Nav: Fixed an keyboard issue where holding Activate/Space for longer than two frames on a button would unnecessary keep the focus on the parent window, which could steal it from newly appearing windows. (#787)
boolKeysDown[512];// Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys).
ImWcharInputCharacters[16+1];// List of characters input (translated by user from keypress+keyboard state). Fill using AddInputCharacter() helper.
floatNavInputs[ImGuiNavInput_COUNT];// Gamepad inputs (keyboard keys will be auto-mapped and be written here by ImGui::NewFrame, all values will be cleared back to zero in ImGui::EndFrame)
floatNavInputs[ImGuiNavInput_COUNT];// Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be auto-mapped and be written here by NewFrame().
// Functions
IMGUI_APIvoidAddInputCharacter(ImWcharc);// Add new character into InputCharacters[]