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	Internals: Various renaming. e.g. NewFrameUpdateHoveredWindowAndCaptureFlags() to UpdateHoveredWindowAndCaptureFlags() + exposed UpdateMovingWindow() in imgui_internal.h.
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								imgui.cpp
									
									
									
									
									
								
							@@ -441,7 +441,7 @@
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    Note: The 'io.WantCaptureMouse' is more accurate that any attempt to "check if the mouse is hovering a window" (don't do that!).
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     It handle mouse dragging correctly (both dragging that started over your application or over an imgui window) and handle e.g. modal windows blocking inputs.
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     Those flags are updated by ImGui::NewFrame(). Preferably read the flags after calling NewFrame() if you can afford it, but reading them before is also
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     perfectly fine, as the bool toggle fairly rarely. If you have on a touch device, you might find use for an early call to NewFrameUpdateHoveredWindowAndCaptureFlags().
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     perfectly fine, as the bool toggle fairly rarely. If you have on a touch device, you might find use for an early call to UpdateHoveredWindowAndCaptureFlags().
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    Note: Text input widget releases focus on "Return KeyDown", so the subsequent "Return KeyUp" event that your application receive will typically
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     have 'io.WantCaptureKeyboard=false'. Depending on your application logic it may or not be inconvenient. You might want to track which key-downs
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     were targeted for Dear ImGui, e.g. with an array of bool, and filter out the corresponding key-ups.)
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@@ -855,7 +855,6 @@ static void             NavUpdate();
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static void             NavUpdateWindowing();
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static void             NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, const ImGuiID id);
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static void             UpdateMovingWindow();
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static void             UpdateMouseInputs();
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static void             UpdateManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4]);
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static void             FocusFrontMostActiveWindow(ImGuiWindow* ignore_window);
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@@ -2070,7 +2069,7 @@ ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name)
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    CollapseToggleWanted = false;
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    SkipItems = false;
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    Appearing = false;
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    CloseButton = false;
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    HasCloseButton = false;
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    BeginOrderWithinParent = -1;
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    BeginOrderWithinContext = -1;
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    BeginCount = 0;
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@@ -3503,7 +3502,7 @@ static void ImGui::NavUpdate()
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#endif
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}
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static void ImGui::UpdateMovingWindow()
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void ImGui::UpdateMovingWindow()
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{
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    ImGuiContext& g = *GImGui;
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    if (g.MovingWindow != NULL)
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@@ -3592,7 +3591,7 @@ static void ImGui::UpdateMouseInputs()
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}
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// The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app)
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void ImGui::NewFrameUpdateHoveredWindowAndCaptureFlags()
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void ImGui::UpdateHoveredWindowAndCaptureFlags()
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{
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    ImGuiContext& g = *GImGui;
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@@ -3763,7 +3762,7 @@ void ImGui::NewFrame()
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    // Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering)
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    UpdateMovingWindow();
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    NewFrameUpdateHoveredWindowAndCaptureFlags();
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    UpdateHoveredWindowAndCaptureFlags();
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    if (GetFrontMostPopupModal() != NULL)
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        g.ModalWindowDarkeningRatio = ImMin(g.ModalWindowDarkeningRatio + g.IO.DeltaTime * 6.0f, 1.0f);
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@@ -6030,7 +6029,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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        window_just_activated_by_user |= (window != popup_ref.Window);
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    }
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    window->Appearing = (window_just_activated_by_user || window_just_appearing_after_hidden_for_resize);
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    window->CloseButton = (p_open != NULL);
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    window->HasCloseButton = (p_open != NULL);
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    if (window->Appearing)
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        SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true);
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