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	Viewports: fix/amend dcb6335 to (1) avoid refocusing when focus action was actionned from a click within imgui boundaries and (2) restore a null focus as well. (#6299)
				
					
				
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								imgui.cpp
									
									
									
									
									
								
							@@ -13916,13 +13916,21 @@ static void ImGui::UpdateViewportsNewFrame()
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                focused_viewport->LastFocusedStampCount = ++g.ViewportFocusedStampCount;
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					                focused_viewport->LastFocusedStampCount = ++g.ViewportFocusedStampCount;
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            g.PlatformLastFocusedViewportId = focused_viewport->ID;
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					            g.PlatformLastFocusedViewportId = focused_viewport->ID;
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            // Focus associated dear imgui window (#6299)
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					            // Focus associated dear imgui window if focus didn't happen with a click within imgui boundaries (#6299)
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            // FIXME: perhaps 'FocusTopMostWindowUnderOne()' can handle both cases?
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					            // e.g. Clicking platform title bar.
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            if (focused_viewport->Window != NULL)
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					            // FIXME: perhaps 'FocusTopMostWindowUnderOne()' can handle the 'focused_window->Window != NULL' case as well.
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                FocusWindow(NavRestoreLastChildNavWindow(focused_viewport->Window));
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					            if (!IsAnyMouseDown())
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            else
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					            {
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                FocusTopMostWindowUnderOne(NULL, NULL, focused_viewport);
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					                if (focused_viewport->Window != NULL)
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					                    FocusWindow(NavRestoreLastChildNavWindow(focused_viewport->Window));
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					                else if (focused_viewport->LastFocusedHadNavWindow)
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					                    FocusTopMostWindowUnderOne(NULL, NULL, focused_viewport);
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					                else
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					                    FocusWindow(NULL);
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					            }
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        }
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					        }
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					        if (focused_viewport)
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					            focused_viewport->LastFocusedHadNavWindow = (g.NavWindow != NULL) && (g.NavWindow->Viewport == focused_viewport);
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    }
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					    }
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    // Create/update main viewport with current platform position.
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					    // Create/update main viewport with current platform position.
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@@ -1738,6 +1738,7 @@ struct ImGuiViewportP : public ImGuiViewport
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    ImVec2              LastPos;
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					    ImVec2              LastPos;
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    float               Alpha;                  // Window opacity (when dragging dockable windows/viewports we make them transparent)
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					    float               Alpha;                  // Window opacity (when dragging dockable windows/viewports we make them transparent)
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    float               LastAlpha;
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					    float               LastAlpha;
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					    bool                LastFocusedHadNavWindow;// Instead of maintaining a LastFocusedWindow (which may harder to correctly maintain), we merely store weither NavWindow != NULL last time the viewport was focused.
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    short               PlatformMonitor;
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					    short               PlatformMonitor;
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    int                 DrawListsLastFrame[2];  // Last frame number the background (0) and foreground (1) draw lists were used
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					    int                 DrawListsLastFrame[2];  // Last frame number the background (0) and foreground (1) draw lists were used
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    ImDrawList*         DrawLists[2];           // Convenience background (0) and foreground (1) draw lists. We use them to draw software mouser cursor when io.MouseDrawCursor is set and to draw most debug overlays.
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					    ImDrawList*         DrawLists[2];           // Convenience background (0) and foreground (1) draw lists. We use them to draw software mouser cursor when io.MouseDrawCursor is set and to draw most debug overlays.
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@@ -1751,7 +1752,7 @@ struct ImGuiViewportP : public ImGuiViewport
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    ImVec2              BuildWorkOffsetMin;     // Work Area: Offset being built during current frame. Generally >= 0.0f.
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					    ImVec2              BuildWorkOffsetMin;     // Work Area: Offset being built during current frame. Generally >= 0.0f.
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    ImVec2              BuildWorkOffsetMax;     // Work Area: Offset being built during current frame. Generally <= 0.0f.
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					    ImVec2              BuildWorkOffsetMax;     // Work Area: Offset being built during current frame. Generally <= 0.0f.
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    ImGuiViewportP()                    { Window = NULL; Idx = -1; LastFrameActive = DrawListsLastFrame[0] = DrawListsLastFrame[1] = LastFocusedStampCount = -1; LastNameHash = 0; Alpha = LastAlpha = 1.0f; PlatformMonitor = -1; Window = NULL; DrawLists[0] = DrawLists[1] = NULL; LastPlatformPos = LastPlatformSize = LastRendererSize = ImVec2(FLT_MAX, FLT_MAX); }
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					    ImGuiViewportP()                    { Window = NULL; Idx = -1; LastFrameActive = DrawListsLastFrame[0] = DrawListsLastFrame[1] = LastFocusedStampCount = -1; LastNameHash = 0; Alpha = LastAlpha = 1.0f; LastFocusedHadNavWindow = false; PlatformMonitor = -1; Window = NULL; DrawLists[0] = DrawLists[1] = NULL; LastPlatformPos = LastPlatformSize = LastRendererSize = ImVec2(FLT_MAX, FLT_MAX); }
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    ~ImGuiViewportP()                   { if (DrawLists[0]) IM_DELETE(DrawLists[0]); if (DrawLists[1]) IM_DELETE(DrawLists[1]); }
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					    ~ImGuiViewportP()                   { if (DrawLists[0]) IM_DELETE(DrawLists[0]); if (DrawLists[1]) IM_DELETE(DrawLists[1]); }
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    void    ClearRequestFlags()         { PlatformRequestClose = PlatformRequestMove = PlatformRequestResize = false; }
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					    void    ClearRequestFlags()         { PlatformRequestClose = PlatformRequestMove = PlatformRequestResize = false; }
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