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Viewport: Renamed member + added note about a Docking issue with restoring focus.
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@ -951,7 +951,6 @@ struct ImGuiContext
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ImVector<ImGuiWindow*> CurrentWindowStack;
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ImGuiStorage WindowsById;
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int WindowsActiveCount;
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int WindowsFrontMostStampCount; // Every time the front-most window changes, we stamp its viewport with an incrementing counter
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ImGuiWindow* CurrentWindow; // Being drawn into
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ImGuiWindow* HoveredWindow; // Will catch mouse inputs
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ImGuiWindow* HoveredRootWindow; // Will catch mouse inputs (for focus/move only)
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@ -996,6 +995,7 @@ struct ImGuiContext
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ImGuiViewportP* MouseViewport;
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ImGuiViewportP* MouseLastHoveredViewport; // Last known viewport that was hovered by mouse (even if we are not hovering any viewport any more) + honoring the _NoInputs flag.
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ImGuiID PlatformLastFocusedViewport; // Record of last focused platform window/viewport, when this changes we stamp the viewport as front-most
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int ViewportFrontMostStampCount; // Every time the front-most window changes, we stamp its viewport with an incrementing counter
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// Navigation data (for gamepad/keyboard)
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ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusWindow'
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@ -1141,7 +1141,6 @@ struct ImGuiContext
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FrameCount = 0;
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FrameCountEnded = FrameCountPlatformEnded = FrameCountRendered = -1;
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WindowsActiveCount = 0;
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WindowsFrontMostStampCount = 0;
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CurrentWindow = NULL;
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HoveredWindow = NULL;
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HoveredRootWindow = NULL;
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@ -1175,6 +1174,7 @@ struct ImGuiContext
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CurrentViewport = NULL;
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MouseViewport = MouseLastHoveredViewport = NULL;
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PlatformLastFocusedViewport = 0;
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ViewportFrontMostStampCount = 0;
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NavWindow = NULL;
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NavId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavInputId = 0;
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