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	Viewport: Removed the need for the back-end to fill io.MousePosViewport, it seems unnecessary at this point. (#1542)
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							@@ -1144,7 +1144,6 @@ struct ImGuiIO
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    bool        MouseDown[5];                   // Mouse buttons: 0=left, 1=right, 2=middle + extras. ImGui itself mostly only uses left button (BeginPopupContext** are using right button). Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
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    float       MouseWheel;                     // Mouse wheel Vertical: 1 unit scrolls about 5 lines text.
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    float       MouseWheelH;                    // Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all back-ends.
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    ImGuiID     MousePosViewport;               // (Optional) When using multiple viewports: viewport from which io.MousePos is based from (when dragging this is generally the captured/focused viewport, even though we can drag outside of it and then it's not hovered anymore). (0 == default viewport)
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    ImGuiID     MouseHoveredViewport;           // (Optional) When using multiple viewports: viewport the OS mouse cursor is hovering _IGNORING_ viewports with the ImGuiViewportFlags_NoInputs flag, and _REGARDLESS_ of whether another viewport is focused. Set io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport if you can provide this info. If you don't imgui will use a decent heuristic instead.
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    bool        MouseDrawCursor;                // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor).
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    bool        KeyCtrl;                        // Keyboard modifier pressed: Control
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