io.ConfigFlags&=~ImGuiConfigFlags_PlatformHasMouseHoveredViewport;// FIXME-VIEWPORT: We can't get this info properly with SDL, capture is messing up with SDL_WINDOW_MOUSE_FOCUS report and we'd need to handle _NoInputs
// On release we either drop window over an existing viewport or create a new one
// (We convert position from one viewport space to another, which is unnecessary at the moment but allows us to have viewport overlapping in term of imgui position)
ImGuiConfigFlags_NavEnableKeyboard=1<<0,// Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.KeyDown[].
ImGuiConfigFlags_NavEnableGamepad=1<<1,// Master gamepad navigation enable flag. This is mostly to instruct your imgui back-end to fill io.NavInputs[].
ImGuiConfigFlags_NavEnableKeyboard=1<<0,// Keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.KeyDown[].
ImGuiConfigFlags_NavEnableGamepad=1<<1,// Gamepad navigation enable flag. This is mostly to instruct your imgui back-end to fill io.NavInputs[].
ImGuiConfigFlags_NavMoveMouse=1<<2,// Request navigation to allow moving the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantMoveMouse=true. If enabled you MUST honor io.WantMoveMouse requests in your binding, otherwise ImGui will react as if the mouse is jumping around back and forth.
ImGuiConfigFlags_NavNoCaptureKeyboard=1<<3,// Do not set the io.WantCaptureKeyboard flag with io.NavActive is set.
// [BETA] Viewports
ImGuiConfigFlags_MultiViewports=1<<4,// User enable multiple viewports (require io.PlatformInterface + io.RendererInterface)
ImGuiConfigFlags_PlatformHasMouseHoveredViewport=1<<5,// Back-end knows how to set io.MouseHoveredViewport to the viewport directly under the mouse _IGNORING_ viewports with the ImGuiViewportFlags_NoInputs flag and _REGARDLESS_ of whether another viewport is focused and may have mouse capture. This info is not easy to provide correctly with most high-level engines.
ImGuiConfigFlags_PlatformHasWantMoveMouseSupport=1<<6,// Back-end honors io.WantMoveMouse request by updating the OS mouse cursor position (currently only used by ImGuiConfigFlags_NavMoveMouse feature, will be useful for widgets teleporting/wrapping the cursor)
ImGuiConfigFlags_PlatformHasWindowAlpha=1<<7,// Back-end can have transparent windows
ImGuiConfigFlags_EnableViewports=1<<4,// Viewport enable flags (require both ImGuiConfigFlags_PlatformHasViewports + ImGuiConfigFlags_RendererHasViewports set by the respective back-ends)
ImGuiConfigFlags_PlatformHasMouseHoveredViewport=1<<6,// Back-end Platform supports setting io.MouseHoveredViewport to the viewport directly under the mouse _IGNORING_ viewports with the ImGuiViewportFlags_NoInputs flag and _REGARDLESS_ of whether another viewport is focused and may be capturing the mouse. This information is _NOT EASY_ to provide correctly with most high-level engines. Don't see this without studying how the examples/ back-end handle it.
ImGuiConfigFlags_PlatformHasWantMoveMouseSupport=1<<7,// Back-end Platform supports io.WantMoveMouse request by updating the OS mouse cursor position (currently only used by ImGuiConfigFlags_NavMoveMouse feature, will be useful for widgets teleporting/wrapping the cursor)
ImGuiConfigFlags_PlatformHasWindowAlpha=1<<8,// Back-end Platform supports transparent windows
// Platform Info (strictly for the user/application)
// Platform Info (free of use, for user/application convenience)
ImGuiConfigFlags_IsSRGB=1<<10,// Back-end is SRGB-aware (Storage flag to allow your back-end to communicate to shared widgets. Not used by core ImGui)
ImGuiConfigFlags_IsTouchScreen=1<<11,// Back-end is using a touch screen instead of a mouse (Storage flag to allow your back-end to communicate to shared widgets. Not used by core ImGui)
ImGuiConfigFlags_IsOnScreenKeyboard=1<<12// Back-end uses an on-screen keyboard when io.WantTextInput is set.