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Viewports: Add various comments
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6
imgui.h
6
imgui.h
@ -1159,7 +1159,7 @@ enum ImGuiCol_
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ImGuiCol_TabActive,
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ImGuiCol_TabUnfocused,
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ImGuiCol_TabUnfocusedActive,
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ImGuiCol_DockingPreview,
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ImGuiCol_DockingPreview, // Preview overlay color when about to docking something
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ImGuiCol_DockingEmptyBg, // Background color for empty node (e.g. CentralNode with no window docked into it)
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ImGuiCol_PlotLines,
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ImGuiCol_PlotLinesHovered,
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@ -2463,8 +2463,8 @@ struct ImGuiViewport
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ImDrawData* DrawData; // The ImDrawData corresponding to this viewport. Valid after Render() and until the next call to NewFrame().
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ImGuiID ParentViewportId; // (Advanced) 0: no parent. Instruct the platform back-end to setup a parent/child relationship between platform windows.
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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* RendererUserData; // void* to hold custom data structure for the renderer (e.g. swap chain, frame-buffers etc.). If somehow everything you need can fit in the void* PlatformHandle field you may ignore this.
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void* PlatformUserData; // void* to hold custom data structure for the OS / platform (e.g. windowing info, render context). If somehow everything you need can fit in the void* PlatformHandle field you may ignore this.
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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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