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Drag and drop: Handle overlapping drag target priorities given their surface, which appears to make most sense for drag and drop operations.
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@ -480,6 +480,7 @@ struct ImGuiContext
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ImGuiDragDropFlags DragDropSourceFlags;
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int DragDropMouseButton;
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ImGuiPayload DragDropPayload;
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float DragDropAcceptIdCurrRectSurface;
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ImGuiID DragDropAcceptIdCurr; // Target item id (set at the time of accepting the payload)
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ImGuiID DragDropAcceptIdPrev; // Target item id from previous frame (we need to store this to allow for overlapping drag and drop targets)
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int DragDropAcceptFrameCount; // Last time a target expressed a desire to accept the source
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