// We may later decide to test for different NoXXXInputs based on the active navigation input (mouse vs nav) but that may feel more confusing to the user.
ImVector<ImGuiWindow*>Windows;// Windows, sorted in display order, back to front
ImVector<ImGuiWindow*>WindowsFocusOrder;// Windows, sorted in focus order, back to front. (FIXME: We could only store root windows here! Need to sort out the Docking equivalent which is RootWindowDockStop and is unfortunately a little more dynamic)
ImVector<ImGuiWindow*>WindowsFocusOrder;// Root windows, sorted in focus order, back to front.
ImVector<ImGuiWindow*>WindowsTempSortBuffer;// Temporary buffer used in EndFrame() to reorder windows so parents are kept before their child
ImVector<ImGuiWindow*>CurrentWindowStack;
ImGuiStorageWindowsById;// Map window's ImGuiID to ImGuiWindow*
@ -1786,8 +1786,9 @@ struct IMGUI_API ImGuiWindow
boolHasCloseButton;// Set when the window has a close button (p_open != NULL)
signedcharResizeBorderHeld;// Current border being held for resize (-1: none, otherwise 0-3)
shortBeginCount;// Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs)
shortBeginOrderWithinParent;// Order within immediate parent window, if we are a child window. Otherwise 0.
shortBeginOrderWithinContext;// Order within entire imgui context. This is mostly used for debugging submission order related issues.
shortBeginOrderWithinParent;// Begin() order within immediate parent window, if we are a child window. Otherwise 0.
shortBeginOrderWithinContext;// Begin() order within entire imgui context. This is mostly used for debugging submission order related issues.
shortFocusOrder;// Order within WindowsFocusOrder[], altered when windows are focused.
ImGuiIDPopupId;// ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling)