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Merge branch 'master' into docking
# Conflicts: # backends/imgui_impl_dx9.cpp # backends/imgui_impl_metal.mm # backends/imgui_impl_opengl2.cpp # backends/imgui_impl_opengl3.cpp # backends/imgui_impl_sdlgpu3.cpp # imgui.cpp # imgui_internal.h # imgui_widgets.cpp
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@@ -1049,7 +1049,6 @@ enum ImGuiButtonFlagsPrivate_
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ImGuiButtonFlags_PressedOnDragDropHold = 1 << 9, // return true when held into while we are drag and dropping another item (used by e.g. tree nodes, collapsing headers)
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//ImGuiButtonFlags_Repeat = 1 << 10, // hold to repeat -> use ImGuiItemFlags_ButtonRepeat instead.
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ImGuiButtonFlags_FlattenChildren = 1 << 11, // allow interactions even if a child window is overlapping
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ImGuiButtonFlags_AllowOverlap = 1 << 12, // require previous frame HoveredId to either match id or be null before being usable.
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//ImGuiButtonFlags_DontClosePopups = 1 << 13, // disable automatically closing parent popup on press
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//ImGuiButtonFlags_Disabled = 1 << 14, // disable interactions -> use BeginDisabled() or ImGuiItemFlags_Disabled
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ImGuiButtonFlags_AlignTextBaseLine = 1 << 15, // vertically align button to match text baseline - ButtonEx() only // FIXME: Should be removed and handled by SmallButton(), not possible currently because of DC.CursorPosPrevLine
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@@ -1270,6 +1269,7 @@ struct IMGUI_API ImGuiInputTextState
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void OnKeyPressed(int key); // Cannot be inline because we call in code in stb_textedit.h implementation
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void OnCharPressed(unsigned int c);
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float GetPreferredOffsetX() const;
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const char* GetText() { return TextA.Data ? TextA.Data : ""; }
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// Cursor & Selection
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void CursorAnimReset();
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@@ -2139,7 +2139,7 @@ struct ImGuiViewportP : public ImGuiViewport
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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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int BgFgDrawListsLastFrame[2]; // Last frame number the background (0) and foreground (1) draw lists were used
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float BgFgDrawListsLastTimeActive[2]; // Last frame number the background (0) and foreground (1) draw lists were used
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ImDrawList* BgFgDrawLists[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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ImDrawData DrawDataP;
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ImDrawDataBuilder DrawDataBuilder; // Temporary data while building final ImDrawData
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@@ -2156,7 +2156,7 @@ struct ImGuiViewportP : public ImGuiViewport
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ImVec2 BuildWorkInsetMin; // Work Area inset accumulator for current frame, to become next frame's WorkInset
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ImVec2 BuildWorkInsetMax; // "
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ImGuiViewportP() { Window = NULL; Idx = -1; LastFrameActive = BgFgDrawListsLastFrame[0] = BgFgDrawListsLastFrame[1] = LastFocusedStampCount = -1; LastNameHash = 0; Alpha = LastAlpha = 1.0f; LastFocusedHadNavWindow = false; PlatformMonitor = -1; BgFgDrawLists[0] = BgFgDrawLists[1] = NULL; LastPlatformPos = LastPlatformSize = LastRendererSize = ImVec2(FLT_MAX, FLT_MAX); }
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ImGuiViewportP() { Window = NULL; Idx = -1; LastFrameActive = LastFocusedStampCount = -1; BgFgDrawListsLastTimeActive[0] = BgFgDrawListsLastTimeActive[1] = -1.0f; LastNameHash = 0; Alpha = LastAlpha = 1.0f; LastFocusedHadNavWindow = false; PlatformMonitor = -1; BgFgDrawLists[0] = BgFgDrawLists[1] = NULL; LastPlatformPos = LastPlatformSize = LastRendererSize = ImVec2(FLT_MAX, FLT_MAX); }
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~ImGuiViewportP() { if (BgFgDrawLists[0]) IM_DELETE(BgFgDrawLists[0]); if (BgFgDrawLists[1]) IM_DELETE(BgFgDrawLists[1]); }
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void ClearRequestFlags() { PlatformRequestClose = PlatformRequestMove = PlatformRequestResize = false; }
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