mirror of https://github.com/ocornut/imgui
IO: Realigned all fields, very minor comments change. This is nearly a no-op if you don't ignore Spaces.
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5691385a33
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126
imgui.h
126
imgui.h
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@ -1202,38 +1202,38 @@ struct ImGuiStyle
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struct ImGuiIO
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{
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//------------------------------------------------------------------
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// Configuration (fill once) // Default value:
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// Configuration (fill once) // Default value
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//------------------------------------------------------------------
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ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc.
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ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by back-end (imgui_impl_xxx files or custom back-end) to communicate features supported by the back-end.
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ImVec2 DisplaySize; // <unset> // Main display size, in pixels. For clamping windows positions.
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float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds.
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float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds.
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const char* IniFilename; // = "imgui.ini" // Path to .ini file. Set NULL to disable automatic .ini loading/saving, if e.g. you want to manually load/save from memory.
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const char* LogFilename; // = "imgui_log.txt" // Path to .log file (default parameter to ImGui::LogToFile when no file is specified).
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float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds.
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float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels.
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float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging.
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int KeyMap[ImGuiKey_COUNT]; // <unset> // Map of indices into the KeysDown[512] entries array which represent your "native" keyboard state.
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float KeyRepeatDelay; // = 0.250f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).
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float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds.
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void* UserData; // = NULL // Store your own data for retrieval by callbacks.
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ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc.
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ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by back-end (imgui_impl_xxx files or custom back-end) to communicate features supported by the back-end.
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ImVec2 DisplaySize; // <unset> // Main display size, in pixels. For clamping windows positions.
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float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds.
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float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds.
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const char* IniFilename; // = "imgui.ini" // Path to .ini file. Set NULL to disable automatic .ini loading/saving, if e.g. you want to manually load/save from memory.
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const char* LogFilename; // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified).
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float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds.
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float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels.
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float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging.
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int KeyMap[ImGuiKey_COUNT]; // <unset> // Map of indices into the KeysDown[512] entries array which represent your "native" keyboard state.
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float KeyRepeatDelay; // = 0.250f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).
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float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds.
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void* UserData; // = NULL // Store your own data for retrieval by callbacks.
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ImFontAtlas* Fonts; // <auto> // Load and assemble one or more fonts into a single tightly packed texture. Output to Fonts array.
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float FontGlobalScale; // = 1.0f // Global scale all fonts
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bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with CTRL+Wheel.
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ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].
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ImVec2 DisplayFramebufferScale; // = (1.0f,1.0f) // For retina display or other situations where window coordinates are different from framebuffer coordinates. User storage only, presently not used by ImGui.
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ImVec2 DisplayVisibleMin; // <unset> (0.0f,0.0f) // [OBSOLETE] If you use DisplaySize as a virtual space larger than your screen, set DisplayVisibleMin/Max to the visible area.
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ImVec2 DisplayVisibleMax; // <unset> (0.0f,0.0f) // [OBSOLETE: just use io.DisplaySize!] If the values are the same, we defaults to Min=(0.0f) and Max=DisplaySize
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ImFontAtlas*Fonts; // <auto> // Load, rasterize and pack one or more fonts into a single texture.
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float FontGlobalScale; // = 1.0f // Global scale all fonts
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bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with CTRL+Wheel.
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ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].
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ImVec2 DisplayFramebufferScale; // = (1.0f,1.0f) // For retina display or other situations where window coordinates are different from framebuffer coordinates. User storage only, presently not used by ImGui.
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ImVec2 DisplayVisibleMin; // <unset> // [OBSOLETE] If you use DisplaySize as a virtual space larger than your screen, set DisplayVisibleMin/Max to the visible area.
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ImVec2 DisplayVisibleMax; // <unset> // [OBSOLETE] Just use io.DisplaySize! If the values are the same, we defaults to Min=(0.0f) and Max=DisplaySize
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// Miscellaneous configuration options
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bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by back-end implementations.
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bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl (was called io.OptMacOSXBehaviors prior to 1.63)
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bool ConfigInputTextCursorBlink; // = true // Set to false to disable blinking cursor, for users who consider it distracting. (was called: io.OptCursorBlink prior to 1.63)
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bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be the a per-window ImGuiWindowFlags_ResizeFromAnySide flag)
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bool ConfigWindowsMoveFromTitleBarOnly;// = false // [BETA] Set to true to only allow moving windows when clicked+dragged from the title bar. Windows without a title bar are not affected.
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bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by back-end implementations.
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bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl (was called io.OptMacOSXBehaviors prior to 1.63)
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bool ConfigInputTextCursorBlink; // = true // Set to false to disable blinking cursor, for users who consider it distracting. (was called: io.OptCursorBlink prior to 1.63)
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bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be the a per-window ImGuiWindowFlags_ResizeFromAnySide flag)
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bool ConfigWindowsMoveFromTitleBarOnly;// = false // [BETA] Set to true to only allow moving windows when clicked+dragged from the title bar. Windows without a title bar are not affected.
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//------------------------------------------------------------------
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// Platform Functions
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@ -1241,11 +1241,11 @@ struct ImGuiIO
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//------------------------------------------------------------------
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// Optional: Platform/Renderer back-end name (informational only! will be displayed in About Window) + User data for back-end/wrappers to store their own stuff.
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const char* BackendPlatformName; // = NULL
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const char* BackendRendererName; // = NULL
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void* BackendPlatformUserData; // = NULL
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void* BackendRendererUserData; // = NULL
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void* BackendLanguageUserData; // = NULL
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const char* BackendPlatformName; // = NULL
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const char* BackendRendererName; // = NULL
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void* BackendPlatformUserData; // = NULL
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void* BackendRendererUserData; // = NULL
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void* BackendLanguageUserData; // = NULL
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// Optional: Access OS clipboard
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// (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)
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@ -1256,7 +1256,7 @@ struct ImGuiIO
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// Optional: Notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME on Windows)
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// (default to use native imm32 api on Windows)
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void (*ImeSetInputScreenPosFn)(int x, int y);
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void* ImeWindowHandle; // (Windows) Set this to your HWND to get automatic IME cursor positioning.
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void* ImeWindowHandle; // = NULL // (Windows) Set this to your HWND to get automatic IME cursor positioning.
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#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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// [OBSOLETE since 1.60+] Rendering function, will be automatically called in Render(). Please call your rendering function yourself now!
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@ -1284,46 +1284,46 @@ struct ImGuiIO
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float NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs (keyboard keys will be auto-mapped and be written here by ImGui::NewFrame, all values will be cleared back to zero in ImGui::EndFrame)
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// Functions
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IMGUI_API void AddInputCharacter(ImWchar c); // Add new character into InputCharacters[]
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IMGUI_API void AddInputCharactersUTF8(const char* utf8_chars); // Add new characters into InputCharacters[] from an UTF-8 string
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inline void ClearInputCharacters() { InputCharacters[0] = 0; } // Clear the text input buffer manually
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IMGUI_API void AddInputCharacter(ImWchar c); // Add new character into InputCharacters[]
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IMGUI_API void AddInputCharactersUTF8(const char* utf8_chars); // Add new characters into InputCharacters[] from an UTF-8 string
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inline void ClearInputCharacters() { InputCharacters[0] = 0; } // Clear the text input buffer manually
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//------------------------------------------------------------------
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// Output - Retrieve after calling NewFrame()
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//------------------------------------------------------------------
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bool WantCaptureMouse; // When io.WantCaptureMouse is true, imgui will use the mouse inputs, do not dispatch them to your main game/application (in both cases, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.).
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bool WantCaptureKeyboard; // When io.WantCaptureKeyboard is true, imgui will use the keyboard inputs, do not dispatch them to your main game/application (in both cases, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.).
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bool WantTextInput; // Mobile/console: when io.WantTextInput is true, you may display an on-screen keyboard. This is set by ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active).
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bool WantSetMousePos; // MousePos has been altered, back-end should reposition mouse on next frame. Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled.
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bool WantSaveIniSettings; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. IMPORTANT: You need to clear io.WantSaveIniSettings yourself.
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bool NavActive; // Directional navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag.
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bool NavVisible; // Directional navigation is visible and allowed (will handle ImGuiKey_NavXXX events).
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float Framerate; // Application framerate estimation, in frame per second. Solely for convenience. Rolling average estimation based on IO.DeltaTime over 120 frames
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int MetricsRenderVertices; // Vertices output during last call to Render()
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int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3
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int MetricsRenderWindows; // Number of visible windows
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int MetricsActiveWindows; // Number of active windows
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int MetricsActiveAllocations; // Number of active allocations, updated by MemAlloc/MemFree based on current context. May be off if you have multiple imgui contexts.
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ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta.
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bool WantCaptureMouse; // When io.WantCaptureMouse is true, imgui will use the mouse inputs, do not dispatch them to your main game/application (in both cases, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.).
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bool WantCaptureKeyboard; // When io.WantCaptureKeyboard is true, imgui will use the keyboard inputs, do not dispatch them to your main game/application (in both cases, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.).
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bool WantTextInput; // Mobile/console: when io.WantTextInput is true, you may display an on-screen keyboard. This is set by ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active).
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bool WantSetMousePos; // MousePos has been altered, back-end should reposition mouse on next frame. Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled.
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bool WantSaveIniSettings; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. IMPORTANT: You need to clear io.WantSaveIniSettings yourself.
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bool NavActive; // Directional navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag.
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bool NavVisible; // Directional navigation is visible and allowed (will handle ImGuiKey_NavXXX events).
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float Framerate; // Application framerate estimation, in frame per second. Solely for convenience. Rolling average estimation based on IO.DeltaTime over 120 frames
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int MetricsRenderVertices; // Vertices output during last call to Render()
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int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3
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int MetricsRenderWindows; // Number of visible windows
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int MetricsActiveWindows; // Number of active windows
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int MetricsActiveAllocations; // Number of active allocations, updated by MemAlloc/MemFree based on current context. May be off if you have multiple imgui contexts.
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ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta.
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//------------------------------------------------------------------
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// [Internal] ImGui will maintain those fields. Forward compatibility not guaranteed!
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//------------------------------------------------------------------
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ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid)
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ImVec2 MouseClickedPos[5]; // Position at time of clicking
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double MouseClickedTime[5]; // Time of last click (used to figure out double-click)
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bool MouseClicked[5]; // Mouse button went from !Down to Down
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bool MouseDoubleClicked[5]; // Has mouse button been double-clicked?
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bool MouseReleased[5]; // Mouse button went from Down to !Down
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bool MouseDownOwned[5]; // Track if button was clicked inside a window. We don't request mouse capture from the application if click started outside ImGui bounds.
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float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked)
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float MouseDownDurationPrev[5]; // Previous time the mouse button has been down
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ImVec2 MouseDragMaxDistanceAbs[5]; // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point
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float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point
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float KeysDownDuration[512]; // Duration the keyboard key has been down (0.0f == just pressed)
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float KeysDownDurationPrev[512]; // Previous duration the key has been down
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ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid)
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ImVec2 MouseClickedPos[5]; // Position at time of clicking
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double MouseClickedTime[5]; // Time of last click (used to figure out double-click)
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bool MouseClicked[5]; // Mouse button went from !Down to Down
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bool MouseDoubleClicked[5]; // Has mouse button been double-clicked?
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bool MouseReleased[5]; // Mouse button went from Down to !Down
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bool MouseDownOwned[5]; // Track if button was clicked inside a window. We don't request mouse capture from the application if click started outside ImGui bounds.
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float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked)
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float MouseDownDurationPrev[5]; // Previous time the mouse button has been down
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ImVec2 MouseDragMaxDistanceAbs[5]; // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point
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float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point
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float KeysDownDuration[512]; // Duration the keyboard key has been down (0.0f == just pressed)
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float KeysDownDurationPrev[512]; // Previous duration the key has been down
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float NavInputsDownDuration[ImGuiNavInput_COUNT];
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float NavInputsDownDurationPrev[ImGuiNavInput_COUNT];
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