ImGuiActivateFlags_PreferInput=1<<0,// Favor activation that requires keyboard text input (e.g. for Slider/Drag). Default if keyboard is available.
ImGuiActivateFlags_PreferTweak=1<<1,// Favor activation for tweaking with arrows or gamepad (e.g. for Slider/Drag). Default if keyboard is not available.
ImGuiActivateFlags_PreferInput=1<<0,// Favor activation that requires keyboard text input (e.g. for Slider/Drag). Default for Enter key.
ImGuiActivateFlags_PreferTweak=1<<1,// Favor activation for tweaking with arrows or gamepad (e.g. for Slider/Drag). Default for Space key and if keyboard is not used.
ImGuiActivateFlags_TryToPreserveState=1<<2,// Request widget to preserve state if it can (e.g. InputText will try to preserve cursor/selection)
};
@ -1833,10 +1833,9 @@ struct ImGuiContext
ImGuiWindow*NavWindow;// Focused window for navigation. Could be called 'FocusedWindow'
ImGuiIDNavId;// Focused item for navigation
ImGuiIDNavFocusScopeId;// Identify a selection scope (selection code often wants to "clear other items" when landing on an item of the selection set)
ImGuiIDNavActivateId;// ~~ (g.ActiveId == 0) && (IsKeyPressed(ImGuiKey_Space) || IsKeyPressed(ImGuiKey_NavGamepadActivate)) ? NavId : 0, also set when calling ActivateItem()
ImGuiIDNavActivateInputId;// ~~ IsKeyPressed(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadInput) ? NavId : 0; ImGuiActivateFlags_PreferInput will be set and NavActivateId will be 0.
ImGuiIDNavActivateId;// ~~ (g.ActiveId == 0) && (IsKeyPressed(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate)) ? NavId : 0, also set when calling ActivateItem()
// (New) IMGUI_VERSION_NUM >= 18413: using 'ItemAdd(..., ImGuiItemFlags_Inputable)' and 'bool tab_focused = (GetItemStatusFlags() & ImGuiItemStatusFlags_FocusedTabbing) != 0 || (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput))' (WIP)
// Widget code are simplified as there's no need to call FocusableItemUnregister() while managing the transition from regular widget to TempInputText()
inlineboolFocusableItemRegister(ImGuiWindow*window,ImGuiIDid){IM_ASSERT(0);IM_UNUSED(window);IM_UNUSED(id);returnfalse;}// -> pass ImGuiItemAddFlags_Inputable flag to ItemAdd()