Context: Removed allocator parameters from CreateContext(), they are now setup with SetMemoryAllocators() and shared by all contexts. (#1565, #586, #992, #1007, #1558)
// Memory Allocator Functions. Use SetMemoryAllocators() to change them.
// If you use DLL hotreloading you might need to call SetMemoryAllocators() after reloading code from this file.
// Otherwise, you probably don't want to modify them mid-program, and if you use global/static e.g. ImVector<> instances you may need to keep them accessible during program destruction.
// Internal context access - if you want to use multiple context, share context between modules (e.g. DLL). There is a default context created and active by default.
// Context creation and access, if you want to use multiple context, share context between modules (e.g. DLL). There is a default context created and active by default.
// All contexts share a same ImFontAtlas by default. If you want different font atlas, you can new() them and overwrite the GetIO().Fonts variable of an ImGui context.
// All those functions are not reliant on the current context.
// Optional: override memory allocations. MemFreeFn() may be called with a NULL pointer.
// (default to posix malloc/free)
void*(*MemAllocFn)(size_tsz);
void(*MemFreeFn)(void*ptr);
// Optional: notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME in Windows)
// (default to use native imm32 api on Windows)
void(*ImeSetInputScreenPosFn)(intx,inty);
@ -954,7 +951,6 @@ struct ImGuiIO
boolWantTextInput;// 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).
boolWantMoveMouse;// [BETA-NAV] MousePos has been altered, back-end should reposition mouse on next frame. Set only when 'NavMovesMouse=true'.
floatFramerate;// Application framerate estimation, in frame per second. Solely for convenience. Rolling average estimation based on IO.DeltaTime over 120 frames
intMetricsAllocs;// Number of active memory allocations
intMetricsRenderVertices;// Vertices output during last call to Render()
intMetricsRenderIndices;// Indices output during last call to Render() = number of triangles * 3
intMetricsActiveWindows;// Number of visible root windows (exclude child windows)