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Merge branch 'master' into docking
# Conflicts: # examples/imgui_impl_opengl3.cpp # imgui_widgets.cpp
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@ -152,6 +152,7 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer
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#define IM_F32_TO_INT8_UNBOUND(_VAL) ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f))) // Unsaturated, for display purpose
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#define IM_F32_TO_INT8_SAT(_VAL) ((int)(ImSaturate(_VAL) * 255.0f + 0.5f)) // Saturated, always output 0..255
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#define IM_FLOOR(_VAL) ((float)(int)(_VAL)) // ImFloor() is not inlined in MSVC debug builds
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#define IM_ROUND(_VAL) ((float)(int)((_VAL) + 0.5f)) //
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// Debug Logging
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#ifndef IMGUI_DEBUG_LOG
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@ -274,8 +275,8 @@ static inline float ImSaturate(float f)
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static inline float ImLengthSqr(const ImVec2& lhs) { return lhs.x*lhs.x + lhs.y*lhs.y; }
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static inline float ImLengthSqr(const ImVec4& lhs) { return lhs.x*lhs.x + lhs.y*lhs.y + lhs.z*lhs.z + lhs.w*lhs.w; }
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static inline float ImInvLength(const ImVec2& lhs, float fail_value) { float d = lhs.x*lhs.x + lhs.y*lhs.y; if (d > 0.0f) return 1.0f / ImSqrt(d); return fail_value; }
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static inline float ImFloor(float f) { return (float)(int)f; }
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static inline ImVec2 ImFloor(const ImVec2& v) { return ImVec2((float)(int)v.x, (float)(int)v.y); }
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static inline float ImFloor(float f) { return (float)(int)(f); }
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static inline ImVec2 ImFloor(const ImVec2& v) { return ImVec2((float)(int)(v.x), (float)(int)(v.y)); }
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static inline int ImModPositive(int a, int b) { return (a + b) % b; }
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static inline float ImDot(const ImVec2& a, const ImVec2& b) { return a.x * b.x + a.y * b.y; }
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static inline ImVec2 ImRotate(const ImVec2& v, float cos_a, float sin_a) { return ImVec2(v.x * cos_a - v.y * sin_a, v.x * sin_a + v.y * cos_a); }
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@ -636,7 +637,7 @@ struct IMGUI_API ImGuiMenuColumns
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ImGuiMenuColumns();
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void Update(int count, float spacing, bool clear);
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float DeclColumns(float w0, float w1, float w2);
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float CalcExtraSpace(float avail_w);
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float CalcExtraSpace(float avail_w) const;
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};
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// Internal state of the currently focused/edited text input box
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