if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
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// Popups, menus and childs bypass style.WindowMinSize by default, but we give then a non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups)
// FIXME: the if/else could probably be removed, "reduce artifacts" section for all windows.
// We give windows non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups)
// FIXME: Essentially we want to restrict manual resizing to WindowMinSize+Decoration, and allow api resizing to be smaller.
// Perhaps should tend further a neater test for this.
size_min.y=ImMax(size_min.y,window_for_height->TitleBarHeight()+window_for_height->MenuBarHeight()+ImMax(0.0f,g.Style.WindowRounding-1.0f));// Reduce artifacts with very small windows
constintresize_grip_count=(window->Flags&ImGuiWindowFlags_ChildWindow)?0:g.IO.ConfigWindowsResizeFromEdges?2:1;// Allow resize from lower-left if we have the mouse cursor feedback for it.
constintresize_grip_count=((flags&ImGuiWindowFlags_ChildWindow)&&!(flags&ImGuiWindowFlags_Popup))?0:g.IO.ConfigWindowsResizeFromEdges?2:1;// Allow resize from lower-left if we have the mouse cursor feedback for it.
PushClipRect(table->BgClipRect.Min,table->BgClipRect.Max,false);// Span all columns
draw_list->AddRectFilled(table->BgClipRect.Min,table->BgClipRect.Max,GetColorU32(ImGuiCol_TableHeaderBg,0.25f));// FIXME-STYLE: Change row background with an arbitrary color.
draw_list->AddRectFilled(ImVec2(table->BgClipRect.Min.x,row_r.Min.y),ImVec2(table->BgClipRect.Max.x,row_r.Max.y),GetColorU32(ImGuiCol_TableHeaderBg,0.25f));// FIXME-STYLE: Change row background with an arbitrary color.
PushClipRect(ImVec2(clip_rect_min_x,table->BgClipRect.Min.y),table->BgClipRect.Max,true);// Span all columns