@ -74,7 +74,7 @@ struct ImGuiListClipper; // Helper to manually clip large list of ite
struct ImGuiPayload ; // User data payload for drag and drop operations
struct ImGuiViewport ; // Viewport (generally ~1 per window to output to at the OS level. Need per-platform support to use multiple viewports)
struct ImGuiPlatformIO ; // Multi-viewport support: interface for Platform/Renderer back-ends
struct ImGuiPlatformData ; // Multi-viewport support: list of viewports to render
struct ImGuiPlatformData ; // Multi-viewport support: list of viewports to render + list of monitors provided by back-end.
struct ImGuiContext ; // ImGui context (opaque)
# ifndef ImTextureID
@ -1907,13 +1907,22 @@ struct ImGuiPlatformIO
void ( * Renderer_SwapBuffers ) ( ImGuiViewport * vp , void * render_arg ) ; // (Optional) Call Present/SwapBuffers (renderer side)
} ;
// List of viewports to render as platform window (updated by ImGui::UpdatePlatformWindows)
struct ImGuiPlatformMonitor
{
ImVec2 Pos ;
ImVec2 Size ;
} ;
// List of viewports to render as platform window, updated by ImGui::UpdatePlatformWindows()
// FIXME: Merge into ImGuiPlatformIO
struct ImGuiPlatformData
{
// Viewports[0] is guaranteed to be _always_ the same as MainViewport. Following it are the secondary viewports.
// The main viewport is included in the list because it is more convenient for looping code.
ImGuiViewport * MainViewport ;
ImVector < ImGuiViewport * > Viewports ;
// Viewports (written by: imgui, used by: app/back-end to turn into displayable platform windows)
ImGuiViewport * MainViewport ; // Guaranteed to be == Viewports[0]
ImVector < ImGuiViewport * > Viewports ; // Main viewports, followed by all secondary viewports.
// Monitors (written by: app/back-end, used by: imgui to clamp popups/tooltips within same monitor and not have them straddle monitors)
ImVector < ImGuiPlatformMonitor > Monitors ;
ImGuiPlatformData ( ) { MainViewport = NULL ; }
} ;