ImRectrect_to_avoid(g.IO.MousePos.x-16,g.IO.MousePos.y-8,g.IO.MousePos.x+24,g.IO.MousePos.y+24);// FIXME: Completely hard-coded. Perhaps center on cursor hit-point instead?
window->PosFloat=g.IO.MousePos +ImVec2(2,2);// If there's not enough room, for tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible.
window->PosFloat=ref_pos +ImVec2(2,2);// If there's not enough room, for tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible.
IMGUI_APIboolIsItemHovered();// was the last item hovered by mouse?
IMGUI_APIboolIsItemRectHovered();// was the last item hovered by mouse? even if another item is active or window is blocked by popup while we are hovering this
IMGUI_APIboolIsItemActive();// was the last item active? (e.g. button being held, text field being edited- items that don't interact will always return false)
IMGUI_APIboolIsItemClicked(intmouse_button=0);// was the last item clicked? (e.g. button/node just clicked on)
IMGUI_APIboolIsItemVisible();// was the last item visible? (aka not out of sight due to clipping/scrolling.)
IMGUI_APIboolIsItemHovered();// is the last item hovered by mouse (and usable)?
IMGUI_APIboolIsItemRectHovered();// is the last item hovered by mouse? even if another item is active or window is blocked by popup while we are hovering this
IMGUI_APIboolIsItemActive();// is the last item active? (e.g. button being held, text field being edited- items that don't interact will always return false)
IMGUI_APIboolIsItemClicked(intmouse_button=0);// is the last item clicked? (e.g. button/node just clicked on)
IMGUI_APIboolIsItemVisible();// is the last item visible? (aka not out of sight due to clipping/scrolling.)
IMGUI_APIboolIsAnyItemHovered();
IMGUI_APIboolIsAnyItemActive();
IMGUI_APIImVec2GetItemRectMin();// get bounding rect of last item in screen space
@ -425,7 +425,7 @@ namespace ImGui
IMGUI_APIvoidSetItemAllowOverlap();// allow last item to be overlapped by a subsequent item. sometimes useful with invisible buttons, selectables, etc. to catch unused area.
IMGUI_APIboolIsWindowFocused();// is current window focused
IMGUI_APIboolIsWindowHovered();// is current window hovered and hoverable (not blocked by a popup) (differentiate child windows from each others)
IMGUI_APIboolIsWindowRectHovered();// is current window rectnagle hovered, disregarding of any consideration of being blocked by a popup. (unlike IsWindowHovered() this will return true even if the window is blocked because of a popup)
IMGUI_APIboolIsWindowRectHovered();// is current window rectangle hovered, disregarding of any consideration of being blocked by a popup. (unlike IsWindowHovered() this will return true even if the window is blocked because of a popup)
IMGUI_APIboolIsRootWindowFocused();// is current root window focused (root = top-most parent of a child, otherwise self)
IMGUI_APIboolIsRootWindowOrAnyChildFocused();// is current root window or any of its child (including current window) focused
IMGUI_APIboolIsRootWindowOrAnyChildHovered();// is current root window or any of its child (including current window) hovered and hoverable (not blocked by a popup)
@ -786,7 +786,7 @@ struct ImGuiIO
floatMouseDragThreshold;// = 6.0f // Distance threshold before considering we are dragging
intKeyMap[ImGuiKey_COUNT];// <unset> // Map of indices into the KeysDown[512] entries array
floatKeyRepeatDelay;// = 0.250f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).
floatKeyRepeatRate;// = 0.020f // When holding a key/button, rate at which it repeats, in seconds.
floatKeyRepeatRate;// = 0.050f // When holding a key/button, rate at which it repeats, in seconds.
void*UserData;// = NULL // Store your own data for retrieval by callbacks.
ImFontAtlas*Fonts;// <auto> // Load and assemble one or more fonts into a single tightly packed texture. Output to Fonts array.
ImGuiWindow*RootWindow;// If we are a child window, this is pointing to the first non-child parent window. Else point to ourself.
ImGuiWindow*RootNonPopupWindow;// If we are a child window, this is pointing to the first non-child non-popup parent window. Else point to ourself.
ImGuiWindow*ParentWindow;// If we are a child window, this is pointing to our parent window. Else point to NULL.
ImGuiWindow*ParentWindow;// Immediate parent in the window stack *regardless* of whether this window is a child window or not)
ImGuiWindow*RootWindow;// Generally point to ourself. If we are a child window, this is pointing to the first non-child parent window.
ImGuiWindow*RootNonPopupWindow;// Generally point to ourself. Used to display TitleBgActive color and for selecting which window to use for NavWindowing
// Navigation / Focus
intFocusIdxAllCounter;// Start at -1 and increase as assigned via FocusItemRegister()