floatMouseDragThreshold;// = 6.0f // Distance threshold before considering we are dragging
floatMouseDragThreshold;// = 6.0f // Distance threshold before considering we are dragging
intKeyMap[ImGuiKey_COUNT];// <unset> // Map of indices into the KeysDown[512] entries array
intKeyMap[ImGuiKey_COUNT];// <unset> // Map of indices into the KeysDown[512] entries array
floatKeyRepeatDelay;// = 0.250f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).
floatKeyRepeatDelay;// = 0.250f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).
floatKeyRepeatRate;// = 0.020f // When holding a key/button, rate at which it repeats, in seconds.
floatKeyRepeatRate;// = 0.050f // When holding a key/button, rate at which it repeats, in seconds.
boolNavMovesMouse;// = false // Directional navigation can move the mouse cursor. Updates MousePos and set WantMoveMouse=true. If enabled you MUST honor those requests in your binding, otherwise ImGui will react as if mouse is jumping around.
boolNavMovesMouse;// = false // Directional navigation can move the mouse cursor. Updates MousePos and set WantMoveMouse=true. If enabled you MUST honor those requests in your binding, otherwise ImGui will react as if mouse is jumping around.
void*UserData;// = NULL // Store your own data for retrieval by callbacks.
void*UserData;// = NULL // Store your own data for retrieval by callbacks.