IMGUI_APIImGuiIO&GetIO();// access the IO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags)
IMGUI_APIImGuiStyle&GetStyle();// access the Style structure (colors, sizes). Always use PushStyleCol(), PushStyleVar() to modify style mid-frame!
IMGUI_APIImGuiStyle&GetStyle();// access the Style structure (colors, sizes). Always use PushStyleColor(), PushStyleVar() to modify style mid-frame!
IMGUI_APIvoidNewFrame();// start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame().
IMGUI_APIvoidEndFrame();// ends the Dear ImGui frame. automatically called by Render(). If you don't need to render data (skipping rendering) you may call EndFrame() without Render()... but you'll have wasted CPU already! If you don't need to render, better to not create any windows and not call NewFrame() at all!
IMGUI_APIvoidRender();// ends the Dear ImGui frame, finalize the draw data. You can then get call GetDrawData().
@ -964,6 +964,7 @@ namespace ImGui
// Debug Utilities
IMGUI_APIvoidDebugTextEncoding(constchar*text);
IMGUI_APIvoidDebugFlashStyleColor(ImGuiColidx);
IMGUI_APIboolDebugCheckVersionAndDataLayout(constchar*version_str,size_tsz_io,size_tsz_style,size_tsz_vec2,size_tsz_vec4,size_tsz_drawvert,size_tsz_drawidx);// This is called by IMGUI_CHECKVERSION() macro.