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)
boolWantTextInput;// Some 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
boolWantCaptureMouse;// Mouse is hovering a window or widget is active (= ImGui will use your mouse input). Use to hide mouse from the rest of your application
boolWantCaptureKeyboard;// Widget is active (= ImGui will use your keyboard input). Use to hide keyboard from the rest of your application
boolWantTextInput;// Some text input widget is active, which will read input characters from the InputCharacters array. Use to activate on screen keyboard if your system needs one
floatFramerate;// Application framerate estimation, in frame per second. Solely for convenience. Rolling average estimation based on IO.DeltaTime over 120 frames
intMetricsAllocs;// Number of active memory allocations
intMetricsRenderVertices;// Vertices output during last call to Render()
intMetricsRenderIndices;// Indices output during last call to Render() = number of triangles * 3
intMetricsActiveWindows;// Number of visible windows (exclude child windows)
intMetricsActiveWindows;// Number of visible root windows (exclude child windows)
ImVec2MouseDelta;// Mouse delta. Note that this is zero if either current or previous position are negative, so a disappearing/reappearing mouse won't have a huge delta for one frame.