ImGuiDockNode*DockNode;// Which node are we docked into
ImGuiDockNode*DockNode;// Which node are we docked into. Important: Prefer testing DockIsActive in many cases as this will still be set when the dock node is hidden.
ImGuiDockNode*DockNodeAsHost;// Which node are we owning (for parent windows)
ImGuiDockNode*DockNodeAsHost;// Which node are we owning (for parent windows)
ImGuiIDDockId;// Backup of last valid DockNode->Id, so single value remember their dock node id
ImGuiIDDockId;// Backup of last valid DockNode->ID, so single window remember their dock node id even when they are not bound any more
ImGuiItemStatusFlagsDockTabItemStatusFlags;
ImGuiItemStatusFlagsDockTabItemStatusFlags;
ImRectDockTabItemRect;
ImRectDockTabItemRect;
shortDockOrder;// Order of the last time the window was visible within its DockNode. This is used to reorder windows that are reappearing on the same frame. Same value between windows that were active and windows that were none are possible.
shortDockOrder;// Order of the last time the window was visible within its DockNode. This is used to reorder windows that are reappearing on the same frame. Same value between windows that were active and windows that were none are possible.
boolDockIsActive:1;// When docking artifacts are actually visible. When this is set, DockNode is guaranteed to be != NULL. ~~ (DockNode != NULL) && (DockNode->Windows.Size > 1).
boolDockTabIsVisible:1;// Is the window visible this frame? =~ is the corresponding tab selected?
boolDockTabIsVisible:1;// Is our window visible this frame? ~~ is the corresponding tab selected?