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Viewport: Removed unnecessary fields (now that the coordinate system is consistent accross viewports): MouseRefPrevViewport, MouseClickedPosViewportId. (#1542)
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@ -642,9 +642,7 @@ struct ImGuiContext
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ImVector<ImGuiViewportP*> Viewports; // Active viewports (always 1+, and generally 1 unless multi-viewports are enabled). Each viewports hold their copy of ImDrawData.
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ImGuiViewportP* CurrentViewport; // We track changes of viewport (happening in Begin) so we can call Platform_OnChangedViewport()
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ImGuiViewportP* MouseRefViewport;
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ImGuiViewportP* MouseRefPrevViewport;
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ImGuiViewportP* MouseHoveredLastViewport; // Last viewport that was hovered by mouse (even if we are not hovering any viewport any more)
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ImGuiID MouseClickedPosViewportId[5]; // For rarely used fields we only compare to, store viewport ID only so we don't have to clean dangling pointers
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ImGuiViewportP* MouseLastHoveredViewport; // Last known viewport that was hovered by mouse (even if we are not hovering any viewport any more)
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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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// Navigation data (for gamepad/keyboard)
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@ -776,9 +774,7 @@ struct ImGuiContext
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NextTreeNodeOpenCond = 0;
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CurrentViewport = NULL;
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MouseRefViewport = NULL;
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MouseRefPrevViewport = MouseHoveredLastViewport = NULL;
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memset(MouseClickedPosViewportId, 0, sizeof(MouseClickedPosViewportId));
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MouseRefViewport = MouseLastHoveredViewport = NULL;
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PlatformLastFocusedViewport = 0;
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NavWindow = NULL;
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