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Nav: ActiveIdAllowNavMove -> ActiveIdAllowNavDirFlags for more flexibility (nav up/down typically allowed on a single-line text input) (#323)
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@ -388,8 +388,8 @@ struct ImGuiContext
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ImGuiID ActiveIdPreviousFrame;
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bool ActiveIdIsAlive; // Active widget has been seen this frame
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bool ActiveIdIsJustActivated; // Set at the time of activation for one frame
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bool ActiveIdAllowNavMove; // Active widget allows using directional navigation (e.g. can activate a button and move away from it)
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bool ActiveIdAllowOverlap; // Active widget allows another widget to steal active id (generally for overlapping widgets, but not always)
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int ActiveIdAllowNavDirFlags; // Active widget allows using directional navigation (e.g. can activate a button and move away from it)
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ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior)
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ImGuiWindow* ActiveIdWindow;
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ImGuiInputSource ActiveIdSource; // Activating with mouse or nav (gamepad/keyboard)
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