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Merge branch 'master' into navigation
# Conflicts: # imgui.cpp # imgui_demo.cpp
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@ -485,6 +485,7 @@ struct ImGuiNextWindowData
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ImGuiCond CollapsedCond;
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ImGuiCond SizeConstraintCond;
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ImGuiCond FocusCond;
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ImGuiCond BgAlphaCond;
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ImVec2 PosVal;
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ImVec2 PosPivotVal;
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ImVec2 SizeVal;
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@ -493,21 +494,23 @@ struct ImGuiNextWindowData
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ImRect SizeConstraintRect; // Valid if 'SetNextWindowSizeConstraint' is true
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ImGuiSizeCallback SizeCallback;
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void* SizeCallbackUserData;
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float BgAlphaVal;
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ImGuiNextWindowData()
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{
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PosCond = SizeCond = ContentSizeCond = CollapsedCond = SizeConstraintCond = FocusCond = 0;
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PosCond = SizeCond = ContentSizeCond = CollapsedCond = SizeConstraintCond = FocusCond = BgAlphaCond = 0;
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PosVal = PosPivotVal = SizeVal = ImVec2(0.0f, 0.0f);
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ContentSizeVal = ImVec2(0.0f, 0.0f);
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CollapsedVal = false;
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SizeConstraintRect = ImRect();
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SizeCallback = NULL;
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SizeCallbackUserData = NULL;
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BgAlphaVal = FLT_MAX;
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}
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void Clear()
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{
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PosCond = SizeCond = ContentSizeCond = CollapsedCond = SizeConstraintCond = FocusCond = 0;
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PosCond = SizeCond = ContentSizeCond = CollapsedCond = SizeConstraintCond = FocusCond = BgAlphaCond = 0;
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}
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};
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@ -549,7 +552,6 @@ struct ImGuiContext
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ImGuiWindow* ActiveIdWindow;
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ImGuiInputSource ActiveIdSource; // Activating with mouse or nav (gamepad/keyboard)
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ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actually window that is moved is generally MovingWindow->RootWindow.
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ImGuiID MovingWindowMoveId; // == MovingWindow->MoveId
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ImVector<ImGuiColMod> ColorModifiers; // Stack for PushStyleColor()/PopStyleColor()
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ImVector<ImGuiStyleMod> StyleModifiers; // Stack for PushStyleVar()/PopStyleVar()
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ImVector<ImFont*> FontStack; // Stack for PushFont()/PopFont()
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@ -681,7 +683,6 @@ struct ImGuiContext
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ActiveIdWindow = NULL;
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ActiveIdSource = ImGuiInputSource_None;
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MovingWindow = NULL;
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MovingWindowMoveId = 0;
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NextTreeNodeOpenVal = false;
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NextTreeNodeOpenCond = 0;
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