Nav: fixed Ctrl+Tab window appearing as empty when the sole active and focused window has the ImGuiWindowFlags_NoNavFocus flag. (#8914)
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@@ -50,7 +50,9 @@ Other Changes:
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- Clipper, Tables: added ImGuiListClipperFlags_NoSetTableRowCounters as a way to
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- Clipper, Tables: added ImGuiListClipperFlags_NoSetTableRowCounters as a way to
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disable the assumption that 1 clipper item == 1 table row, which breaks when
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disable the assumption that 1 clipper item == 1 table row, which breaks when
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e.g. using clipper with ItemsHeight=1 in order to clip in pixel units. (#8886)
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e.g. using clipper with ItemsHeight=1 in order to clip in pixel units. (#8886)
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- Fixed Bullet() fixed tesselation amount which looked out of place in very large sizes.
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- Nav: fixed Ctrl+Tab window appearing as empty when the sole active and focused
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window has the ImGuiWindowFlags_NoNavFocus flag. (#8914)
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- Bullet: fixed tesselation amount which looked out of place in very large sizes.
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- InputText: allow passing an empty string with buf_size==0. (#8907)
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- InputText: allow passing an empty string with buf_size==0. (#8907)
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In theory the buffer size should always account for a zero-terminator, but idioms
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In theory the buffer size should always account for a zero-terminator, but idioms
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such as using InputTextMultiline() with ImGuiInputTextFlags_ReadOnly to display
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such as using InputTextMultiline() with ImGuiInputTextFlags_ReadOnly to display
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@@ -14253,7 +14253,7 @@ static void ImGui::NavUpdateWindowing()
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g.NavWindowingInputSource = g.NavInputSource = ImGuiInputSource_Gamepad;
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g.NavWindowingInputSource = g.NavInputSource = ImGuiInputSource_Gamepad;
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}
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}
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if (start_windowing_with_gamepad || start_windowing_with_keyboard)
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if (start_windowing_with_gamepad || start_windowing_with_keyboard)
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if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1))
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if (ImGuiWindow* window = (g.NavWindow && IsWindowNavFocusable(g.NavWindow)) ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1))
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{
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{
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if (start_windowing_with_keyboard || g.ConfigNavWindowingWithGamepad)
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if (start_windowing_with_keyboard || g.ConfigNavWindowingWithGamepad)
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g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow; // Current location
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g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow; // Current location
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