IMGUI_APIboolIsItemHovered();// was the last item hovered by mouse?
IMGUI_APIboolIsItemHovered();// is the last item hovered by mouse?
IMGUI_APIboolIsItemHoveredRect();// 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_APIboolIsItemHoveredRect();// 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();// was the last item active? (e.g. button being held, text field being edited- items that don't interact will always return false)
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);// was the last item clicked? (e.g. button/node just clicked on)
IMGUI_APIboolIsItemClicked(intmouse_button=0);// is 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_APIboolIsItemVisible();// is the last item visible? (aka not out of sight due to clipping/scrolling.)
IMGUI_APIboolIsAnyItemHovered();
IMGUI_APIboolIsAnyItemHovered();
IMGUI_APIboolIsAnyItemActive();
IMGUI_APIboolIsAnyItemActive();
IMGUI_APIImVec2GetItemRectMin();// get bounding rect of last item in screen space
IMGUI_APIImVec2GetItemRectMin();// get bounding rect of last item in screen space
@ -812,7 +812,7 @@ struct ImGuiIO
boolWantCaptureMouse;// Mouse is hovering a window or widget is active (= ImGui will use your mouse input)
boolWantCaptureMouse;// Mouse is hovering a window or widget is active (= ImGui will use your mouse input)
boolWantCaptureKeyboard;// Widget is active (= ImGui will use your keyboard input)
boolWantCaptureKeyboard;// Widget is active (= ImGui will use your keyboard input)
boolWantTextInput;// Some text input widget is active, which will read input characters from the InputCharacters array.
boolWantTextInput;// Text input widget is active, which will read input characters from the InputCharacters array.
floatFramerate;// Framerate estimation, in frame per second. Rolling average estimation based on IO.DeltaTime over 120 frames
floatFramerate;// Framerate estimation, in frame per second. Rolling average estimation based on IO.DeltaTime over 120 frames
intMetricsAllocs;// Number of active memory allocations
intMetricsAllocs;// Number of active memory allocations
intMetricsRenderVertices;// Vertices output during last call to Render()
intMetricsRenderVertices;// Vertices output during last call to Render()