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Regenerate bindings
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310 changed files with 361033 additions and 717041 deletions
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@ -17,15 +17,7 @@ using System.Numerics;
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namespace Dalamud.Bindings.ImGui
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{
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/// <summary>
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/// Draw command list<br/>
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/// This is the low-level list of polygons that ImGui:: functions are filling. At the end of the frame,<br/>
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/// all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.<br/>
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/// Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to<br/>
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/// access the current window draw list and draw custom primitives.<br/>
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/// You can interleave normal ImGui:: calls and adding primitives to the current draw list.<br/>
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/// In single viewport mode, top-left is == GetMainViewport()->Pos (generally 0,0), bottom-right is == GetMainViewport()->Pos+Size (generally io.DisplaySize).<br/>
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/// You are totally free to apply whatever transformation matrix you want to the data (depending on the use of the transformation you may want to apply it to ClipRect as well!)<br/>
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/// Important: Primitives are always added to the list and not culled (culling is done at higher-level by ImGui:: functions), if you use this API a lot consider coarse culling your drawn objects.<br/>
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/// To be documented.
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public partial struct ImDrawList
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@ -14423,9 +14415,9 @@ namespace Dalamud.Bindings.ImGui
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/// <summary>
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/// To be documented.
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/// </summary>
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public unsafe ImDrawList* CloneOutput()
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public unsafe ImDrawListPtr CloneOutput()
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{
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ImDrawList* ret = ImGui.CloneOutputNative(Handle);
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ImDrawListPtr ret = ImGui.CloneOutputNative(Handle);
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return ret;
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}
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