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Viewport, Platform, Examples: Added support for transparent window via PlatformIO Platform_SetWindowAlpha (#1542) + fixes for GLFW 3.3
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@ -517,13 +517,15 @@ struct ImGuiViewportP : public ImGuiViewport
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int LastFrameActive; // Last frame number this viewport was activated by a window
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int LastFrameAsRefViewport; // Last frame number this viewport was io.MouseViewportRef
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ImGuiID LastNameHash;
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float Alpha; // Window opacity (when dragging dockable windows/viewports we make them transparent)
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float LastAlpha;
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ImGuiWindow* Window;
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ImDrawList* OverlayDrawList; // For convenience, a draw list we can render to that's always rendered last (we use it to draw software mouse cursor when io.MouseDrawCursor is set)
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ImDrawData DrawDataP;
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ImDrawDataBuilder DrawDataBuilder;
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ImVec2 RendererLastSize;
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ImGuiViewportP(ImDrawListSharedData* draw_list_shared_data) { Idx = 1; LastFrameActive = LastFrameAsRefViewport = -1; LastNameHash = 0; Window = NULL; OverlayDrawList = IM_NEW(ImDrawList)(draw_list_shared_data); OverlayDrawList->_OwnerName = "##Overlay"; RendererLastSize = ImVec2(-1.0f,-1.0f); }
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ImGuiViewportP(ImDrawListSharedData* draw_list_shared_data) { Idx = 1; LastFrameActive = LastFrameAsRefViewport = -1; LastNameHash = 0; Alpha = LastAlpha = 1.0f; Window = NULL; OverlayDrawList = IM_NEW(ImDrawList)(draw_list_shared_data); OverlayDrawList->_OwnerName = "##Overlay"; RendererLastSize = ImVec2(-1.0f,-1.0f); }
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~ImGuiViewportP() { IM_DELETE(OverlayDrawList); }
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ImRect GetRect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); }
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float GetNextX() const { const float SPACING = 4.0f; return Pos.x + Size.x + SPACING; }
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