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Viewports: store ImGuiViewport* ParentViewport pointer as well. Backends: SDL3, Win32: use this pointer to reduce lookups. (#8948)
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@@ -1008,14 +1008,13 @@ struct ImGui_ImplSDL3_ViewportData
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~ImGui_ImplSDL3_ViewportData() { IM_ASSERT(Window == nullptr && GLContext == nullptr); }
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};
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static SDL_Window* ImGui_ImplSDL3_GetSDLWindowFromViewportID(ImGuiID viewport_id)
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static SDL_Window* ImGui_ImplSDL3_GetSDLWindowFromViewport(ImGuiViewport* viewport)
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{
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if (viewport_id != 0)
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if (ImGuiViewport* viewport = ImGui::FindViewportByID(viewport_id))
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{
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SDL_WindowID window_id = (SDL_WindowID)(intptr_t)viewport->PlatformHandle;
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return SDL_GetWindowFromID(window_id);
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}
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if (viewport != nullptr)
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{
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SDL_WindowID window_id = (SDL_WindowID)(intptr_t)viewport->PlatformHandle;
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return SDL_GetWindowFromID(window_id);
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}
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return nullptr;
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}
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@@ -1025,7 +1024,7 @@ static void ImGui_ImplSDL3_CreateWindow(ImGuiViewport* viewport)
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ImGui_ImplSDL3_ViewportData* vd = IM_NEW(ImGui_ImplSDL3_ViewportData)();
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viewport->PlatformUserData = vd;
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vd->ParentWindow = ImGui_ImplSDL3_GetSDLWindowFromViewportID(viewport->ParentViewportId);
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vd->ParentWindow = ImGui_ImplSDL3_GetSDLWindowFromViewport(viewport->ParentViewport);
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ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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ImGui_ImplSDL3_ViewportData* main_viewport_data = (ImGui_ImplSDL3_ViewportData*)main_viewport->PlatformUserData;
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@@ -1114,7 +1113,7 @@ static void ImGui_ImplSDL3_UpdateWindow(ImGuiViewport* viewport)
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#ifndef __APPLE__ // On Mac, SDL3 Parenting appears to prevent viewport from appearing in another monitor
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// Update SDL3 parent if it changed _after_ creation.
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// This is for advanced apps that are manipulating ParentViewportID manually.
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SDL_Window* new_parent = ImGui_ImplSDL3_GetSDLWindowFromViewportID(viewport->ParentViewportId);
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SDL_Window* new_parent = ImGui_ImplSDL3_GetSDLWindowFromViewport(viewport->ParentViewport);
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if (new_parent != vd->ParentWindow)
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{
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vd->ParentWindow = new_parent;
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