intNavLayer;// 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.
intNavIdTabCounter;// == NavWindow->DC.FocusIdxTabCounter at time of NavId processing
boolNavIdIsAlive;// Nav widget has been seen this frame ~~ NavRefRectRel is valid
boolNavMousePosDirty;// When set we will update mouse position if (NavFlags & ImGuiNavFlags_MoveMouse) if set
boolNavMousePosDirty;// When set we will update mouse position if (NavFlags & ImGuiNavFlags_MoveMouse) if set (NB: this not enabled by default)
boolNavDisableHighlight;// When user starts using mouse, we hide gamepad/keyboard highlight (nb: but they are still available, which is why NavDisableHighlight isn't always != NavDisableMouseHover)
boolNavDisableMouseHover;// When user starts using gamepad/keyboard, we hide mouse hovering highlight until mouse is touched again.