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Added io.MetricsActiveWindows counter (#213)
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@ -2255,6 +2255,7 @@ void ImGui::Render()
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// Gather windows to render
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g.IO.MetricsRenderVertices = 0;
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g.IO.MetricsActiveWindows = 0;
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for (size_t i = 0; i < IM_ARRAYSIZE(g.RenderDrawLists); i++)
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g.RenderDrawLists[i].resize(0);
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for (size_t i = 0; i != g.Windows.size(); i++)
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@ -2263,6 +2264,7 @@ void ImGui::Render()
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if (window->Active && window->HiddenFrames <= 0 && (window->Flags & (ImGuiWindowFlags_ChildWindow)) == 0)
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{
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// FIXME: Generalize this with a proper layering system so we can stack.
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g.IO.MetricsActiveWindows++;
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if (window->Flags & ImGuiWindowFlags_Popup)
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AddWindowToRenderList(g.RenderDrawLists[1], window);
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else if (window->Flags & ImGuiWindowFlags_Tooltip)
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imgui.h
1
imgui.h
@ -700,6 +700,7 @@ struct ImGuiIO
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bool WantCaptureKeyboard; // Widget is active (= ImGui will use your keyboard input)
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float Framerate; // Framerate estimation, in frame per second. Rolling average estimation based on IO.DeltaTime over 120 frames
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int MetricsRenderVertices; // Vertices processed during last call to Render()
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int MetricsActiveWindows; // Number of visible windows (exclude child windows)
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//------------------------------------------------------------------
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// [Internal] ImGui will maintain those fields for you
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