# Not using matrix here because it would inflate job count too much. Check out and setup is done for every job and that makes build times way too long.
# Not using matrix here because it would inflate job count too much. Check out and setup is done for every job and that makes build times way too long.
// (minor and older changes stripped away, please see git history for details)
// (minor and older changes stripped away, please see git history for details)
// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2021-12-15: OpenGL: Using buffer orphaning + glBufferSubData(), seems to fix leaks with multi-viewports with some Intel HD drivers.
// 2021-08-23: OpenGL: Fixed ES 3.0 shader ("#version 300 es") use normal precision floats to avoid wobbly rendering at HD resolutions.
// 2021-08-23: OpenGL: Fixed ES 3.0 shader ("#version 300 es") use normal precision floats to avoid wobbly rendering at HD resolutions.
// 2021-08-19: OpenGL: Embed and use our own minimal GL loader (imgui_impl_opengl3_loader.h), removing requirement and support for third-party loader.
// 2021-08-19: OpenGL: Embed and use our own minimal GL loader (imgui_impl_opengl3_loader.h), removing requirement and support for third-party loader.
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// (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)
ImVector<ImGuiGroupData>GroupStack;// Stack for BeginGroup()/EndGroup() - not inherited by Begin()
ImVector<ImGuiGroupData>GroupStack;// Stack for BeginGroup()/EndGroup() - not inherited by Begin()
ImVector<ImGuiPopupData>OpenPopupStack;// Which popups are open (persistent)
ImVector<ImGuiPopupData>OpenPopupStack;// Which popups are open (persistent)
ImVector<ImGuiPopupData>BeginPopupStack;// Which level of BeginPopup() we are in (reset every frame)
ImVector<ImGuiPopupData>BeginPopupStack;// Which level of BeginPopup() we are in (reset every frame)
intBeginMenuCount;
// Viewports
// Viewports
ImVector<ImGuiViewportP*>Viewports;// Active viewports (always 1+, and generally 1 unless multi-viewports are enabled). Each viewports hold their copy of ImDrawData.
ImVector<ImGuiViewportP*>Viewports;// Active viewports (always 1+, and generally 1 unless multi-viewports are enabled). Each viewports hold their copy of ImDrawData.
// Initially we used 'OpenParentId' to differentiate multiple menu sets from each others (e.g. inside menu bar vs loose menu items) based on parent ID.
// This would however prevent the use of e.g. PuhsID() user code submitting menus.
// Previously this worked between popup and a first child menu because the first child menu always had the _ChildWindow flag,
// making hovering on parent popup possible while first child menu was focused - but this was generally a bug with other side effects.
// Instead we don't treat Popup specifically (in order to consistently support menu features in them), maybe the first child menu of a Popup
// doesn't have the _ChildWindow flag, and we rely on this IsRootOfOpenMenuSet() check to allow hovering between root window/popup and first chilld menu.
// Sub-menus are ChildWindow so that mouse can be hovering across them (otherwise top-most popup menu would steal focus and not allow hovering on parent menu)
// Sub-menus are ChildWindow so that mouse can be hovering across them (otherwise top-most popup menu would steal focus and not allow hovering on parent menu)
// The first menu in a hierarchy isn't so hovering doesn't get accross (otherwise e.g. resizing borders with ImGuiButtonFlags_FlattenChildren would react), but top-most BeginMenu() will bypass that limitation.
window->DC.CursorPos.x+=IM_FLOOR(style.ItemSpacing.x*(-1.0f+0.5f));// -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar().
window->DC.CursorPos.x+=IM_FLOOR(style.ItemSpacing.x*(-1.0f+0.5f));// -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar().