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Merge branch 'master' into docking
# Conflicts: # backends/imgui_impl_sdl3.cpp # imgui.cpp
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@@ -26,7 +26,8 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2024-07-18: Update for SDL3 api changes: SDL_GetClipboardText() string ownership change. (#7801)
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// 2024-07-22: Update for SDL3 api changes: SDL_GetGamepads() memory ownership change. (#7807)
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// 2024-07-18: Update for SDL3 api changes: SDL_GetClipboardText() memory ownership change. (#7801)
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// 2024-07-15: Update for SDL3 api changes: SDL_GetProperty() change to SDL_GetPointerProperty(). (#7794)
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// 2024-07-02: Update for SDL3 api changes: SDLK_x renames and SDLK_KP_x removals (#7761, #7762).
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// 2024-07-01: Update for SDL3 api changes: SDL_SetTextInputRect() changed to SDL_SetTextInputArea().
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@@ -733,7 +734,7 @@ static void ImGui_ImplSDL3_UpdateGamepads()
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{
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ImGui_ImplSDL3_CloseGamepads();
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int sdl_gamepads_count = 0;
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SDL_JoystickID* sdl_gamepads = SDL_GetGamepads(&sdl_gamepads_count);
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const SDL_JoystickID* sdl_gamepads = SDL_GetGamepads(&sdl_gamepads_count);
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for (int n = 0; n < sdl_gamepads_count; n++)
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if (SDL_Gamepad* gamepad = SDL_OpenGamepad(sdl_gamepads[n]))
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{
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@@ -741,7 +742,6 @@ static void ImGui_ImplSDL3_UpdateGamepads()
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if (bd->GamepadMode == ImGui_ImplSDL3_GamepadMode_AutoFirst)
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break;
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}
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SDL_free(sdl_gamepads);
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bd->WantUpdateGamepadsList = false;
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}
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