// You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame().
// During the frame, prefer using ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values, and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors.
structImGuiStyle
structImGuiStyle
{
{
floatAlpha;// Global alpha applies to everything in ImGui
floatAlpha;// Global alpha applies to everything in ImGui.
ImVec2WindowPadding;// Padding within a window
ImVec2WindowPadding;// Padding within a window.
floatWindowRounding;// Radius of window corners rounding. Set to 0.0f to have rectangular windows
floatWindowRounding;// Radius of window corners rounding. Set to 0.0f to have rectangular windows.
floatWindowBorderSize;// Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly)
floatWindowBorderSize;// Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
ImVec2WindowMinSize;// Minimum window size
ImVec2WindowMinSize;// Minimum window size. This is a global setting. If you want to constraint individual windows, use SetNextWindowSizeConstraints().
ImVec2WindowTitleAlign;// Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
ImVec2WindowTitleAlign;// Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
floatChildRounding;// Radius of child window corners rounding. Set to 0.0f to have rectangular windows.
floatChildRounding;// Radius of child window corners rounding. Set to 0.0f to have rectangular windows.
floatChildBorderSize;// Thickness of border around child windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly)
floatChildBorderSize;// Thickness of border around child windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
floatPopupRounding;// Radius of popup window corners rounding.
floatPopupRounding;// Radius of popup window corners rounding.
floatPopupBorderSize;// Thickness of border around popup windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly)
floatPopupBorderSize;// Thickness of border around popup windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
ImVec2FramePadding;// Padding within a framed rectangle (used by most widgets)
ImVec2FramePadding;// Padding within a framed rectangle (used by most widgets).
floatFrameRounding;// Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
floatFrameRounding;// Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
floatFrameBorderSize;// Thickness of border around frames. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly)
floatFrameBorderSize;// Thickness of border around frames. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
ImVec2ItemSpacing;// Horizontal and vertical spacing between widgets/lines
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)
ImVec2ItemInnerSpacing;// Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label).
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!
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!
floatIndentSpacing;// Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
floatIndentSpacing;// Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
floatColumnsMinSpacing;// Minimum horizontal spacing between two columns
floatColumnsMinSpacing;// Minimum horizontal spacing between two columns.
floatScrollbarSize;// Width of the vertical scrollbar, Height of the horizontal scrollbar
floatScrollbarSize;// Width of the vertical scrollbar, Height of the horizontal scrollbar.
floatScrollbarRounding;// Radius of grab corners for scrollbar
floatScrollbarRounding;// Radius of grab corners for scrollbar.
floatGrabMinSize;// Minimum width/height of a grab box for slider/scrollbar.
floatGrabMinSize;// Minimum width/height of a grab box for slider/scrollbar.
floatGrabRounding;// Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
floatGrabRounding;// Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
ImVec2ButtonTextAlign;// Alignment of button text when button is larger than text. Defaults to (0.5f,0.5f) for horizontally+vertically centered.
ImVec2ButtonTextAlign;// Alignment of button text when button is larger than text. Defaults to (0.5f,0.5f) for horizontally+vertically centered.