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Worked on single-frame click.
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@ -11638,6 +11638,7 @@ static void ImGui::UpdateViewportsNewFrame()
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// - when releasing a moving window we will revert to aiming behind (at viewport_hovered)
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// - when we are between viewports, our dragged preview will tend to show in the last viewport _even_ if we don't have tooltips in their viewports (when lacking monitor info)
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// - consider the case of holding on a menu item to browse child menus: even thou a mouse button is held, there's no active id because menu items only react on mouse release.
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// FIXME-VIEWPORT: This is essentially broken, when ImGuiBackendFlags_HasMouseHoveredViewport is set we want to trust when viewport_hovered==NULL and use that.
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const bool is_mouse_dragging_with_an_expected_destination = g.DragDropActive;
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if (is_mouse_dragging_with_an_expected_destination && viewport_hovered == NULL)
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viewport_hovered = g.MouseLastHoveredViewport;
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@ -12970,7 +12971,6 @@ bool ImGui::DockContextCalcDropPosForDocking(ImGuiWindow* target, ImGuiDockNode*
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ImGuiDockNode::ImGuiDockNode(ImGuiID id)
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{
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ID = id;
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WindowMenuButtonId = ImHashStr("#COLLAPSE", 0, ID);
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SharedFlags = LocalFlags = ImGuiDockNodeFlags_None;
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ParentNode = ChildNodes[0] = ChildNodes[1] = NULL;
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TabBar = NULL;
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@ -13823,8 +13823,7 @@ static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_w
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// Docking/Collapse button
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if (has_window_menu_button)
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{
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IMGUI_TEST_ENGINE_ID_INFO(node->WindowMenuButtonId, ImGuiDataType_String, "#COLLAPSE");
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if (CollapseButton(node->WindowMenuButtonId, window_menu_button_pos, node))
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if (CollapseButton(host_window->GetID("#COLLAPSE"), window_menu_button_pos, node)) // == DockNodeGetWindowMenuButtonId(node)
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OpenPopup("#WindowMenu");
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if (IsItemActive())
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focus_tab_id = tab_bar->SelectedTabId;
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