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IsWindowFocused(): oops, that was bound to happen with loosely typed enums (this is sort of why I made both values identical - no direct side effects).
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8b59ed0708
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@ -5521,13 +5521,13 @@ bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags)
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ImGuiContext& g = *GImGui;
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ImGuiContext& g = *GImGui;
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IM_ASSERT(g.CurrentWindow); // Not inside a Begin()/End()
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IM_ASSERT(g.CurrentWindow); // Not inside a Begin()/End()
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switch (flags & (ImGuiFocusedFlags_RootWindow | ImGuiHoveredFlags_ChildWindows))
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switch (flags & (ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows))
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{
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{
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case ImGuiFocusedFlags_RootWindow | ImGuiHoveredFlags_ChildWindows:
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case ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows:
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return g.NavWindow && g.CurrentWindow->RootWindow == g.NavWindow->RootWindow;
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return g.NavWindow && g.CurrentWindow->RootWindow == g.NavWindow->RootWindow;
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case ImGuiFocusedFlags_RootWindow:
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case ImGuiFocusedFlags_RootWindow:
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return g.CurrentWindow->RootWindow == g.NavWindow;
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return g.CurrentWindow->RootWindow == g.NavWindow;
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case ImGuiHoveredFlags_ChildWindows:
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case ImGuiFocusedFlags_ChildWindows:
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return g.NavWindow && IsWindowChildOf(g.NavWindow, g.CurrentWindow);
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return g.NavWindow && IsWindowChildOf(g.NavWindow, g.CurrentWindow);
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default:
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default:
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return g.CurrentWindow == g.NavWindow;
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return g.CurrentWindow == g.NavWindow;
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