@ -121,6 +122,7 @@ struct ImGuiDataTypeInfo; // Type information associated to a ImGuiDat
structImGuiGroupData;// Stacked storage data for BeginGroup()/EndGroup()
structImGuiInputTextState;// Internal state of the currently focused/edited text input box
structImGuiLastItemData;// Status storage for last submitted items
structImGuiLocEntry;// A localization entry.
structImGuiMenuColumns;// Simple column measurement, currently used for MenuItem() only
structImGuiNavItemData;// Result of a gamepad/keyboard directional navigation move query result
structImGuiMetricsConfig;// Storage for ShowMetricsWindow() and DebugNodeXXX() functions
@ -144,8 +146,12 @@ struct ImGuiWindow; // Storage for one window
structImGuiWindowTempData;// Temporary storage for one window (that's the data which in theory we could ditch at the end of the frame, in practice we currently keep it for each window)
structImGuiWindowSettings;// Storage for a window .ini settings (we keep one of those even if the actual window wasn't instanced during this session)
// Enumerations
// Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists.
enumImGuiLocKey:int;// -> enum ImGuiLocKey // Enum: a localization entry for translation.
typedefintImGuiLayoutType;// -> enum ImGuiLayoutType_ // Enum: Horizontal or vertical
// Flags
typedefintImGuiActivateFlags;// -> enum ImGuiActivateFlags_ // Flags: for navigation/focus function (will be for ActivateItem() later)
typedefintImGuiDebugLogFlags;// -> enum ImGuiDebugLogFlags_ // Flags: for ShowDebugLogWindow(), g.DebugLogFlags
typedefintImGuiInputFlags;// -> enum ImGuiInputFlags_ // Flags: for IsKeyPressed(), IsMouseClicked(), SetKeyOwner(), SetItemKeyOwner() etc.