// (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
doublemouse_x,mouse_y;
glfwGetCursorPos(window,&mouse_x,&mouse_y);
io.MousePos=ImVec2((float)mouse_x*mousePosScale.x,(float)mouse_y*mousePosScale.y);// Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
io.MousePos=ImVec2((float)mouse_x*mousePosScale.x,(float)mouse_y*mousePosScale.y);// Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
io.MouseDown[0]=mousePressed[0]||glfwGetMouseButton(window,GLFW_MOUSE_BUTTON_LEFT)!=0;// If a mouse press event came, always pass it, so we don't miss click-release events that are shorted than our frame.