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	NewFrame(): update activeid data and keyboard before mouse. Should have no side-effects! (So that later we can update Nav between Keyboard and Mouse) (#323)
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								imgui.cpp
									
									
									
									
									
								
							
							
						
						
									
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								imgui.cpp
									
									
									
									
									
								
							@@ -2095,7 +2095,22 @@ void ImGui::NewFrame()
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    g.RenderDrawData.CmdLists = NULL;
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    g.RenderDrawData.CmdListsCount = g.RenderDrawData.TotalVtxCount = g.RenderDrawData.TotalIdxCount = 0;
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    // Update inputs state
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    // Clear reference to active widget if the widget isn't alive anymore
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    g.HoveredIdPreviousFrame = g.HoveredId;
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    g.HoveredId = 0;
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    g.HoveredIdAllowOverlap = false;
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    if (!g.ActiveIdIsAlive && g.ActiveIdPreviousFrame == g.ActiveId && g.ActiveId != 0)
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        SetActiveID(0);
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    g.ActiveIdPreviousFrame = g.ActiveId;
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    g.ActiveIdIsAlive = false;
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    g.ActiveIdIsJustActivated = false;
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    // Update keyboard input state
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    memcpy(g.IO.KeysDownDurationPrev, g.IO.KeysDownDuration, sizeof(g.IO.KeysDownDuration));
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    for (int i = 0; i < IM_ARRAYSIZE(g.IO.KeysDown); i++)
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        g.IO.KeysDownDuration[i] = g.IO.KeysDown[i] ? (g.IO.KeysDownDuration[i] < 0.0f ? 0.0f : g.IO.KeysDownDuration[i] + g.IO.DeltaTime) : -1.0f;
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    // Update mouse input state
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    if (g.IO.MousePos.x < 0 && g.IO.MousePos.y < 0)
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        g.IO.MousePos = ImVec2(-9999.0f, -9999.0f);
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    if ((g.IO.MousePos.x < 0 && g.IO.MousePos.y < 0) || (g.IO.MousePosPrev.x < 0 && g.IO.MousePosPrev.y < 0))   // if mouse just appeared or disappeared (negative coordinate) we cancel out movement in MouseDelta
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@@ -2130,9 +2145,6 @@ void ImGui::NewFrame()
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            g.IO.MouseDragMaxDistanceSqr[i] = ImMax(g.IO.MouseDragMaxDistanceSqr[i], ImLengthSqr(g.IO.MousePos - g.IO.MouseClickedPos[i]));
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        }
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    }
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    memcpy(g.IO.KeysDownDurationPrev, g.IO.KeysDownDuration, sizeof(g.IO.KeysDownDuration));
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    for (int i = 0; i < IM_ARRAYSIZE(g.IO.KeysDown); i++)
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        g.IO.KeysDownDuration[i] = g.IO.KeysDown[i] ? (g.IO.KeysDownDuration[i] < 0.0f ? 0.0f : g.IO.KeysDownDuration[i] + g.IO.DeltaTime) : -1.0f;
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    // Calculate frame-rate for the user, as a purely luxurious feature
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    g.FramerateSecPerFrameAccum += g.IO.DeltaTime - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx];
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@@ -2140,16 +2152,6 @@ void ImGui::NewFrame()
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    g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame);
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    g.IO.Framerate = 1.0f / (g.FramerateSecPerFrameAccum / (float)IM_ARRAYSIZE(g.FramerateSecPerFrame));
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    // Clear reference to active widget if the widget isn't alive anymore
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    g.HoveredIdPreviousFrame = g.HoveredId;
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    g.HoveredId = 0;
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    g.HoveredIdAllowOverlap = false;
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    if (!g.ActiveIdIsAlive && g.ActiveIdPreviousFrame == g.ActiveId && g.ActiveId != 0)
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        SetActiveID(0);
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    g.ActiveIdPreviousFrame = g.ActiveId;
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    g.ActiveIdIsAlive = false;
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    g.ActiveIdIsJustActivated = false;
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    // Handle user moving window (at the beginning of the frame to avoid input lag or sheering). Only valid for root windows.
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    if (g.MovedWindowMoveId && g.MovedWindowMoveId == g.ActiveId)
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    {
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@@ -3276,8 +3278,7 @@ bool ImGui::IsAnyItemActive()
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bool ImGui::IsItemVisible()
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{
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    ImGuiWindow* window = GetCurrentWindowRead();
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    ImRect r(window->ClipRect);
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    return r.Overlaps(window->DC.LastItemRect);
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    return window->ClipRect.Overlaps(window->DC.LastItemRect);
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}
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// Allow last item to be overlapped by a subsequent item. Both may be activated during the same frame before the later one takes priority.
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