[API] Dear ImGui v1.83
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@@ -71,7 +71,7 @@ public final class ImDrawData extends ImGuiStruct {
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* Ignore if never using images or multiple fonts atlas.
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*/
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public native int getCmdListCmdBufferTextureId(int cmdListIdx, int cmdBufferIdx); /*
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return (intptr_t)IM_DRAW_DATA->CmdLists[cmdListIdx]->CmdBuffer[cmdBufferIdx].TextureId;
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return (intptr_t)IM_DRAW_DATA->CmdLists[cmdListIdx]->CmdBuffer[cmdBufferIdx].GetTexID();
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*/
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/**
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@@ -4718,24 +4718,24 @@ public class ImGui {
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// - Use DockSpace() to create an explicit dock node _within_ an existing window. See Docking demo for details.
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// - DockSpace() needs to be submitted _before_ any window they can host. If you use a dockspace, submit it early in your app.
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public static void dockSpace(int imGuiID) {
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nDockSpace(imGuiID, 0, 0, 0, 0);
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public static int dockSpace(int imGuiID) {
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return nDockSpace(imGuiID, 0, 0, 0, 0);
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}
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public static void dockSpace(int imGuiID, float sizeX, float sizeY) {
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nDockSpace(imGuiID, sizeX, sizeY, 0, 0);
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public static int dockSpace(int imGuiID, float sizeX, float sizeY) {
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return nDockSpace(imGuiID, sizeX, sizeY, 0, 0);
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}
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public static void dockSpace(int imGuiID, float sizeX, float sizeY, int imGuiDockNodeFlags) {
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nDockSpace(imGuiID, sizeX, sizeY, imGuiDockNodeFlags, 0);
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public static int dockSpace(int imGuiID, float sizeX, float sizeY, int imGuiDockNodeFlags) {
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return nDockSpace(imGuiID, sizeX, sizeY, imGuiDockNodeFlags, 0);
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}
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public static void dockSpace(int imGuiID, float sizeX, float sizeY, int imGuiDockNodeFlags, ImGuiWindowClass imGuiWindowClass) {
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nDockSpace(imGuiID, sizeX, sizeY, imGuiDockNodeFlags, imGuiWindowClass.ptr);
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public static int dockSpace(int imGuiID, float sizeX, float sizeY, int imGuiDockNodeFlags, ImGuiWindowClass imGuiWindowClass) {
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return nDockSpace(imGuiID, sizeX, sizeY, imGuiDockNodeFlags, imGuiWindowClass.ptr);
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}
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private static native void nDockSpace(int imGuiID, float sizeX, float sizeY, int imGuiDockNodeFlags, long windowClassPtr); /*
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ImGui::DockSpace(imGuiID, ImVec2(sizeX, sizeY), imGuiDockNodeFlags, windowClassPtr != 0 ? (ImGuiWindowClass*)windowClassPtr : NULL);
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private static native int nDockSpace(int imGuiID, float sizeX, float sizeY, int imGuiDockNodeFlags, long windowClassPtr); /*
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return ImGui::DockSpace(imGuiID, ImVec2(sizeX, sizeY), imGuiDockNodeFlags, windowClassPtr != 0 ? (ImGuiWindowClass*)windowClassPtr : NULL);
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*/
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public static int dockSpaceOverViewport() {
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@@ -593,20 +593,6 @@ public final class ImGuiIO extends ImGuiStruct {
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IO->ConfigDockingNoSplit = value;
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*/
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/**
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* Enable docking with holding Shift key (reduce visual noise, allows dropping in wider space)
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*/
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public native boolean getConfigDockingWithShift(); /*
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return IO->ConfigDockingWithShift;
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*/
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/**
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* Enable docking with holding Shift key (reduce visual noise, allows dropping in wider space)
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*/
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public native void setConfigDockingWithShift(boolean value); /*
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IO->ConfigDockingWithShift = value;
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*/
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/**
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* [BETA] [FIXME: This currently creates regression with auto-sizing and general overhead]
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* Make every single floating window display within a docking node.
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