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Merge branch 'master' into docking
# Conflicts: # backends/imgui_impl_dx10.cpp # backends/imgui_impl_dx11.cpp # backends/imgui_impl_dx12.cpp # backends/imgui_impl_dx9.cpp # backends/imgui_impl_metal.h # backends/imgui_impl_metal.mm # backends/imgui_impl_opengl2.cpp # backends/imgui_impl_opengl3.cpp # backends/imgui_impl_sdl3.cpp # backends/imgui_impl_sdlgpu3.cpp # backends/imgui_impl_sdlrenderer2.cpp # backends/imgui_impl_sdlrenderer2.h # backends/imgui_impl_vulkan.cpp # imgui.cpp
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@@ -785,8 +785,8 @@ static void ImGui_ImplSDL3_UpdateMouseData()
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if (!(io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable))
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{
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SDL_GetWindowPosition(focused_window, &window_x, &window_y);
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mouse_x -= window_x;
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mouse_y -= window_y;
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mouse_x -= (float)window_x;
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mouse_y -= (float)window_y;
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}
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io.AddMousePosEvent(mouse_x, mouse_y);
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}
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@@ -1014,7 +1014,7 @@ void ImGui_ImplSDL3_NewFrame()
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Uint64 current_time = SDL_GetPerformanceCounter();
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if (current_time <= bd->Time)
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current_time = bd->Time + 1;
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io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f);
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io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / (double)frequency) : (float)(1.0f / 60.0f);
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bd->Time = current_time;
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if (bd->MousePendingLeaveFrame && bd->MousePendingLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0)
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