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Nav: Renaming a field + Comments.
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@ -463,13 +463,14 @@ struct ImGuiContext
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ImVector<ImGuiPopupRef> CurrentPopupStack; // Which level of BeginPopup() we are in (reset every frame)
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// Navigation data (for gamepad/keyboard)
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ImGuiWindow* NavWindow; // Nav/focused window for navigation
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ImGuiID NavId; // Nav/focused item for navigation
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ImGuiID NavActivateId, NavActivateDownId; // ~~ IsNavInputPressed(ImGuiNavInput_PadActivate) ? NavId : 0, etc.
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ImGuiID NavInputId; // ~~ IsNavInputPressed(ImGuiNavInput_PadInput) ? NavId : 0, etc.
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ImGuiWindow* NavWindow; // Focused window for navigation
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ImGuiID NavId; // Focused item for navigation
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ImGuiID NavActivateId; // ~~ IsNavInputPressed(ImGuiNavInput_PadActivate) ? NavId : 0, also set when calling ActivateItem()
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ImGuiID NavActivateDownId; // ~~ IsNavInputPressed(ImGuiNavInput_PadActivate) ? NavId : 0
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ImGuiID NavInputId; // ~~ IsNavInputPressed(ImGuiNavInput_PadInput) ? NavId : 0
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ImGuiID NavJustTabbedId; // Just tabbed to this id.
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ImGuiID NavJustNavigatedId; // Just navigated to this id (result of a successfully MoveRequest)
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ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame
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ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest)
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ImRect NavScoringRectScreen; // Rectangle used for scoring, in screen space. Based of window->DC.NavRefRectRel[], modified for directional navigation scoring.
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ImGuiWindow* NavWindowingTarget;
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float NavWindowingDisplayAlpha;
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@ -586,7 +587,7 @@ struct ImGuiContext
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NavWindow = NULL;
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NavId = NavActivateId = NavActivateDownId = NavInputId = 0;
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NavJustTabbedId = NavJustNavigatedId = NavNextActivateId = 0;
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NavJustTabbedId = NavJustMovedToId = NavNextActivateId = 0;
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NavScoringRectScreen = ImRect();
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NavWindowingTarget = NULL;
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NavWindowingDisplayAlpha = 0.0f;
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