ImVec2MouseDelta;// Mouse delta. Note that this is zero if either current or previous position are negative, so a disappearing/reappearing mouse won't have a huge delta for one frame.
ImVec2MousePosPrev;// Previous mouse position temporary storage (nb: not for public use, set to MousePos in NewFrame())
@ -1379,12 +1379,12 @@ struct ImFontAtlas
// Build atlas, retrieve pixel data.
// User is in charge of copying the pixels into graphics memory (e.g. create a texture with your engine). Then store your texture handle with SetTexID().
// RGBA32 format is provided for convenience and high compatibility, but note that all RGB pixels are white, so 75% of the memory is wasted.
// RGBA32 format is provided for convenience and compatibility, but note that unless you use CustomRect to draw color data, the RGB pixels emitted from Fonts will all be white (~75% of waste).
// Pitch = Width * BytesPerPixels
IMGUI_APIboolBuild();// Build pixels data. This is called automatically for you by the GetTexData*** functions.
intTexDesiredWidth;// Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height.
intTexGlyphPadding;// Padding between glyphs within texture in pixels. Defaults to 1.
// [Private]
// [Internal]
// NB: Access texture data via GetTexData*() calls! Which will setup a default font for you.
unsignedchar*TexPixelsAlpha8;// 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight
unsignedint*TexPixelsRGBA32;// 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
IMGUI_APIvoidAddRemapChar(ImWchardst,ImWcharsrc,booloverwrite_dst=true);// Makes 'dst' character/glyph points to 'src' character/glyph. Currently needs to be called AFTER fonts have been built.