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					@ -6717,7 +6717,7 @@ void ImGui::FocusWindow(ImGuiWindow* window) | 
				
			
			
		
	
		
			
				
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					    // Move the root window to the top of the pile
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					    IM_ASSERT(window->RootWindow != NULL); | 
				
			
			
		
	
		
			
				
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					    ImGuiWindow* focus_front_window = window->RootWindow; // NB: In docking branch this is window->RootWindowDockStop
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					    ImGuiWindow* focus_front_window = window->RootWindowDockStop; | 
				
			
			
		
	
		
			
				
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					    ImGuiWindow* display_front_window = window->RootWindow; | 
				
			
			
		
	
		
			
				
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					    // Steal focus on active widgets
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					@ -6727,7 +6727,7 @@ void ImGui::FocusWindow(ImGuiWindow* window) | 
				
			
			
		
	
		
			
				
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					    // Bring to front
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					    BringWindowToFocusFront(focus_front_window); | 
				
			
			
		
	
		
			
				
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					    if (((window->Flags | display_front_window->Flags) & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0) | 
				
			
			
		
	
		
			
				
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					    if (((window->Flags | focus_front_window->Flags | display_front_window->Flags) & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0) | 
				
			
			
		
	
		
			
				
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					        BringWindowToDisplayFront(display_front_window); | 
				
			
			
		
	
		
			
				
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					} | 
				
			
			
		
	
		
			
				
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					@ -9532,7 +9532,7 @@ static void ImGui::NavUpdateWindowing() | 
				
			
			
		
	
		
			
				
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					    if (start_windowing_with_gamepad || start_windowing_with_keyboard) | 
				
			
			
		
	
		
			
				
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					        if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1)) | 
				
			
			
		
	
		
			
				
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					        { | 
				
			
			
		
	
		
			
				
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					            g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow; // FIXME-DOCK: Will need to use RootWindowDockStop
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					            g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindowDockStop; | 
				
			
			
		
	
		
			
				
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					            g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f; | 
				
			
			
		
	
		
			
				
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					            g.NavWindowingToggleLayer = start_windowing_with_keyboard ? false : true; | 
				
			
			
		
	
		
			
				
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					            g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_NavKeyboard : ImGuiInputSource_NavGamepad; | 
				
			
			
		
	
	
		
			
				
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