constfloatscroll_speed=IM_ROUND(window->CalcFontSize()*100*io.DeltaTime);// We need round the scrolling speed because sub-pixel scroll isn't reliably supported.
ImVec1Indent;// Indentation / start position from left of window (increased by TreePush/TreePop, etc.)
ImVec1ColumnsOffset;// Offset to the current column (if ColumnsCurrent > 0). FIXME: This and the above should be a stack to allow use cases like Tree->Column->Tree. Need revamp columns API.
ImVec1GroupOffset;
ImVec2CursorStartPosLossyness;// Record the loss of precision of CursorStartPos due to really large scrolling amount. This is used by clipper to compensentate and fix the most common use case of large scroll area.
ImVec2CursorStartPosLossyness;// Record the loss of precision of CursorStartPos due to really large scrolling amount. This is used by clipper to compensate and fix the most common use case of large scroll area.
// Keyboard/Gamepad navigation
ImGuiNavLayerNavLayerCurrent;// Current layer, 0..31 (we currently only use 0..1)
shortNavLayersActiveMask;// Which layers have been written to (result from previous frame)
shortNavLayersActiveMaskNext;// Which layers have been written to (accumulator for current frame)
boolNavHideHighlightOneFrame;
boolNavHasScroll;// Set when scrolling can be used (ScrollMax > 0.0f)
boolNavWindowHasScrollY;// Set per window when scrolling can be used (== ScrollMax.y > 0.0f)