ImGuiInputTextFlags_EnterReturnsTrue=1<<3,// Return 'true' when Enter is pressed (as opposed to when the value was modified)
ImGuiInputTextFlags_CallbackCompletion=1<<4,// Call user function on pressing TAB (for completion handling)
ImGuiInputTextFlags_CallbackHistory=1<<5,// Call user function on pressing Up/Down arrows (for history handling)
ImGuiInputTextFlags_CallbackAlways=1<<6// Call user function every frame
ImGuiInputTextFlags_CallbackAlways=1<<6// Call user function every time
//ImGuiInputTextFlags_AlignCenter = 1 << 6,
};
@ -450,8 +449,8 @@ struct ImGuiIO
ImVec2DisplaySize;// <unset> // Display size, in pixels. For clamping windows positions.
floatDeltaTime;// = 1.0f/60.0f // Time elapsed since last frame, in seconds.
floatIniSavingRate;// = 5.0f // Maximum time between saving .ini file, in seconds. Set to a negative value to disable .ini saving.
constchar*IniFilename;// = "imgui.ini" // Absolute path to .ini file.
constchar*LogFilename;// = "imgui_log.txt" // Absolute path to .log file.
constchar*IniFilename;// = "imgui.ini" // Path to .ini file.
constchar*LogFilename;// = "imgui_log.txt" // Path to .log file.
floatMouseDoubleClickTime;// = 0.30f // Time for a double-click, in seconds.
floatMouseDoubleClickMaxDist;// = 6.0f // Distance threshold to stay in to validate a double-click, in pixels.
intKeyMap[ImGuiKey_COUNT];// <unset> // Map of indices into the KeysDown[512] entries array
@ -480,7 +479,7 @@ struct ImGuiIO
void*(*MemReallocFn)(void*ptr,size_tsz);
void(*MemFreeFn)(void*ptr);
// Optional: notify OS Input Method Editor of text input position (e.g. when using Japanese/Chinese inputs, otherwise this isn't needed)
// Optional: notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese inputs in Windows)
// This is the low-level list of polygon that ImGui:: functions are filling. At the end of the frame, all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.
// Each ImGui window contains its own ImDrawList.
// This is the low-level list of polygon that ImGui:: functions are creating. At the end of the frame, all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.
// At the moment, each ImGui window contains its own ImDrawList but they could potentially be merged.
// If you want to add custom rendering within a window, you can use ImGui::GetWindowDrawList() to access the current draw list and add your own primitives.
// You can interleave normal ImGui:: calls and adding primitives to the current draw list.
// Note that this only gives you access to rendering polygons. If your intent is to create custom widgets and the publicly exposed functions/data aren't sufficient, you can add code in imgui_user.inl