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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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@@ -349,7 +349,7 @@ void editor_mode::draw_speed_overlay() const
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if (false == state.open || state.results.empty())
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return;
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screen_projection const projection;
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auto *drawlist{ImGui::GetBackgroundDrawList()};
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auto *drawlist{ImGui::GetBackgroundDrawList(ImGui::GetMainViewport())};
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glm::dvec3 const camera{Global.pCamera.Pos};
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for (int i = 0; i < static_cast<int>(state.results.size()); ++i)
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{
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