Internals: FIxed commented out IMGUI_DEBUG_LOG_xxx macros, added extra. Revert incorrect 103c5edaa
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@ -12154,7 +12154,8 @@ void ImGui::DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req)
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void ImGui::DockContextProcessUndockWindow(ImGuiContext* ctx, ImGuiWindow* window, bool clear_persistent_docking_ref)
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{
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(void)ctx;
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IMGUI_DEBUG_LOG_DOCKING("DockContextProcessUndockWindow window '%s', clear_persistent_docking_ref = %d\n", window->Name, clear_persistent_docking_ref);
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IM_UNUSED(ctx);
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if (window->DockNode)
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DockNodeRemoveWindow(window->DockNode, window, clear_persistent_docking_ref ? 0 : window->DockId);
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else
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@ -12167,6 +12168,7 @@ void ImGui::DockContextProcessUndockWindow(ImGuiContext* ctx, ImGuiWindow* windo
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void ImGui::DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node)
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{
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IMGUI_DEBUG_LOG_DOCKING("DockContextProcessUndockNode node %08X\n", node->ID);
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IM_ASSERT(node->IsLeafNode());
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IM_ASSERT(node->Windows.Size >= 1);
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@ -158,9 +158,12 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer
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#endif
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// Debug Logging for selected systems. Remove the '((void)0) //' to enable.
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#define IMGUI_DEBUG_LOG_POPUP(...) ((void)0) // IMGUI_DEBUG_LOG(__VA_ARGS__)
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#define IMGUI_DEBUG_LOG_VIEWPORT(...) ((void)0) // IMGUI_DEBUG_LOG(__VA_ARGS__)
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#define IMGUI_DEBUG_LOG_DOCKING(...) ((void)0) // IMGUI_DEBUG_LOG(__VA_ARGS__)
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//#define IMGUI_DEBUG_LOG_POPUP IMGUI_DEBUG_LOG // Enable log
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//#define IMGUI_DEBUG_LOG_VIEWPORT IMGUI_DEBUG_LOG // Enable log
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//#define IMGUI_DEBUG_LOG_DOCKING IMGUI_DEBUG_LOG // Enable log
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#define IMGUI_DEBUG_LOG_POPUP(...) ((void)0) // Disable log
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#define IMGUI_DEBUG_LOG_VIEWPORT(...) ((void)0) // Disable log
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#define IMGUI_DEBUG_LOG_DOCKING(...) ((void)0) // Disable log
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// Static Asserts
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#if (__cplusplus >= 201100)
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@ -1751,7 +1754,7 @@ struct IMGUI_API ImGuiWindow
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ImGuiItemStatusFlags DockTabItemStatusFlags;
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ImRect DockTabItemRect;
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short DockOrder; // Order of the last time the window was visible within its DockNode. This is used to reorder windows that are reappearing on the same frame. Same value between windows that were active and windows that were none are possible.
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bool DockIsActive :1; // When docking artifacts are actually visible. When this is set, DockNode is guaranteed to be != NULL. ~~ (DockNode != NULL) && (DockNode->Windows.Size > 1).
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bool DockIsActive :1; // When docking artifacts are actually visible. When this is set, DockNode is guaranteed to be != NULL. ~~ (DockNode != NULL) && (DockNode->Windows.Size > 1).
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bool DockTabIsVisible :1; // Is our window visible this frame? ~~ is the corresponding tab selected?
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bool DockTabWantClose :1;
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