boolActiveIdIsJustActivated;// Set at the time of activation for one frame
boolActiveIdAllowOverlap;// Active widget allows another widget to steal active id (generally for overlapping widgets, but not always)
boolActiveIdHasBeenPressed;// Track whether the active id led to a press (this is to allow changing between PressOnClick and PressOnRelease without pressing twice). Used by range_select branch.
boolActiveIdHasBeenEdited;// Was the value associated to the widget Edited over the course of the Active state.
ImGuiIDNavJustMovedToId;// Just navigated to this id (result of a successfully MoveRequest)
ImGuiIDNavNextActivateId;// Set by ActivateItem(), queued until next frame
ImGuiIDNavJustMovedToId;// Just navigated to this id (result of a successfully MoveRequest).
ImGuiIDNavJustMovedToSelectScopeId;// Just navigated to this select scope id (result of a successfully MoveRequest).
ImGuiIDNavNextActivateId;// Set by ActivateItem(), queued until next frame.
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
@ -1030,8 +1033,13 @@ struct ImGuiContext
intTooltipOverrideCount;
ImVector<char>PrivateClipboard;// If no custom clipboard handler is defined
// Range-Select/Multi-Select
// [This is unused in this branch, but left here to facilitate merging/syncing multiple branches]
ImGuiIDMultiSelectScopeId;
// Platform support
ImVec2PlatformImePos,PlatformImeLastPos;// Cursor position request & last passed to the OS Input Method Editor
ImVec2PlatformImePos;// Cursor position request & last passed to the OS Input Method Editor