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Backends: GLFW: passing null window to glfwGetClipboardString()/glfwSetClipboardString().
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@ -176,14 +176,14 @@ static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData()
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}
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// Functions
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static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data)
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static const char* ImGui_ImplGlfw_GetClipboardText(void*)
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{
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return glfwGetClipboardString((GLFWwindow*)user_data);
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return glfwGetClipboardString(NULL);
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}
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static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text)
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static void ImGui_ImplGlfw_SetClipboardText(void*, const char* text)
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{
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glfwSetClipboardString((GLFWwindow*)user_data, text);
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glfwSetClipboardString(NULL, text);
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}
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static ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int key)
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@ -588,7 +588,6 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
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io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
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io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
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io.ClipboardUserData = bd->Window;
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#ifdef __EMSCRIPTEN__
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io.PlatformOpenInShellFn = [](ImGuiContext*, const char* url) { ImGui_ImplGlfw_EmscriptenOpenURL(url); return true; };
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#endif
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@ -62,6 +62,8 @@ Other changes:
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provide a way to do a portable sleep. (#7844)
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- Backends: SDL2, SDL3: ignore events of other SDL windows. (#7853) [@madebr, @ocornut]
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- Backends: SDL2, SDL3: storing SDL_WindowID inside ImGuiViewport::PlatformHandle instead of SDL_Window*.
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- Backends: GLFW: passing null window to glfwGetClipboardString()/glfwSetClipboardString()
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since GLFW own tests are doing that and it seems unnecessary.
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- Examples: GLFW (all), SDL2 (all), SDL3 (all), Win32+OpenGL3: rework examples main loop
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to handle minimization without burning CPU or GPU by running unthrottled code. (#7844)
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