ImU32EventId;// Unique, sequential increasing integer to identify an event (if you need to correlate them to other data).
union
{
ImGuiInputEventMousePosMousePos;// if Type == ImGuiInputEventType_MousePos
@ -1739,9 +1740,6 @@ struct ImGuiContext
boolInitialized;
boolFontAtlasOwnedByContext;// IO.Fonts-> is owned by the ImGuiContext and will be destructed along with it.
ImGuiIOIO;
ImVector<ImGuiInputEvent>InputEventsQueue;// Input events which will be tricked/written into IO structure.
ImVector<ImGuiInputEvent>InputEventsTrail;// Past input events processed in NewFrame(). This is to allow domain-specific application to access e.g mouse/pen trail.
floatFontSize;// (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize(). Text height for current window.
@ -1758,6 +1756,12 @@ struct ImGuiContext
boolTestEngineHookItems;// Will call test engine hooks: ImGuiTestEngineHook_ItemAdd(), ImGuiTestEngineHook_ItemInfo(), ImGuiTestEngineHook_Log()
void*TestEngine;// Test engine user data
// Inputs
ImVector<ImGuiInputEvent>InputEventsQueue;// Input events which will be trickled/written into IO structure.
ImVector<ImGuiInputEvent>InputEventsTrail;// Past input events processed in NewFrame(). This is to allow domain-specific application to access e.g mouse/pen trail.
ImGuiMouseSourceInputEventsNextMouseSource;
ImU32InputEventsNextEventId;
// Windows state
ImVector<ImGuiWindow*>Windows;// Windows, sorted in display order, back to front
ImVector<ImGuiWindow*>WindowsFocusOrder;// Root windows, sorted in focus order, back to front.