FrameRounding=0.0f;// Radius of frame corners rounding. Set to 0.0f to have rectangular frames (used by most widgets).
ItemSpacing=ImVec2(8,4);// Horizontal and vertical spacing between widgets/lines
ItemInnerSpacing=ImVec2(4,4);// Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label)
TouchExtraPadding=ImVec2(0,0);// Expand bounding box for touch-based system where touch position is not accurate enough (unnecessary for mouse inputs). Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget running. So dont grow this too much!
TouchExtraPadding=ImVec2(0,0);// Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much!
AutoFitPadding=ImVec2(8,8);// Extra space after auto-fit (double-clicking on resize grip)
WindowFillAlphaDefault=0.70f;// Default alpha of window background, if not specified in ImGui::Begin()
IndentSpacing=22.0f;// Horizontal spacing when e.g. entering a tree node
// This is a sensible default, but widgets are free to override it after calling ItemAdd()
constboolhovered=IsMouseHoveringRect(bb);
//const bool hovered = (g.ActiveId == 0 || (id && g.ActiveId == *id) || g.ActiveIdIsFocusedOnly) && IsMouseHoveringBox(bb); // matching the behavior of IsHovered(), not always what the user wants?
//const bool hovered = (g.ActiveId == 0 || (id && g.ActiveId == *id) || g.ActiveIdIsFocusedOnly) && IsMouseHoveringRect(bb); // matching the behavior of IsHovered(), not always what the user wants?
floatFrameRounding;// Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
ImVec2ItemSpacing;// Horizontal and vertical spacing between widgets/lines
ImVec2ItemInnerSpacing;// Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label)
ImVec2TouchExtraPadding;// Expand bounding box for touch-based system where touch position is not accurate enough (unnecessary for mouse inputs). Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget running. So dont grow this too much!
ImVec2TouchExtraPadding;// Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much!
ImVec2AutoFitPadding;// Extra space after auto-fit (double-clicking on resize grip)
floatWindowFillAlphaDefault;// Default alpha of window background, if not specified in ImGui::Begin()
floatIndentSpacing;// Horizontal indentation when e.g. entering a tree node