IMGUI_APIvoidUpdatePlatformWindows();// Call in main loop. Create/Destroy/Resize platform windows so there's one for each viewport
IMGUI_APIvoidRenderPlatformWindows(void*platform_render_arg,void*renderer_render_arg);// Call in main loop. Call RenderWindow/SwapBuffers from the ImGuiPlatformIO structure. May be reimplemented by user.
IMGUI_APIvoidRenderPlatformWindowsDefault(void*platform_render_arg=NULL,void*renderer_render_arg=NULL);// Call in main loop. Call RenderWindow/SwapBuffers from the ImGuiPlatformIO structure. May be reimplemented by user.
IMGUI_APIvoidDestroyPlatformWindows();// (Optional) Call in back-end shutdown if you need to close Platform Windows before imgui shutdown.
// This is designed so we can mix and match two imgui_impl_xxxx files, one for the Platform (~ Windowing), one for Renderer.
// Custom engine back-ends will often provide both Platform and Renderer interfaces and thus may not need to use all functions.
// Platform functions are typically called before their Renderer counterpart, apart from Destroy which are called the other way.
// RenderPlatformWindows() basically iterate secondary viewports and call Platform+Renderer's RenderWindow then Platform+Renderer's SwapBuffers,
// You may skip using RenderPlatformWindows() and call your functions yourself if you need specific behavior for your multi-window rendering.
// RenderPlatformWindowsDefault() basically iterate secondary viewports and call Platform+Renderer's RenderWindow then Platform+Renderer's SwapBuffers,
// You may skip using RenderPlatformWindowsDefault() and call your draw/swap functions yourself if you need specific behavior for your multi-window rendering.