intFocusIdxAllCounter;// Start at -1 and increase as assigned via FocusItemRegister()
intFocusIdxTabCounter;// (same, but only include widgets which you can Tab through)
intFocusIdxAllRequestCurrent;// Item being requested for focus, rely on layout to be stable between the frame pressing TAB and the next frame
intFocusIdxTabRequestCurrent;
intFocusIdxAllRequestNext;// Item being requested for focus, for next update
intFocusIdxTabRequestNext;
ImDrawList*DrawList;
intFocusIdxTabCounter;// (same, but only count widgets which you can Tab through)
intFocusIdxAllRequestCurrent;// Item being requested for focus
intFocusIdxTabRequestCurrent;// Tab-able item being requested for focus
intFocusIdxAllRequestNext;// Item being requested for focus, for next update (relies on layout to be stable between the frame pressing TAB and the next frame)
ImDrawList*GetWindowDrawList();// get rendering command-list if you want to append your own draw primitives.
voidSetWindowFontScale(floatscale);// per-window font scale. Adjust IO.FontBaseScale if you want to scale all windows together.
voidSetScrollPosHere();// adjust scrolling position to center into the current cursor position.
voidSetKeyboardFocusHere();// focus keyboard on the next widget
voidSetKeyboardFocusHere(intoffset=0);// focus keyboard on the next widget. Use 'offset' to access sub components of a multiple component widget.
voidSetTreeStateStorage(ImGuiStorage*tree);// replace tree state storage with our own (if you want to manipulate it yourself, typically clear subsection of it).