constImVec2pad=ImVec2(window->FontSize()*2.0f,window->FontSize()*2.0f);// FIXME: Parametrize of clarify this behavior.
constImVec2pad=ImVec2(window->FontSize()*2.0f,window->FontSize()*2.0f);// FIXME: Parametrize of clarify this behavior.
if(g.IO.DisplaySize.x>0.0f&&g.IO.DisplaySize.y>0.0f)// Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing.
if(g.IO.DisplaySize.x>0.0f&&g.IO.DisplaySize.y>0.0f)// Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing.
ImFontAtlas*Fonts;// <auto> // Load and assemble one or more fonts into a single tightly packed texture. Output to Fonts array.
ImFontAtlas*Fonts;// <auto> // Load and assemble one or more fonts into a single tightly packed texture. Output to Fonts array.
floatFontGlobalScale;// = 1.0f // Global scale all fonts
floatFontGlobalScale;// = 1.0f // Global scale all fonts
boolFontAllowUserScaling;// = false // Allow user scaling text of individual window with CTRL+Wheel.
boolFontAllowUserScaling;// = false // Allow user scaling text of individual window with CTRL+Wheel.
ImVec2DisplayVisibleMin;// <unset> (0.0f,0.0f) // If you use DisplaySize as a virtual space larger than your screen, set DisplayVisibleMin/Max to the visible area.
ImVec2DisplayVisibleMax;// <unset> (0.0f,0.0f) // If the values are the same, we defaults to Min=(0.0f) and Max=DisplaySize