// FIXME-DOCKING: This is failing (lagging by one frame) for docked windows.
// If A and B are docked into window and B disappear, at the NewFrame() call site window->NavLastChildNavWindow will still point to B.
// We might leverage the tab order implicitly stored in window->DockNodeAsHost->TabBar (essentially the 'most_recently_selected_tab' code in tab bar will do that but on next update)
// to tell which is the "previous" window. Or we may leverage 'LastFrameFocused/LastFrameJustFocused' and have this function handle child window itself?
intWindowsFrontMostStampCount;// Every time the front-most window changes, we stamp its viewport with an incrementing counter
ImGuiWindow*CurrentWindow;// Being drawn into
ImGuiWindow*CurrentWindow;// Being drawn into
ImGuiWindow*HoveredWindow;// Will catch mouse inputs
ImGuiWindow*HoveredWindow;// Will catch mouse inputs
ImGuiWindow*HoveredRootWindow;// Will catch mouse inputs (for focus/move only)
ImGuiWindow*HoveredRootWindow;// Will catch mouse inputs (for focus/move only)
@ -996,6 +995,7 @@ struct ImGuiContext
ImGuiViewportP*MouseViewport;
ImGuiViewportP*MouseViewport;
ImGuiViewportP*MouseLastHoveredViewport;// Last known viewport that was hovered by mouse (even if we are not hovering any viewport any more) + honoring the _NoInputs flag.
ImGuiViewportP*MouseLastHoveredViewport;// Last known viewport that was hovered by mouse (even if we are not hovering any viewport any more) + honoring the _NoInputs flag.
ImGuiIDPlatformLastFocusedViewport;// Record of last focused platform window/viewport, when this changes we stamp the viewport as front-most
ImGuiIDPlatformLastFocusedViewport;// Record of last focused platform window/viewport, when this changes we stamp the viewport as front-most
intViewportFrontMostStampCount;// Every time the front-most window changes, we stamp its viewport with an incrementing counter
// Navigation data (for gamepad/keyboard)
// Navigation data (for gamepad/keyboard)
ImGuiWindow*NavWindow;// Focused window for navigation. Could be called 'FocusWindow'
ImGuiWindow*NavWindow;// Focused window for navigation. Could be called 'FocusWindow'