boolWantCaptureKeyboard;// Widget is active (= ImGui will use your keyboard input). Use to hide keyboard from the rest of your application
boolWantTextInput;// Some text input widget is active, which will read input characters from the InputCharacters array. Use to activate on screen keyboard if your system needs one
boolWantMoveMouse;// MousePos has been altered. back-end should reposition mouse on next frame. used only if 'NavMovesMouse=true'.
boolNavUsable;// Directional navigation is currently allowed (ImGuiKey_NavXXX events).
boolNavActive;// Directional navigation is active/visible and currently allowed (ImGuiKey_NavXXX events).
boolNavUsable;// Directional navigation is currently allowed (will handle ImGuiKey_NavXXX events).
boolNavActive;// Directional navigation is active/visible and currently allowed (will handle ImGuiKey_NavXXX events).
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()
ImGuiIDNavJustNavigatedId;// Just navigated to this id (result of a successfully MoveRequest)
ImGuiIDNavNextActivateId;// Set by ActivateItem(), queued until next frame
ImGuiIDNavJustMovedToId;// Just navigated to this id (result of a successfully MoveRequest)
ImRectNavScoringRectScreen;// Rectangle used for scoring, in screen space. Based of window->DC.NavRefRectRel[], modified for directional navigation scoring.