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Nav, Internals: wrap changes to g.NavWindow into a helper function to help track/log changes.
Amend 076d8fc
. Eventually we should REALLY clean up the SetNavWindow SetNavID SetFocusID FocusWindow fiasco.
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2ed9e21eba
@ -113,6 +113,8 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
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- layout: (R&D) local multi-pass layout mode.
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- layout: (R&D) local multi-pass layout mode.
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- layout: (R&D) bind authored layout data (created by an off-line tool), items fetch their pos/size at submission, self-optimize data structures to stable linear access.
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- layout: (R&D) bind authored layout data (created by an off-line tool), items fetch their pos/size at submission, self-optimize data structures to stable linear access.
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- tables: see https://github.com/ocornut/imgui/issues/2957#issuecomment-569726095
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- group: BeginGroup() needs a border option. (~#1496)
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- group: BeginGroup() needs a border option. (~#1496)
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- group: IsHovered() after EndGroup() covers whole AABB rather than the intersection of individual items. Is that desirable?
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- group: IsHovered() after EndGroup() covers whole AABB rather than the intersection of individual items. Is that desirable?
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- group: merge deactivation/activation within same group (fwd WasEdited flag). (#2550)
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- group: merge deactivation/activation within same group (fwd WasEdited flag). (#2550)
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52
imgui.cpp
52
imgui.cpp
@ -6784,16 +6784,13 @@ void ImGui::FocusWindow(ImGuiWindow* window)
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if (g.NavWindow != window)
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if (g.NavWindow != window)
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{
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{
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IMGUI_DEBUG_LOG_FOCUS("[focus] FocusWindow(\"%s\")\n", window ? window->Name : "<NULL>");
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SetNavWindow(window);
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g.NavWindow = window;
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if (window && g.NavDisableMouseHover)
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if (window && g.NavDisableMouseHover)
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g.NavMousePosDirty = true;
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g.NavMousePosDirty = true;
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g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId
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g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId
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g.NavLayer = ImGuiNavLayer_Main;
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g.NavFocusScopeId = 0;
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g.NavFocusScopeId = 0;
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g.NavIdIsAlive = false;
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g.NavIdIsAlive = false;
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g.NavLayer = ImGuiNavLayer_Main;
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g.NavInitRequest = g.NavMoveSubmitted = g.NavMoveScoringItems = false;
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NavUpdateAnyRequestFlag();
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}
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}
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// Close popups if any
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// Close popups if any
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@ -7387,8 +7384,7 @@ void ImGui::SetKeyboardFocusHere(int offset)
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ImGuiWindow* window = g.CurrentWindow;
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ImGuiWindow* window = g.CurrentWindow;
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IM_ASSERT(offset >= -1); // -1 is allowed but not below
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IM_ASSERT(offset >= -1); // -1 is allowed but not below
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g.NavWindow = window;
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SetNavWindow(window);
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g.NavInitRequest = g.NavMoveSubmitted = g.NavMoveScoringItems = false;
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ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
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ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
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NavMoveRequestSubmit(ImGuiDir_None, offset < 0 ? ImGuiDir_Up : ImGuiDir_Down, ImGuiNavMoveFlags_Tabbing | ImGuiNavMoveFlags_FocusApi, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable.
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NavMoveRequestSubmit(ImGuiDir_None, offset < 0 ? ImGuiDir_Up : ImGuiDir_Down, ImGuiNavMoveFlags_Tabbing | ImGuiNavMoveFlags_FocusApi, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable.
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@ -9561,8 +9557,22 @@ ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window)
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// [SECTION] KEYBOARD/GAMEPAD NAVIGATION
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// [SECTION] KEYBOARD/GAMEPAD NAVIGATION
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// FIXME-NAV: The existence of SetNavID vs SetFocusID properly needs to be clarified/reworked.
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// FIXME-NAV: The existence of SetNavID vs SetFocusID vs FocusWindow() needs to be clarified/reworked.
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// In our terminology those should be interchangeable. Those two functions are merely a legacy artifact, so at minimum naming should be clarified.
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// In our terminology those should be interchangeable, yet right now this is super confusing.
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// Those two functions are merely a legacy artifact, so at minimum naming should be clarified.
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void ImGui::SetNavWindow(ImGuiWindow* window)
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{
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ImGuiContext& g = *GImGui;
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if (g.NavWindow != window)
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{
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IMGUI_DEBUG_LOG_FOCUS("[focus] SetNavWindow(\"%s\")\n", window ? window->Name : "<NULL>");
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g.NavWindow = window;
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}
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g.NavInitRequest = g.NavMoveSubmitted = g.NavMoveScoringItems = false;
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NavUpdateAnyRequestFlag();
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}
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void ImGui::SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel)
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void ImGui::SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel)
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{
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{
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ImGuiContext& g = *GImGui;
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ImGuiContext& g = *GImGui;
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@ -9580,15 +9590,12 @@ void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window)
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ImGuiContext& g = *GImGui;
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ImGuiContext& g = *GImGui;
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IM_ASSERT(id != 0);
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IM_ASSERT(id != 0);
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if (g.NavWindow != window)
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SetNavWindow(window);
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// Assume that SetFocusID() is called in the context where its window->DC.NavLayerCurrent and window->DC.NavFocusScopeIdCurrent are valid.
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// Assume that SetFocusID() is called in the context where its window->DC.NavLayerCurrent and window->DC.NavFocusScopeIdCurrent are valid.
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// Note that window may be != g.CurrentWindow (e.g. SetFocusID call in InputTextEx for multi-line text)
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// Note that window may be != g.CurrentWindow (e.g. SetFocusID call in InputTextEx for multi-line text)
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const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent;
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const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent;
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if (g.NavWindow != window)
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{
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g.NavWindow = window;
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g.NavInitRequest = g.NavMoveSubmitted = g.NavMoveScoringItems = false;
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NavUpdateAnyRequestFlag();
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}
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g.NavId = id;
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g.NavId = id;
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g.NavLayer = nav_layer;
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g.NavLayer = nav_layer;
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g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent;
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g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent;
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@ -9837,11 +9844,7 @@ static void ImGui::NavProcessItem()
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if (g.NavId == id)
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if (g.NavId == id)
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{
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{
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if (g.NavWindow != window)
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if (g.NavWindow != window)
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{
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SetNavWindow(window); // Always refresh g.NavWindow, because some operations such as FocusItem() may not have a window.
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g.NavWindow = window; // Always refresh g.NavWindow, because some operations such as FocusItem() don't have a window.
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g.NavInitRequest = g.NavMoveSubmitted = g.NavMoveScoringItems = false;
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NavUpdateAnyRequestFlag();
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}
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g.NavLayer = window->DC.NavLayerCurrent;
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g.NavLayer = window->DC.NavLayerCurrent;
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g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent;
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g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent;
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g.NavIdIsAlive = true;
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g.NavIdIsAlive = true;
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@ -9990,7 +9993,12 @@ void ImGui::NavRestoreLayer(ImGuiNavLayer layer)
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{
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{
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ImGuiContext& g = *GImGui;
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ImGuiContext& g = *GImGui;
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if (layer == ImGuiNavLayer_Main)
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if (layer == ImGuiNavLayer_Main)
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{
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ImGuiWindow* prev_nav_window = g.NavWindow;
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g.NavWindow = NavRestoreLastChildNavWindow(g.NavWindow); // FIXME-NAV: Should clear ongoing nav requests?
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g.NavWindow = NavRestoreLastChildNavWindow(g.NavWindow); // FIXME-NAV: Should clear ongoing nav requests?
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if (prev_nav_window)
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IMGUI_DEBUG_LOG_FOCUS("[focus] NavRestoreLayer: from \"%s\" to SetNavWindow(\"%s\")\n", prev_nav_window->Name, g.NavWindow->Name);
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}
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ImGuiWindow* window = g.NavWindow;
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ImGuiWindow* window = g.NavWindow;
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if (window->NavLastIds[layer] != 0)
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if (window->NavLastIds[layer] != 0)
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{
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{
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@ -10527,7 +10535,11 @@ void ImGui::NavMoveRequestApplyResult()
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}
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}
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}
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}
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if (g.NavWindow != result->Window)
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{
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IMGUI_DEBUG_LOG_FOCUS("[focus] NavMoveRequest: SetNavWindow(\"%s\")\n", result->Window->Name);
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g.NavWindow = result->Window;
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g.NavWindow = result->Window;
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}
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if (g.ActiveId != result->ID)
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if (g.ActiveId != result->ID)
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ClearActiveID();
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ClearActiveID();
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if (g.NavId != result->ID)
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if (g.NavId != result->ID)
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@ -2671,6 +2671,7 @@ namespace ImGui
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IMGUI_API ImVec2 GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiNavReadMode mode, float slow_factor = 0.0f, float fast_factor = 0.0f);
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IMGUI_API ImVec2 GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiNavReadMode mode, float slow_factor = 0.0f, float fast_factor = 0.0f);
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IMGUI_API int CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate);
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IMGUI_API int CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate);
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IMGUI_API void ActivateItem(ImGuiID id); // Remotely activate a button, checkbox, tree node etc. given its unique ID. activation is queued and processed on the next frame when the item is encountered again.
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IMGUI_API void ActivateItem(ImGuiID id); // Remotely activate a button, checkbox, tree node etc. given its unique ID. activation is queued and processed on the next frame when the item is encountered again.
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IMGUI_API void SetNavWindow(ImGuiWindow* window);
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IMGUI_API void SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel);
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IMGUI_API void SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel);
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// Focus Scope (WIP)
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// Focus Scope (WIP)
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