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	Begin: Shuffled some code, _should_ have no side-effect. Clear NextWindowData in one call and more consistently. (merged from viewport branch to minimize branch drift).
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								imgui.cpp
									
									
									
									
									
								
							
							
						
						
									
										70
									
								
								imgui.cpp
									
									
									
									
									
								
							@@ -5742,14 +5742,12 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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        {
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            SetWindowPos(window, g.NextWindowData.PosVal, g.NextWindowData.PosCond);
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        }
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        g.NextWindowData.PosCond = 0;
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    }
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    if (g.NextWindowData.SizeCond)
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    {
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        window_size_x_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.x > 0.0f);
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        window_size_y_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.y > 0.0f);
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        SetWindowSize(window, g.NextWindowData.SizeVal, g.NextWindowData.SizeCond);
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        g.NextWindowData.SizeCond = 0;
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    }
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    if (g.NextWindowData.ContentSizeCond)
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    {
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@@ -5757,22 +5755,15 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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        window->SizeContentsExplicit = g.NextWindowData.ContentSizeVal;
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        if (window->SizeContentsExplicit.y != 0.0f)
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            window->SizeContentsExplicit.y += window->TitleBarHeight() + window->MenuBarHeight();
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        g.NextWindowData.ContentSizeCond = 0;
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    }
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    else if (first_begin_of_the_frame)
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    {
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        window->SizeContentsExplicit = ImVec2(0.0f, 0.0f);
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    }
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    if (g.NextWindowData.CollapsedCond)
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    {
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        SetWindowCollapsed(window, g.NextWindowData.CollapsedVal, g.NextWindowData.CollapsedCond);
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        g.NextWindowData.CollapsedCond = 0;
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    }
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    if (g.NextWindowData.FocusCond)
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    {
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        SetWindowFocus();
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        g.NextWindowData.FocusCond = 0;
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    }
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        FocusWindow(window);
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    if (window->Appearing)
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        SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, false);
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@@ -5799,8 +5790,35 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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        window->LastFrameActive = current_frame;
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        window->IDStack.resize(1);
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        // Lock window rounding, border size and rounding so that altering the border sizes for children doesn't have side-effects.
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        window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding;
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        // UPDATE CONTENTS SIZE, UPDATE HIDDEN STATUS
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        // Update contents size from last frame for auto-fitting (or use explicit size)
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        window->SizeContents = CalcSizeContents(window);
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        if (window->HiddenFrames > 0)
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            window->HiddenFrames--;
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        // Hide new windows for one frame until they calculate their size
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        if (window_just_created && (!window_size_x_set_by_api || !window_size_y_set_by_api))
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            window->HiddenFrames = 1;
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        // Hide popup/tooltip window when re-opening while we measure size (because we recycle the windows)
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        // We reset Size/SizeContents for reappearing popups/tooltips early in this function, so further code won't be tempted to use the old size.
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        if (window_just_activated_by_user && (flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0)
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        {
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            window->HiddenFrames = 1;
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            if (flags & ImGuiWindowFlags_AlwaysAutoResize)
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            {
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                if (!window_size_x_set_by_api)
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                    window->Size.x = window->SizeFull.x = 0.f;
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                if (!window_size_y_set_by_api)
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                    window->Size.y = window->SizeFull.y = 0.f;
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                window->SizeContents = ImVec2(0.f, 0.f);
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            }
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        }
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        SetCurrentWindow(window);
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        // Lock border size and padding for the frame (so that altering them doesn't cause inconsistencies)
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        window->WindowBorderSize = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildBorderSize : ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupBorderSize : style.WindowBorderSize;
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        window->WindowPadding = style.WindowPadding;
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        if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & (ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_Popup)) && window->WindowBorderSize == 0.0f)
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@@ -5828,29 +5846,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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        // SIZE
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        // Update contents size from last frame for auto-fitting (unless explicitly specified)
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        window->SizeContents = CalcSizeContents(window);
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        // Hide popup/tooltip window when re-opening while we measure size (because we recycle the windows)
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        if (window->HiddenFrames > 0)
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            window->HiddenFrames--;
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        if (window_just_activated_by_user && (flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0)
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        {
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            window->HiddenFrames = 1;
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            if (flags & ImGuiWindowFlags_AlwaysAutoResize)
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            {
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                if (!window_size_x_set_by_api)
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                    window->Size.x = window->SizeFull.x = 0.f;
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                if (!window_size_y_set_by_api)
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                    window->Size.y = window->SizeFull.y = 0.f;
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                window->SizeContents = ImVec2(0.f, 0.f);
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            }
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        }
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        // Hide new windows for one frame until they calculate their size
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        if (window_just_created && (!window_size_x_set_by_api || !window_size_y_set_by_api))
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            window->HiddenFrames = 1;
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        // Calculate auto-fit size, handle automatic resize
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        const ImVec2 size_auto_fit = CalcSizeAutoFit(window, window->SizeContents);
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        ImVec2 size_full_modified(FLT_MAX, FLT_MAX);
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@@ -5934,6 +5929,9 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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        }
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        window->Pos = ImFloor(window->Pos);
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        // Lock window rounding for the frame (so that altering them doesn't cause inconsistencies)
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        window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding;
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        // Prepare for focus requests
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        window->FocusIdxAllRequestCurrent = (window->FocusIdxAllRequestNext == INT_MAX || window->FocusIdxAllCounter == -1) ? INT_MAX : (window->FocusIdxAllRequestNext + (window->FocusIdxAllCounter+1)) % (window->FocusIdxAllCounter+1);
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        window->FocusIdxTabRequestCurrent = (window->FocusIdxTabRequestNext == INT_MAX || window->FocusIdxTabCounter == -1) ? INT_MAX : (window->FocusIdxTabRequestNext + (window->FocusIdxTabCounter+1)) % (window->FocusIdxTabCounter+1);
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@@ -6225,7 +6223,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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        window->WriteAccessed = false;
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    window->BeginCount++;
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    g.NextWindowData.SizeConstraintCond = 0;
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    g.NextWindowData.Clear();
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    // Child window can be out of sight and have "negative" clip windows.
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    // Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar).
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