, CurLenA;       // we need to maintain our buffer length in both UTF-8 and wchar format.
     ImVector<ImWchar>       TextW;                  // edit buffer, we need to persist but can't guarantee the persistence of the user-provided buffer. so we copy into own buffer.
-    ImVector<char>          InitialText;            // backup of end-user buffer at the time of focus (in UTF-8, unaltered)
-    ImVector<char>          TempBuffer;             // temporary buffer for callback and other other operations. size=capacity.
-    int                     CurLenA, CurLenW;       // we need to maintain our buffer length in both UTF-8 and wchar format.
+    ImVector<char>          TextA;                  // temporary UTF8 buffer for callbacks and other operations. this is not updated in every code-path! size=capacity.
+    ImVector<char>          InitialTextA;           // backup of end-user buffer at the time of focus (in UTF-8, unaltered)
     int                     BufCapacityA;           // end-user buffer capacity
-    float                   ScrollX;
-    ImGuiStb::STB_TexteditState StbState;
-    float                   CursorAnim;
-    bool                    CursorFollow;
-    bool                    SelectedAllMouseLock;
+    float                   ScrollX;                // horizontal scrolling/offset
+    ImStb::STB_TexteditState Stb;                   // state for stb_textedit.h
+    float                   CursorAnim;             // timer for cursor blink, reset on every user action so the cursor reappears immediately
+    bool                    CursorFollow;           // set when we want scrolling to follow the current cursor position (not always!)
+    bool                    SelectedAllMouseLock;   // after a double-click to select all, we ignore further mouse drags to update selection
 
     // Temporarily set when active
     ImGuiInputTextFlags     UserFlags;
@@ -593,11 +594,12 @@ struct IMGUI_API ImGuiInputTextState
     void*                   UserCallbackData;
 
     ImGuiInputTextState()                           { memset(this, 0, sizeof(*this)); }
+    void                ClearFreeMemory()           { TextW.clear(); TextA.clear(); InitialTextA.clear(); }
     void                CursorAnimReset()           { CursorAnim = -0.30f; }                                   // After a user-input the cursor stays on for a while without blinking
-    void                CursorClamp()               { StbState.cursor = ImMin(StbState.cursor, CurLenW); StbState.select_start = ImMin(StbState.select_start, CurLenW); StbState.select_end = ImMin(StbState.select_end, CurLenW); }
-    bool                HasSelection() const        { return StbState.select_start != StbState.select_end; }
-    void                ClearSelection()            { StbState.select_start = StbState.select_end = StbState.cursor; }
-    void                SelectAll()                 { StbState.select_start = 0; StbState.cursor = StbState.select_end = CurLenW; StbState.has_preferred_x = 0; }
+    void                CursorClamp()               { Stb.cursor = ImMin(Stb.cursor, CurLenW); Stb.select_start = ImMin(Stb.select_start, CurLenW); Stb.select_end = ImMin(Stb.select_end, CurLenW); }
+    bool                HasSelection() const        { return Stb.select_start != Stb.select_end; }
+    void                ClearSelection()            { Stb.select_start = Stb.select_end = Stb.cursor; }
+    void                SelectAll()                 { Stb.select_start = 0; Stb.cursor = Stb.select_end = CurLenW; Stb.has_preferred_x = 0; }
     void                OnKeyPressed(int key);      // Cannot be inline because we call in code in stb_textedit.h implementation
 };
 
@@ -811,8 +813,17 @@ struct ImGuiNextWindowData
 
 struct ImGuiTabBarSortItem
 {
-    int         Index;
-    float       Width;
+    int             Index;
+    float           Width;
+};
+
+struct ImGuiTabBarRef
+{
+    ImGuiTabBar*    Ptr;                    // Either field can be set, not both. Dock node tab bars are loose while BeginTabBar() ones are in a pool.
+    int             IndexInMainPool;
+
+    ImGuiTabBarRef(ImGuiTabBar* ptr)        { Ptr = ptr; IndexInMainPool = -1; }
+    ImGuiTabBarRef(int index_in_main_pool)  { Ptr = NULL; IndexInMainPool = index_in_main_pool; }
 };
 
 enum ImGuiDockNodeFlagsPrivate_
@@ -1016,8 +1027,9 @@ struct ImGuiContext
     unsigned char           DragDropPayloadBufLocal[8];         // Local buffer for small payloads
 
     // Tab bars
-    ImPool<ImGuiTabBar>     TabBars;
-    ImVector<ImGuiTabBar*>  CurrentTabBar;
+    ImPool<ImGuiTabBar>             TabBars;
+    ImGuiTabBar*                    CurrentTabBar;
+    ImVector<ImGuiTabBarRef>        CurrentTabBarStack;
     ImVector<ImGuiTabBarSortItem>   TabSortByWidthBuffer;
 
     // Widget state
@@ -1413,7 +1425,7 @@ struct ImGuiItemHoveredDataBackup
 
 enum ImGuiTabBarFlagsPrivate_
 {
-    ImGuiTabBarFlags_DockNode                   = 1 << 20,  // Part of a dock node
+    ImGuiTabBarFlags_DockNode                   = 1 << 20,  // Part of a dock node [we don't use this in the master branch but it facilitate branch syncing to keep this around]
     ImGuiTabBarFlags_IsFocused                  = 1 << 21,
     ImGuiTabBarFlags_SaveSettings               = 1 << 22   // FIXME: Settings are handled by the docking system, this only request the tab bar to mark settings dirty when reordering tabs
 };
@@ -1678,8 +1690,8 @@ namespace ImGui
     IMGUI_API bool          CloseButton(ImGuiID id, const ImVec2& pos, float radius);
     IMGUI_API bool          CollapseButton(ImGuiID id, const ImVec2& pos, ImGuiDockNode* dock_node);
     IMGUI_API bool          ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags);
-    IMGUI_API void          Scrollbar(ImGuiLayoutType direction);
-    IMGUI_API ImGuiID       GetScrollbarID(ImGuiLayoutType direction);
+    IMGUI_API void          Scrollbar(ImGuiAxis axis);
+    IMGUI_API ImGuiID       GetScrollbarID(ImGuiWindow* window, ImGuiAxis axis);
     IMGUI_API void          VerticalSeparator();        // Vertical separator, for menu bars (use current line height). Not exposed because it is misleading and it doesn't have an effect on regular layout.
 
     // Widgets low-level behaviors
diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp
index 4801ec29..ae07552e 100644
--- a/imgui_widgets.cpp
+++ b/imgui_widgets.cpp
@@ -1,4 +1,4 @@
-// dear imgui, v1.68
+// dear imgui, v1.69 WIP
 // (widgets code)
 
 /*
@@ -741,11 +741,9 @@ bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos, ImGuiDockNode* dock_no
     return pressed;
 }
 
-ImGuiID ImGui::GetScrollbarID(ImGuiLayoutType direction)
+ImGuiID ImGui::GetScrollbarID(ImGuiWindow* window, ImGuiAxis axis)
 {
-    ImGuiContext& g = *GImGui;
-    ImGuiWindow* window = g.CurrentWindow;
-    return window->GetID((direction == ImGuiLayoutType_Horizontal) ? "#SCROLLX" : "#SCROLLY");
+    return window->GetIDNoKeepAlive(axis == ImGuiAxis_X ? "#SCROLLX" : "#SCROLLY");
 }
 
 // Vertical/Horizontal scrollbar
@@ -753,15 +751,16 @@ ImGuiID ImGui::GetScrollbarID(ImGuiLayoutType direction)
 // - We handle absolute seeking (when first clicking outside the grab) and relative manipulation (afterward or when clicking inside the grab)
 // - We store values as normalized ratio and in a form that allows the window content to change while we are holding on a scrollbar
 // - We handle both horizontal and vertical scrollbars, which makes the terminology not ideal.
-void ImGui::Scrollbar(ImGuiLayoutType direction)
+void ImGui::Scrollbar(ImGuiAxis axis)
 {
     ImGuiContext& g = *GImGui;
     ImGuiWindow* window = g.CurrentWindow;
 
-    const bool horizontal = (direction == ImGuiLayoutType_Horizontal);
+    const bool horizontal = (axis == ImGuiAxis_X);
     const ImGuiStyle& style = g.Style;
-    const ImGuiID id = GetScrollbarID(direction);
-    
+    const ImGuiID id = GetScrollbarID(window, axis);
+    KeepAliveID(id);
+
     // Render background
     bool other_scrollbar = (horizontal ? window->ScrollbarY : window->ScrollbarX);
     float other_scrollbar_size_w = other_scrollbar ? style.ScrollbarSize : 0.0f;
@@ -779,7 +778,7 @@ void ImGui::Scrollbar(ImGuiLayoutType direction)
 
     // When we are too small, start hiding and disabling the grab (this reduce visual noise on very small window and facilitate using the resize grab)
     float alpha = 1.0f;
-    if ((direction == ImGuiLayoutType_Vertical) && bb_height < g.FontSize + g.Style.FramePadding.y * 2.0f)
+    if ((axis == ImGuiAxis_Y) && bb_height < g.FontSize + g.Style.FramePadding.y * 2.0f)
     {
         alpha = ImSaturate((bb_height - g.FontSize) / (g.Style.FramePadding.y * 2.0f));
         if (alpha <= 0.0f)
@@ -2647,6 +2646,7 @@ int ImParseFormatPrecision(const char* fmt, int default_precision)
 // FIXME: Facilitate using this in variety of other situations.
 bool ImGui::InputScalarAsWidgetReplacement(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* data_ptr, const char* format)
 {
+    IM_UNUSED(id);
     ImGuiContext& g = *GImGui;
 
     // On the first frame, g.ScalarAsInputTextId == 0, then on subsequent frames it becomes == id.
@@ -2668,7 +2668,7 @@ bool ImGui::InputScalarAsWidgetReplacement(const ImRect& bb, ImGuiID id, const c
         g.ScalarAsInputTextId = g.ActiveId;
     }
     if (value_changed)
-        return DataTypeApplyOpFromText(data_buf, g.InputTextState.InitialText.Data, data_type, data_ptr, NULL);
+        return DataTypeApplyOpFromText(data_buf, g.InputTextState.InitialTextA.Data, data_type, data_ptr, NULL);
     return false;
 }
 
@@ -2679,7 +2679,7 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* data_p
         return false;
 
     ImGuiContext& g = *GImGui;
-    const ImGuiStyle& style = g.Style;
+    ImGuiStyle& style = g.Style;
 
     IM_ASSERT(data_type >= 0 && data_type < ImGuiDataType_COUNT);
     if (format == NULL)
@@ -2701,10 +2701,12 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* data_p
         PushID(label);
         PushItemWidth(ImMax(1.0f, CalcItemWidth() - (button_size + style.ItemInnerSpacing.x) * 2));
         if (InputText("", buf, IM_ARRAYSIZE(buf), flags)) // PushId(label) + "" gives us the expected ID from outside point of view
-            value_changed = DataTypeApplyOpFromText(buf, g.InputTextState.InitialText.Data, data_type, data_ptr, format);
+            value_changed = DataTypeApplyOpFromText(buf, g.InputTextState.InitialTextA.Data, data_type, data_ptr, format);
         PopItemWidth();
 
         // Step buttons
+        const ImVec2 backup_frame_padding = style.FramePadding;
+        style.FramePadding.x = style.FramePadding.y;
         ImGuiButtonFlags button_flags = ImGuiButtonFlags_Repeat | ImGuiButtonFlags_DontClosePopups;
         if (flags & ImGuiInputTextFlags_ReadOnly)
             button_flags |= ImGuiButtonFlags_Disabled;
@@ -2722,6 +2724,7 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* data_p
         }
         SameLine(0, style.ItemInnerSpacing.x);
         TextUnformatted(label, FindRenderedTextEnd(label));
+        style.FramePadding = backup_frame_padding;
 
         PopID();
         EndGroup();
@@ -2729,7 +2732,7 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* data_p
     else
     {
         if (InputText(label, buf, IM_ARRAYSIZE(buf), flags))
-            value_changed = DataTypeApplyOpFromText(buf, g.InputTextState.InitialText.Data, data_type, data_ptr, format);
+            value_changed = DataTypeApplyOpFromText(buf, g.InputTextState.InitialTextA.Data, data_type, data_ptr, format);
     }
 
     return value_changed;
@@ -2926,7 +2929,7 @@ static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* t
 }
 
 // Wrapper for stb_textedit.h to edit text (our wrapper is for: statically sized buffer, single-line, wchar characters. InputText converts between UTF-8 and wchar)
-namespace ImGuiStb
+namespace ImStb
 {
 
 static int     STB_TEXTEDIT_STRINGLEN(const STB_TEXTEDIT_STRING* obj)                             { return obj->CurLenW; }
@@ -3029,7 +3032,7 @@ static bool STB_TEXTEDIT_INSERTCHARS(STB_TEXTEDIT_STRING* obj, int pos, const Im
 
 void ImGuiInputTextState::OnKeyPressed(int key)
 {
-    stb_textedit_key(this, &StbState, key);
+    stb_textedit_key(this, &Stb, key);
     CursorFollow = true;
     CursorAnimReset();
 }
@@ -3073,10 +3076,10 @@ void ImGuiInputTextCallbackData::InsertChars(int pos, const char* new_text, cons
         ImGuiContext& g = *GImGui;
         ImGuiInputTextState* edit_state = &g.InputTextState;
         IM_ASSERT(edit_state->ID != 0 && g.ActiveId == edit_state->ID);
-        IM_ASSERT(Buf == edit_state->TempBuffer.Data);
+        IM_ASSERT(Buf == edit_state->TextA.Data);
         int new_buf_size = BufTextLen + ImClamp(new_text_len * 4, 32, ImMax(256, new_text_len)) + 1;
-        edit_state->TempBuffer.reserve(new_buf_size + 1);
-        Buf = edit_state->TempBuffer.Data;
+        edit_state->TextA.reserve(new_buf_size + 1);
+        Buf = edit_state->TextA.Data;
         BufSize = edit_state->BufCapacityA = new_buf_size;
     }
 
@@ -3156,7 +3159,8 @@ static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags f
 //   Note that in std::string world, capacity() would omit 1 byte used by the zero-terminator.
 // - When active, hold on a privately held copy of the text (and apply back to 'buf'). So changing 'buf' while the InputText is active has no effect.
 // - If you want to use ImGui::InputText() with std::string, see misc/cpp/imgui_stdlib.h
-// (FIXME: Rather messy function partly because we are doing UTF8 > u16 > UTF8 conversions on the go to more easily handle stb_textedit calls. Ideally we should stay in UTF-8 all the time. See https://github.com/nothings/stb/issues/188)
+// (FIXME: Rather confusing and messy function, among the worse part of our codebase, expecting to rewrite a V2 at some point.. Partly because we are
+//  doing UTF8 > U16 > UTF8 conversions on the go to easily interface with stb_textedit. Ideally should stay in UTF-8 all the time. See https://github.com/nothings/stb/issues/188)
 bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* callback_user_data)
 {
     ImGuiWindow* window = GetCurrentWindow();
@@ -3170,8 +3174,9 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
     ImGuiIO& io = g.IO;
     const ImGuiStyle& style = g.Style;
 
+    const bool RENDER_SELECTION_WHEN_INACTIVE = true;
     const bool is_multiline = (flags & ImGuiInputTextFlags_Multiline) != 0;
-    const bool is_editable = (flags & ImGuiInputTextFlags_ReadOnly) == 0;
+    const bool is_readonly = (flags & ImGuiInputTextFlags_ReadOnly) != 0;
     const bool is_password = (flags & ImGuiInputTextFlags_Password) != 0;
     const bool is_undoable = (flags & ImGuiInputTextFlags_NoUndoRedo) == 0;
     const bool is_resizable = (flags & ImGuiInputTextFlags_CallbackResize) != 0;
@@ -3233,58 +3238,68 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
     }
 
     // NB: we are only allowed to access 'edit_state' if we are the active widget.
-    ImGuiInputTextState& edit_state = g.InputTextState;
+    ImGuiInputTextState* state = NULL;
+    if (g.InputTextState.ID == id)
+        state = &g.InputTextState;
 
     const bool focus_requested = FocusableItemRegister(window, id, (flags & (ImGuiInputTextFlags_CallbackCompletion|ImGuiInputTextFlags_AllowTabInput)) == 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 user_clicked = hovered && io.MouseClicked[0];
-    const bool user_scrolled = is_multiline && g.ActiveId == 0 && edit_state.ID == id && g.ActiveIdPreviousFrame == draw_window->GetIDNoKeepAlive("#SCROLLY");
     const bool user_nav_input_start = (g.ActiveId != id) && ((g.NavInputId == id) || (g.NavActivateId == id && g.NavInputSource == ImGuiInputSource_NavKeyboard));
+    const bool user_scroll_finish = is_multiline && state != NULL && g.ActiveId == 0 && g.ActiveIdPreviousFrame == GetScrollbarID(draw_window, ImGuiAxis_Y);
+    const bool user_scroll_active = is_multiline && state != NULL && g.ActiveId == GetScrollbarID(draw_window, ImGuiAxis_Y);
 
     bool clear_active_id = false;
-
     bool select_all = (g.ActiveId != id) && ((flags & ImGuiInputTextFlags_AutoSelectAll) != 0 || user_nav_input_start) && (!is_multiline);
-    if (focus_requested || user_clicked || user_scrolled || user_nav_input_start)
-    {
-        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' (unless we are in read-only mode)
-            const int prev_len_w = edit_state.CurLenW;
-            const int init_buf_len = (int)strlen(buf);
-            edit_state.TextW.resize(buf_size+1);             // wchar count <= UTF-8 count. we use +1 to make sure that .Data isn't NULL so it doesn't crash.
-            edit_state.InitialText.resize(init_buf_len + 1); // UTF-8. we use +1 to make sure that .Data isn't NULL so it doesn't crash.
-            memcpy(edit_state.InitialText.Data, buf, init_buf_len + 1);
-            const char* buf_end = NULL;
-            edit_state.CurLenW = ImTextStrFromUtf8(edit_state.TextW.Data, buf_size, buf, NULL, &buf_end);
-            edit_state.CurLenA = (int)(buf_end - buf); // We can't get the result from ImStrncpy() above because it is not UTF-8 aware. Here we'll cut off malformed UTF-8.
-            edit_state.CursorAnimReset();
 
-            // Preserve cursor position and undo/redo stack if we come back to same widget
-            // FIXME: We should probably compare the whole buffer to be on the safety side. Comparing buf (utf8) and edit_state.Text (wchar).
-            const bool recycle_state = (edit_state.ID == id) && (prev_len_w == edit_state.CurLenW);
-            if (recycle_state)
-            {
-                // 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.CursorClamp();
-            }
-            else
-            {
-                edit_state.ID = id;
-                edit_state.ScrollX = 0.0f;
-                stb_textedit_initialize_state(&edit_state.StbState, !is_multiline);
-                if (!is_multiline && focus_requested_by_code)
-                    select_all = true;
-            }
-            if (flags & ImGuiInputTextFlags_AlwaysInsertMode)
-                edit_state.StbState.insert_mode = 1;
-            if (!is_multiline && (focus_requested_by_tab || (user_clicked && io.KeyCtrl)))
+    const bool init_make_active = (focus_requested || user_clicked || user_scroll_finish || user_nav_input_start);
+    if (init_make_active && g.ActiveId != id)
+    {
+        // Access state even if we don't own it yet.
+        state = &g.InputTextState;
+        state->CursorAnimReset();
+
+        // 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' (unless we are in read-only mode)
+        const int buf_len = (int)strlen(buf);
+        state->InitialTextA.resize(buf_len + 1);    // UTF-8. we use +1 to make sure that .Data is always pointing to at least an empty string.
+        memcpy(state->InitialTextA.Data, buf, buf_len + 1);
+
+        // Start edition
+        const int prev_len_w = state->CurLenW;
+        const char* buf_end = NULL;
+        state->TextW.resize(buf_size + 1);          // wchar count <= UTF-8 count. we use +1 to make sure that .Data is always pointing to at least an empty string.
+        state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, buf_size, buf, NULL, &buf_end);
+        state->CurLenA = (int)(buf_end - buf);      // We can't get the result from ImStrncpy() above because it is not UTF-8 aware. Here we'll cut off malformed UTF-8.
+
+        // Preserve cursor position and undo/redo stack if we come back to same widget
+        // FIXME: We should probably compare the whole buffer to be on the safety side. Comparing buf (utf8) and edit_state.Text (wchar).
+        const bool recycle_state = (state->ID == id) && (prev_len_w == state->CurLenW);
+        if (recycle_state)
+        {
+            // Recycle existing cursor/selection/undo stack but clamp position
+            // Note a single mouse click will override the cursor/position immediately by calling stb_textedit_click handler.
+            state->CursorClamp();
+        }
+        else
+        {
+            state->ID = id;
+            state->ScrollX = 0.0f;
+            stb_textedit_initialize_state(&state->Stb, !is_multiline);
+            if (!is_multiline && focus_requested_by_code)
                 select_all = true;
         }
+        if (flags & ImGuiInputTextFlags_AlwaysInsertMode)
+            state->Stb.insert_mode = 1;
+        if (!is_multiline && (focus_requested_by_tab || (user_clicked && io.KeyCtrl)))
+            select_all = true;
+    }
+
+    if (init_make_active)
+    {
+        IM_ASSERT(state && state->ID == id);
         SetActiveID(id, window);
         SetFocusID(id, window);
         FocusWindow(window);
@@ -3292,33 +3307,38 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
         if (!is_multiline && !(flags & ImGuiInputTextFlags_CallbackHistory))
             g.ActiveIdAllowNavDirFlags = ((1 << ImGuiDir_Up) | (1 << ImGuiDir_Down));
     }
-    else if (io.MouseClicked[0])
-    {
-        // Release focus when we click outside
+
+    // Release focus when we click outside
+    if (!init_make_active && io.MouseClicked[0])
         clear_active_id = true;
-    }
+
+    // We have an edge case if ActiveId was set through another widget (e.g. widget being swapped)
+    if (g.ActiveId == id && state == NULL)
+        ClearActiveID();
 
     bool value_changed = false;
     bool enter_pressed = false;
     int backup_current_text_length = 0;
 
+    // Process mouse inputs and character inputs
     if (g.ActiveId == id)
     {
-        if (!is_editable && !g.ActiveIdIsJustActivated)
+        IM_ASSERT(state != NULL);
+        if (is_readonly && !g.ActiveIdIsJustActivated)
         {
             // When read-only we always use the live data passed to the function
-            edit_state.TextW.resize(buf_size+1);
             const char* buf_end = NULL;
-            edit_state.CurLenW = ImTextStrFromUtf8(edit_state.TextW.Data, edit_state.TextW.Size, buf, NULL, &buf_end);
-            edit_state.CurLenA = (int)(buf_end - buf);
-            edit_state.CursorClamp();
+            state->TextW.resize(buf_size+1);
+            state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, state->TextW.Size, buf, NULL, &buf_end);
+            state->CurLenA = (int)(buf_end - buf);
+            state->CursorClamp();
         }
 
-        backup_current_text_length = edit_state.CurLenA;
-        edit_state.BufCapacityA = buf_size;
-        edit_state.UserFlags = flags;
-        edit_state.UserCallback = callback;
-        edit_state.UserCallbackData = callback_user_data;
+        backup_current_text_length = state->CurLenA;
+        state->BufCapacityA = buf_size;
+        state->UserFlags = flags;
+        state->UserCallback = callback;
+        state->UserCallbackData = callback_user_data;
 
         // Although we are active we don't prevent mouse from hovering other elements unless we are interacting right now with the widget.
         // Down the line we should have a cleaner library-wide concept of Selected vs Active.
@@ -3326,50 +3346,50 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
         g.WantTextInputNextFrame = 1;
 
         // Edit in progress
-        const float mouse_x = (io.MousePos.x - frame_bb.Min.x - style.FramePadding.x) + edit_state.ScrollX;
+        const float mouse_x = (io.MousePos.x - frame_bb.Min.x - style.FramePadding.x) + state->ScrollX;
         const float mouse_y = (is_multiline ? (io.MousePos.y - draw_window->DC.CursorPos.y - style.FramePadding.y) : (g.FontSize*0.5f));
 
         const bool is_osx = io.ConfigMacOSXBehaviors;
         if (select_all || (hovered && !is_osx && io.MouseDoubleClicked[0]))
         {
-            edit_state.SelectAll();
-            edit_state.SelectedAllMouseLock = true;
+            state->SelectAll();
+            state->SelectedAllMouseLock = true;
         }
         else if (hovered && is_osx && io.MouseDoubleClicked[0])
         {
             // Double-click select a word only, OS X style (by simulating keystrokes)
-            edit_state.OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT);
-            edit_state.OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT);
+            state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT);
+            state->OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT);
         }
-        else if (io.MouseClicked[0] && !edit_state.SelectedAllMouseLock)
+        else if (io.MouseClicked[0] && !state->SelectedAllMouseLock)
         {
             if (hovered)
             {
-                stb_textedit_click(&edit_state, &edit_state.StbState, mouse_x, mouse_y);
-                edit_state.CursorAnimReset();
+                stb_textedit_click(state, &state->Stb, mouse_x, mouse_y);
+                state->CursorAnimReset();
             }
         }
-        else if (io.MouseDown[0] && !edit_state.SelectedAllMouseLock && (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f))
+        else if (io.MouseDown[0] && !state->SelectedAllMouseLock && (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f))
         {
-            stb_textedit_drag(&edit_state, &edit_state.StbState, mouse_x, mouse_y);
-            edit_state.CursorAnimReset();
-            edit_state.CursorFollow = true;
+            stb_textedit_drag(state, &state->Stb, mouse_x, mouse_y);
+            state->CursorAnimReset();
+            state->CursorFollow = true;
         }
-        if (edit_state.SelectedAllMouseLock && !io.MouseDown[0])
-            edit_state.SelectedAllMouseLock = false;
+        if (state->SelectedAllMouseLock && !io.MouseDown[0])
+            state->SelectedAllMouseLock = false;
 
         if (io.InputQueueCharacters.Size > 0)
         {
             // Process text input (before we check for Return because using some IME will effectively send a Return?)
             // We ignore CTRL inputs, but need to allow ALT+CTRL as some keyboards (e.g. German) use AltGR (which _is_ Alt+Ctrl) to input certain characters.
             bool ignore_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeySuper);
-            if (!ignore_inputs && is_editable && !user_nav_input_start)
+            if (!ignore_inputs && !is_readonly && !user_nav_input_start)
                 for (int n = 0; n < io.InputQueueCharacters.Size; n++)
                 {
                     // Insert character if they pass filtering
                     unsigned int c = (unsigned int)io.InputQueueCharacters[n];
                     if (InputTextFilterCharacter(&c, flags, callback, callback_user_data))
-                        edit_state.OnKeyPressed((int)c);
+                        state->OnKeyPressed((int)c);
                 }
 
             // Consume characters
@@ -3377,10 +3397,11 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
         }
     }
 
+    // Process other shortcuts/key-presses
     bool cancel_edit = false;
     if (g.ActiveId == id && !g.ActiveIdIsJustActivated && !clear_active_id)
     {
-        // Handle key-presses
+        IM_ASSERT(state != NULL);
         const int k_mask = (io.KeyShift ? STB_TEXTEDIT_K_SHIFT : 0);
         const bool is_osx = io.ConfigMacOSXBehaviors;
         const bool is_shortcut_key = (is_osx ? (io.KeySuper && !io.KeyCtrl) : (io.KeyCtrl && !io.KeySuper)) && !io.KeyAlt && !io.KeyShift; // OS X style: Shortcuts using Cmd/Super instead of Ctrl
@@ -3390,27 +3411,29 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
         const bool is_ctrl_key_only = io.KeyCtrl && !io.KeyShift && !io.KeyAlt && !io.KeySuper;
         const bool is_shift_key_only = io.KeyShift && !io.KeyCtrl && !io.KeyAlt && !io.KeySuper;
 
-        const bool is_cut   = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_X)) || (is_shift_key_only && IsKeyPressedMap(ImGuiKey_Delete))) && is_editable && !is_password && (!is_multiline || edit_state.HasSelection());
-        const bool is_copy  = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_C)) || (is_ctrl_key_only  && IsKeyPressedMap(ImGuiKey_Insert))) && !is_password && (!is_multiline || edit_state.HasSelection());
-        const bool is_paste = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_V)) || (is_shift_key_only && IsKeyPressedMap(ImGuiKey_Insert))) && is_editable;
-        const bool is_undo  = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_Z)) && is_editable && is_undoable);
-        const bool is_redo  = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_Y)) || (is_osx_shift_shortcut && IsKeyPressedMap(ImGuiKey_Z))) && is_editable && is_undoable;
+        const bool is_cut   = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_X)) || (is_shift_key_only && IsKeyPressedMap(ImGuiKey_Delete))) && !is_readonly && !is_password && (!is_multiline || state->HasSelection());
+        const bool is_copy  = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_C)) || (is_ctrl_key_only  && IsKeyPressedMap(ImGuiKey_Insert))) && !is_password && (!is_multiline || state->HasSelection());
+        const bool is_paste = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_V)) || (is_shift_key_only && IsKeyPressedMap(ImGuiKey_Insert))) && !is_readonly;
+        const bool is_undo  = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_Z)) && !is_readonly && is_undoable);
+        const bool is_redo  = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_Y)) || (is_osx_shift_shortcut && IsKeyPressedMap(ImGuiKey_Z))) && !is_readonly && is_undoable;
 
-        if (IsKeyPressedMap(ImGuiKey_LeftArrow))                        { edit_state.OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINESTART : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDLEFT : STB_TEXTEDIT_K_LEFT) | k_mask); }
-        else if (IsKeyPressedMap(ImGuiKey_RightArrow))                  { edit_state.OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINEEND : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDRIGHT : STB_TEXTEDIT_K_RIGHT) | k_mask); }
-        else if (IsKeyPressedMap(ImGuiKey_UpArrow) && is_multiline)     { if (io.KeyCtrl) SetWindowScrollY(draw_window, ImMax(draw_window->Scroll.y - g.FontSize, 0.0f)); else edit_state.OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTSTART : STB_TEXTEDIT_K_UP) | k_mask); }
-        else if (IsKeyPressedMap(ImGuiKey_DownArrow) && is_multiline)   { if (io.KeyCtrl) SetWindowScrollY(draw_window, ImMin(draw_window->Scroll.y + g.FontSize, GetScrollMaxY())); else edit_state.OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTEND : STB_TEXTEDIT_K_DOWN) | k_mask); }
-        else if (IsKeyPressedMap(ImGuiKey_Home))                        { edit_state.OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTSTART | k_mask : STB_TEXTEDIT_K_LINESTART | k_mask); }
-        else if (IsKeyPressedMap(ImGuiKey_End))                         { edit_state.OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask); }
-        else if (IsKeyPressedMap(ImGuiKey_Delete) && is_editable)       { edit_state.OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask); }
-        else if (IsKeyPressedMap(ImGuiKey_Backspace) && is_editable)
+        if (IsKeyPressedMap(ImGuiKey_LeftArrow))                        { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINESTART : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDLEFT : STB_TEXTEDIT_K_LEFT) | k_mask); }
+        else if (IsKeyPressedMap(ImGuiKey_RightArrow))                  { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINEEND : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDRIGHT : STB_TEXTEDIT_K_RIGHT) | k_mask); }
+        else if (IsKeyPressedMap(ImGuiKey_UpArrow) && is_multiline)     { if (io.KeyCtrl) SetWindowScrollY(draw_window, ImMax(draw_window->Scroll.y - g.FontSize, 0.0f)); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTSTART : STB_TEXTEDIT_K_UP) | k_mask); }
+        else if (IsKeyPressedMap(ImGuiKey_DownArrow) && is_multiline)   { if (io.KeyCtrl) SetWindowScrollY(draw_window, ImMin(draw_window->Scroll.y + g.FontSize, GetScrollMaxY())); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTEND : STB_TEXTEDIT_K_DOWN) | k_mask); }
+        else if (IsKeyPressedMap(ImGuiKey_Home))                        { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTSTART | k_mask : STB_TEXTEDIT_K_LINESTART | k_mask); }
+        else if (IsKeyPressedMap(ImGuiKey_End))                         { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask); }
+        else if (IsKeyPressedMap(ImGuiKey_Delete) && !is_readonly)      { state->OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask); }
+        else if (IsKeyPressedMap(ImGuiKey_Backspace) && !is_readonly)
         {
-            if (!edit_state.HasSelection())
+            if (!state->HasSelection())
             {
-                if (is_wordmove_key_down) edit_state.OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT|STB_TEXTEDIT_K_SHIFT);
-                else if (is_osx && io.KeySuper && !io.KeyAlt && !io.KeyCtrl) edit_state.OnKeyPressed(STB_TEXTEDIT_K_LINESTART|STB_TEXTEDIT_K_SHIFT);
+                if (is_wordmove_key_down) 
+                    state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT|STB_TEXTEDIT_K_SHIFT);
+                else if (is_osx && io.KeySuper && !io.KeyAlt && !io.KeyCtrl) 
+                    state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART|STB_TEXTEDIT_K_SHIFT);
             }
-            edit_state.OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask);
+            state->OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask);
         }
         else if (IsKeyPressedMap(ImGuiKey_Enter))
         {
@@ -3419,18 +3442,18 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
             {
                 enter_pressed = clear_active_id = true;
             }
-            else if (is_editable)
+            else if (!is_readonly)
             {
                 unsigned int c = '\n'; // Insert new line
                 if (InputTextFilterCharacter(&c, flags, callback, callback_user_data))
-                    edit_state.OnKeyPressed((int)c);
+                    state->OnKeyPressed((int)c);
             }
         }
-        else if ((flags & ImGuiInputTextFlags_AllowTabInput) && IsKeyPressedMap(ImGuiKey_Tab) && !io.KeyCtrl && !io.KeyShift && !io.KeyAlt && is_editable)
+        else if ((flags & ImGuiInputTextFlags_AllowTabInput) && IsKeyPressedMap(ImGuiKey_Tab) && !io.KeyCtrl && !io.KeyShift && !io.KeyAlt && !is_readonly)
         {
             unsigned int c = '\t'; // Insert TAB
             if (InputTextFilterCharacter(&c, flags, callback, callback_user_data))
-                edit_state.OnKeyPressed((int)c);
+                state->OnKeyPressed((int)c);
         }
         else if (IsKeyPressedMap(ImGuiKey_Escape))
         {
@@ -3438,31 +3461,33 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
         }
         else if (is_undo || is_redo)
         {
-            edit_state.OnKeyPressed(is_undo ? STB_TEXTEDIT_K_UNDO : STB_TEXTEDIT_K_REDO);
-            edit_state.ClearSelection();
+            state->OnKeyPressed(is_undo ? STB_TEXTEDIT_K_UNDO : STB_TEXTEDIT_K_REDO);
+            state->ClearSelection();
         }
         else if (is_shortcut_key && IsKeyPressedMap(ImGuiKey_A))
         {
-            edit_state.SelectAll();
-            edit_state.CursorFollow = true;
+            state->SelectAll();
+            state->CursorFollow = true;
         }
         else if (is_cut || is_copy)
         {
             // Cut, Copy
             if (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) : edit_state.CurLenW;
-                edit_state.TempBuffer.resize((ie-ib) * 4 + 1);
-                ImTextStrToUtf8(edit_state.TempBuffer.Data, edit_state.TempBuffer.Size, edit_state.TextW.Data+ib, edit_state.TextW.Data+ie);
-                SetClipboardText(edit_state.TempBuffer.Data);
+                const int ib = state->HasSelection() ? ImMin(state->Stb.select_start, state->Stb.select_end) : 0;
+                const int ie = state->HasSelection() ? ImMax(state->Stb.select_start, state->Stb.select_end) : state->CurLenW;
+                const int clipboard_data_len = ImTextCountUtf8BytesFromStr(state->TextW.Data + ib, state->TextW.Data + ie) + 1;
+                char* clipboard_data = (char*)MemAlloc(clipboard_data_len * sizeof(char));
+                ImTextStrToUtf8(clipboard_data, clipboard_data_len, state->TextW.Data + ib, state->TextW.Data + ie);
+                SetClipboardText(clipboard_data);
+                MemFree(clipboard_data);
             }
             if (is_cut)
             {
-                if (!edit_state.HasSelection())
-                    edit_state.SelectAll();
-                edit_state.CursorFollow = true;
-                stb_textedit_cut(&edit_state, &edit_state.StbState);
+                if (!state->HasSelection())
+                    state->SelectAll();
+                state->CursorFollow = true;
+                stb_textedit_cut(state, &state->Stb);
             }
         }
         else if (is_paste)
@@ -3486,25 +3511,27 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
                 clipboard_filtered[clipboard_filtered_len] = 0;
                 if (clipboard_filtered_len > 0) // If everything was filtered, ignore the pasting operation
                 {
-                    stb_textedit_paste(&edit_state, &edit_state.StbState, clipboard_filtered, clipboard_filtered_len);
-                    edit_state.CursorFollow = true;
+                    stb_textedit_paste(state, &state->Stb, clipboard_filtered, clipboard_filtered_len);
+                    state->CursorFollow = true;
                 }
                 MemFree(clipboard_filtered);
             }
         }
     }
 
+    // Process callbacks and apply result back to user's buffer.
     if (g.ActiveId == id)
     {
+        IM_ASSERT(state != NULL);
         const char* apply_new_text = NULL;
         int apply_new_text_length = 0;
         if (cancel_edit)
         {
             // Restore initial value. Only return true if restoring to the initial value changes the current buffer contents.
-            if (is_editable && strcmp(buf, edit_state.InitialText.Data) != 0)
+            if (!is_readonly && strcmp(buf, state->InitialTextA.Data) != 0)
             {
-                apply_new_text = edit_state.InitialText.Data;
-                apply_new_text_length = edit_state.InitialText.Size - 1;
+                apply_new_text = state->InitialTextA.Data;
+                apply_new_text_length = state->InitialTextA.Size - 1;
             }
         }
 
@@ -3517,10 +3544,10 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
             // Note that as soon as the input box is active, the in-widget value gets priority over any underlying modification of the input buffer
             // FIXME: We actually always render 'buf' when calling DrawList->AddText, making the comment above incorrect.
             // FIXME-OPT: CPU waste to do this every time the widget is active, should mark dirty state from the stb_textedit callbacks.
-            if (is_editable)
+            if (!is_readonly)
             {
-                edit_state.TempBuffer.resize(edit_state.TextW.Size * 4 + 1);
-                ImTextStrToUtf8(edit_state.TempBuffer.Data, edit_state.TempBuffer.Size, edit_state.TextW.Data, NULL);
+                state->TextA.resize(state->TextW.Size * 4 + 1);
+                ImTextStrToUtf8(state->TextA.Data, state->TextA.Size, state->TextW.Data, NULL);
             }
 
             // User callback
@@ -3558,44 +3585,44 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
                     callback_data.UserData = callback_user_data;
 
                     callback_data.EventKey = event_key;
-                    callback_data.Buf = edit_state.TempBuffer.Data;
-                    callback_data.BufTextLen = edit_state.CurLenA;
-                    callback_data.BufSize = edit_state.BufCapacityA;
+                    callback_data.Buf = state->TextA.Data;
+                    callback_data.BufTextLen = state->CurLenA;
+                    callback_data.BufSize = state->BufCapacityA;
                     callback_data.BufDirty = false;
 
                     // We have to convert from wchar-positions to UTF-8-positions, which can be pretty slow (an incentive to ditch the ImWchar buffer, see https://github.com/nothings/stb/issues/188)
-                    ImWchar* text = edit_state.TextW.Data;
-                    const int utf8_cursor_pos = callback_data.CursorPos = ImTextCountUtf8BytesFromStr(text, text + edit_state.StbState.cursor);
-                    const int utf8_selection_start = callback_data.SelectionStart = ImTextCountUtf8BytesFromStr(text, text + edit_state.StbState.select_start);
-                    const int utf8_selection_end = callback_data.SelectionEnd = ImTextCountUtf8BytesFromStr(text, text + edit_state.StbState.select_end);
+                    ImWchar* text = state->TextW.Data;
+                    const int utf8_cursor_pos = callback_data.CursorPos = ImTextCountUtf8BytesFromStr(text, text + state->Stb.cursor);
+                    const int utf8_selection_start = callback_data.SelectionStart = ImTextCountUtf8BytesFromStr(text, text + state->Stb.select_start);
+                    const int utf8_selection_end = callback_data.SelectionEnd = ImTextCountUtf8BytesFromStr(text, text + state->Stb.select_end);
 
                     // Call user code
                     callback(&callback_data);
 
                     // Read back what user may have modified
-                    IM_ASSERT(callback_data.Buf == edit_state.TempBuffer.Data);  // Invalid to modify those fields
-                    IM_ASSERT(callback_data.BufSize == edit_state.BufCapacityA);
+                    IM_ASSERT(callback_data.Buf == state->TextA.Data);  // Invalid to modify those fields
+                    IM_ASSERT(callback_data.BufSize == state->BufCapacityA);
                     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); edit_state.CursorFollow = true; }
-                    if (callback_data.SelectionStart != utf8_selection_start)  { edit_state.StbState.select_start = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionStart); }
-                    if (callback_data.SelectionEnd != utf8_selection_end)      { edit_state.StbState.select_end = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionEnd); }
+                    if (callback_data.CursorPos != utf8_cursor_pos)            { state->Stb.cursor = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.CursorPos); state->CursorFollow = true; }
+                    if (callback_data.SelectionStart != utf8_selection_start)  { state->Stb.select_start = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionStart); }
+                    if (callback_data.SelectionEnd != utf8_selection_end)      { state->Stb.select_end = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionEnd); }
                     if (callback_data.BufDirty)
                     {
                         IM_ASSERT(callback_data.BufTextLen == (int)strlen(callback_data.Buf)); // You need to maintain BufTextLen if you change the text!
                         if (callback_data.BufTextLen > backup_current_text_length && is_resizable)
-                            edit_state.TextW.resize(edit_state.TextW.Size + (callback_data.BufTextLen - backup_current_text_length));
-                        edit_state.CurLenW = ImTextStrFromUtf8(edit_state.TextW.Data, edit_state.TextW.Size, callback_data.Buf, NULL);
-                        edit_state.CurLenA = callback_data.BufTextLen;  // Assume correct length and valid UTF-8 from user, saves us an extra strlen()
-                        edit_state.CursorAnimReset();
+                            state->TextW.resize(state->TextW.Size + (callback_data.BufTextLen - backup_current_text_length));
+                        state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, state->TextW.Size, callback_data.Buf, NULL);
+                        state->CurLenA = callback_data.BufTextLen;  // Assume correct length and valid UTF-8 from user, saves us an extra strlen()
+                        state->CursorAnimReset();
                     }
                 }
             }
 
             // Will copy result string if modified
-            if (is_editable && strcmp(edit_state.TempBuffer.Data, buf) != 0)
+            if (!is_readonly && strcmp(state->TextA.Data, buf) != 0)
             {
-                apply_new_text = edit_state.TempBuffer.Data;
-                apply_new_text_length = edit_state.CurLenA;
+                apply_new_text = state->TextA.Data;
+                apply_new_text_length = state->CurLenA;
             }
         }
 
@@ -3625,24 +3652,16 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
         }
 
         // Clear temporary user storage
-        edit_state.UserFlags = 0;
-        edit_state.UserCallback = NULL;
-        edit_state.UserCallbackData = NULL;
+        state->UserFlags = 0;
+        state->UserCallback = NULL;
+        state->UserCallbackData = NULL;
     }
 
     // Release active ID at the end of the function (so e.g. pressing Return still does a final application of the value)
     if (clear_active_id && g.ActiveId == id)
         ClearActiveID();
 
-    // Render
-    // Select which buffer we are going to display. When ImGuiInputTextFlags_NoLiveEdit is set 'buf' might still be the old value. We set buf to NULL to prevent accidental usage from now on.
-    const char* buf_display = (g.ActiveId == id && is_editable) ? edit_state.TempBuffer.Data : buf; buf = NULL;
-
-    // Set upper limit of single-line InputTextEx() at 2 million characters strings. The current pathological worst case is a long line
-    // without any carriage return, which would makes ImFont::RenderText() reserve too many vertices and probably crash. Avoid it altogether.
-    // Note that we only use this limit on single-line InputText(), so a pathologically large line on a InputTextMultiline() would still crash.
-    const int buf_display_max_length = 2 * 1024 * 1024;
-
+    // Render frame
     if (!is_multiline)
     {
         RenderNavHighlight(frame_bb, id);
@@ -3650,33 +3669,51 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
     }
 
     const ImVec4 clip_rect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + size.x, frame_bb.Min.y + size.y); // Not using frame_bb.Max because we have adjusted size
-    ImVec2 render_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding;
-    ImVec2 text_size(0.f, 0.f);
-    const bool is_currently_scrolling = (edit_state.ID == id && is_multiline && g.ActiveId == draw_window->GetIDNoKeepAlive("#SCROLLY"));
-    if (g.ActiveId == id || is_currently_scrolling)
-    {
-        edit_state.CursorAnim += io.DeltaTime;
+    ImVec2 draw_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding;
+    ImVec2 text_size(0.0f, 0.0f);
 
+    // Set upper limit of single-line InputTextEx() at 2 million characters strings. The current pathological worst case is a long line
+    // without any carriage return, which would makes ImFont::RenderText() reserve too many vertices and probably crash. Avoid it altogether.
+    // Note that we only use this limit on single-line InputText(), so a pathologically large line on a InputTextMultiline() would still crash.
+    const int buf_display_max_length = 2 * 1024 * 1024;
+
+    // Select which buffer we are going to display. We set buf to NULL to prevent accidental usage from now on.
+    const char* buf_display = (state != NULL && !is_readonly) ? state->TextA.Data : buf;
+    IM_ASSERT(buf_display);
+    buf = NULL;
+
+    // Render text. We currently only render selection when the widget is active or while scrolling.
+    // FIXME: We could remove the '&& render_cursor' to keep rendering selection when inactive.
+    const bool render_cursor = (g.ActiveId == id) || user_scroll_active;
+    const bool render_selection = state && state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor);
+    if (render_cursor || render_selection)
+    {
+        // Render text (with cursor and selection)
         // This is going to be messy. We need to:
         // - Display the text (this alone can be more easily clipped)
         // - Handle scrolling, highlight selection, display cursor (those all requires some form of 1d->2d cursor position calculation)
         // - Measure text height (for scrollbar)
         // We are attempting to do most of that in **one main pass** to minimize the computation cost (non-negligible for large amount of text) + 2nd pass for selection rendering (we could merge them by an extra refactoring effort)
         // FIXME: This should occur on buf_display but we'd need to maintain cursor/select_start/select_end for UTF-8.
-        const ImWchar* text_begin = edit_state.TextW.Data;
+        IM_ASSERT(state != NULL);
+        const ImWchar* text_begin = state->TextW.Data;
         ImVec2 cursor_offset, select_start_offset;
 
         {
-            // Count lines + find lines numbers straddling 'cursor' and 'select_start' position.
-            const ImWchar* searches_input_ptr[2];
-            searches_input_ptr[0] = text_begin + edit_state.StbState.cursor;
-            searches_input_ptr[1] = NULL;
-            int searches_remaining = 1;
-            int searches_result_line_number[2] = { -1, -999 };
-            if (edit_state.StbState.select_start != edit_state.StbState.select_end)
+            // Find lines numbers straddling 'cursor' (slot 0) and 'select_start' (slot 1) positions.
+            const ImWchar* searches_input_ptr[2] = { NULL, NULL };
+            int searches_result_line_no[2] = { -1000, -1000 };
+            int searches_remaining = 0;
+            if (render_cursor)
             {
-                searches_input_ptr[1] = text_begin + ImMin(edit_state.StbState.select_start, edit_state.StbState.select_end);
-                searches_result_line_number[1] = -1;
+                searches_input_ptr[0] = text_begin + state->Stb.cursor;
+                searches_result_line_no[0] = -1;
+                searches_remaining++;
+            }
+            if (render_selection)
+            {
+                searches_input_ptr[1] = text_begin + ImMin(state->Stb.select_start, state->Stb.select_end);
+                searches_result_line_no[1] = -1;
                 searches_remaining++;
             }
 
@@ -3689,20 +3726,22 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
                 if (*s == '\n')
                 {
                     line_count++;
-                    if (searches_result_line_number[0] == -1 && s >= searches_input_ptr[0]) { searches_result_line_number[0] = line_count; if (--searches_remaining <= 0) break; }
-                    if (searches_result_line_number[1] == -1 && s >= searches_input_ptr[1]) { searches_result_line_number[1] = line_count; if (--searches_remaining <= 0) break; }
+                    if (searches_result_line_no[0] == -1 && s >= searches_input_ptr[0]) { searches_result_line_no[0] = line_count; if (--searches_remaining <= 0) break; }
+                    if (searches_result_line_no[1] == -1 && s >= searches_input_ptr[1]) { searches_result_line_no[1] = line_count; if (--searches_remaining <= 0) break; }
                 }
             line_count++;
-            if (searches_result_line_number[0] == -1) searches_result_line_number[0] = line_count;
-            if (searches_result_line_number[1] == -1) searches_result_line_number[1] = line_count;
+            if (searches_result_line_no[0] == -1) 
+                searches_result_line_no[0] = line_count;
+            if (searches_result_line_no[1] == -1) 
+                searches_result_line_no[1] = line_count;
 
             // Calculate 2d position by finding the beginning of the line and measuring distance
             cursor_offset.x = InputTextCalcTextSizeW(ImStrbolW(searches_input_ptr[0], text_begin), searches_input_ptr[0]).x;
-            cursor_offset.y = searches_result_line_number[0] * g.FontSize;
-            if (searches_result_line_number[1] >= 0)
+            cursor_offset.y = searches_result_line_no[0] * g.FontSize;
+            if (searches_result_line_no[1] >= 0)
             {
                 select_start_offset.x = InputTextCalcTextSizeW(ImStrbolW(searches_input_ptr[1], text_begin), searches_input_ptr[1]).x;
-                select_start_offset.y = searches_result_line_number[1] * g.FontSize;
+                select_start_offset.y = searches_result_line_no[1] * g.FontSize;
             }
 
             // Store text height (note that we haven't calculated text width at all, see GitHub issues #383, #1224)
@@ -3711,20 +3750,20 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
         }
 
         // Scroll
-        if (edit_state.CursorFollow)
+        if (render_cursor && state->CursorFollow)
         {
             // Horizontal scroll in chunks of quarter width
             if (!(flags & ImGuiInputTextFlags_NoHorizontalScroll))
             {
                 const float scroll_increment_x = size.x * 0.25f;
-                if (cursor_offset.x < edit_state.ScrollX)
-                    edit_state.ScrollX = (float)(int)ImMax(0.0f, cursor_offset.x - scroll_increment_x);
-                else if (cursor_offset.x - size.x >= edit_state.ScrollX)
-                    edit_state.ScrollX = (float)(int)(cursor_offset.x - size.x + scroll_increment_x);
+                if (cursor_offset.x < state->ScrollX)
+                    state->ScrollX = (float)(int)ImMax(0.0f, cursor_offset.x - scroll_increment_x);
+                else if (cursor_offset.x - size.x >= state->ScrollX)
+                    state->ScrollX = (float)(int)(cursor_offset.x - size.x + scroll_increment_x);
             }
             else
             {
-                edit_state.ScrollX = 0.0f;
+                state->ScrollX = 0.0f;
             }
 
             // Vertical scroll
@@ -3735,24 +3774,25 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
                     scroll_y = ImMax(0.0f, cursor_offset.y - g.FontSize);
                 else if (cursor_offset.y - size.y >= scroll_y)
                     scroll_y = cursor_offset.y - size.y;
-                draw_window->DC.CursorPos.y += (draw_window->Scroll.y - scroll_y);   // To avoid a frame of lag
+                draw_window->DC.CursorPos.y += (draw_window->Scroll.y - scroll_y);   // Manipulate cursor pos immediately avoid a frame of lag
                 draw_window->Scroll.y = scroll_y;
-                render_pos.y = draw_window->DC.CursorPos.y;
+                draw_pos.y = draw_window->DC.CursorPos.y;
             }
+
+            state->CursorFollow = false;
         }
-        edit_state.CursorFollow = false;
-        const ImVec2 render_scroll = ImVec2(edit_state.ScrollX, 0.0f);
 
         // Draw selection
-        if (edit_state.StbState.select_start != edit_state.StbState.select_end)
+        const ImVec2 draw_scroll = ImVec2(state->ScrollX, 0.0f);
+        if (render_selection)
         {
-            const ImWchar* text_selected_begin = text_begin + ImMin(edit_state.StbState.select_start, edit_state.StbState.select_end);
-            const ImWchar* text_selected_end = text_begin + ImMax(edit_state.StbState.select_start, edit_state.StbState.select_end);
+            const ImWchar* text_selected_begin = text_begin + ImMin(state->Stb.select_start, state->Stb.select_end);
+            const ImWchar* text_selected_end = text_begin + ImMax(state->Stb.select_start, state->Stb.select_end);
 
+            ImU32 bg_color = GetColorU32(ImGuiCol_TextSelectedBg, render_cursor ? 1.0f : 0.6f); // FIXME: current code flow mandate that render_cursor is always true here, we are leaving the transparent one for tests.
             float bg_offy_up = is_multiline ? 0.0f : -1.0f;    // FIXME: those offsets should be part of the style? they don't play so well with multi-line selection.
             float bg_offy_dn = is_multiline ? 0.0f : 2.0f;
-            ImU32 bg_color = GetColorU32(ImGuiCol_TextSelectedBg);
-            ImVec2 rect_pos = render_pos + select_start_offset - render_scroll;
+            ImVec2 rect_pos = draw_pos + select_start_offset - draw_scroll;
             for (const ImWchar* p = text_selected_begin; p < text_selected_end; )
             {
                 if (rect_pos.y > clip_rect.w + g.FontSize)
@@ -3774,39 +3814,44 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
                     if (rect.Overlaps(clip_rect))
                         draw_window->DrawList->AddRectFilled(rect.Min, rect.Max, bg_color);
                 }
-                rect_pos.x = render_pos.x - render_scroll.x;
+                rect_pos.x = draw_pos.x - draw_scroll.x;
                 rect_pos.y += g.FontSize;
             }
         }
 
-        const int buf_display_len = edit_state.CurLenA;
+        // We test for 'buf_display_max_length' as a way to avoid some pathological cases (e.g. single-line 1 MB string) which would make ImDrawList crash.
+        const int buf_display_len = state->CurLenA;
         if (is_multiline || buf_display_len < buf_display_max_length)
-            draw_window->DrawList->AddText(g.Font, g.FontSize, render_pos - render_scroll, GetColorU32(ImGuiCol_Text), buf_display, buf_display + buf_display_len, 0.0f, is_multiline ? NULL : &clip_rect);
+            draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos - draw_scroll, GetColorU32(ImGuiCol_Text), buf_display, buf_display + buf_display_len, 0.0f, is_multiline ? NULL : &clip_rect);
 
         // Draw blinking cursor
-        bool cursor_is_visible = (!g.IO.ConfigInputTextCursorBlink) || (g.InputTextState.CursorAnim <= 0.0f) || ImFmod(g.InputTextState.CursorAnim, 1.20f) <= 0.80f;
-        ImVec2 cursor_screen_pos = render_pos + cursor_offset - render_scroll;
-        ImRect cursor_screen_rect(cursor_screen_pos.x, cursor_screen_pos.y-g.FontSize+0.5f, cursor_screen_pos.x+1.0f, cursor_screen_pos.y-1.5f);
-        if (cursor_is_visible && cursor_screen_rect.Overlaps(clip_rect))
-            draw_window->DrawList->AddLine(cursor_screen_rect.Min, cursor_screen_rect.GetBL(), GetColorU32(ImGuiCol_Text));
-
-        // Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.)
-        if (is_editable)
+        if (render_cursor)
         {
-            g.PlatformImePos = ImVec2(cursor_screen_pos.x - 1, cursor_screen_pos.y - g.FontSize);
-            g.PlatformImePosViewport = window->Viewport;
+            state->CursorAnim += io.DeltaTime;
+            bool cursor_is_visible = (!g.IO.ConfigInputTextCursorBlink) || (state->CursorAnim <= 0.0f) || ImFmod(state->CursorAnim, 1.20f) <= 0.80f;
+            ImVec2 cursor_screen_pos = draw_pos + cursor_offset - draw_scroll;
+            ImRect cursor_screen_rect(cursor_screen_pos.x, cursor_screen_pos.y - g.FontSize + 0.5f, cursor_screen_pos.x + 1.0f, cursor_screen_pos.y - 1.5f);
+            if (cursor_is_visible && cursor_screen_rect.Overlaps(clip_rect))
+                draw_window->DrawList->AddLine(cursor_screen_rect.Min, cursor_screen_rect.GetBL(), GetColorU32(ImGuiCol_Text));
+
+            // Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.)
+            if (!is_readonly)
+            {
+                g.PlatformImePos = ImVec2(cursor_screen_pos.x - 1, cursor_screen_pos.y - g.FontSize);
+                g.PlatformImePosViewport = window->Viewport;
+            }
         }
     }
     else
     {
-        // Render text only
+        // Render text only (no selection, no cursor)
         const char* buf_end = NULL;
         if (is_multiline)
             text_size = ImVec2(size.x, InputTextCalcTextLenAndLineCount(buf_display, &buf_end) * g.FontSize); // We don't need width
         else
             buf_end = buf_display + strlen(buf_display);
         if (is_multiline || (buf_end - buf_display) < buf_display_max_length)
-            draw_window->DrawList->AddText(g.Font, g.FontSize, render_pos, GetColorU32(ImGuiCol_Text), buf_display, buf_end, 0.0f, is_multiline ? NULL : &clip_rect);
+            draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos, GetColorU32(ImGuiCol_Text), buf_display, buf_end, 0.0f, is_multiline ? NULL : &clip_rect);
     }
 
     if (is_multiline)
@@ -3821,7 +3866,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
 
     // Log as text
     if (g.LogEnabled && !is_password)
-        LogRenderedText(&render_pos, buf_display, NULL);
+        LogRenderedText(&draw_pos, buf_display, NULL);
 
     if (label_size.x > 0)
         RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
@@ -5896,6 +5941,20 @@ static int IMGUI_CDECL TabBarSortItemComparer(const void* lhs, const void* rhs)
     return (b->Index - a->Index);
 }
 
+static ImGuiTabBar* GetTabBarFromTabBarRef(const ImGuiTabBarRef& ref)
+{
+    ImGuiContext& g = *GImGui;
+    return ref.Ptr ? ref.Ptr : g.TabBars.GetByIndex(ref.IndexInMainPool);
+}
+
+static ImGuiTabBarRef GetTabBarRefFromTabBar(ImGuiTabBar* tab_bar)
+{
+    ImGuiContext& g = *GImGui;
+    if (g.TabBars.Contains(tab_bar))
+        return ImGuiTabBarRef(g.TabBars.GetIndex(tab_bar));
+    return ImGuiTabBarRef(tab_bar);
+}
+
 bool    ImGui::BeginTabBar(const char* str_id, ImGuiTabBarFlags flags)
 {
     ImGuiContext& g = *GImGui;
@@ -5920,7 +5979,10 @@ bool    ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImG
     if ((flags & ImGuiTabBarFlags_DockNode) == 0)
         window->IDStack.push_back(tab_bar->ID);
 
-    g.CurrentTabBar.push_back(tab_bar);
+    // Add to stack
+    g.CurrentTabBarStack.push_back(GetTabBarRefFromTabBar(tab_bar));
+    g.CurrentTabBar = tab_bar;
+
     if (tab_bar->CurrFrameVisible == g.FrameCount)
     {
         //IMGUI_DEBUG_LOG("BeginTabBarEx already called this frame\n", g.FrameCount);
@@ -5973,8 +6035,12 @@ void    ImGui::EndTabBar()
     if (window->SkipItems)
         return;
 
-    IM_ASSERT(!g.CurrentTabBar.empty());      // Mismatched BeginTabBar/EndTabBar
-    ImGuiTabBar* tab_bar = g.CurrentTabBar.back();
+    ImGuiTabBar* tab_bar = g.CurrentTabBar;
+    if (tab_bar == NULL)
+    {
+        IM_ASSERT(tab_bar != NULL && "Mismatched BeginTabBar()/EndTabBar()!");
+        return; // FIXME-ERRORHANDLING
+    }
     if (tab_bar->WantLayout)
         TabBarLayout(tab_bar);
 
@@ -5987,7 +6053,9 @@ void    ImGui::EndTabBar()
 
     if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0)
         PopID();
-    g.CurrentTabBar.pop_back();
+
+    g.CurrentTabBarStack.pop_back();
+    g.CurrentTabBar = g.CurrentTabBarStack.empty() ? NULL : GetTabBarFromTabBarRef(g.CurrentTabBarStack.back());
 }
 
 // This is called only once a frame before by the first call to ItemTab()
@@ -6201,7 +6269,7 @@ void ImGui::TabBarAddTab(ImGuiTabBar* tab_bar, ImGuiTabItemFlags tab_flags, ImGu
 {
     ImGuiContext& g = *GImGui;
     IM_ASSERT(TabBarFindTabByID(tab_bar, window->ID) == NULL);
-    IM_ASSERT(g.CurrentTabBar.empty());                     // Can't work while the tab bar is active as our tab doesn't have an X offset yet
+    IM_ASSERT(g.CurrentTabBar == NULL);                     // Can't work while the tab bar is active as our tab doesn't have an X offset yet
 
     ImGuiTabItem new_tab;
     new_tab.ID = window->ID;
@@ -6376,8 +6444,12 @@ bool    ImGui::BeginTabItem(const char* label, bool* p_open, ImGuiTabItemFlags f
     if (g.CurrentWindow->SkipItems)
         return false;
 
-    IM_ASSERT(g.CurrentTabBar.Size > 0 && "Needs to be called between BeginTabBar() and EndTabBar()!");
-    ImGuiTabBar* tab_bar = g.CurrentTabBar.back();
+    ImGuiTabBar* tab_bar = g.CurrentTabBar;
+    if (tab_bar == NULL)
+    {
+        IM_ASSERT(tab_bar && "Needs to be called between BeginTabBar() and EndTabBar()!");
+        return false; // FIXME-ERRORHANDLING
+    }
     bool ret = TabItemEx(tab_bar, label, p_open, flags, NULL);
     if (ret && !(flags & ImGuiTabItemFlags_NoPushId))
     {
@@ -6393,9 +6465,13 @@ void    ImGui::EndTabItem()
     if (g.CurrentWindow->SkipItems)
         return;
 
-    IM_ASSERT(g.CurrentTabBar.Size > 0 && "Needs to be called between BeginTabBar() and EndTabBar()!");
-    ImGuiTabBar* tab_bar = g.CurrentTabBar.back();
-    IM_ASSERT(tab_bar->LastTabItemIdx >= 0 && "Needs to be called between BeginTabItem() and EndTabItem()");
+    ImGuiTabBar* tab_bar = g.CurrentTabBar;
+    if (tab_bar == NULL)
+    {
+        IM_ASSERT(tab_bar != NULL && "Needs to be called between BeginTabBar() and EndTabBar()!");
+        return;
+    }
+    IM_ASSERT(tab_bar->LastTabItemIdx >= 0);
     ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx];
     if (!(tab->Flags & ImGuiTabItemFlags_NoPushId))
         g.CurrentWindow->IDStack.pop_back();
@@ -6650,10 +6726,10 @@ bool    ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
 void    ImGui::SetTabItemClosed(const char* label)
 {
     ImGuiContext& g = *GImGui;
-    bool is_within_manual_tab_bar = (g.CurrentTabBar.Size > 0) && !(g.CurrentTabBar.back()->Flags & ImGuiTabBarFlags_DockNode);
+    bool is_within_manual_tab_bar = g.CurrentTabBar && !(g.CurrentTabBar->Flags & ImGuiTabBarFlags_DockNode);
     if (is_within_manual_tab_bar)
     {
-        ImGuiTabBar* tab_bar = g.CurrentTabBar.back();
+        ImGuiTabBar* tab_bar = g.CurrentTabBar;
         IM_ASSERT(tab_bar->WantLayout);         // Needs to be called AFTER BeginTabBar() and BEFORE the first call to BeginTabItem()
         ImGuiID tab_id = TabBarCalcTabID(tab_bar, label);
         TabBarRemoveTab(tab_bar, tab_id);