ImGuiIDNavNextActivateId;// Set by ActivateItem(), queued until next frame.
ImGuiInputSourceNavInputSource;// Keyboard or Gamepad mode? THIS WILL ONLY BE None or NavGamepad or NavKeyboard.
ImRectNavScoringRect;// Rectangle used for scoring, in screen space. Based of window->DC.NavRefRectRel[], modified for directional navigation scoring.
ImRectNavScoringRect;// Rectangle used for scoring, in screen space. Based of window->NavRectRel[], modified for directional navigation scoring.
intNavScoringCount;// Metrics for debugging
ImGuiNavLayerNavLayer;// Layer we are navigating on. For now the system is hard-coded for 0=main contents and 1=menu/title bar, may expose layers later.
intNavIdTabCounter;// == NavWindow->DC.FocusIdxTabCounter at time of NavId processing
boolNavIdIsAlive;// Nav widget has been seen this frame ~~ NavRefRectRel is valid
boolNavIdIsAlive;// Nav widget has been seen this frame ~~ NavRectRel is valid
boolNavMousePosDirty;// When set we will update mouse position if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) if set (NB: this not enabled by default)
boolNavDisableHighlight;// When user starts using mouse, we hide gamepad/keyboard highlight (NB: but they are still available, which is why NavDisableHighlight isn't always != NavDisableMouseHover)
boolNavDisableMouseHover;// When user starts using gamepad/keyboard, we hide mouse hovering highlight until mouse is touched again.