ImGuiInputSource_Clipboard,// Currently only used by InputText()
ImGuiInputSource_Nav,// Stored in g.ActiveIdSource only
ImGuiInputSource_COUNT
};
@ -1786,7 +1785,7 @@ struct ImGuiContext
boolActiveIdHasBeenEditedThisFrame;
ImVec2ActiveIdClickOffset;// Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior)
ImGuiWindow*ActiveIdWindow;
ImGuiInputSourceActiveIdSource;// Activating with mouse or nav (gamepad/keyboard)
ImGuiInputSourceActiveIdSource;// Activating source: ImGuiInputSource_Mouse OR ImGuiInputSource_Keyboard OR ImGuiInputSource_Gamepad
intActiveIdMouseButton;
ImGuiIDActiveIdPreviousFrame;
boolActiveIdPreviousFrameIsAlive;
@ -1842,7 +1841,7 @@ struct ImGuiContext
ImGuiKeyChordNavJustMovedToKeyMods;
ImGuiIDNavNextActivateId;// Set by ActivateItem(), queued until next frame.
ImGuiActivateFlagsNavNextActivateFlags;
ImGuiInputSourceNavInputSource;// Keyboard or Gamepad mode? THIS WILL ONLY BE None or NavGamepad or NavKeyboard.
ImGuiInputSourceNavInputSource;// Keyboard or Gamepad mode? THIS CAN ONLY BE ImGuiInputSource_Keyboard or ImGuiInputSource_Mouse
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.
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)