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	Merge branch 'master' into docking
# Conflicts: # docs/CHANGELOG.txt # examples/imgui_impl_opengl3.cpp # imgui.cpp
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								imgui.h
									
									
									
									
									
								
							@@ -480,7 +480,7 @@ namespace ImGui
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    IMGUI_API bool          VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, float power = 1.0f);
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    // Widgets: Input with Keyboard
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    // - If you want to use InputText() with a dynamic string type such as std::string or your own, see misc/cpp/imgui_stdlib.h
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    // - If you want to use InputText() with std::string or any custom dynamic string type, see misc/cpp/imgui_stdlib.h and comments in imgui_demo.cpp.
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    // - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc.
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    IMGUI_API bool          InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
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    IMGUI_API bool          InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size = ImVec2(0,0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
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@@ -707,7 +707,7 @@ namespace ImGui
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    // - For 'int user_key_index' you can use your own indices/enums according to how your backend/engine stored them in io.KeysDown[].
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    // - We don't know the meaning of those value. You can use GetKeyIndex() to map a ImGuiKey_ value into the user index.
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    IMGUI_API int           GetKeyIndex(ImGuiKey imgui_key);                                    // map ImGuiKey_* values into user's key index. == io.KeyMap[key]
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    IMGUI_API bool          IsKeyDown(int user_key_index);                                      // is key being held. == io.KeysDown[user_key_index]. 
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    IMGUI_API bool          IsKeyDown(int user_key_index);                                      // is key being held. == io.KeysDown[user_key_index].
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    IMGUI_API bool          IsKeyPressed(int user_key_index, bool repeat = true);               // was key pressed (went from !Down to Down)? if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate
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    IMGUI_API bool          IsKeyReleased(int user_key_index);                                  // was key released (went from Down to !Down)?
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    IMGUI_API int           GetKeyPressedAmount(int key_index, float repeat_delay, float rate); // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate
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@@ -1252,7 +1252,7 @@ enum ImGuiColorEditFlags_
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#endif
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};
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// Identify a mouse button. 
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// Identify a mouse button.
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// Those values are guaranteed to be stable and we frequently use 0/1 directly. Named enums provided for convenience.
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enum ImGuiMouseButton_
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{
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@@ -1284,7 +1284,7 @@ enum ImGuiMouseCursor_
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#endif
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};
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// Enumateration for ImGui::SetWindow***(), SetNextWindow***(), SetNextItem***() functions
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// Enumeration for ImGui::SetWindow***(), SetNextWindow***(), SetNextItem***() functions
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// Represent a condition.
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// Important: Treat as a regular enum! Do NOT combine multiple values using binary operators! All the functions above treat 0 as a shortcut to ImGuiCond_Always.
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enum ImGuiCond_
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@@ -1824,9 +1824,13 @@ struct ImGuiStorage
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// - Step 3: the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd), advance the cursor to the end of the list and then returns 'false' to end the loop.
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struct ImGuiListClipper
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{
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    float   StartPosY;
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    int     DisplayStart, DisplayEnd;
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    int     ItemsCount;
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    // [Internal]
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    int     StepNo;
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    float   ItemsHeight;
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    int     ItemsCount, StepNo, DisplayStart, DisplayEnd;
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    float   StartPosY;
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    // items_count:  Use -1 to ignore (you can call Begin later). Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step).
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    // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing().
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