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Nav: changed Gamepad mapping for "Activate with Text Input" action from FaceUp press to FaceDown long press. (#8803, #787)
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@@ -1509,7 +1509,7 @@ typedef ImBitArray<ImGuiKey_NamedKey_COUNT, -ImGuiKey_NamedKey_BEGIN> ImBitAr
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#define ImGuiKey_NavGamepadActivate (g.IO.ConfigNavSwapGamepadButtons ? ImGuiKey_GamepadFaceRight : ImGuiKey_GamepadFaceDown)
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#define ImGuiKey_NavGamepadCancel (g.IO.ConfigNavSwapGamepadButtons ? ImGuiKey_GamepadFaceDown : ImGuiKey_GamepadFaceRight)
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#define ImGuiKey_NavGamepadMenu ImGuiKey_GamepadFaceLeft
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#define ImGuiKey_NavGamepadInput ImGuiKey_GamepadFaceUp
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//#define ImGuiKey_NavGamepadInput ImGuiKey_GamepadFaceUp
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enum ImGuiInputEventType
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{
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@@ -2325,6 +2325,7 @@ struct ImGuiContext
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ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusedWindow'
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ImGuiID NavFocusScopeId; // Focused focus scope (e.g. selection code often wants to "clear other items" when landing on an item of the same scope)
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ImGuiNavLayer NavLayer; // Focused layer (main scrolling layer, or menu/title bar layer)
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ImGuiItemFlags NavIdItemFlags;
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ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && (IsKeyPressed(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate)) ? NavId : 0, also set when calling ActivateItemByID()
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ImGuiID NavActivateDownId; // ~~ IsKeyDown(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyDown(ImGuiKey_NavGamepadActivate) ? NavId : 0
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ImGuiID NavActivatePressedId; // ~~ IsKeyPressed(ImGuiKey_Space) || IsKeyPressed(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate) ? NavId : 0 (no repeat)
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