// We defer translating windows to the beginning of the frame.
// Our viewport system already works with fully overlapped viewports, it's only certain user interactions that don't and they can't be performed while resizing.
viewport->Size=size;
//if (viewport->Idx + 1 < g.Viewports.Size) // If this isn't the last viewport, translate following viewports
// We defer translating windows to the beginning of the frame.
// Our viewport system already works with fully overlapped viewports, it's only certain user interactions that don't and they can't be performed while resizing.
void(*BeginViewport)(ImGuiViewport*viewport);// (Optional) Called during Begin() every time the viewport we are outputting into changes (viewport = next viewport)
void(*EndViewport)(ImGuiViewport*viewport);// (Optional) Called during Begin() every time the viewport we are outputting into changes (viewport = previous viewport)
};
// (Optional) Setup required only if (io.ConfigFlags & ImGuiConfigFlags_EnableMultiViewport) is enabled
void(*RenderDrawData)(ImDrawData*draw_data);// Render a ImDrawList (collection of ImDrawList) for the area covering (io.DisplayPos) to (io.DisplayPos + io.DisplaySize)