Internal: InputTextEx: tweaked a bit of code (should be a no-op)
diff --git a/imgui.cpp b/imgui.cpp
index 4e95e01..7bf2bf5 100644
--- a/imgui.cpp
+++ b/imgui.cpp
@@ -4303,7 +4303,7 @@
 }
 
 // Calculate text size. Text can be multi-line. Optionally ignore text after a ## marker.
-// CalcTextSize("") should return ImVec2(0.0f, GImGui->FontSize)
+// CalcTextSize("") should return ImVec2(0.0f, g.FontSize)
 ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_text_after_double_hash, float wrap_width)
 {
     ImGuiContext& g = *GImGui;
diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp
index d6631a1..1561c15 100644
--- a/imgui_widgets.cpp
+++ b/imgui_widgets.cpp
@@ -3404,11 +3404,14 @@
         BeginGroup();
     const ImGuiID id = window->GetID(label);
     const ImVec2 label_size = CalcTextSize(label, NULL, true);
-    ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), (is_multiline ? g.FontSize * 8.0f : label_size.y) + style.FramePadding.y*2.0f); // Arbitrary default of 8 lines high for multi-line
-    const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + size);
-    const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? (style.ItemInnerSpacing.x + label_size.x) : 0.0f, 0.0f));
+    const ImVec2 frame_size = CalcItemSize(size_arg, CalcItemWidth(), (is_multiline ? g.FontSize * 8.0f : label_size.y) + style.FramePadding.y*2.0f); // Arbitrary default of 8 lines high for multi-line
+    const ImVec2 total_size = ImVec2(frame_size.x + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), frame_size.y);
+
+    const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size);
+    const ImRect total_bb(frame_bb.Min, frame_bb.Min + total_size);
 
     ImGuiWindow* draw_window = window;
+    ImVec2 inner_size = frame_size;
     if (is_multiline)
     {
         if (!ItemAdd(total_bb, id, &frame_bb))
@@ -3423,9 +3426,9 @@
             EndGroup();
             return false;
         }
-        draw_window = GetCurrentWindow();
+        draw_window = g.CurrentWindow; // Child window
         draw_window->DC.NavLayerActiveMaskNext |= draw_window->DC.NavLayerCurrentMask; // This is to ensure that EndChild() will display a navigation highlight
-        size.x -= draw_window->ScrollbarSizes.x;
+        inner_size.x -= draw_window->ScrollbarSizes.x;
     }
     else
     {
@@ -3914,7 +3917,7 @@
         RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);
     }
 
-    const ImVec4 clip_rect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + size.x, frame_bb.Min.y + size.y); // Not using frame_bb.Max because we have adjusted size
+    const ImVec4 clip_rect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + inner_size.x, frame_bb.Min.y + inner_size.y); // Not using frame_bb.Max because we have adjusted size
     ImVec2 draw_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding;
     ImVec2 text_size(0.0f, 0.0f);
 
@@ -3995,7 +3998,7 @@
 
             // Store text height (note that we haven't calculated text width at all, see GitHub issues #383, #1224)
             if (is_multiline)
-                text_size = ImVec2(size.x, line_count * g.FontSize);
+                text_size = ImVec2(inner_size.x, line_count * g.FontSize);
         }
 
         // Scroll
@@ -4004,11 +4007,11 @@
             // Horizontal scroll in chunks of quarter width
             if (!(flags & ImGuiInputTextFlags_NoHorizontalScroll))
             {
-                const float scroll_increment_x = size.x * 0.25f;
+                const float scroll_increment_x = inner_size.x * 0.25f;
                 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 if (cursor_offset.x - inner_size.x >= state->ScrollX)
+                    state->ScrollX = (float)(int)(cursor_offset.x - inner_size.x + scroll_increment_x);
             }
             else
             {
@@ -4021,8 +4024,8 @@
                 float scroll_y = draw_window->Scroll.y;
                 if (cursor_offset.y - g.FontSize < scroll_y)
                     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;
+                else if (cursor_offset.y - inner_size.y >= scroll_y)
+                    scroll_y = cursor_offset.y - inner_size.y;
                 draw_pos.y += (draw_window->Scroll.y - scroll_y);   // Manipulate cursor pos immediately avoid a frame of lag
                 draw_window->Scroll.y = scroll_y;
             }
@@ -4093,7 +4096,7 @@
     {
         // Render text only (no selection, no cursor)
         if (is_multiline)
-            text_size = ImVec2(size.x, InputTextCalcTextLenAndLineCount(buf_display, &buf_display_end) * g.FontSize); // We don't need width
+            text_size = ImVec2(inner_size.x, InputTextCalcTextLenAndLineCount(buf_display, &buf_display_end) * g.FontSize); // We don't need width
         else if (!is_displaying_hint && g.ActiveId == id)
             buf_display_end = buf_display + state->CurLenA;
         else if (!is_displaying_hint)