message: Begin: Moved some code inside of the big if (first_begin_of_the_frame) scope
diff: @@ -4611,20 +4611,23 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
  if (g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_C))
  ImGui::LogToClipboard();
  */
  - }
  - // Inner rectangle and inner clipping rectangle
  + // Inner rectangle
  // We set this up after processing the resize grip so that our clip rectangle doesn't lag by a frame
  // Note that if our window is collapsed we will end up with a null clipping rectangle which is the correct behavior.
  - const ImRect title_bar_rect = window->TitleBarRect();
  - const float border_size = window->BorderSize;
  window->InnerRect.Min.x = title_bar_rect.Min.x;
  window->InnerRect.Min.y = title_bar_rect.Max.y + window->MenuBarHeight();
  window->InnerRect.Max.x = window->Pos.x + window->Size.x - window->ScrollbarSizes.x;
  window->InnerRect.Max.y = window->Pos.y + window->Size.y - window->ScrollbarSizes.y;
  //window->DrawList->AddRect(window->InnerRect.Min, window->InnerRect.Max, IM_COL32_WHITE);
  + // Clear 'accessed' flag last thing
  + window->Accessed = false;
  + }
  +
  + // Inner clipping rectangle
  // Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result.
  + const float border_size = window->BorderSize;
  ImRect clip_rect;
  clip_rect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + ImMax(border_size, ImFloor(window->WindowPadding.x*0.5f)));
  clip_rect.Min.y = ImFloor(0.5f + window->InnerRect.Min.y + border_size);
  @@ -4632,9 +4635,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
  clip_rect.Max.y = ImFloor(0.5f + window->InnerRect.Max.y - border_size);
  PushClipRect(clip_rect.Min, clip_rect.Max, true);
  - // Clear 'accessed' flag last thing
  - if (first_begin_of_the_frame)
  - window->Accessed = false;
  window->BeginCount++;
  g.SetNextWindowSizeConstraint = false;
  