mirror of
https://github.com/Drezil/imgui.git
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Minor miscellaneous merges from Navigation branch to reduce divergence a little bit
This commit is contained in:
parent
6ee317d26d
commit
d5b0d51274
86
imgui.cpp
86
imgui.cpp
@ -615,7 +615,7 @@ static ImGuiIniData* FindWindowSettings(const char* name);
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static ImGuiIniData* AddWindowSettings(const char* name);
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static void LoadIniSettingsFromDisk(const char* ini_filename);
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static void SaveIniSettingsToDisk(const char* ini_filename);
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static void MarkIniSettingsDirty();
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static void MarkIniSettingsDirty(ImGuiWindow* window);
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static ImRect GetVisibleRect();
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@ -742,6 +742,7 @@ ImGuiIO::ImGuiIO()
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// Most fields are initialized with zero
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memset(this, 0, sizeof(*this));
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// Settings
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DisplaySize = ImVec2(-1.0f, -1.0f);
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DeltaTime = 1.0f/60.0f;
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IniSavingRate = 5.0f;
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@ -774,6 +775,7 @@ ImGuiIO::ImGuiIO()
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SetClipboardTextFn = SetClipboardTextFn_DefaultImpl;
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ClipboardUserData = NULL;
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ImeSetInputScreenPosFn = ImeSetInputScreenPosFn_DefaultImpl;
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ImeWindowHandle = NULL;
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// Set OS X style defaults based on __APPLE__ compile time flag
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#ifdef __APPLE__
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@ -1934,7 +1936,6 @@ bool ImGui::IsClippedEx(const ImRect& bb, const ImGuiID* id, bool clip_even_when
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = GetCurrentWindowRead();
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if (!bb.Overlaps(window->ClipRect))
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if (!id || *id != GImGui->ActiveId)
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if (clip_even_when_logged || !g.LogEnabled)
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@ -2146,7 +2147,8 @@ void ImGui::NewFrame()
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g.RenderDrawData.CmdLists = NULL;
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g.RenderDrawData.CmdListsCount = g.RenderDrawData.TotalVtxCount = g.RenderDrawData.TotalIdxCount = 0;
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// Update inputs state
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// Update mouse input state
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if (g.IO.MousePos.x < 0 && g.IO.MousePos.y < 0)
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g.IO.MousePos = ImVec2(-9999.0f, -9999.0f);
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if ((g.IO.MousePos.x < 0 && g.IO.MousePos.y < 0) || (g.IO.MousePosPrev.x < 0 && g.IO.MousePosPrev.y < 0)) // if mouse just appeared or disappeared (negative coordinate) we cancel out movement in MouseDelta
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@ -2213,7 +2215,7 @@ void ImGui::NewFrame()
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{
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g.MovedWindow->PosFloat += g.IO.MouseDelta;
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if (!(g.MovedWindow->Flags & ImGuiWindowFlags_NoSavedSettings) && (g.IO.MouseDelta.x != 0.0f || g.IO.MouseDelta.y != 0.0f))
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MarkIniSettingsDirty();
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MarkIniSettingsDirty(g.MovedWindow);
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}
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FocusWindow(g.MovedWindow);
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}
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@ -2291,13 +2293,11 @@ void ImGui::NewFrame()
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if (g.HoveredWindow && g.IO.MouseWheel != 0.0f && !g.HoveredWindow->Collapsed)
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{
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ImGuiWindow* window = g.HoveredWindow;
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if (g.IO.KeyCtrl)
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{
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if (g.IO.FontAllowUserScaling)
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if (g.IO.KeyCtrl && g.IO.FontAllowUserScaling)
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{
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// Zoom / Scale window
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float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f);
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float scale = new_font_scale / window->FontWindowScale;
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const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f);
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const float scale = new_font_scale / window->FontWindowScale;
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window->FontWindowScale = new_font_scale;
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const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size;
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@ -2306,8 +2306,7 @@ void ImGui::NewFrame()
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window->Size *= scale;
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window->SizeFull *= scale;
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}
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}
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else if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse))
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else if (!g.IO.KeyCtrl && !(window->Flags & ImGuiWindowFlags_NoScrollWithMouse))
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{
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// Scroll
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const int scroll_lines = (window->Flags & ImGuiWindowFlags_ComboBox) ? 3 : 5;
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@ -2530,9 +2529,10 @@ static void SaveIniSettingsToDisk(const char* ini_filename)
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fclose(f);
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}
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static void MarkIniSettingsDirty()
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static void MarkIniSettingsDirty(ImGuiWindow* window)
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{
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ImGuiContext& g = *GImGui;
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if (!(window->Flags & ImGuiWindowFlags_NoSavedSettings))
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if (g.SettingsDirtyTimer <= 0.0f)
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g.SettingsDirtyTimer = g.IO.IniSavingRate;
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}
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@ -2684,6 +2684,7 @@ void ImGui::EndFrame()
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continue;
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AddWindowToSortedBuffer(g.WindowsSortBuffer, window);
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}
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IM_ASSERT(g.Windows.Size == g.WindowsSortBuffer.Size); // we done something wrong
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g.Windows.swap(g.WindowsSortBuffer);
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@ -3315,8 +3316,7 @@ bool ImGui::IsAnyItemActive()
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bool ImGui::IsItemVisible()
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{
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ImGuiWindow* window = GetCurrentWindowRead();
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ImRect r(window->ClipRect);
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return r.Overlaps(window->DC.LastItemRect);
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return window->ClipRect.Overlaps(window->DC.LastItemRect);
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}
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// Allow last item to be overlapped by a subsequent item. Both may be activated during the same frame before the later one takes priority.
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@ -3631,7 +3631,7 @@ bool ImGui::BeginPopupContextVoid(const char* str_id, int mouse_button)
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static bool BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags)
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{
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ImGuiWindow* window = ImGui::GetCurrentWindow();
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ImGuiWindow* parent_window = ImGui::GetCurrentWindow();
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ImGuiWindowFlags flags = ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoSavedSettings|ImGuiWindowFlags_ChildWindow;
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const ImVec2 content_avail = ImGui::GetContentRegionAvail();
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@ -3654,14 +3654,14 @@ static bool BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, b
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char title[256];
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if (name)
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ImFormatString(title, IM_ARRAYSIZE(title), "%s.%s.%08X", window->Name, name, id);
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ImFormatString(title, IM_ARRAYSIZE(title), "%s.%s.%08X", parent_window->Name, name, id);
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else
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ImFormatString(title, IM_ARRAYSIZE(title), "%s.%08X", window->Name, id);
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ImFormatString(title, IM_ARRAYSIZE(title), "%s.%08X", parent_window->Name, id);
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bool ret = ImGui::Begin(title, NULL, size, -1.0f, flags);
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if (!(window->Flags & ImGuiWindowFlags_ShowBorders))
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ImGui::GetCurrentWindow()->Flags &= ~ImGuiWindowFlags_ShowBorders;
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ImGuiWindow* child_window = ImGui::GetCurrentWindow();
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if (!(parent_window->Flags & ImGuiWindowFlags_ShowBorders))
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child_window->Flags &= ~ImGuiWindowFlags_ShowBorders;
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return ret;
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}
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@ -3697,8 +3697,8 @@ void ImGui::EndChild()
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ImGui::End();
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window = GetCurrentWindow();
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ImRect bb(window->DC.CursorPos, window->DC.CursorPos + sz);
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ImGuiWindow* parent_window = GetCurrentWindow();
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ImRect bb(parent_window->DC.CursorPos, parent_window->DC.CursorPos + sz);
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ItemSize(sz);
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ItemAdd(bb, NULL);
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}
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@ -3744,7 +3744,7 @@ static ImVec2 FindBestPopupWindowPos(const ImVec2& base_pos, const ImVec2& size,
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// Clamp into visible area while not overlapping the cursor. Safety padding is optional if our popup size won't fit without it.
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ImVec2 safe_padding = style.DisplaySafeAreaPadding;
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ImRect r_outer(GetVisibleRect());
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r_outer.Reduce(ImVec2((size.x - r_outer.GetWidth() > safe_padding.x*2) ? safe_padding.x : 0.0f, (size.y - r_outer.GetHeight() > safe_padding.y*2) ? safe_padding.y : 0.0f));
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r_outer.Expand(ImVec2((size.x - r_outer.GetWidth() > safe_padding.x*2) ? -safe_padding.x : 0.0f, (size.y - r_outer.GetHeight() > safe_padding.y*2) ? -safe_padding.y : 0.0f));
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ImVec2 base_pos_clamped = ImClamp(base_pos, r_outer.Min, r_outer.Max - size);
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for (int n = (*last_dir != -1) ? -1 : 0; n < 4; n++) // Last, Right, down, up, left. (Favor last used direction).
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@ -4022,8 +4022,7 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us
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if (g.HoveredWindow == window && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max) && g.IO.MouseDoubleClicked[0])
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{
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window->Collapsed = !window->Collapsed;
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if (!(flags & ImGuiWindowFlags_NoSavedSettings))
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MarkIniSettingsDirty();
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MarkIniSettingsDirty(window);
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FocusWindow(window);
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}
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}
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@ -4097,8 +4096,7 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us
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window->SizeFull.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x;
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if (window->AutoFitFramesY > 0)
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window->SizeFull.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y;
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if (!(flags & ImGuiWindowFlags_NoSavedSettings))
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MarkIniSettingsDirty();
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MarkIniSettingsDirty(window);
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}
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}
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@ -4232,16 +4230,14 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us
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{
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// Manual auto-fit when double-clicking
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ApplySizeFullWithConstraint(window, size_auto_fit);
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if (!(flags & ImGuiWindowFlags_NoSavedSettings))
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MarkIniSettingsDirty();
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MarkIniSettingsDirty(window);
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ClearActiveID();
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}
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else if (held)
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{
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// We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position
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ApplySizeFullWithConstraint(window, (g.IO.MousePos - g.ActiveIdClickOffset + resize_rect.GetSize()) - window->Pos);
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if (!(flags & ImGuiWindowFlags_NoSavedSettings))
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MarkIniSettingsDirty();
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MarkIniSettingsDirty(window);
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}
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window->Size = window->SizeFull;
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@ -4407,7 +4403,8 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us
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// Note that if our window is collapsed we will end up with a null clipping rectangle which is the correct behavior.
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const ImRect title_bar_rect = window->TitleBarRect();
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const float border_size = window->BorderSize;
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ImRect clip_rect; // Force round to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result.
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// Force round to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result.
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ImRect clip_rect;
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clip_rect.Min.x = ImFloor(0.5f + title_bar_rect.Min.x + ImMax(border_size, ImFloor(window->WindowPadding.x*0.5f)));
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clip_rect.Min.y = ImFloor(0.5f + title_bar_rect.Max.y + window->MenuBarHeight() + border_size);
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clip_rect.Max.x = ImFloor(0.5f + window->Pos.x + window->Size.x - window->ScrollbarSizes.x - ImMax(border_size, ImFloor(window->WindowPadding.x*0.5f)));
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@ -4496,7 +4493,7 @@ static void Scrollbar(ImGuiWindow* window, bool horizontal)
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else
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window_rounding_corners = (((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar)) ? ImGuiCorner_TopRight : 0) | (other_scrollbar ? 0 : ImGuiCorner_BottomRight);
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window->DrawList->AddRectFilled(bb.Min, bb.Max, ImGui::GetColorU32(ImGuiCol_ScrollbarBg), window_rounding, window_rounding_corners);
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bb.Reduce(ImVec2(ImClamp((float)(int)((bb.Max.x - bb.Min.x - 2.0f) * 0.5f), 0.0f, 3.0f), ImClamp((float)(int)((bb.Max.y - bb.Min.y - 2.0f) * 0.5f), 0.0f, 3.0f)));
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bb.Expand(ImVec2(-ImClamp((float)(int)((bb.Max.x - bb.Min.x - 2.0f) * 0.5f), 0.0f, 3.0f), -ImClamp((float)(int)((bb.Max.y - bb.Min.y - 2.0f) * 0.5f), 0.0f, 3.0f)));
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// V denote the main, longer axis of the scrollbar (= height for a vertical scrollbar)
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float scrollbar_size_v = horizontal ? bb.GetWidth() : bb.GetHeight();
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@ -5580,6 +5577,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
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return false;
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}
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// Default behavior requires click+release on same spot
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if ((flags & (ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick)) == 0)
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flags |= ImGuiButtonFlags_PressedOnClickRelease;
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@ -6468,13 +6466,18 @@ int ImGui::ParseFormatPrecision(const char* fmt, int default_precision)
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return precision;
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}
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static float GetMinimumStepAtDecimalPrecision(int decimal_precision)
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{
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static const float min_steps[10] = { 1.0f, 0.1f, 0.01f, 0.001f, 0.0001f, 0.00001f, 0.000001f, 0.0000001f, 0.00000001f, 0.000000001f };
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return (decimal_precision >= 0 && decimal_precision < 10) ? min_steps[decimal_precision] : powf(10.0f, (float)-decimal_precision);
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}
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float ImGui::RoundScalar(float value, int decimal_precision)
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{
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// Round past decimal precision
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// So when our value is 1.99999 with a precision of 0.001 we'll end up rounding to 2.0
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// FIXME: Investigate better rounding methods
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static const float min_steps[10] = { 1.0f, 0.1f, 0.01f, 0.001f, 0.0001f, 0.00001f, 0.000001f, 0.0000001f, 0.00000001f, 0.000000001f };
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float min_step = (decimal_precision >= 0 && decimal_precision < 10) ? min_steps[decimal_precision] : powf(10.0f, (float)-decimal_precision);
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const float min_step = GetMinimumStepAtDecimalPrecision(decimal_precision);
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bool negative = value < 0.0f;
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value = fabsf(value);
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float remainder = fmodf(value, min_step);
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@ -6602,10 +6605,8 @@ bool ImGui::SliderBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v
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}
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}
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// Calculate slider grab positioning
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float grab_t = SliderBehaviorCalcRatioFromValue(*v, v_min, v_max, power, linear_zero_pos);
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// Draw
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float grab_t = SliderBehaviorCalcRatioFromValue(*v, v_min, v_max, power, linear_zero_pos);
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if (!is_horizontal)
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grab_t = 1.0f - grab_t;
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const float grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t);
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@ -7293,7 +7294,7 @@ void ImGui::ProgressBar(float fraction, const ImVec2& size_arg, const char* over
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// Render
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fraction = ImSaturate(fraction);
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RenderFrame(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);
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bb.Reduce(ImVec2(window->BorderSize, window->BorderSize));
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bb.Expand(ImVec2(-window->BorderSize, -window->BorderSize));
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const ImVec2 fill_br = ImVec2(ImLerp(bb.Min.x, bb.Max.x, fraction), bb.Max.y);
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RenderFrame(bb.Min, fill_br, GetColorU32(ImGuiCol_PlotHistogram), false, style.FrameRounding);
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@ -8570,6 +8571,7 @@ bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(voi
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if (BeginPopupEx(id, flags))
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{
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// Display items
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// FIXME-OPT: Use clipper
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Spacing();
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for (int i = 0; i < items_count; i++)
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{
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@ -8757,7 +8759,7 @@ bool ImGui::ListBox(const char* label, int* current_item, bool (*items_getter)(v
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// Assume all items have even height (= 1 line of text). If you need items of different or variable sizes you can create a custom version of ListBox() in your code without using the clipper.
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bool value_changed = false;
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ImGuiListClipper clipper(items_count, GetTextLineHeightWithSpacing());
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ImGuiListClipper clipper(items_count, GetTextLineHeightWithSpacing()); // We know exactly our line height here so we pass it as a minor optimization, but generally you don't need to.
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while (clipper.Step())
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for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
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{
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@ -10471,8 +10473,8 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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ImGui::Text("FocusedWindow: '%s'", g.FocusedWindow ? g.FocusedWindow->Name : "NULL");
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ImGui::Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL");
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ImGui::Text("HoveredRootWindow: '%s'", g.HoveredRootWindow ? g.HoveredRootWindow->Name : "NULL");
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ImGui::Text("HoveredID: 0x%08X/0x%08X", g.HoveredId, g.HoveredIdPreviousFrame); // Data is "in-flight" so depending on when the Metrics window is called we may see current frame information or not
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ImGui::Text("ActiveID: 0x%08X/0x%08X", g.ActiveId, g.ActiveIdPreviousFrame);
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ImGui::Text("HoveredId: 0x%08X/0x%08X", g.HoveredId, g.HoveredIdPreviousFrame); // Data is "in-flight" so depending on when the Metrics window is called we may see current frame information or not
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ImGui::Text("ActiveId: 0x%08X/0x%08X", g.ActiveId, g.ActiveIdPreviousFrame);
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ImGui::Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL");
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ImGui::TreePop();
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}
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@ -266,7 +266,7 @@ struct IMGUI_API ImRect
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void Add(const ImRect& rhs) { if (Min.x > rhs.Min.x) Min.x = rhs.Min.x; if (Min.y > rhs.Min.y) Min.y = rhs.Min.y; if (Max.x < rhs.Max.x) Max.x = rhs.Max.x; if (Max.y < rhs.Max.y) Max.y = rhs.Max.y; }
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void Expand(const float amount) { Min.x -= amount; Min.y -= amount; Max.x += amount; Max.y += amount; }
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void Expand(const ImVec2& amount) { Min.x -= amount.x; Min.y -= amount.y; Max.x += amount.x; Max.y += amount.y; }
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void Reduce(const ImVec2& amount) { Min.x += amount.x; Min.y += amount.y; Max.x -= amount.x; Max.y -= amount.y; }
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void Translate(const ImVec2& v) { Min.x += v.x; Min.y += v.y; Max.x += v.x; Max.y += v.y; }
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void ClipWith(const ImRect& clip) { if (Min.x < clip.Min.x) Min.x = clip.Min.x; if (Min.y < clip.Min.y) Min.y = clip.Min.y; if (Max.x > clip.Max.x) Max.x = clip.Max.x; if (Max.y > clip.Max.y) Max.y = clip.Max.y; }
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void Floor() { Min.x = (float)(int)Min.x; Min.y = (float)(int)Min.y; Max.x = (float)(int)Max.x; Max.y = (float)(int)Max.y; }
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ImVec2 GetClosestPoint(ImVec2 p, bool on_edge) const
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@ -397,8 +397,8 @@ struct ImGuiContext
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ImGuiIO IO;
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ImGuiStyle Style;
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ImFont* Font; // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back()
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float FontSize; // (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize()
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float FontBaseSize; // (Shortcut) == IO.FontGlobalScale * Font->Scale * Font->FontSize. Size of characters.
|
||||
float FontSize; // (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize(). Text height for current window.
|
||||
float FontBaseSize; // (Shortcut) == IO.FontGlobalScale * Font->Scale * Font->FontSize. Base text height.
|
||||
ImVec2 FontTexUvWhitePixel; // (Shortcut) == Font->TexUvWhitePixel
|
||||
|
||||
float Time;
|
||||
@ -407,8 +407,8 @@ struct ImGuiContext
|
||||
int FrameCountRendered;
|
||||
ImVector<ImGuiWindow*> Windows;
|
||||
ImVector<ImGuiWindow*> WindowsSortBuffer;
|
||||
ImGuiWindow* CurrentWindow; // Being drawn into
|
||||
ImVector<ImGuiWindow*> CurrentWindowStack;
|
||||
ImGuiWindow* CurrentWindow; // Being drawn into
|
||||
ImGuiWindow* FocusedWindow; // Will catch keyboard inputs
|
||||
ImGuiWindow* HoveredWindow; // Will catch mouse inputs
|
||||
ImGuiWindow* HoveredRootWindow; // Will catch mouse inputs (for focus/move only)
|
||||
@ -417,9 +417,10 @@ struct ImGuiContext
|
||||
ImGuiID HoveredIdPreviousFrame;
|
||||
ImGuiID ActiveId; // Active widget
|
||||
ImGuiID ActiveIdPreviousFrame;
|
||||
bool ActiveIdIsAlive;
|
||||
bool ActiveIdIsAlive; // Active widget has been seen this frame
|
||||
bool ActiveIdIsJustActivated; // Set at the time of activation for one frame
|
||||
bool ActiveIdAllowOverlap; // Set only by active widget
|
||||
bool ActiveIdAllowOverlap; // Active widget allows another widget to steal active id (generally for overlapping widgets, but not always)
|
||||
|
||||
ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior)
|
||||
ImGuiWindow* ActiveIdWindow;
|
||||
ImGuiWindow* MovedWindow; // Track the child window we clicked on to move a window.
|
||||
|
Loading…
Reference in New Issue
Block a user