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Focus: fixed fallback "Debug" window temporarily taking focus and setting io.WantCaptureKeyboard for a frame. (#9243)
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@@ -92,6 +92,8 @@ Other Changes:
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- Implemented a custom tweak to extend hit-testing bounding box when window is sitting
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- Implemented a custom tweak to extend hit-testing bounding box when window is sitting
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at the edge of a viewport (e.g. fullscreen or docked window), so that e.g. mouse the
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at the edge of a viewport (e.g. fullscreen or docked window), so that e.g. mouse the
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mouse at the extreme of the screen will reach the scrollbar. (#9276)
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mouse at the extreme of the screen will reach the scrollbar. (#9276)
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- Focus: fixed fallback "Debug" window temporarily taking focus and setting io.WantCaptureKeyboard
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for one frame on e.g. application boot if no other windows are submitted. (#9243)
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- Demo: fixed IMGUI_DEMO_MARKER locations for examples applets. (#9261, #3689) [@pthom]
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- Demo: fixed IMGUI_DEMO_MARKER locations for examples applets. (#9261, #3689) [@pthom]
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- Backends:
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- Backends:
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- SDLGPU3: removed unnecessary call to SDL_WaitForGPUIdle when releasing
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- SDLGPU3: removed unnecessary call to SDL_WaitForGPUIdle when releasing
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@@ -5985,10 +5985,14 @@ void ImGui::EndFrame()
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}
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}
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g.WantTextInputNextFrame = ime_data->WantTextInput ? 1 : 0;
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g.WantTextInputNextFrame = ime_data->WantTextInput ? 1 : 0;
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// Hide implicit/fallback "Debug" window if it hasn't been used
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// Hide and unfocus implicit/fallback "Debug" window if it hasn't been used
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g.WithinFrameScopeWithImplicitWindow = false;
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g.WithinFrameScopeWithImplicitWindow = false;
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if (g.CurrentWindow && !g.CurrentWindow->WriteAccessed)
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if (g.CurrentWindow && g.CurrentWindow->IsFallbackWindow && g.CurrentWindow->WriteAccessed == false)
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{
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g.CurrentWindow->Active = false;
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g.CurrentWindow->Active = false;
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if (g.NavWindow && g.NavWindow->RootWindow == g.CurrentWindow)
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FocusWindow(NULL);
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}
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End();
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End();
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// Update navigation: Ctrl+Tab, wrap-around requests
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// Update navigation: Ctrl+Tab, wrap-around requests
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