223 lines
8.3 KiB
C++
223 lines
8.3 KiB
C++
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#include "InspectorWindow.h"
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#include <cstdio> // for printf, if needed
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#include <cstring> // for strcpy, if needed
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void InspectorWindow::Show(Transform &transform, Script &script)
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{
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// We can push additional style for a more Unity/Godot-like inspector
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ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(12, 12));
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ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(6, 4));
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ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(8, 8));
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// Optional: a slight color for window background
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// (If you want to override the theme’s default)
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// ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(0.12f, 0.12f, 0.12f, 1.f));
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if (ImGui::Begin("Inspector"))
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{
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// Title or header-like text
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{
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// A mild accent color for the header text
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ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(0.9f, 0.85f, 0.2f, 1.f));
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ImGui::TextUnformatted("Selected Object Inspector");
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ImGui::PopStyleColor();
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}
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ImGui::Separator();
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ImGui::Spacing();
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// ----------------
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// TRANSFORM
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// ----------------
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{
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// A bit of color or bold for the header
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// Inside your InspectorWindow::Show(...) method,
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// specifically within the Transform section:
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if (ImGui::CollapsingHeader("Transform", ImGuiTreeNodeFlags_DefaultOpen))
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{
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// Provide a quick tooltip/hint on hover
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if (ImGui::IsItemHovered())
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{
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ImGui::BeginTooltip();
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ImGui::TextUnformatted("Controls the object's Position, Rotation, and Scale.");
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ImGui::EndTooltip();
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}
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// ------------------------------------------
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// Position
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// ------------------------------------------
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if (ImGui::TreeNodeEx("Position", ImGuiTreeNodeFlags_DefaultOpen | ImGuiTreeNodeFlags_SpanAvailWidth))
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{
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// We'll do a custom layout with color-coded X, Y, Z labels
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ImGui::TextColored(ImVec4(1.0f, 1.0f, 1.0f, 1.0f), "Position:");
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ImGui::Spacing();
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// Colors for each axis: X=red, Y=green, Z=blue
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ImVec4 colX(1.0f, 0.4f, 0.4f, 1.0f);
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ImVec4 colY(0.4f, 1.0f, 0.4f, 1.0f);
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ImVec4 colZ(0.4f, 0.4f, 1.0f, 1.0f);
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// Axis labels for reference
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const char *axisLabels[3] = {"X", "Y", "Z"};
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ImVec4 axisColors[3] = {colX, colY, colZ};
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float *pos = transform.position;
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// We'll lay them out on one line with spacing
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ImGui::PushID("PositionFields");
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for (int i = 0; i < 3; i++)
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{
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// Color-coded label
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ImGui::TextColored(axisColors[i], "%s", axisLabels[i]);
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ImGui::SameLine();
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// We push another ID so each DragFloat is unique
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ImGui::PushID(i);
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ImGui::SetNextItemWidth(60.0f); // or -1 for full stretch
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ImGui::DragFloat("##Pos", &pos[i], 0.1f);
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ImGui::PopID();
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// Small spacing between each axis
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if (i < 2)
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{
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ImGui::SameLine(0, 15);
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}
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}
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ImGui::PopID();
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ImGui::TreePop();
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}
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ImGui::Spacing();
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// ------------------------------------------
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// Rotation
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// ------------------------------------------
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if (ImGui::TreeNodeEx("Rotation", ImGuiTreeNodeFlags_DefaultOpen | ImGuiTreeNodeFlags_SpanAvailWidth))
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{
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ImGui::TextColored(ImVec4(1.0f, 1.0f, 1.0f, 1.0f), "Rotation:");
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ImGui::Spacing();
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ImVec4 colX(1.0f, 0.4f, 0.4f, 1.0f);
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ImVec4 colY(0.4f, 1.0f, 0.4f, 1.0f);
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ImVec4 colZ(0.4f, 0.4f, 1.0f, 1.0f);
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const char *axisLabels[3] = {"X", "Y", "Z"};
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ImVec4 axisColors[3] = {colX, colY, colZ};
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float *rot = transform.rotation;
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ImGui::PushID("RotationFields");
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for (int i = 0; i < 3; i++)
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{
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ImGui::TextColored(axisColors[i], "%s", axisLabels[i]);
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ImGui::SameLine();
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ImGui::PushID(i);
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ImGui::SetNextItemWidth(60.0f);
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ImGui::DragFloat("##Rot", &rot[i], 0.1f);
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ImGui::PopID();
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if (i < 2)
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{
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ImGui::SameLine(0, 15);
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}
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}
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ImGui::PopID();
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ImGui::TreePop();
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}
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ImGui::Spacing();
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// ------------------------------------------
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// Scale
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// ------------------------------------------
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if (ImGui::TreeNodeEx("Scale", ImGuiTreeNodeFlags_DefaultOpen | ImGuiTreeNodeFlags_SpanAvailWidth))
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{
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ImGui::TextColored(ImVec4(1.0f, 1.0f, 1.0f, 1.0f), "Scale:");
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ImGui::Spacing();
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ImVec4 colX(1.0f, 0.4f, 0.4f, 1.0f);
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ImVec4 colY(0.4f, 1.0f, 0.4f, 1.0f);
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ImVec4 colZ(0.4f, 0.4f, 1.0f, 1.0f);
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const char *axisLabels[3] = {"X", "Y", "Z"};
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ImVec4 axisColors[3] = {colX, colY, colZ};
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float *scl = transform.scale;
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ImGui::PushID("ScaleFields");
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for (int i = 0; i < 3; i++)
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{
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ImGui::TextColored(axisColors[i], "%s", axisLabels[i]);
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ImGui::SameLine();
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ImGui::PushID(i);
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ImGui::SetNextItemWidth(60.0f);
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ImGui::DragFloat("##Scale", &scl[i], 0.1f);
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ImGui::PopID();
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if (i < 2)
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{
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ImGui::SameLine(0, 15);
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}
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}
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ImGui::PopID();
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ImGui::TreePop();
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}
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ImGui::Spacing();
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ImGui::Separator();
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}
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ImGui::Spacing();
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}
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// ----------------
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// SCRIPT
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// ----------------
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{
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if (ImGui::CollapsingHeader("Script##Inspector", ImGuiTreeNodeFlags_DefaultOpen))
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{
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if (ImGui::IsItemHovered())
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{
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ImGui::BeginTooltip();
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ImGui::TextUnformatted("Attach a script (logic) to this object.");
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ImGui::EndTooltip();
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}
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// Script Name
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ImGui::TextColored(ImVec4(0.9f, 0.9f, 0.9f, 1.0f), "Script Name:");
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ImGui::SameLine();
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{
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// We'll allocate a buffer to edit the script name
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char buffer[128];
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// Copy the current name into the buffer
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std::snprintf(buffer, sizeof(buffer), "%s", script.scriptName.c_str());
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// Provide an input text
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ImGui::SetNextItemWidth(-1);
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if (ImGui::InputText("##ScriptName", buffer, sizeof(buffer)))
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{
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script.scriptName = buffer;
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}
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}
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// Enabled?
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ImGui::Checkbox("Enabled##ScriptEnabled", &script.enabled);
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// In a real engine, you might display all public fields of the script here
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// e.g., float moveSpeed, int health, etc.
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ImGui::Spacing();
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ImGui::Separator();
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}
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}
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}
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ImGui::End();
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// Pop the potential override color if used
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// ImGui::PopStyleColor();
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// Restore style
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ImGui::PopStyleVar(3);
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}
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