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ButtonBehavior: Tidying up.
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@ -6589,7 +6589,9 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
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}
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}
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bool held = false;
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bool held = false;
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if (g.ActiveId == id && g.ActiveIdSource == ImGuiInputSource_Mouse)
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if (g.ActiveId == id)
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{
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if (g.ActiveIdSource == ImGuiInputSource_Mouse)
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{
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{
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if (g.IO.MouseDown[0])
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if (g.IO.MouseDown[0])
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{
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{
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@ -6605,9 +6607,12 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
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if (!(flags & ImGuiButtonFlags_NoNavOverride))
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if (!(flags & ImGuiButtonFlags_NoNavOverride))
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g.NavDisableHighlight = true;
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g.NavDisableHighlight = true;
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}
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}
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if (g.ActiveId == id && g.ActiveIdSource == ImGuiInputSource_Nav)
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else if (g.ActiveIdSource == ImGuiInputSource_Nav)
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{
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if (!IsNavInputDown(ImGuiNavInput_PadActivate))
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if (!IsNavInputDown(ImGuiNavInput_PadActivate))
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ClearActiveID();
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ClearActiveID();
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}
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}
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// AllowOverlap mode (rarely used) requires previous frame HoveredId to be null or to match. This allows using patterns where a later submitted widget overlaps a previous one.
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// AllowOverlap mode (rarely used) requires previous frame HoveredId to be null or to match. This allows using patterns where a later submitted widget overlaps a previous one.
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if (hovered && (flags & ImGuiButtonFlags_AllowOverlapMode) && (g.HoveredIdPreviousFrame != id && g.HoveredIdPreviousFrame != 0))
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if (hovered && (flags & ImGuiButtonFlags_AllowOverlapMode) && (g.HoveredIdPreviousFrame != id && g.HoveredIdPreviousFrame != 0))
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