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	Trim trailing spaces
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		@@ -443,7 +443,7 @@ void ImGui::ShowTestWindow(bool* p_opened)
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            static char buf6[64] = ""; ImGui::InputText("\"imgui\" letters", buf6, 64, ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterImGuiLetters);
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            ImGui::Text("Password input");
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            static char bufpass[64] = "password123"; 
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            static char bufpass[64] = "password123";
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            ImGui::InputText("password", bufpass, 64, ImGuiInputTextFlags_Password | ImGuiInputTextFlags_CharsNoBlank);
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            ImGui::SameLine(); ShowHelpMarker("Display all characters as '*'.\nDisable clipboard cut and copy.\nDisable logging.\n");
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            ImGui::InputText("password (clear)", bufpass, 64, ImGuiInputTextFlags_CharsNoBlank);
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@@ -454,7 +454,7 @@ void ImGui::ShowTestWindow(bool* p_opened)
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        if (ImGui::TreeNode("Multi-line Text Input"))
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        {
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            static bool read_only = false;
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            static char text[1024*16] = 
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            static char text[1024*16] =
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                "/*\n"
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                " The Pentium F00F bug, shorthand for F0 0F C7 C8,\n"
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                " the hexadecimal encoding of one offending instruction,\n"
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@@ -816,7 +816,7 @@ void ImGui::ShowTestWindow(bool* p_opened)
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        if (ImGui::TreeNode("Widgets Width"))
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        {
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            static float f = 0.0f;
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            ImGui::Text("PushItemWidth(100)"); 
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            ImGui::Text("PushItemWidth(100)");
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            ImGui::SameLine(); ShowHelpMarker("Fixed width.");
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            ImGui::PushItemWidth(100);
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            ImGui::DragFloat("float##1", &f);
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@@ -996,8 +996,8 @@ void ImGui::ShowTestWindow(bool* p_opened)
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            // Tree
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            const float spacing = ImGui::GetStyle().ItemInnerSpacing.x;
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            ImGui::Button("Button##1"); 
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            ImGui::SameLine(0.0f, spacing); 
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            ImGui::Button("Button##1");
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            ImGui::SameLine(0.0f, spacing);
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            if (ImGui::TreeNode("Node##1")) { for (int i = 0; i < 6; i++) ImGui::BulletText("Item %d..", i); ImGui::TreePop(); }    // Dummy tree data
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            ImGui::AlignFirstTextHeightToWidgets();         // Vertically align text node a bit lower so it'll be vertically centered with upcoming widget. Otherwise you can use SmallButton (smaller fit).
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@@ -1006,8 +1006,8 @@ void ImGui::ShowTestWindow(bool* p_opened)
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            if (tree_opened) { for (int i = 0; i < 6; i++) ImGui::BulletText("Item %d..", i); ImGui::TreePop(); }   // Dummy tree data
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            // Bullet
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            ImGui::Button("Button##3"); 
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            ImGui::SameLine(0.0f, spacing); 
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            ImGui::Button("Button##3");
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            ImGui::SameLine(0.0f, spacing);
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            ImGui::BulletText("Bullet text");
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            ImGui::AlignFirstTextHeightToWidgets();
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@@ -1086,7 +1086,7 @@ void ImGui::ShowTestWindow(bool* p_opened)
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            ImGui::PopStyleVar(2);
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            float scroll_x_delta = 0.0f;
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            ImGui::SmallButton("<<"); if (ImGui::IsItemActive()) scroll_x_delta = -ImGui::GetIO().DeltaTime * 1000.0f;
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            ImGui::SameLine(); ImGui::Text("Scroll from code"); ImGui::SameLine(); 
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            ImGui::SameLine(); ImGui::Text("Scroll from code"); ImGui::SameLine();
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            ImGui::SmallButton(">>"); if (ImGui::IsItemActive()) scroll_x_delta = +ImGui::GetIO().DeltaTime * 1000.0f;
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            if (scroll_x_delta != 0.0f)
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            {
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@@ -1181,7 +1181,7 @@ void ImGui::ShowTestWindow(bool* p_opened)
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            ImGui::Spacing();
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            ImGui::TextWrapped("Below we are testing adding menu items to a regular window. It's rather unusual but should work!");
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            ImGui::Separator();
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            // NB: As a quirk in this very specific example, we want to differentiate the parent of this menu from the parent of the various popup menus above. 
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            // NB: As a quirk in this very specific example, we want to differentiate the parent of this menu from the parent of the various popup menus above.
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            // To do so we are encloding the items in a PushID()/PopID() block to make them two different menusets. If we don't, opening any popup above and hovering our menu here
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            // would open it. This is because once a menu is active, we allow to switch to a sibling menu by just hovering on it, which is the desired behavior for regular menus.
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            ImGui::PushID("foo");
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@@ -1396,7 +1396,7 @@ void ImGui::ShowTestWindow(bool* p_opened)
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        ImGui::SameLine(); ShowHelpMarker("NB: Tree node must be poped before ending the cell.\nThere's no storage of state per-cell.");
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        if (node_opened)
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        {
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            ImGui::Columns(2, "tree items"); 
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            ImGui::Columns(2, "tree items");
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            ImGui::Separator();
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            if (ImGui::TreeNode("Hello")) { ImGui::BulletText("Sailor"); ImGui::TreePop(); } ImGui::NextColumn();
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            if (ImGui::TreeNode("Bonjour")) { ImGui::BulletText("Marin"); ImGui::TreePop(); } ImGui::NextColumn();
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@@ -1513,7 +1513,7 @@ void ImGui::ShowTestWindow(bool* p_opened)
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            ImGui::Button("Holding me clears the\nthe keyboard capture flag");
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            if (ImGui::IsItemActive())
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                ImGui::CaptureKeyboardFromApp(false);
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            ImGui::TreePop();
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        }
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@@ -1798,7 +1798,7 @@ static void ShowExampleAppCustomRendering(bool* opened)
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    ImGui::Text("Primitives");
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    static float sz = 36.0f;
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    static ImVec4 col = ImVec4(1.0f,1.0f,0.4f,1.0f);
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    ImGui::DragFloat("Size", &sz, 0.2f, 2.0f, 72.0f, "%.0f"); 
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    ImGui::DragFloat("Size", &sz, 0.2f, 2.0f, 72.0f, "%.0f");
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    ImGui::ColorEdit3("Color", &col.x);
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    {
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        const ImVec2 p = ImGui::GetCursorScreenPos();
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@@ -2305,7 +2305,7 @@ static void ShowExampleAppPropertyEditor(bool* opened)
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            ImGui::AlignFirstTextHeightToWidgets();
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            ImGui::Text("my sailor is rich");
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            ImGui::NextColumn();
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            if (opened) 
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            if (opened)
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            {
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                static float dummy_members[8] = { 0.0f,0.0f,1.0f,3.1416f,100.0f,999.0f };
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                for (int i = 0; i < 8; i++)
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@@ -2338,7 +2338,7 @@ static void ShowExampleAppPropertyEditor(bool* opened)
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                ImGui::TreePop();
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            }
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            ImGui::PopID();
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        }                
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        }
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    };
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    // Iterate dummy objects with dummy members (all the same data)
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