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Drag and Drop: Fix losing drop source ActiveID (and often source tooltip) when opening a TreeNode() or CollapsingHeader() while dragging. (#1738)
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@ -57,6 +57,8 @@ Other Changes:
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- Tab Bar: Made it possible to append to an existing tab bar by calling BeginTabBar()/EndTabBar() again.
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- Tab Bar: Made it possible to append to an existing tab bar by calling BeginTabBar()/EndTabBar() again.
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- Tab Bar: Fixed using more than 128 tabs in a tab bar (scrolling policy recommended).
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- Tab Bar: Fixed using more than 128 tabs in a tab bar (scrolling policy recommended).
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- Tab Bar: Do not display a tooltip if the name already fits over a given tab. (#3521)
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- Tab Bar: Do not display a tooltip if the name already fits over a given tab. (#3521)
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- Drag and Drop: Fix losing drop source ActiveID (and often source tooltip) when opening a TreeNode()
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or CollapsingHeader() while dragging. (#1738)
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- Drag and Drop: Fix drag and drop to tie same-size drop targets by choosen the later one. Fixes dragging
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- Drag and Drop: Fix drag and drop to tie same-size drop targets by choosen the later one. Fixes dragging
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into a full-window-sized dockspace inside a zero-padded window. (#3519, #2717) [@Black-Cat]
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into a full-window-sized dockspace inside a zero-padded window. (#3519, #2717) [@Black-Cat]
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- Backends: OpenGL3: Use glGetString(GL_VERSION) query instead of glGetIntegerv(GL_MAJOR_VERSION, ...)
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- Backends: OpenGL3: Use glGetString(GL_VERSION) query instead of glGetIntegerv(GL_MAJOR_VERSION, ...)
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@ -9425,6 +9425,8 @@ bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags)
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g.DragDropActive = true;
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g.DragDropActive = true;
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g.DragDropSourceFlags = flags;
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g.DragDropSourceFlags = flags;
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g.DragDropMouseButton = mouse_button;
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g.DragDropMouseButton = mouse_button;
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if (payload.SourceId == g.ActiveId)
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g.ActiveIdNoClearOnFocusLoss = true;
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}
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}
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g.DragDropSourceFrameCount = g.FrameCount;
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g.DragDropSourceFrameCount = g.FrameCount;
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g.DragDropWithinSource = true;
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g.DragDropWithinSource = true;
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