if(windows_to_render_top_most[n]&&IsWindowActiveAndVisible(windows_to_render_top_most[n]))// NavWindowingTarget is always temporarily displayed as the top-most window
if(windows_to_render_top_most[n]&&IsWindowActiveAndVisible(windows_to_render_top_most[n]))// NavWindowingTarget is always temporarily displayed as the top-most window
// Record the loss of precision of CursorStartPos which can happen due to really large scrolling amount.
// This is used by clipper to compensate and fix the most common use case of large scroll area. Easy and cheap, next best thing compared to switching everything to double or ImU64.
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
ImVec1Indent;// Indentation / start position from left of window (increased by TreePush/TreePop, etc.)
ImVec1Indent;// Indentation / start position from left of window (increased by TreePush/TreePop, etc.)
ImVec1ColumnsOffset;// Offset to the current column (if ColumnsCurrent > 0). FIXME: This and the above should be a stack to allow use cases like Tree->Column->Tree. Need revamp columns API.
ImVec1ColumnsOffset;// Offset to the current column (if ColumnsCurrent > 0). FIXME: This and the above should be a stack to allow use cases like Tree->Column->Tree. Need revamp columns API.
ImVec1GroupOffset;
ImVec1GroupOffset;
ImVec2CursorStartPosLossyness;// Record the loss of precision of CursorStartPos due to really large scrolling amount. This is used by clipper to compensentate and fix the most common use case of large scroll area.
// Keyboard/Gamepad navigation
// Keyboard/Gamepad navigation
ImGuiNavLayerNavLayerCurrent;// Current layer, 0..31 (we currently only use 0..1)
ImGuiNavLayerNavLayerCurrent;// Current layer, 0..31 (we currently only use 0..1)
// Calculate the height of our grabbable box. It generally represent the amount visible (vs the total scrollable amount)
// Calculate the height of our grabbable box. It generally represent the amount visible (vs the total scrollable amount)
// But we maintain a minimum size in pixel to allow for the user to still aim inside.
// But we maintain a minimum size in pixel to allow for the user to still aim inside.
IM_ASSERT(ImMax(size_contents_v,size_avail_v)>0.0f);// Adding this assert to check if the ImMax(XXX,1.0f) is still needed. PLEASE CONTACT ME if this triggers.
IM_ASSERT(ImMax(size_contents_v,size_avail_v)>0.0f);// Adding this assert to check if the ImMax(XXX,1.0f) is still needed. PLEASE CONTACT ME if this triggers.
// Apply scroll (p_scroll_v will generally point on one member of window->Scroll)
// Apply scroll (p_scroll_v will generally point on one member of window->Scroll)
// It is ok to modify Scroll here because we are being called in Begin() after the calculation of ContentSize and before setting up our starting position
// It is ok to modify Scroll here because we are being called in Begin() after the calculation of ContentSize and before setting up our starting position