ImGuiCol_DockingPreview,// Preview overlay color when about to docking something
ImGuiCol_DockingEmptyBg,// Background color for empty node (e.g. CentralNode with no window docked into it)
ImGuiCol_PlotLines,
ImGuiCol_PlotLinesHovered,
@ -2463,8 +2463,8 @@ struct ImGuiViewport
ImDrawData*DrawData;// The ImDrawData corresponding to this viewport. Valid after Render() and until the next call to NewFrame().
ImGuiIDParentViewportId;// (Advanced) 0: no parent. Instruct the platform back-end to setup a parent/child relationship between platform windows.
void*RendererUserData;// void* to hold custom data structure for the renderer (e.g. swap chain, frame-buffers etc.)
void*PlatformUserData;// void* to hold custom data structure for the OS / platform (e.g. windowing info, render context)
void*RendererUserData;// void* to hold custom data structure for the renderer (e.g. swap chain, frame-buffers etc.). If somehow everything you need can fit in the void* PlatformHandle field you may ignore this.
void*PlatformUserData;// void* to hold custom data structure for the OS / platform (e.g. windowing info, render context). If somehow everything you need can fit in the void* PlatformHandle field you may ignore this.
void*PlatformHandle;// void* for FindViewportByPlatformHandle(). (e.g. suggested to use natural platform handle such as HWND, GLFWWindow*, SDL_Window*)
void*PlatformHandleRaw;// void* to hold low-level, platform-native window handle (e.g. the HWND) when using an abstraction layer like GLFW or SDL (where PlatformHandle would be a SDL_Window*)
boolPlatformRequestClose;// Platform window requested closure (e.g. window was moved by the OS / host window manager, e.g. pressing ALT-F4)