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	Viewport, Platform: Added a way to register monitor bounds to imgui so they can be used to clamp individual-viewport tooltips/popups so they don't straddle monitors. (#1542)
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								imgui.h
									
									
									
									
									
								
							@@ -74,7 +74,7 @@ struct ImGuiListClipper;            // Helper to manually clip large list of ite
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struct ImGuiPayload;                // User data payload for drag and drop operations
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struct ImGuiViewport;               // Viewport (generally ~1 per window to output to at the OS level. Need per-platform support to use multiple viewports)
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struct ImGuiPlatformIO;             // Multi-viewport support: interface for Platform/Renderer back-ends
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struct ImGuiPlatformData;           // Multi-viewport support: list of viewports to render
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struct ImGuiPlatformData;           // Multi-viewport support: list of viewports to render + list of monitors provided by back-end.
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struct ImGuiContext;                // ImGui context (opaque)
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#ifndef ImTextureID
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@@ -1907,13 +1907,22 @@ struct ImGuiPlatformIO
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    void    (*Renderer_SwapBuffers)(ImGuiViewport* vp, void* render_arg);   // (Optional) Call Present/SwapBuffers (renderer side)
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};
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// List of viewports to render as platform window (updated by ImGui::UpdatePlatformWindows)
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struct ImGuiPlatformMonitor
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{
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    ImVec2  Pos;
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    ImVec2  Size;
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};
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// List of viewports to render as platform window, updated by ImGui::UpdatePlatformWindows()
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// FIXME: Merge into ImGuiPlatformIO
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struct ImGuiPlatformData
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{
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    // Viewports[0] is guaranteed to be _always_ the same as MainViewport. Following it are the secondary viewports.
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    // The main viewport is included in the list because it is more convenient for looping code.
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    ImGuiViewport*              MainViewport;
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    ImVector<ImGuiViewport*>    Viewports;
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    // Viewports (written by: imgui, used by: app/back-end to turn into displayable platform windows)
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    ImGuiViewport*                  MainViewport;           // Guaranteed to be == Viewports[0]
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    ImVector<ImGuiViewport*>        Viewports;              // Main viewports, followed by all secondary viewports. 
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    // Monitors (written by: app/back-end, used by: imgui to clamp popups/tooltips within same monitor and not have them straddle monitors)
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    ImVector<ImGuiPlatformMonitor>  Monitors;
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    ImGuiPlatformData() { MainViewport = NULL; }
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};
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