draw_list->PushClipRect(viewport_rect.Min-ImVec2(1,1),viewport_rect.Max+ImVec2(1,1),false);// Ensure ImDrawCmd are not merged
draw_list->PushClipRect(viewport_rect.Min-ImVec2(1,1),viewport_rect.Max+ImVec2(1,1),false);// FIXME: Need to stricty ensure ImDrawCmd are not merged (ElemCount==6 checks below will verify that)
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
#define IMGUI_VERSION "1.89.7"
#define IMGUI_VERSION_NUM 18971
#define IMGUI_VERSION "1.89.8 WIP"
#define IMGUI_VERSION_NUM 18972
#define IMGUI_HAS_TABLE
#define IMGUI_HAS_VIEWPORT // Viewport WIP branch
#define IMGUI_HAS_DOCK // Docking WIP branch
@ -2148,8 +2148,11 @@ struct ImGuiIO
IMGUI_APIvoidSetKeyEventNativeData(ImGuiKeykey,intnative_keycode,intnative_scancode,intnative_legacy_index=-1);// [Optional] Specify index for legacy <1.87 IsKeyXXX() functions with native indices + specify native keycode, scancode.
IMGUI_APIvoidSetAppAcceptingEvents(boolaccepting_events);// Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen.
IMGUI_APIvoidClearInputCharacters();// [Internal] Clear the text input buffer manually
IMGUI_APIvoidClearInputKeys();// [Internal] Release all keys
IMGUI_APIvoidClearEventsQueue();// Clear all incoming events.
IMGUI_APIvoidClearInputKeys();// Clear current keyboard/mouse/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons.
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
IMGUI_APIvoidClearInputCharacters();// [Obsolete] Clear the current frame text input buffer. Now included within ClearInputKeys().
"Hit-testing is by default performed in item submission order, which generally is perceived as 'back-to-front'.\n\n"
"By using SetNextItemAllowOverlap() you can notify that an item may be overlapped by another. Doing so alters the hovering logic: items using AllowOverlap mode requires an extra frame to accept hovered state.");
// When using 'ImGuiInputTextFlags_EnterReturnsTrue' as a special case we reapply the live buffer back to the input buffer before clearing ActiveId, even though strictly speaking it wasn't modified on this frame.
// When using 'ImGuiInputTextFlags_EnterReturnsTrue' as a special case we reapply the live buffer back to the input buffer
// before clearing ActiveId, even though strictly speaking it wasn't modified on this frame.
// If we didn't do that, code like InputInt() with ImGuiInputTextFlags_EnterReturnsTrue would fail.
// This also allows the user to use InputText() with ImGuiInputTextFlags_EnterReturnsTrue without maintaining any user-side storage (please note that if you use this property along ImGuiInputTextFlags_CallbackResize you can end up with your temporary string object unnecessarily allocating once a frame, either store your string data, either if you don't then don't use ImGuiInputTextFlags_CallbackResize).
// This also allows the user to use InputText() with ImGuiInputTextFlags_EnterReturnsTrue without maintaining any user-side storage
// (please note that if you use this property along ImGuiInputTextFlags_CallbackResize you can end up with your temporary string object
// unnecessarily allocating once a frame, either store your string data, either if you don't then don't use ImGuiInputTextFlags_CallbackResize).