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Tab Bar: Further simplification of section/clip rect handling. (#3291)
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@ -1725,16 +1725,6 @@ struct ImGuiTabItem
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ImGuiTabItem() { ID = 0; Flags = ImGuiTabItemFlags_None; LastFrameVisible = LastFrameSelected = -1; NameOffset = -1; Offset = Width = ContentWidth = 0.0f; BeginOrder = -1; IndexDuringLayout = -1; WantClose = false; }
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};
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struct ImGuiTabBarSection
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{
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int TabStartIndex; // Index of first tab in this section.
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int TabCount; // Number of tabs in this section.
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float Width; // Sum of width of tabs in this section (after shrinking down)
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float Spacing; // Horizontal spacing at the end of the section.
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ImGuiTabBarSection(){ memset(this, 0, sizeof(*this)); }
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};
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// Storage for a tab bar (sizeof() 92~96 bytes)
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struct ImGuiTabBar
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{
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@ -1753,6 +1743,8 @@ struct ImGuiTabBar
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float ScrollingTarget;
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float ScrollingTargetDistToVisibility;
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float ScrollingSpeed;
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float ScrollingRectMinX;
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float ScrollingRectMaxX;
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ImGuiTabBarFlags Flags;
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ImGuiID ReorderRequestTabId;
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ImS8 ReorderRequestDir;
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@ -1762,7 +1754,6 @@ struct ImGuiTabBar
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bool TabsAddedNew; // Set to true when a new tab item or button has been added to the tab bar during last frame
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short LastTabItemIdx; // Index of last BeginTabItem() tab for use by EndTabItem()
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ImVec2 FramePadding; // style.FramePadding locked at the time of BeginTabBar()
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ImGuiTabBarSection Sections[3]; // Layout sections: Leading, Central, Trailing
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ImGuiTextBuffer TabsNames; // For non-docking tab bar we re-append names in a contiguous buffer.
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ImGuiTabBar();
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