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Internals, Inputs: *Breaking* Renamed ImGuiKeyOwner_None to ImGuiKeyO…
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…wner_NoOwner: avoid confusion with non zero value, makes IsKeyPressed() calls using ImGuiKeyOwner_NoOwner more explicit.

Amend 4448d97 (#456, #2637, #2620, #2891, #3370, #4828, #5108, #5242, #5641)
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ocornut committed May 23, 2024
1 parent ec1d2be commit 55748cd
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Showing 4 changed files with 45 additions and 38 deletions.
5 changes: 5 additions & 0 deletions docs/CHANGELOG.txt
Original file line number Diff line number Diff line change
Expand Up @@ -53,6 +53,11 @@ Breaking changes:
- Backends: SDL_Renderer2/SDL_Renderer3: and ImGui_ImplSDLRenderer2_RenderDrawData() and
ImGui_ImplSDLRenderer3_RenderDrawData() now takes a SDL_Renderer* parameter. This was previously
overlooked from the API but it will facilitate eventual support for multi-viewports.
- Internals, Inputs: (not public nor documented yet, but disclosing breaking changes
because I expect a few advanced users caught on owner-aware inputs system):
- Renamed ImGuiKeyOwner_None to ImGuiKeyOwner_NoOwner, to make use more explicit and
reduce confusion with the default it is a non-zero value and cannot be the default value.


Other changes:

Expand Down
65 changes: 33 additions & 32 deletions imgui.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -430,6 +430,7 @@ CODE
When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.
You can read releases logs https://github.com/ocornut/imgui/releases for more details.

- 2024/05/22 (1.90.7) - inputs internals: renamed ImGuiKeyOwner_None to ImGuiKeyOwner_NoOwner, to make use more explicit and reduce confusion with the default it is a non-zero value and cannot be the default value (never made public, but disclosing as I expect a few users caught on owner-aware inputs).
- 2024/05/16 (1.90.7) - inputs: on macOS X, Cmd and Ctrl keys are now automatically swapped by io.AddKeyEvent() as this naturally align with how macOS X uses those keys.
- it shouldn't really affect you unless you had custom shortcut swapping in place for macOS X apps.
- removed ImGuiMod_Shortcut which was previously dynamically remapping to Ctrl or Cmd/Super. It is now unnecessary to specific cross-platform idiomatic shortcuts. (#2343, #4084, #5923, #456)
Expand Down Expand Up @@ -6713,7 +6714,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// We don't use a regular button+id to test for double-click on title bar (mostly due to legacy reason, could be fixed), so verify that we don't have items over the title bar.
ImRect title_bar_rect = window->TitleBarRect();
if (g.HoveredWindow == window && g.HoveredId == 0 && g.HoveredIdPreviousFrame == 0 && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max))
if (g.IO.MouseClickedCount[0] == 2 && GetKeyOwner(ImGuiKey_MouseLeft) == ImGuiKeyOwner_None)
if (g.IO.MouseClickedCount[0] == 2 && GetKeyOwner(ImGuiKey_MouseLeft) == ImGuiKeyOwner_NoOwner)
window->WantCollapseToggle = true;
if (window->WantCollapseToggle)
{
Expand Down Expand Up @@ -8504,9 +8505,9 @@ static void ImGui::UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt)
routing_entry = &rt->Entries[old_routing_idx];
routing_entry->RoutingCurrScore = routing_entry->RoutingNextScore;
routing_entry->RoutingCurr = routing_entry->RoutingNext; // Update entry
routing_entry->RoutingNext = ImGuiKeyOwner_None;
routing_entry->RoutingNext = ImGuiKeyOwner_NoOwner;
routing_entry->RoutingNextScore = 255;
if (routing_entry->RoutingCurr == ImGuiKeyOwner_None)
if (routing_entry->RoutingCurr == ImGuiKeyOwner_NoOwner)
continue;
rt->EntriesNext.push_back(*routing_entry); // Write alive ones into new buffer

Expand All @@ -8515,7 +8516,7 @@ static void ImGui::UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt)
if (routing_entry->Mods == g.IO.KeyMods)
{
ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
if (owner_data->OwnerCurr == ImGuiKeyOwner_None)
if (owner_data->OwnerCurr == ImGuiKeyOwner_NoOwner)
{
owner_data->OwnerCurr = routing_entry->RoutingCurr;
//IMGUI_DEBUG_LOG("SetKeyOwner(%s, owner_id=0x%08X) via Routing\n", GetKeyName(key), routing_entry->RoutingCurr);
Expand All @@ -8535,7 +8536,7 @@ static void ImGui::UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt)
static inline ImGuiID GetRoutingIdFromOwnerId(ImGuiID owner_id)
{
ImGuiContext& g = *GImGui;
return (owner_id != ImGuiKeyOwner_None && owner_id != ImGuiKeyOwner_Any) ? owner_id : g.CurrentFocusScopeId;
return (owner_id != ImGuiKeyOwner_NoOwner && owner_id != ImGuiKeyOwner_Any) ? owner_id : g.CurrentFocusScopeId;
}

ImGuiKeyRoutingData* ImGui::GetShortcutRoutingData(ImGuiKeyChord key_chord)
Expand Down Expand Up @@ -8647,7 +8648,7 @@ bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiI
flags |= ImGuiInputFlags_RouteGlobalHighest; // IMPORTANT: This is the default for SetShortcutRouting() but NOT Shortcut()
else
IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiInputFlags_RouteTypeMask_)); // Check that only 1 routing flag is used
IM_ASSERT(owner_id != ImGuiKeyOwner_Any && owner_id != ImGuiKeyOwner_None);
IM_ASSERT(owner_id != ImGuiKeyOwner_Any && owner_id != ImGuiKeyOwner_NoOwner);

// Add ImGuiMod_XXXX when a corresponding ImGuiKey_LeftXXX/ImGuiKey_RightXXX is specified.
key_chord = FixupKeyChord(key_chord);
Expand Down Expand Up @@ -9146,7 +9147,7 @@ static void ImGui::UpdateKeyboardInputs()
ImGuiKeyOwnerData* owner_data = &g.KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN];
owner_data->OwnerCurr = owner_data->OwnerNext;
if (!key_data->Down) // Important: ownership is released on the frame after a release. Ensure a 'MouseDown -> CloseWindow -> MouseUp' chain doesn't lead to someone else seeing the MouseUp.
owner_data->OwnerNext = ImGuiKeyOwner_None;
owner_data->OwnerNext = ImGuiKeyOwner_NoOwner;
owner_data->LockThisFrame = owner_data->LockUntilRelease = owner_data->LockUntilRelease && key_data->Down; // Clear LockUntilRelease when key is not Down anymore
}

Expand Down Expand Up @@ -9302,8 +9303,8 @@ void ImGui::UpdateMouseWheel()
}

ImVec2 wheel;
wheel.x = TestKeyOwner(ImGuiKey_MouseWheelX, ImGuiKeyOwner_None) ? g.IO.MouseWheelH : 0.0f;
wheel.y = TestKeyOwner(ImGuiKey_MouseWheelY, ImGuiKeyOwner_None) ? g.IO.MouseWheel : 0.0f;
wheel.x = TestKeyOwner(ImGuiKey_MouseWheelX, ImGuiKeyOwner_NoOwner) ? g.IO.MouseWheelH : 0.0f;
wheel.y = TestKeyOwner(ImGuiKey_MouseWheelY, ImGuiKeyOwner_NoOwner) ? g.IO.MouseWheel : 0.0f;

//IMGUI_DEBUG_LOG("MouseWheel X:%.3f Y:%.3f\n", wheel_x, wheel_y);
ImGuiWindow* mouse_window = g.WheelingWindow ? g.WheelingWindow : g.HoveredWindow;
Expand Down Expand Up @@ -9542,15 +9543,15 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
ImGuiID ImGui::GetKeyOwner(ImGuiKey key)
{
if (!IsNamedKeyOrMod(key))
return ImGuiKeyOwner_None;
return ImGuiKeyOwner_NoOwner;

ImGuiContext& g = *GImGui;
ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
ImGuiID owner_id = owner_data->OwnerCurr;

if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId && owner_id != ImGuiKeyOwner_Any)
if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END)
return ImGuiKeyOwner_None;
return ImGuiKeyOwner_NoOwner;

return owner_id;
}
Expand Down Expand Up @@ -9580,7 +9581,7 @@ bool ImGui::TestKeyOwner(ImGuiKey key, ImGuiID owner_id)
{
if (owner_data->LockThisFrame)
return false;
if (owner_data->OwnerCurr != ImGuiKeyOwner_None)
if (owner_data->OwnerCurr != ImGuiKeyOwner_NoOwner)
return false;
}

Expand Down Expand Up @@ -9681,7 +9682,7 @@ bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags

// Using 'owner_id == ImGuiKeyOwner_Any/0': auto-assign an owner based on current focus scope (each window has its focus scope by default)
// Effectively makes Shortcut() always input-owner aware.
if (owner_id == ImGuiKeyOwner_Any || owner_id == ImGuiKeyOwner_None)
if (owner_id == ImGuiKeyOwner_Any || owner_id == ImGuiKeyOwner_NoOwner)
owner_id = GetRoutingIdFromOwnerId(owner_id);

// Submit route
Expand Down Expand Up @@ -12123,10 +12124,10 @@ static void ImGui::NavUpdate()
g.NavActivateFlags = ImGuiActivateFlags_None;
if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
{
const bool activate_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Space, ImGuiKeyOwner_None)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadActivate, ImGuiKeyOwner_None));
const bool activate_pressed = activate_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Space, ImGuiKeyOwner_None)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadActivate, ImGuiKeyOwner_None)));
const bool input_down = (nav_keyboard_active && (IsKeyDown(ImGuiKey_Enter, ImGuiKeyOwner_None) || IsKeyDown(ImGuiKey_KeypadEnter, ImGuiKeyOwner_None))) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadInput, ImGuiKeyOwner_None));
const bool input_pressed = input_down && ((nav_keyboard_active && (IsKeyPressed(ImGuiKey_Enter, ImGuiKeyOwner_None) || IsKeyPressed(ImGuiKey_KeypadEnter, ImGuiKeyOwner_None))) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadInput, ImGuiKeyOwner_None)));
const bool activate_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Space, ImGuiKeyOwner_NoOwner)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadActivate, ImGuiKeyOwner_NoOwner));
const bool activate_pressed = activate_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Space, ImGuiKeyOwner_NoOwner)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadActivate, ImGuiKeyOwner_NoOwner)));
const bool input_down = (nav_keyboard_active && (IsKeyDown(ImGuiKey_Enter, ImGuiKeyOwner_NoOwner) || IsKeyDown(ImGuiKey_KeypadEnter, ImGuiKeyOwner_NoOwner))) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadInput, ImGuiKeyOwner_NoOwner));
const bool input_pressed = input_down && ((nav_keyboard_active && (IsKeyPressed(ImGuiKey_Enter, ImGuiKeyOwner_NoOwner) || IsKeyPressed(ImGuiKey_KeypadEnter, ImGuiKeyOwner_NoOwner))) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadInput, ImGuiKeyOwner_NoOwner)));
if (g.ActiveId == 0 && activate_pressed)
{
g.NavActivateId = g.NavId;
Expand Down Expand Up @@ -12300,10 +12301,10 @@ void ImGui::NavUpdateCreateMoveRequest()
if (window && !g.NavWindowingTarget && !(window->Flags & ImGuiWindowFlags_NoNavInputs))
{
const ImGuiInputFlags repeat_mode = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateNavMove;
if (!IsActiveIdUsingNavDir(ImGuiDir_Left) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadLeft, ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_LeftArrow, ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Left; }
if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadRight, ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_RightArrow, ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Right; }
if (!IsActiveIdUsingNavDir(ImGuiDir_Up) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadUp, ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_UpArrow, ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Up; }
if (!IsActiveIdUsingNavDir(ImGuiDir_Down) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadDown, ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_DownArrow, ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Down; }
if (!IsActiveIdUsingNavDir(ImGuiDir_Left) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadLeft, ImGuiKeyOwner_NoOwner, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_LeftArrow, ImGuiKeyOwner_NoOwner, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Left; }
if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadRight, ImGuiKeyOwner_NoOwner, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_RightArrow, ImGuiKeyOwner_NoOwner, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Right; }
if (!IsActiveIdUsingNavDir(ImGuiDir_Up) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadUp, ImGuiKeyOwner_NoOwner, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_UpArrow, ImGuiKeyOwner_NoOwner, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Up; }
if (!IsActiveIdUsingNavDir(ImGuiDir_Down) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadDown, ImGuiKeyOwner_NoOwner, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_DownArrow, ImGuiKeyOwner_NoOwner, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Down; }
}
g.NavMoveClipDir = g.NavMoveDir;
g.NavScoringNoClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX);
Expand Down Expand Up @@ -12399,7 +12400,7 @@ void ImGui::NavUpdateCreateTabbingRequest()
if (window == NULL || g.NavWindowingTarget != NULL || (window->Flags & ImGuiWindowFlags_NoNavInputs))
return;

const bool tab_pressed = IsKeyPressed(ImGuiKey_Tab, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat) && !g.IO.KeyCtrl && !g.IO.KeyAlt;
const bool tab_pressed = IsKeyPressed(ImGuiKey_Tab, ImGuiKeyOwner_NoOwner, ImGuiInputFlags_Repeat) && !g.IO.KeyCtrl && !g.IO.KeyAlt;
if (!tab_pressed)
return;

Expand Down Expand Up @@ -12537,7 +12538,7 @@ static void ImGui::NavUpdateCancelRequest()
ImGuiContext& g = *GImGui;
const bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
if (!(nav_keyboard_active && IsKeyPressed(ImGuiKey_Escape, ImGuiKeyOwner_None)) && !(nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadCancel, ImGuiKeyOwner_None)))
if (!(nav_keyboard_active && IsKeyPressed(ImGuiKey_Escape, ImGuiKeyOwner_NoOwner)) && !(nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadCancel, ImGuiKeyOwner_NoOwner)))
return;

IMGUI_DEBUG_LOG_NAV("[nav] NavUpdateCancelRequest()\n");
Expand Down Expand Up @@ -12586,10 +12587,10 @@ static float ImGui::NavUpdatePageUpPageDown()
if ((window->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL)
return 0.0f;

const bool page_up_held = IsKeyDown(ImGuiKey_PageUp, ImGuiKeyOwner_None);
const bool page_down_held = IsKeyDown(ImGuiKey_PageDown, ImGuiKeyOwner_None);
const bool home_pressed = IsKeyPressed(ImGuiKey_Home, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat);
const bool end_pressed = IsKeyPressed(ImGuiKey_End, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat);
const bool page_up_held = IsKeyDown(ImGuiKey_PageUp, ImGuiKeyOwner_NoOwner);
const bool page_down_held = IsKeyDown(ImGuiKey_PageDown, ImGuiKeyOwner_NoOwner);
const bool home_pressed = IsKeyPressed(ImGuiKey_Home, ImGuiKeyOwner_NoOwner, ImGuiInputFlags_Repeat);
const bool end_pressed = IsKeyPressed(ImGuiKey_End, ImGuiKeyOwner_NoOwner, ImGuiInputFlags_Repeat);
if (page_up_held == page_down_held && home_pressed == end_pressed) // Proceed if either (not both) are pressed, otherwise early out
return 0.0f;

Expand All @@ -12599,9 +12600,9 @@ static float ImGui::NavUpdatePageUpPageDown()
if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavWindowHasScrollY)
{
// Fallback manual-scroll when window has no navigable item
if (IsKeyPressed(ImGuiKey_PageUp, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat))
if (IsKeyPressed(ImGuiKey_PageUp, ImGuiKeyOwner_NoOwner, ImGuiInputFlags_Repeat))
SetScrollY(window, window->Scroll.y - window->InnerRect.GetHeight());
else if (IsKeyPressed(ImGuiKey_PageDown, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat))
else if (IsKeyPressed(ImGuiKey_PageDown, ImGuiKeyOwner_NoOwner, ImGuiInputFlags_Repeat))
SetScrollY(window, window->Scroll.y + window->InnerRect.GetHeight());
else if (home_pressed)
SetScrollY(window, 0.0f);
Expand Down Expand Up @@ -12855,7 +12856,7 @@ static void ImGui::NavUpdateWindowing()
// Keyboard: Press and Release ALT to toggle menu layer
const ImGuiKey windowing_toggle_keys[] = { ImGuiKey_LeftAlt, ImGuiKey_RightAlt };
for (ImGuiKey windowing_toggle_key : windowing_toggle_keys)
if (nav_keyboard_active && IsKeyPressed(windowing_toggle_key, ImGuiKeyOwner_None))
if (nav_keyboard_active && IsKeyPressed(windowing_toggle_key, ImGuiKeyOwner_NoOwner))
{
g.NavWindowingToggleLayer = true;
g.NavWindowingToggleKey = windowing_toggle_key;
Expand All @@ -12870,7 +12871,7 @@ static void ImGui::NavUpdateWindowing()
// We cancel toggling nav layer if an owner has claimed the key.
if (io.InputQueueCharacters.Size > 0 || io.KeyCtrl || io.KeyShift || io.KeySuper)
g.NavWindowingToggleLayer = false;
if (TestKeyOwner(g.NavWindowingToggleKey, ImGuiKeyOwner_None) == false || TestKeyOwner(ImGuiMod_Alt, ImGuiKeyOwner_None) == false)
if (TestKeyOwner(g.NavWindowingToggleKey, ImGuiKeyOwner_NoOwner) == false || TestKeyOwner(ImGuiMod_Alt, ImGuiKeyOwner_NoOwner) == false)
g.NavWindowingToggleLayer = false;

// Apply layer toggle on Alt release
Expand Down Expand Up @@ -14836,7 +14837,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
{
ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
if (owner_data->OwnerCurr == ImGuiKeyOwner_None)
if (owner_data->OwnerCurr == ImGuiKeyOwner_NoOwner)
continue;
Text("%s: 0x%08X%s", GetKeyName(key), owner_data->OwnerCurr,
owner_data->LockUntilRelease ? " LockUntilRelease" : owner_data->LockThisFrame ? " LockThisFrame" : "");
Expand Down
2 changes: 1 addition & 1 deletion imgui.h
Original file line number Diff line number Diff line change
Expand Up @@ -28,7 +28,7 @@
// Library Version
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
#define IMGUI_VERSION "1.90.7 WIP"
#define IMGUI_VERSION_NUM 19065
#define IMGUI_VERSION_NUM 19066
#define IMGUI_HAS_TABLE

/*
Expand Down
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