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move bindings around
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1bce618684
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546 changed files with 8 additions and 8 deletions
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@ -1,274 +0,0 @@
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// ------------------------------------------------------------------------------
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// <auto-generated>
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// This code was generated by a tool.
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//
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// Changes to this file may cause incorrect behavior and will be lost if
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// the code is regenerated.
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// </auto-generated>
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// ------------------------------------------------------------------------------
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using System;
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using System.Diagnostics;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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using HexaGen.Runtime;
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using System.Numerics;
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namespace Dalamud.Bindings.ImGui
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{
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/// <summary>
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/// Helper: Manually clip large list of items.<br/>
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/// If you have lots evenly spaced items and you have random access to the list, you can perform coarse<br/>
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/// clipping based on visibility to only submit items that are in view.<br/>
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/// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped.<br/>
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/// (Dear ImGui already clip items based on their bounds but: it needs to first layout the item to do so, and generally<br/>
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/// fetchingsubmitting your own data incurs additional cost. Coarse clipping using ImGuiListClipper allows you to easily<br/>
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/// scale using lists with tens of thousands of items without a problem)<br/>
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/// Usage:<br/>
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/// ImGuiListClipper clipper;<br/>
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/// clipper.Begin(1000); We have 1000 elements, evenly spaced.<br/>
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/// while (clipper.Step())<br/>
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/// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)<br/>
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/// ImGui::Text("line number %d", i);<br/>
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/// Generally what happens is:<br/>
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/// - Clipper lets you process the first element (DisplayStart = 0, DisplayEnd = 1) regardless of it being visible or not.<br/>
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/// - User code submit that one element.<br/>
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/// - Clipper can measure the height of the first element<br/>
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/// - Clipper calculate the actual range of elements to display based on the current clipping rectangle, position the cursor before the first visible element.<br/>
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/// - User code submit visible elements.<br/>
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/// - The clipper also handles various subtleties related to keyboardgamepad navigation, wrapping etc.<br/>
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public partial struct ImGuiListClipper
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{
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/// <summary>
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/// To be documented.
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/// </summary>
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public int DisplayStart;
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/// <summary>
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/// To be documented.
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/// </summary>
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public int DisplayEnd;
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/// <summary>
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/// To be documented.
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/// </summary>
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public int ItemsCount;
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/// <summary>
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/// To be documented.
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/// </summary>
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public float ItemsHeight;
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/// <summary>
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/// To be documented.
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/// </summary>
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public float StartPosY;
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/// <summary>
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/// To be documented.
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/// </summary>
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public unsafe void* TempData;
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/// <summary>
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/// To be documented.
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/// </summary>
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public unsafe ImGuiListClipper(int displayStart = default, int displayEnd = default, int itemsCount = default, float itemsHeight = default, float startPosY = default, void* tempData = default)
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{
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DisplayStart = displayStart;
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DisplayEnd = displayEnd;
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ItemsCount = itemsCount;
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ItemsHeight = itemsHeight;
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StartPosY = startPosY;
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TempData = tempData;
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}
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/// <summary>
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/// To be documented.
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/// </summary>
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public unsafe void Begin(int itemsCount, float itemsHeight)
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{
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fixed (ImGuiListClipper* @this = &this)
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{
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ImGui.BeginNative(@this, itemsCount, itemsHeight);
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}
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}
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/// <summary>
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/// To be documented.
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/// </summary>
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public unsafe void Begin(int itemsCount)
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{
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fixed (ImGuiListClipper* @this = &this)
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{
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ImGui.BeginNative(@this, itemsCount, (float)(-1.0f));
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}
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}
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/// <summary>
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/// To be documented.
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/// </summary>
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public unsafe void Destroy()
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{
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fixed (ImGuiListClipper* @this = &this)
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{
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ImGui.DestroyNative(@this);
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}
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}
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/// <summary>
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/// To be documented.
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/// </summary>
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public unsafe void End()
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{
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fixed (ImGuiListClipper* @this = &this)
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{
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ImGui.EndNative(@this);
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}
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}
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/// <summary>
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/// To be documented.
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/// </summary>
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public unsafe void ForceDisplayRangeByIndices(int itemMin, int itemMax)
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{
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fixed (ImGuiListClipper* @this = &this)
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{
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ImGui.ForceDisplayRangeByIndicesNative(@this, itemMin, itemMax);
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}
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}
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/// <summary>
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/// To be documented.
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/// </summary>
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public unsafe bool Step()
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{
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fixed (ImGuiListClipper* @this = &this)
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{
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byte ret = ImGui.StepNative(@this);
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return ret != 0;
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}
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}
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}
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/// <summary>
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/// To be documented.
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/// </summary>
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#if NET5_0_OR_GREATER
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[DebuggerDisplay("{DebuggerDisplay,nq}")]
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#endif
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public unsafe struct ImGuiListClipperPtr : IEquatable<ImGuiListClipperPtr>
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{
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public ImGuiListClipperPtr(ImGuiListClipper* handle) { Handle = handle; }
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public ImGuiListClipper* Handle;
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public bool IsNull => Handle == null;
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public static ImGuiListClipperPtr Null => new ImGuiListClipperPtr(null);
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public ImGuiListClipper this[int index] { get => Handle[index]; set => Handle[index] = value; }
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public static implicit operator ImGuiListClipperPtr(ImGuiListClipper* handle) => new ImGuiListClipperPtr(handle);
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public static implicit operator ImGuiListClipper*(ImGuiListClipperPtr handle) => handle.Handle;
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public static bool operator ==(ImGuiListClipperPtr left, ImGuiListClipperPtr right) => left.Handle == right.Handle;
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public static bool operator !=(ImGuiListClipperPtr left, ImGuiListClipperPtr right) => left.Handle != right.Handle;
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public static bool operator ==(ImGuiListClipperPtr left, ImGuiListClipper* right) => left.Handle == right;
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public static bool operator !=(ImGuiListClipperPtr left, ImGuiListClipper* right) => left.Handle != right;
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public bool Equals(ImGuiListClipperPtr other) => Handle == other.Handle;
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/// <inheritdoc/>
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public override bool Equals(object obj) => obj is ImGuiListClipperPtr handle && Equals(handle);
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/// <inheritdoc/>
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public override int GetHashCode() => ((nuint)Handle).GetHashCode();
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#if NET5_0_OR_GREATER
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private string DebuggerDisplay => string.Format("ImGuiListClipperPtr [0x{0}]", ((nuint)Handle).ToString("X"));
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#endif
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/// <summary>
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/// To be documented.
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/// </summary>
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public ref int DisplayStart => ref Unsafe.AsRef<int>(&Handle->DisplayStart);
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/// <summary>
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/// To be documented.
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/// </summary>
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public ref int DisplayEnd => ref Unsafe.AsRef<int>(&Handle->DisplayEnd);
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/// <summary>
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/// To be documented.
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/// </summary>
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public ref int ItemsCount => ref Unsafe.AsRef<int>(&Handle->ItemsCount);
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/// <summary>
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/// To be documented.
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/// </summary>
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public ref float ItemsHeight => ref Unsafe.AsRef<float>(&Handle->ItemsHeight);
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/// <summary>
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/// To be documented.
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/// </summary>
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public ref float StartPosY => ref Unsafe.AsRef<float>(&Handle->StartPosY);
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/// <summary>
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/// To be documented.
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/// </summary>
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public void* TempData { get => Handle->TempData; set => Handle->TempData = value; }
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/// <summary>
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/// To be documented.
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/// </summary>
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public unsafe void Begin(int itemsCount, float itemsHeight)
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{
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ImGui.BeginNative(Handle, itemsCount, itemsHeight);
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}
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/// <summary>
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/// To be documented.
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/// </summary>
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public unsafe void Begin(int itemsCount)
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{
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ImGui.BeginNative(Handle, itemsCount, (float)(-1.0f));
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}
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/// <summary>
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/// To be documented.
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/// </summary>
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public unsafe void Destroy()
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{
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ImGui.DestroyNative(Handle);
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}
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/// <summary>
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/// To be documented.
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/// </summary>
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public unsafe void End()
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{
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ImGui.EndNative(Handle);
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}
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/// <summary>
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/// To be documented.
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/// </summary>
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public unsafe void ForceDisplayRangeByIndices(int itemMin, int itemMax)
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{
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ImGui.ForceDisplayRangeByIndicesNative(Handle, itemMin, itemMax);
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}
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/// <summary>
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/// To be documented.
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/// </summary>
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public unsafe bool Step()
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{
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byte ret = ImGui.StepNative(Handle);
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return ret != 0;
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}
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}
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}
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