data->Window=SDL_CreateWindow("No Title Yet",(int)viewport->PlatformPos.x,(int)viewport->PlatformPos.y,(int)viewport->Size.x,(int)viewport->Size.y,sdl_flags);
constImGuiIDIMGUI_VIEWPORT_DEFAULT_ID=0x11111111;// Using a constant instead of e.g. ImHash("ViewportDefault", 0); so it's easier to spot in the debugger. The exact value doesn't matter.
constImGuiIDIMGUI_VIEWPORT_DEFAULT_ID=0x11111111;// Using an arbitrary constant instead of e.g. ImHash("ViewportDefault", 0); so it's easier to spot in the debugger. The exact value doesn't matter.
IMGUI_APIvoidUpdatePlatformWindows();// Call in main loop. Create/Destroy/Resize platform windows so there's one for each viewport
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.
IMGUI_APIvoidUpdatePlatformWindows();// Call in main loop. Will call CreateWindow/ResizeWindow/etc. platform functions for each secondary viewport, and DestroyWindow for each inactive viewport.
IMGUI_APIvoidRenderPlatformWindowsDefault(void*platform_arg =NULL,void*renderer_arg =NULL);// Call in main loop. Will call RenderWindow/SwapBuffers platform functions for each secondary viewport. May be reimplemented by user for custom rendering needs.
IMGUI_APIvoidDestroyPlatformWindows();// (Optional) Call DestroyWindow platform functions for all viewports. Call from back-end Shutdown() if you need to close platform windows before imgui shutdown. Otherwise will be called by DestroyContext().