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Tweak
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@ -4338,7 +4338,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true);
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// Parent window is latched only on the first call to Begin() of the frame, so further append-calls can be done from a different window stack
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ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)) && !g.CurrentWindowStack.empty() ? g.CurrentWindowStack.back() : NULL) : window->ParentWindow;
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ImGuiWindow* parent_window_in_stack = g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back();
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ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)) ? parent_window_in_stack : NULL) : window->ParentWindow;
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IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow));
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// Add to stack
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@ -4559,7 +4560,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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// This is how we end up with child menus appearing (most-commonly) on the right of the parent menu.
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IM_ASSERT(window_pos_set_by_api);
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float horizontal_overlap = style.ItemSpacing.x; // We want some overlap to convey the relative depth of each popup (currently the amount of overlap it is hard-coded to style.ItemSpacing.x, may need to introduce another style value).
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ImGuiWindow* parent_menu = g.CurrentWindowStack[g.CurrentWindowStack.Size - 2];
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ImGuiWindow* parent_menu = parent_window_in_stack;
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ImRect rect_to_avoid;
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if (parent_menu->DC.MenuBarAppending)
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rect_to_avoid = ImRect(-FLT_MAX, parent_menu->Pos.y + parent_menu->TitleBarHeight(), FLT_MAX, parent_menu->Pos.y + parent_menu->TitleBarHeight() + parent_menu->MenuBarHeight());
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