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@ -984,6 +984,7 @@ struct ImGuiState
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// Render
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ImVector<ImDrawList*> RenderDrawLists;
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ImVector<ImGuiWindow*> RenderSortedWindows;
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// Widget state
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ImGuiTextEditState InputTextState;
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@ -1866,18 +1867,18 @@ void ImGui::Render()
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// Sort the window list so that all child windows are after their parent
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// We cannot do that on FocusWindow() because childs may not exist yet
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ImVector<ImGuiWindow*> sorted_windows;
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sorted_windows.reserve(g.Windows.size());
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g.RenderSortedWindows.resize(0);
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g.RenderSortedWindows.reserve(g.Windows.size());
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for (size_t i = 0; i != g.Windows.size(); i++)
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{
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ImGuiWindow* window = g.Windows[i];
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if (window->Flags & ImGuiWindowFlags_ChildWindow) // if a child is visible its parent will add it
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if (window->Flags & ImGuiWindowFlags_ChildWindow) // if a child is visible its parent will add it
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if (window->Visible)
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continue;
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AddWindowToSortedBuffer(window, sorted_windows);
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AddWindowToSortedBuffer(window, g.RenderSortedWindows);
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}
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IM_ASSERT(g.Windows.size() == sorted_windows.size()); // We done something wrong
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g.Windows.swap(sorted_windows);
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IM_ASSERT(g.Windows.size() == g.RenderSortedWindows.size()); // We done something wrong
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g.Windows.swap(g.RenderSortedWindows);
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// Clear data for next frame
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g.IO.MouseWheel = 0.0f;
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