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Rename internal id for standardizing naming convention. "##menubar" -> "##MenuBar", "###NavWindowingList" -> "###NavWindowingOverlay"
"###NavUpdateWindowing" one should have zero side effect on anyone.
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a71191515a
commit
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@ -13649,7 +13649,7 @@ static void ImGui::NavUpdateWindowing()
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// Start CTRL+Tab or Square+L/R window selection
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// Start CTRL+Tab or Square+L/R window selection
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// (g.ConfigNavWindowingKeyNext/g.ConfigNavWindowingKeyPrev defaults are ImGuiMod_Ctrl|ImGuiKey_Tab and ImGuiMod_Ctrl|ImGuiMod_Shift|ImGuiKey_Tab)
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// (g.ConfigNavWindowingKeyNext/g.ConfigNavWindowingKeyPrev defaults are ImGuiMod_Ctrl|ImGuiKey_Tab and ImGuiMod_Ctrl|ImGuiMod_Shift|ImGuiKey_Tab)
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const ImGuiID owner_id = ImHashStr("###NavUpdateWindowing");
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const ImGuiID owner_id = ImHashStr("##NavUpdateWindowing");
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const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
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const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
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const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
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const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
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const bool keyboard_next_window = allow_windowing && g.ConfigNavWindowingKeyNext && Shortcut(g.ConfigNavWindowingKeyNext, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways, owner_id);
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const bool keyboard_next_window = allow_windowing && g.ConfigNavWindowingKeyNext && Shortcut(g.ConfigNavWindowingKeyNext, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways, owner_id);
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@ -13849,12 +13849,12 @@ void ImGui::NavUpdateWindowingOverlay()
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return;
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return;
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if (g.NavWindowingListWindow == NULL)
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if (g.NavWindowingListWindow == NULL)
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g.NavWindowingListWindow = FindWindowByName("###NavWindowingList");
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g.NavWindowingListWindow = FindWindowByName("##NavWindowingOverlay");
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const ImGuiViewport* viewport = GetMainViewport();
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const ImGuiViewport* viewport = GetMainViewport();
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SetNextWindowSizeConstraints(ImVec2(viewport->Size.x * 0.20f, viewport->Size.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX));
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SetNextWindowSizeConstraints(ImVec2(viewport->Size.x * 0.20f, viewport->Size.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX));
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SetNextWindowPos(viewport->GetCenter(), ImGuiCond_Always, ImVec2(0.5f, 0.5f));
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SetNextWindowPos(viewport->GetCenter(), ImGuiCond_Always, ImVec2(0.5f, 0.5f));
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PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f);
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PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f);
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Begin("###NavWindowingList", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings);
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Begin("##NavWindowingOverlay", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings);
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if (g.ContextName[0] != 0)
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if (g.ContextName[0] != 0)
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SeparatorText(g.ContextName);
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SeparatorText(g.ContextName);
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for (int n = g.WindowsFocusOrder.Size - 1; n >= 0; n--)
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for (int n = g.WindowsFocusOrder.Size - 1; n >= 0; n--)
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2
imgui.h
2
imgui.h
@ -29,7 +29,7 @@
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// Library Version
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// Library Version
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// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
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// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
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#define IMGUI_VERSION "1.91.8 WIP"
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#define IMGUI_VERSION "1.91.8 WIP"
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#define IMGUI_VERSION_NUM 19173
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#define IMGUI_VERSION_NUM 19174
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#define IMGUI_HAS_TABLE
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#define IMGUI_HAS_TABLE
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/*
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/*
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@ -8630,7 +8630,7 @@ bool ImGui::BeginMenuBar()
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IM_ASSERT(!window->DC.MenuBarAppending);
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IM_ASSERT(!window->DC.MenuBarAppending);
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BeginGroup(); // Backup position on layer 0 // FIXME: Misleading to use a group for that backup/restore
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BeginGroup(); // Backup position on layer 0 // FIXME: Misleading to use a group for that backup/restore
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PushID("##menubar");
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PushID("##MenuBar");
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// We don't clip with current window clipping rectangle as it is already set to the area below. However we clip with window full rect.
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// We don't clip with current window clipping rectangle as it is already set to the area below. However we clip with window full rect.
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// We remove 1 worth of rounding to Max.x to that text in long menus and small windows don't tend to display over the lower-right rounded area, which looks particularly glitchy.
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// We remove 1 worth of rounding to Max.x to that text in long menus and small windows don't tend to display over the lower-right rounded area, which looks particularly glitchy.
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