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	Merge branch 'master' into docking
# Conflicts: # imgui.cpp # imgui_internal.h
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							@@ -292,7 +292,7 @@ namespace ImGui
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    IMGUI_API void          SetWindowSize(const ImVec2& size, ImGuiCond cond = 0);                      // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0,0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects.
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    IMGUI_API void          SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0);                     // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().
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    IMGUI_API void          SetWindowFocus();                                                           // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus().
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    IMGUI_API void          SetWindowFontScale(float scale);                                            // set font scale. Adjust IO.FontGlobalScale if you want to scale all windows
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    IMGUI_API void          SetWindowFontScale(float scale);                                            // set font scale. Adjust IO.FontGlobalScale if you want to scale all windows. This is an old API! For correct scaling, prefer to reload font + rebuild ImFontAtlas + call style.ScaleAllSizes().
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    IMGUI_API void          SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0);      // set named window position.
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    IMGUI_API void          SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond = 0);    // set named window size. set axis to 0.0f to force an auto-fit on this axis.
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    IMGUI_API void          SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0);   // set named window collapsed state
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@@ -1705,7 +1705,7 @@ struct ImGuiTextFilter
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struct ImGuiTextBuffer
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{
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    ImVector<char>      Buf;
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    static char         EmptyString[1];
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    IMGUI_API static char EmptyString[1];
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    ImGuiTextBuffer()   { }
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    inline char         operator[](int i)       { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; }
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