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Internals: Add a way to request window to not process any interactions for specified number of frames.
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@ -134,7 +134,7 @@ bool ImGui_ImplWin32_Init(void* hwnd)
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break;
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}
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#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
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return true;
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}
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@ -148,7 +148,7 @@ void ImGui_ImplWin32_Shutdown()
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g_XInputGetCapabilities = NULL;
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g_XInputGetState = NULL;
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#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
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g_hWnd = NULL;
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g_Time = 0;
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g_TicksPerSecond = 0;
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@ -6294,6 +6294,13 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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// Update the Hidden flag
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window->Hidden = (window->HiddenFramesCanSkipItems > 0) || (window->HiddenFramesCannotSkipItems > 0) || (window->HiddenFramesForRenderOnly > 0);
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// Disable inputs for requested number of frames
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if (window->DisableInputsFrames > 0)
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{
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window->DisableInputsFrames--;
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window->Flags |= ImGuiWindowFlags_NoInputs;
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}
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// Update the SkipItems flag, used to early out of all items functions (no layout required)
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bool skip_items = false;
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if (window->Collapsed || !window->Active || window->Hidden)
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@ -1784,6 +1784,7 @@ struct IMGUI_API ImGuiWindow
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ImS8 HiddenFramesCanSkipItems; // Hide the window for N frames
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ImS8 HiddenFramesCannotSkipItems; // Hide the window for N frames while allowing items to be submitted so we can measure their size
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ImS8 HiddenFramesForRenderOnly; // Hide the window until frame N at Render() time only
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ImS8 DisableInputsFrames; // Disable window interactions for N frames
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ImGuiCond SetWindowPosAllowFlags : 8; // store acceptable condition flags for SetNextWindowPos() use.
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ImGuiCond SetWindowSizeAllowFlags : 8; // store acceptable condition flags for SetNextWindowSize() use.
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ImGuiCond SetWindowCollapsedAllowFlags : 8; // store acceptable condition flags for SetNextWindowCollapsed() use.
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