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	Addendum to #2635. Add support for multi-viewports in SDL+DX!! example. making all Win32-centric back-ends handle PlatformHandleRaw. Using the field to use/store the HWND for internal purpose in SDL/GLFW back-ends. (#1542)
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							@@ -2398,8 +2398,8 @@ struct ImGuiViewport
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    void*               RendererUserData;       // void* to hold custom data structure for the renderer (e.g. swap chain, frame-buffers etc.)
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    void*               PlatformUserData;       // void* to hold custom data structure for the OS / platform (e.g. windowing info, render context)
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    void*               PlatformHandle;         // void* for FindViewportByPlatformHandle(). (e.g. suggested to use natural platform handle such as HWND, GlfwWindow*, SDL_Window*)
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    void*               PlatformHandleRaw;      // void* to hold the platfor-native windows handle (e.g. the HWND) when using an abstraction layer like SDL (where PlatformHandle would be a SDL_Window*)
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    void*               PlatformHandle;         // void* for FindViewportByPlatformHandle(). (e.g. suggested to use natural platform handle such as HWND, GLFWWindow*, SDL_Window*)
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    void*               PlatformHandleRaw;      // void* to hold low-level, platform-native window handle (e.g. the HWND) when using an abstraction layer like GLFW or SDL (where PlatformHandle would be a SDL_Window*)
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    bool                PlatformRequestClose;   // Platform window requested closure (e.g. window was moved by the OS / host window manager, e.g. pressing ALT-F4)
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    bool                PlatformRequestMove;    // Platform window requested move (e.g. window was moved by the OS / host window manager, authoritative position will be OS window position)
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    bool                PlatformRequestResize;  // Platform window requested resize (e.g. window was resized by the OS / host window manager, authoritative size will be OS window size)
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