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@ -2451,6 +2451,9 @@ bool ImGui::Begin(const char* name, bool* p_opened, ImVec2 size, float fill_alph
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g.SetNextWindowCollapsedCond = 0;
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}
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// Find parent
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ImGuiWindow* parent_window = (flags & ImGuiWindowFlags_ChildWindow) != 0 ? g.CurrentWindowStack[g.CurrentWindowStack.size()-2] : NULL;
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// Find root (if we are a child window)
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size_t root_idx = g.CurrentWindowStack.size() - 1;
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while (root_idx > 0)
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@ -2483,7 +2486,6 @@ bool ImGui::Begin(const char* name, bool* p_opened, ImVec2 size, float fill_alph
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if (flags & ImGuiWindowFlags_ChildWindow)
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{
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ImGuiWindow* parent_window = g.CurrentWindowStack[g.CurrentWindowStack.size()-2];
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parent_window->DC.ChildWindows.push_back(window);
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window->Pos = window->PosFloat = parent_window->DC.CursorPos;
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window->SizeFull = size;
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@ -2491,7 +2493,7 @@ bool ImGui::Begin(const char* name, bool* p_opened, ImVec2 size, float fill_alph
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// Outer clipping rectangle
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if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_ComboBox))
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PushClipRect(g.CurrentWindowStack[g.CurrentWindowStack.size()-2]->ClipRectStack.back());
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PushClipRect(parent_window->ClipRectStack.back());
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else
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PushClipRect(ImVec4(0.0f, 0.0f, g.IO.DisplaySize.x, g.IO.DisplaySize.y));
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@ -2788,14 +2790,9 @@ bool ImGui::Begin(const char* name, bool* p_opened, ImVec2 size, float fill_alph
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// Outer clipping rectangle
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if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_ComboBox))
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{
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ImGuiWindow* parent_window = g.CurrentWindowStack[g.CurrentWindowStack.size()-2];
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PushClipRect(parent_window->ClipRectStack.back());
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}
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else
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{
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PushClipRect(ImVec4(0.0f, 0.0f, g.IO.DisplaySize.x, g.IO.DisplaySize.y));
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}
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}
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// Inner clipping rectangle
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@ -6068,6 +6065,7 @@ void ImDrawList::PushClipRect(const ImVec4& clip_rect)
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void ImDrawList::PopClipRect()
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{
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IM_ASSERT(clip_rect_stack.size() > 0);
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clip_rect_stack.pop_back();
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const ImVec4 clip_rect = clip_rect_stack.empty() ? GNullClipRect : clip_rect_stack.back();
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SetClipRect(clip_rect);
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@ -6100,6 +6098,7 @@ void ImDrawList::PushTextureID(const ImTextureID& texture_id)
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void ImDrawList::PopTextureID()
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{
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IM_ASSERT(texture_id_stack.size() > 0);
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texture_id_stack.pop_back();
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const ImTextureID texture_id = texture_id_stack.empty() ? NULL : texture_id_stack.back();
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SetTextureID(texture_id);
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