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Nav: move code into NavMoveRequestSubmit(). NavApplyItemToResult() takes absolute rect., comments
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@ -758,7 +758,7 @@ enum ImGuiItemStatusFlags_
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{
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ImGuiItemStatusFlags_None = 0,
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ImGuiItemStatusFlags_HoveredRect = 1 << 0, // Mouse position is within item rectangle (does NOT mean that the window is in correct z-order and can be hovered!, this is only one part of the most-common IsItemHovered test)
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ImGuiItemStatusFlags_HasDisplayRect = 1 << 1, // window->DC.LastItemDisplayRect is valid
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ImGuiItemStatusFlags_HasDisplayRect = 1 << 1, // g.LastItemData.DisplayRect is valid
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ImGuiItemStatusFlags_Edited = 1 << 2, // Value exposed by item was edited in the current frame (should match the bool return value of most widgets)
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ImGuiItemStatusFlags_ToggledSelection = 1 << 3, // Set when Selectable(), TreeNode() reports toggling a selection. We can't report "Selected", only state changes, in order to easily handle clipping with less issues.
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ImGuiItemStatusFlags_ToggledOpen = 1 << 4, // Set when TreeNode() reports toggling their open state.
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@ -1123,8 +1123,8 @@ struct ImGuiLastItemData
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ImGuiID ID;
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ImGuiItemFlags InFlags; // See ImGuiItemFlags_
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ImGuiItemStatusFlags StatusFlags; // See ImGuiItemStatusFlags_
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ImRect Rect;
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ImRect DisplayRect;
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ImRect Rect; // Full rectangle
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ImRect DisplayRect; // Display rectangle (only if ImGuiItemStatusFlags_HasDisplayRect is set)
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ImGuiLastItemData() { memset(this, 0, sizeof(*this)); }
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};
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@ -2458,6 +2458,7 @@ namespace ImGui
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// Gamepad/Keyboard Navigation
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IMGUI_API void NavInitWindow(ImGuiWindow* window, bool force_reinit);
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IMGUI_API bool NavMoveRequestButNoResultYet();
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IMGUI_API void NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags);
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IMGUI_API void NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags);
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IMGUI_API void NavMoveRequestCancel();
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IMGUI_API void NavMoveRequestApplyResult();
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