ImDrawList*GetWindowDrawList();// get rendering command-list if you want to append your own draw primitives.
voidSetFontScale(floatscale);
voidSetWindowFontScale(floatscale);// per-window font scale. Adjust IO.FontBaseScale if you want to scale all windows together.
voidSetScrollPosHere();// adjust scrolling position to center into the current cursor position.
voidSetTreeStateStorage(ImGuiStorage*tree);// replace tree state storage with our own (if you want to manipulate it yourself, typically clear subsection of it).
ImGuiStorage*GetTreeStateStorage();
@ -406,7 +406,8 @@ struct ImGuiIO
ImFontFont;// <auto> // Gets passed to text functions. Typedef ImFont to the type you want (ImBitmapFont* or your own font).
floatFontYOffset;// = 0.0f // Offset font rendering by xx pixels in Y axis.
ImVec2FontTexUvForWhite;// = (0.0f,0.0f) // Font texture must have a white pixel at this UV coordinate. Adjust if you are using custom texture.
boolFontAllowScaling;// = false // Set to allow scaling text with CTRL+Wheel.
floatFontBaseScale;// = 1.0f // Base font scale, multiplied by the per-window font scale which you can adjust with SetFontScale()
boolFontAllowUserScaling;// = false // Set to allow scaling text with CTRL+Wheel.
floatPixelCenterOffset;// = 0.0f // Try to set to 0.5f or 0.375f if rendering is blurry