Focus, Nav: Merged bits from RangeSelect features to enable early manipulation of focus scope for styling purpose.
FocusScopeId is tracked by nav scoring/request and stored in result.
It's all rather WIP and we should reorganize the SetNavIDXXX functions fiasco at some point (soon?).
Didn't separate FocusScope from SelectionScope for now, will re-investigate this later, this is the minimum commit to be able to do some styling.
window_rect_rel.Expand(ImVec2(-ImMin(window_rect_rel.GetWidth(),pad),-ImMin(window_rect_rel.GetHeight(),pad)));// Terrible approximation for the intent of starting navigation from first fully visible item
ImGuiIDFocusScopeId;// Set by SetNextItemMultiSelectData() (!= 0 signify value has been set, so it's an alternate version of HasSelectionData, we don't use Flags for this because they are cleared too early. This is mostly used for debugging)
ImGuiIDNavJustMovedToId;// Just navigated to this id (result of a successfully MoveRequest).
ImGuiIDNavJustMovedToMultiSelectScopeId;// Just navigated to this select scope id (result of a successfully MoveRequest).
ImGuiIDNavJustMovedToFocusScopeId;// Just navigated to this focus 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.
@ -1085,10 +1088,6 @@ struct ImGuiContext
intFocusRequestNextCounterTabStop;// "
boolFocusTabPressed;//
// Range-Select/Multi-Select
// [This is unused in this branch, but left here to facilitate merging/syncing multiple branches]
ImGuiIDMultiSelectScopeId;
// Render
ImDrawDataDrawData;// Main ImDrawData instance to pass render information to the user
IMGUI_APIvoidActivateItem(ImGuiIDid);// Remotely activate a button, checkbox, tree node etc. given its unique ID. activation is queued and processed on the next frame when the item is encountered again.