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Nav: Cleaning up + using ImGuiInputSource source enum instead of a silly bool. (#787)
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@ -252,6 +252,8 @@ enum ImGuiInputSource
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ImGuiInputSource_None = 0,
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ImGuiInputSource_Mouse,
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ImGuiInputSource_Nav,
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ImGuiInputSource_NavKeyboard, // Only used occasionally for storage, not tested/handled by most code
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ImGuiInputSource_NavGamepad, // "
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ImGuiInputSource_Count_,
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};
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@ -285,9 +287,9 @@ enum ImGuiNavHighlightFlags_
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enum ImGuiNavDirSourceFlags_
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{
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ImGuiNavDirSourceFlags_Key = 1 << 0,
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ImGuiNavDirSourceFlags_PadLStick = 1 << 1,
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ImGuiNavDirSourceFlags_PadRStick = 1 << 2
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ImGuiNavDirSourceFlags_Keyboard = 1 << 0,
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ImGuiNavDirSourceFlags_PadDPad = 1 << 1,
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ImGuiNavDirSourceFlags_PadLStick = 1 << 2
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};
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// 2D axis aligned bounding-box
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@ -594,7 +596,7 @@ struct ImGuiContext
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float NavWindowingHighlightTimer;
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float NavWindowingHighlightAlpha;
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bool NavWindowingToggleLayer;
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bool NavWindowingIsKeyboardMode; // Gamepad or keyboard mode
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ImGuiInputSource NavWindowingInputSource; // Gamepad or keyboard mode
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int NavLayer; // Layer we are navigating on. For now the system is hard-coded for 0=main contents and 1=menu/title bar, may expose layers later.
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int NavIdTabCounter; // == NavWindow->DC.FocusIdxTabCounter at time of NavId processing
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bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRefRectRel is valid
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@ -714,7 +716,7 @@ struct ImGuiContext
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NavWindowingTarget = NULL;
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NavWindowingHighlightTimer = NavWindowingHighlightAlpha = 0.0f;
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NavWindowingToggleLayer = false;
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NavWindowingIsKeyboardMode = false;
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NavWindowingInputSource = ImGuiInputSource_None;
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NavLayer = 0;
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NavIdTabCounter = INT_MAX;
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NavIdIsAlive = false;
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