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Update ImGui to master+tables+docking (dd4ca70).
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-4
@@ -31,7 +31,7 @@
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// It is very strongly recommended to NOT disable the demo windows during development. Please read comments in imgui_demo.cpp.
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//#define IMGUI_DISABLE // Disable everything: all headers and source files will be empty.
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//#define IMGUI_DISABLE_DEMO_WINDOWS // Disable demo windows: ShowDemoWindow()/ShowStyleEditor() will be empty. Not recommended.
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//#define IMGUI_DISABLE_METRICS_WINDOW // Disable debug/metrics window: ShowMetricsWindow() will be empty.
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//#define IMGUI_DISABLE_METRICS_WINDOW // Disable metrics/debugger window: ShowMetricsWindow() will be empty.
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//---- Don't implement some functions to reduce linkage requirements.
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//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc.
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@@ -49,7 +49,7 @@
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//---- Pack colors to BGRA8 instead of RGBA8 (to avoid converting from one to another)
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//#define IMGUI_USE_BGRA_PACKED_COLOR
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//---- Use 32-bit for ImWchar (default is 16-bit) to support full unicode code points.
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//---- Use 32-bit for ImWchar (default is 16-bit) to support unicode planes 1-16. (e.g. point beyond 0xFFFF like emoticons, dingbats, symbols, shapes, ancient languages, etc...)
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//#define IMGUI_USE_WCHAR32
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//---- Avoid multiple STB libraries implementations, or redefine path/filenames to prioritize another version
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@@ -76,12 +76,12 @@
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*/
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//---- Use 32-bit vertex indices (default is 16-bit) is one way to allow large meshes with more than 64K vertices.
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// Your renderer back-end will need to support it (most example renderer back-ends support both 16/32-bit indices).
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// Your renderer backend will need to support it (most example renderer backends support both 16/32-bit indices).
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// Another way to allow large meshes while keeping 16-bit indices is to handle ImDrawCmd::VtxOffset in your renderer.
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// Read about ImGuiBackendFlags_RendererHasVtxOffset for details.
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//#define ImDrawIdx unsigned int
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//---- Override ImDrawCallback signature (will need to modify renderer back-ends accordingly)
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//---- Override ImDrawCallback signature (will need to modify renderer backends accordingly)
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//struct ImDrawList;
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//struct ImDrawCmd;
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//typedef void (*MyImDrawCallback)(const ImDrawList* draw_list, const ImDrawCmd* cmd, void* my_renderer_user_data);
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