// We may later decide to test for different NoXXXInputs based on the active navigation input (mouse vs nav) but that may feel more confusing to the user.
ImGuiIDNavJustMovedToId;// Just navigated to this id (result of a successfully MoveRequest)
ImGuiIDNavNextActivateId;// Set by ActivateItem(), queued until next frame
ImGuiInputSourceNavInputSource;// Keyboard or Gamepad mode?
ImGuiInputSourceNavInputSource;// Keyboard or Gamepad mode? THIS WILL ONLY BE None or NavGamepad or NavKeyboard.
ImRectNavScoringRectScreen;// Rectangle used for scoring, in screen space. Based of window->DC.NavRefRectRel[], modified for directional navigation scoring.
intNavScoringCount;// Metrics for debugging
ImGuiWindow*NavWindowingTarget;// When selecting a window (holding Menu+FocusPrev/Next, or equivalent of CTRL-TAB) this window is temporarily displayed front-most.