ImGui::Text("HoveredId: 0x%08X/0x%08X (%.2f sec)",g.HoveredId,g.HoveredIdPreviousFrame,g.HoveredIdTimer);// Data is "in-flight" so depending on when the Metrics window is called we may see current frame information or not
boolKeysDown[512];// Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys).
ImWcharInputCharacters[16+1];// List of characters input (translated by user from keypress+keyboard state). Fill using AddInputCharacter() helper.
floatNavInputs[ImGuiNavInput_COUNT];// Gamepad inputs (keyboard keys will be auto-mapped and be written here by ImGui::NewFrame)
floatNavInputs[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)
// Functions
IMGUI_APIvoidAddInputCharacter(ImWcharc);// Add new character into InputCharacters[]
ImGui::TextWrapped("Below we are displaying the font texture (which is the only texture we have access to in this demo). Use the 'ImTextureID' type as storage to pass pointers or identifier to your own texture data. Hover the texture for a zoomed view!");
ImGuiIO&io=ImGui::GetIO();
ImGui::TextWrapped("Below we are displaying the font texture (which is the only texture we have access to in this demo). Use the 'ImTextureID' type as storage to pass pointers or identifier to your own texture data. Hover the texture for a zoomed view!");
// Here we are grabbing the font texture because that's the only one we have access to inside the demo code.
// Remember that ImTextureID is just storage for whatever you want it to be, it is essentially a value that will be passed to the render function inside the ImDrawCmd structure.
ImGuiIDNavNextActivateId;// Set by ActivateItem(), queued until next frame
ImGuiIDNavJustMovedToId;// Just navigated to this id (result of a successfully MoveRequest)
ImGuiIDNavNextActivateId;// Set by ActivateItem(), queued until next frame
ImGuiInputSourceNavInputSource;// Keyboard or Gamepad mode?
ImRectNavScoringRectScreen;// Rectangle used for scoring, in screen space. Based of window->DC.NavRefRectRel[], modified for directional navigation scoring.
intNavScoringCount;// Metrics for debugging
ImGuiWindow*NavWindowingTarget;// When selecting a window (holding Menu+FocusPrev/Next, or equivalent of CTRL-TAB) this window is temporarily displayed front-most.
floatNavWindowingHighlightTimer;
floatNavWindowingHighlightAlpha;
boolNavWindowingToggleLayer;
ImGuiInputSourceNavWindowingInputSource;// Gamepad or keyboard mode
intNavLayer;// Layer we are navigating on. For now the system is hard-coded for 0=main contents and 1=menu/title bar, may expose layers later.
intNavIdTabCounter;// == NavWindow->DC.FocusIdxTabCounter at time of NavId processing
boolNavIdIsAlive;// Nav widget has been seen this frame ~~ NavRefRectRel is valid