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@ -659,6 +659,11 @@ static inline void DataTypeFormatString(ImGuiDataType data_type, void* data
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static void DataTypeApplyOp(ImGuiDataType data_type, int op, void* value1, const void* value2);
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static bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* data_ptr, const char* scalar_format);
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namespace ImGui
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{
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static void FocusPreviousWindow();
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}
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//-----------------------------------------------------------------------------
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// Platform dependent default implementations
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//-----------------------------------------------------------------------------
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@ -2434,12 +2439,7 @@ void ImGui::NewFrame()
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// Closing the focused window restore focus to the first active root window in descending z-order
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if (g.NavWindow && !g.NavWindow->WasActive)
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for (int i = g.Windows.Size-1; i >= 0; i--)
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if (g.Windows[i]->WasActive && !(g.Windows[i]->Flags & ImGuiWindowFlags_ChildWindow))
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{
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FocusWindow(g.Windows[i]);
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break;
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}
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FocusPreviousWindow();
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// No window should be open at the beginning of the frame.
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// But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear.
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@ -4833,6 +4833,17 @@ void ImGui::FocusWindow(ImGuiWindow* window)
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g.Windows.push_back(window);
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}
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void ImGui::FocusPreviousWindow()
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{
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ImGuiContext& g = *GImGui;
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for (int i = g.Windows.Size - 1; i >= 0; i--)
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if (g.Windows[i]->WasActive && !(g.Windows[i]->Flags & ImGuiWindowFlags_ChildWindow))
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{
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FocusWindow(g.Windows[i]);
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return;
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}
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}
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void ImGui::PushItemWidth(float item_width)
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{
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ImGuiWindow* window = GetCurrentWindow();
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