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Allow Splitting dockId multiple times #8471
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# Conflicts: # backends/imgui_impl_dx10.cpp # backends/imgui_impl_dx11.cpp # backends/imgui_impl_dx12.cpp # backends/imgui_impl_dx9.cpp # backends/imgui_impl_glfw.cpp # backends/imgui_impl_opengl2.cpp # backends/imgui_impl_opengl3.cpp # backends/imgui_impl_osx.mm # backends/imgui_impl_sdl2.cpp # backends/imgui_impl_sdl3.cpp # backends/imgui_impl_vulkan.cpp # backends/imgui_impl_win32.cpp
# Conflicts: # imgui.cpp # imgui.h # imgui_internal.h
… match the sum of individual ImDrawList's buffer sizes. (ocornut#6716) Amend dbeeeae
ac64b65 on master seemed incorrect. # Conflicts: # docs/CHANGELOG.txt # imgui.cpp # imgui_internal.h # imgui_widgets.cpp
…e ItemInnerSpacing.x between title bar buttons. Amend for Docking. (ocornut#6749)
…ornut#6753, ocornut#6716) Fixes f422e78. Didn't crash because g.Windows[] is always larger than g.WindowsFocusOrder[].
…y while moving a window displays an help tooltip to increase affordance. (ocornut#6709, ocornut#4643) Hope this doesn't feel spammy?
# Conflicts: # imgui.cpp # imgui_demo.cpp
# Conflicts: # backends/imgui_impl_win32.cpp # imgui.cpp
…rnut#6823, ocornut#2999) NoDocking not marked as saved (it never was). Removed unused ImGuiDockNodeFlags_LocalFlagsMask_.
# Conflicts: # imgui.cpp # imgui_internal.h
…ers ImGuiDockNodeFlags_NoDockingXXX flags. (ocornut#2999, ocornut#6823, ocornut#6780, ocornut#3492)
… -> ImGuiDockNodeFlags_NoDockingOverCentralNode, ImGuiDockNodeFlags_NoSplit -> ImGuiDockNodeFlags_NoDockingSplit. Shuffled other internal flags and added comments.
…ch is required for claiming moue wheel ownership in (unenabled) ImGuiTabBarFlags_FittingPolicyScroll mode. Amend 5f30191
…Var_TabBarBorderSize. (ocornut#6820, ocornut#4859, ocornut#5022, ocornut#5239) Removed ImGuiTabItemFlags_Preview. Will need cherry-picking in master.
…tab in dock nodes that don't carry the currently focused window. (ocornut#2304) In TestSuite: see "docking_tab_focus_restore". Remove old code ~ ed3c015 8bac6d4 8cac70d + Fix potential crash in IMGUI_DEBUG_LOG_DOCKING() path when using amended buttons.
… in node without passing its node.
…ed on a monitor with negative coordinates. (ocornut#6861, ocornut#2884)
# Conflicts: # backends/imgui_impl_win32.cpp # imgui.cpp
# Conflicts: # imgui.cpp # imgui_internal.h
…). (ocornut#4631) Squashed of 2 master commits.
# Conflicts: # imgui.cpp
…ar() for ocornut#8267 # Conflicts: # imgui_widgets.cpp
# Conflicts: # imgui.cpp # imgui_internal.h # imgui_widgets.cpp
# Conflicts: # imgui.cpp # imgui_internal.h
…tened clash introduced by c38c18c just for 1.91.7 (ocornut#8357)
# Conflicts: # backends/imgui_impl_metal.mm # imgui.cpp # imgui_internal.h
# Conflicts: # backends/imgui_impl_glfw.cpp # backends/imgui_impl_glfw.h # examples/example_apple_metal/example_apple_metal.xcodeproj/project.pbxproj # imgui.cpp
# Conflicts: # backends/imgui_impl_sdl2.cpp # backends/imgui_impl_sdl3.cpp # imgui.cpp # imgui_internal.h
…cornut#8393, ocornut#8385) Before the assert was introduced in d66f4e5 the viewport would be eventually clamped with ClampWindowPos using g.FallbackMonitor, but code would run temporarly with DpiScale=0.
…or submitted. Reworked 95c4111. (ocornut#8401, ocornut#8393, ocornut#8385)
# Conflicts: # backends/imgui_impl_sdl2.cpp # backends/imgui_impl_vulkan.cpp
…gers a refresh of monitor list. (ocornut#8415)
…every frame, as the later may change regardless of monitor changes. (ocornut#8415)
# Conflicts: # backends/imgui_impl_glfw.cpp # backends/imgui_impl_glfw.h # backends/imgui_impl_opengl3.cpp # backends/imgui_impl_osx.h # backends/imgui_impl_osx.mm # backends/imgui_impl_sdl2.cpp # backends/imgui_impl_sdl3.cpp # backends/imgui_impl_win32.cpp # imgui.cpp
…ation is compiled without UNICODE. (ocornut#7979, ocornut#5725)
…ports via undocumented ImGui_ImplDX11_SetSwapChainDescs(). (ocornut#5437, ocornut#7607, ocornut#7286, ocornut#2970)
… used to store SDL's WindowID, not SDL_Window*. (ocornut#7853) Amend 2d99052
…nds() fails or return a zero size. (ocornut#8415, ocornut#3457) Analoguous to aa8e09d for GLFW.
# Conflicts: # backends/imgui_impl_dx12.cpp # backends/imgui_impl_sdl2.cpp # backends/imgui_impl_sdl3.cpp # imgui.cpp
# Conflicts: # imgui.cpp # imgui_internal.h
# Conflicts: # backends/imgui_impl_glfw.cpp
# Conflicts: # imgui.cpp
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This allows splitting a dock node so that you can create a left/right/up/down docking location programmatically.
Without this, the programmer can only split one direction off of the main dockId which prevents docking multiple windows to the other sides of the main program window.
Example: