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feat(ui): panels can be docked together and dragged out of the simulator window into windows of their own (imgui multi-viewports, ui.viewports yes by default, off where the renderer or the platform can't do it, e.g. wayland); imgui coordinates kept relative to the main window by the glfw backend, so the overlays, picking and gizmo of the editor work unchanged; overlays of the 3d view drawn on the main viewport; keys pressed in the separate windows passed on to the simulator, so the shortcuts of the editor work there too
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@@ -1885,7 +1885,7 @@ void editor_mode::draw_profile_overlay() const
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if (false == state.open || state.samples.size() < 2)
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return;
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screen_projection const projection;
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ImDrawList *drawlist{ImGui::GetBackgroundDrawList()};
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ImDrawList *drawlist{ImGui::GetBackgroundDrawList(ImGui::GetMainViewport())};
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auto const &samples{state.samples};
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glm::dvec3 previous{samples.front().position};
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glm::dvec3 designedprevious{previous.x, profile::elevation(state.line, 0.0), previous.z};
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