void*PlatformUserData;// void* to hold custom data structure for the OS / platform (e.g. windowing info, render context). generally set by your Platform_CreateWindow function.
void*PlatformHandle;// void* for FindViewportByPlatformHandle(). (e.g. suggested to use natural platform handle such as HWND, GLFWWindow*, SDL_Window*)
void*PlatformHandleRaw;// void* to hold lower-level, platform-native window handle (under Win32 this is expected to be a HWND, unused for other platforms), when using an abstraction layer like GLFW or SDL (where PlatformHandle would be a SDL_Window*)
boolPlatformWindowCreated;// Platform window has been created (Platform_CreateWindow() has been called). This is false during the first frame where a viewport is being created.
boolPlatformRequestMove;// Platform window requested move (e.g. window was moved by the OS / host window manager, authoritative position will be OS window position)
boolPlatformRequestResize;// Platform window requested resize (e.g. window was resized by the OS / host window manager, authoritative size will be OS window size)
boolPlatformRequestClose;// Platform window requested closure (e.g. window was moved by the OS / host window manager, e.g. pressing ALT-F4)
@ -1713,7 +1713,6 @@ struct ImGuiViewportP : public ImGuiViewport
floatAlpha;// Window opacity (when dragging dockable windows/viewports we make them transparent)
floatLastAlpha;
shortPlatformMonitor;
boolPlatformWindowCreated;
ImGuiWindow*Window;// Set when the viewport is owned by a window (and ImGuiViewportFlags_CanHostOtherWindows is NOT set)
intDrawListsLastFrame[2];// Last frame number the background (0) and foreground (1) draw lists were used
ImDrawList*DrawLists[2];// Convenience background (0) and foreground (1) draw lists. We use them to draw software mouser cursor when io.MouseDrawCursor is set and to draw most debug overlays.
@ -1727,7 +1726,7 @@ struct ImGuiViewportP : public ImGuiViewport
ImVec2BuildWorkOffsetMin;// Work Area: Offset being built during current frame. Generally >= 0.0f.
ImVec2BuildWorkOffsetMax;// Work Area: Offset being built during current frame. Generally <= 0.0f.