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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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3
imgui.h
3
imgui.h
@@ -29,7 +29,7 @@
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// Library Version
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// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
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#define IMGUI_VERSION "1.92.4 WIP"
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#define IMGUI_VERSION_NUM 19233
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#define IMGUI_VERSION_NUM 19234
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#define IMGUI_HAS_TABLE // Added BeginTable() - from IMGUI_VERSION_NUM >= 18000
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#define IMGUI_HAS_TEXTURES // Added ImGuiBackendFlags_RendererHasTextures - from IMGUI_VERSION_NUM >= 19198
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#define IMGUI_HAS_VIEWPORT // In 'docking' WIP branch.
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@@ -4044,6 +4044,7 @@ struct ImGuiViewport
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ImVec2 WorkSize; // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size)
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float DpiScale; // 1.0f = 96 DPI = No extra scale.
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ImGuiID ParentViewportId; // (Advanced) 0: no parent. Instruct the platform backend to setup a parent/child relationship between platform windows.
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ImGuiViewport* ParentViewport; // (Advanced) == ImGui::FindViewportByID(ParentViewportId)
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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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// Platform/Backend Dependent Data
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