فهرست منبع

Refactor: Internals: Moved Navigation functions in imgui.cpp in their own section (moved NavUpdate which would not diff properly unless empty lines were removed, hence the previous patch). (part 5) (#2036, #787)

omar 7 سال پیش
والد
کامیت
84eb2682b7
1فایلهای تغییر یافته به همراه247 افزوده شده و 249 حذف شده
  1. 247 249
      imgui.cpp

+ 247 - 249
imgui.cpp

@@ -2962,254 +2962,6 @@ static void NavScrollToBringItemIntoView(ImGuiWindow* window, const ImRect& item
     }
 }
 
-static void ImGui::NavUpdate()
-{
-    ImGuiContext& g = *GImGui;
-    g.IO.WantSetMousePos = false;
-#if 0
-    if (g.NavScoringCount > 0) printf("[%05d] NavScoringCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.FrameCount, g.NavScoringCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest);
-#endif
-    // Set input source as Gamepad when buttons are pressed before we map Keyboard (some features differs when used with Gamepad vs Keyboard)
-    bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
-    bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
-    if (nav_gamepad_active)
-        if (g.IO.NavInputs[ImGuiNavInput_Activate] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Input] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Cancel] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Menu] > 0.0f)
-            g.NavInputSource = ImGuiInputSource_NavGamepad;
-    // Update Keyboard->Nav inputs mapping
-    if (nav_keyboard_active)
-    {
-        #define NAV_MAP_KEY(_KEY, _NAV_INPUT) if (IsKeyDown(g.IO.KeyMap[_KEY])) { g.IO.NavInputs[_NAV_INPUT] = 1.0f; g.NavInputSource = ImGuiInputSource_NavKeyboard; }
-        NAV_MAP_KEY(ImGuiKey_Space,     ImGuiNavInput_Activate );
-        NAV_MAP_KEY(ImGuiKey_Enter,     ImGuiNavInput_Input    );
-        NAV_MAP_KEY(ImGuiKey_Escape,    ImGuiNavInput_Cancel   );
-        NAV_MAP_KEY(ImGuiKey_LeftArrow, ImGuiNavInput_KeyLeft_ );
-        NAV_MAP_KEY(ImGuiKey_RightArrow,ImGuiNavInput_KeyRight_);
-        NAV_MAP_KEY(ImGuiKey_UpArrow,   ImGuiNavInput_KeyUp_   );
-        NAV_MAP_KEY(ImGuiKey_DownArrow, ImGuiNavInput_KeyDown_ );
-        if (g.IO.KeyCtrl)   g.IO.NavInputs[ImGuiNavInput_TweakSlow] = 1.0f;
-        if (g.IO.KeyShift)  g.IO.NavInputs[ImGuiNavInput_TweakFast] = 1.0f;
-        if (g.IO.KeyAlt)    g.IO.NavInputs[ImGuiNavInput_KeyMenu_]  = 1.0f;
-        #undef NAV_MAP_KEY
-    }
-    memcpy(g.IO.NavInputsDownDurationPrev, g.IO.NavInputsDownDuration, sizeof(g.IO.NavInputsDownDuration));
-    for (int i = 0; i < IM_ARRAYSIZE(g.IO.NavInputs); i++)
-        g.IO.NavInputsDownDuration[i] = (g.IO.NavInputs[i] > 0.0f) ? (g.IO.NavInputsDownDuration[i] < 0.0f ? 0.0f : g.IO.NavInputsDownDuration[i] + g.IO.DeltaTime) : -1.0f;
-    // Process navigation init request (select first/default focus)
-    if (g.NavInitResultId != 0 && (!g.NavDisableHighlight || g.NavInitRequestFromMove))
-    {
-        // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called)
-        IM_ASSERT(g.NavWindow);
-        if (g.NavInitRequestFromMove)
-            SetNavIDWithRectRel(g.NavInitResultId, g.NavLayer, g.NavInitResultRectRel);
-        else
-            SetNavID(g.NavInitResultId, g.NavLayer);
-        g.NavWindow->NavRectRel[g.NavLayer] = g.NavInitResultRectRel;
-    }
-    g.NavInitRequest = false;
-    g.NavInitRequestFromMove = false;
-    g.NavInitResultId = 0;
-    g.NavJustMovedToId = 0;
-    // Process navigation move request
-    if (g.NavMoveRequest && (g.NavMoveResultLocal.ID != 0 || g.NavMoveResultOther.ID != 0))
-        NavUpdateMoveResult();
-    // When a forwarded move request failed, we restore the highlight that we disabled during the forward frame
-    if (g.NavMoveRequestForward == ImGuiNavForward_ForwardActive)
-    {
-        IM_ASSERT(g.NavMoveRequest);
-        if (g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0)
-            g.NavDisableHighlight = false;
-        g.NavMoveRequestForward = ImGuiNavForward_None;
-    }
-    // Apply application mouse position movement, after we had a chance to process move request result.
-    if (g.NavMousePosDirty && g.NavIdIsAlive)
-    {
-        // Set mouse position given our knowledge of the navigated item position from last frame
-        if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (g.IO.BackendFlags & ImGuiBackendFlags_HasSetMousePos))
-        {
-            if (!g.NavDisableHighlight && g.NavDisableMouseHover && g.NavWindow)
-            {
-                g.IO.MousePos = g.IO.MousePosPrev = NavCalcPreferredRefPos();
-                g.IO.WantSetMousePos = true;
-            }
-        }
-        g.NavMousePosDirty = false;
-    }
-    g.NavIdIsAlive = false;
-    g.NavJustTabbedId = 0;
-    IM_ASSERT(g.NavLayer == 0 || g.NavLayer == 1);
-    // Store our return window (for returning from Layer 1 to Layer 0) and clear it as soon as we step back in our own Layer 0
-    if (g.NavWindow)
-        NavSaveLastChildNavWindow(g.NavWindow);
-    if (g.NavWindow && g.NavWindow->NavLastChildNavWindow != NULL && g.NavLayer == 0)
-        g.NavWindow->NavLastChildNavWindow = NULL;
-    // Update CTRL+TAB and Windowing features (hold Square to move/resize/etc.)
-    NavUpdateWindowing();
-    // Set output flags for user application
-    g.IO.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs);
-    g.IO.NavVisible = (g.IO.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL) || g.NavInitRequest;
-    // Process NavCancel input (to close a popup, get back to parent, clear focus)
-    if (IsNavInputPressed(ImGuiNavInput_Cancel, ImGuiInputReadMode_Pressed))
-    {
-        if (g.ActiveId != 0)
-        {
-            ClearActiveID();
-        }
-        else if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow) && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow)
-        {
-            // Exit child window
-            ImGuiWindow* child_window = g.NavWindow;
-            ImGuiWindow* parent_window = g.NavWindow->ParentWindow;
-            IM_ASSERT(child_window->ChildId != 0);
-            FocusWindow(parent_window);
-            SetNavID(child_window->ChildId, 0);
-            g.NavIdIsAlive = false;
-            if (g.NavDisableMouseHover)
-                g.NavMousePosDirty = true;
-        }
-        else if (g.OpenPopupStack.Size > 0)
-        {
-            // Close open popup/menu
-            if (!(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal))
-                ClosePopupToLevel(g.OpenPopupStack.Size - 1);
-        }
-        else if (g.NavLayer != 0)
-        {
-            // Leave the "menu" layer
-            NavRestoreLayer(0);
-        }
-        else
-        {
-            // Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were
-            if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup) || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow)))
-                g.NavWindow->NavLastIds[0] = 0;
-            g.NavId = 0;
-        }
-    }
-    // Process manual activation request
-    g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavInputId = 0;
-    if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
-    {
-        bool activate_down = IsNavInputDown(ImGuiNavInput_Activate);
-        bool activate_pressed = activate_down && IsNavInputPressed(ImGuiNavInput_Activate, ImGuiInputReadMode_Pressed);
-        if (g.ActiveId == 0 && activate_pressed)
-            g.NavActivateId = g.NavId;
-        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_down)
-            g.NavActivateDownId = g.NavId;
-        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_pressed)
-            g.NavActivatePressedId = g.NavId;
-        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && IsNavInputPressed(ImGuiNavInput_Input, ImGuiInputReadMode_Pressed))
-            g.NavInputId = g.NavId;
-    }
-    if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
-        g.NavDisableHighlight = true;
-    if (g.NavActivateId != 0)
-        IM_ASSERT(g.NavActivateDownId == g.NavActivateId);
-    g.NavMoveRequest = false;
-    // Process programmatic activation request
-    if (g.NavNextActivateId != 0)
-        g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavInputId = g.NavNextActivateId;
-    g.NavNextActivateId = 0;
-    // Initiate directional inputs request
-    const int allowed_dir_flags = (g.ActiveId == 0) ? ~0 : g.ActiveIdAllowNavDirFlags;
-    if (g.NavMoveRequestForward == ImGuiNavForward_None)
-    {
-        g.NavMoveDir = ImGuiDir_None;
-        g.NavMoveRequestFlags = 0;
-        if (g.NavWindow && !g.NavWindowingTarget && allowed_dir_flags && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
-        {
-            if ((allowed_dir_flags & (1<<ImGuiDir_Left))  && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadLeft, ImGuiNavInput_KeyLeft_, ImGuiInputReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Left;
-            if ((allowed_dir_flags & (1<<ImGuiDir_Right)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadRight,ImGuiNavInput_KeyRight_,ImGuiInputReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Right;
-            if ((allowed_dir_flags & (1<<ImGuiDir_Up))    && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadUp,   ImGuiNavInput_KeyUp_,   ImGuiInputReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Up;
-            if ((allowed_dir_flags & (1<<ImGuiDir_Down))  && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadDown, ImGuiNavInput_KeyDown_, ImGuiInputReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Down;
-        }
-        g.NavMoveClipDir = g.NavMoveDir;
-    }
-    else
-    {
-        // Forwarding previous request (which has been modified, e.g. wrap around menus rewrite the requests with a starting rectangle at the other side of the window)
-        // (Preserve g.NavMoveRequestFlags, g.NavMoveClipDir which were set by the NavMoveRequestForward() function)
-        IM_ASSERT(g.NavMoveDir != ImGuiDir_None && g.NavMoveClipDir != ImGuiDir_None);
-        IM_ASSERT(g.NavMoveRequestForward == ImGuiNavForward_ForwardQueued);
-        g.NavMoveRequestForward = ImGuiNavForward_ForwardActive;
-    }
-    // Update PageUp/PageDown scroll
-    float nav_scoring_rect_offset_y = 0.0f;
-    if (nav_keyboard_active)
-        nav_scoring_rect_offset_y = NavUpdatePageUpPageDown(allowed_dir_flags);
-    // If we initiate a movement request and have no current NavId, we initiate a InitDefautRequest that will be used as a fallback if the direction fails to find a match
-    if (g.NavMoveDir != ImGuiDir_None)
-    {
-        g.NavMoveRequest = true;
-        g.NavMoveDirLast = g.NavMoveDir;
-    }
-    if (g.NavMoveRequest && g.NavId == 0)
-    {
-        g.NavInitRequest = g.NavInitRequestFromMove = true;
-        g.NavInitResultId = 0;
-        g.NavDisableHighlight = false;
-    }
-    NavUpdateAnyRequestFlag();
-    // Scrolling
-    if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget)
-    {
-        // *Fallback* manual-scroll with Nav directional keys when window has no navigable item
-        ImGuiWindow* window = g.NavWindow;
-        const float scroll_speed = ImFloor(window->CalcFontSize() * 100 * g.IO.DeltaTime + 0.5f); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported.
-        if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll && g.NavMoveRequest)
-        {
-            if (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right)
-                SetWindowScrollX(window, ImFloor(window->Scroll.x + ((g.NavMoveDir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed));
-            if (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down)
-                SetWindowScrollY(window, ImFloor(window->Scroll.y + ((g.NavMoveDir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed));
-        }
-
-        // *Normal* Manual scroll with NavScrollXXX keys
-        // Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds.
-        ImVec2 scroll_dir = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down, 1.0f/10.0f, 10.0f);
-        if (scroll_dir.x != 0.0f && window->ScrollbarX)
-        {
-            SetWindowScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed));
-            g.NavMoveFromClampedRefRect = true;
-        }
-        if (scroll_dir.y != 0.0f)
-        {
-            SetWindowScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed));
-            g.NavMoveFromClampedRefRect = true;
-        }
-    }
-    // Reset search results
-    g.NavMoveResultLocal.Clear();
-    g.NavMoveResultLocalVisibleSet.Clear();
-    g.NavMoveResultOther.Clear();
-    // When we have manually scrolled (without using navigation) and NavId becomes out of bounds, we project its bounding box to the visible area to restart navigation within visible items
-    if (g.NavMoveRequest && g.NavMoveFromClampedRefRect && g.NavLayer == 0)
-    {
-        ImGuiWindow* window = g.NavWindow;
-        ImRect window_rect_rel(window->InnerMainRect.Min - window->Pos - ImVec2(1,1), window->InnerMainRect.Max - window->Pos + ImVec2(1,1));
-        if (!window_rect_rel.Contains(window->NavRectRel[g.NavLayer]))
-        {
-            float pad = window->CalcFontSize() * 0.5f;
-            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
-            window->NavRectRel[g.NavLayer].ClipWith(window_rect_rel);
-            g.NavId = 0;
-        }
-        g.NavMoveFromClampedRefRect = false;
-    }
-    // For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items)
-    ImRect nav_rect_rel = (g.NavWindow && !g.NavWindow->NavRectRel[g.NavLayer].IsInverted()) ? g.NavWindow->NavRectRel[g.NavLayer] : ImRect(0,0,0,0);
-    g.NavScoringRectScreen = g.NavWindow ? ImRect(g.NavWindow->Pos + nav_rect_rel.Min, g.NavWindow->Pos + nav_rect_rel.Max) : GetViewportRect();
-    g.NavScoringRectScreen.TranslateY(nav_scoring_rect_offset_y);
-    g.NavScoringRectScreen.Min.x = ImMin(g.NavScoringRectScreen.Min.x + 1.0f, g.NavScoringRectScreen.Max.x);
-    g.NavScoringRectScreen.Max.x = g.NavScoringRectScreen.Min.x;
-    IM_ASSERT(!g.NavScoringRectScreen.IsInverted()); // Ensure if we have a finite, non-inverted bounding box here will allows us to remove extraneous ImFabs() calls in NavScoreItem().
-    //g.OverlayDrawList.AddRect(g.NavScoringRectScreen.Min, g.NavScoringRectScreen.Max, IM_COL32(255,200,0,255)); // [DEBUG]
-    g.NavScoringCount = 0;
-#if IMGUI_DEBUG_NAV_RECTS
-    if (g.NavWindow) { for (int layer = 0; layer < 2; layer++) GetOverlayDrawList()->AddRect(g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Min, g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Max, IM_COL32(255,200,0,255)); } // [DEBUG]
-    if (g.NavWindow) { ImU32 col = (g.NavWindow->HiddenFrames == 0) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); g.OverlayDrawList.AddCircleFilled(p, 3.0f, col); g.OverlayDrawList.AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); }
-#endif
-}
-
 void ImGui::StartMouseMovingWindow(ImGuiWindow* window)
 {
     // Set ActiveId even if the _NoMove flag is set. Without it, dragging away from a window with _NoMove would activate hover on other windows.
@@ -7764,7 +7516,253 @@ void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags mov
     }
 }
 
-//
+static void ImGui::NavUpdate()
+{
+    ImGuiContext& g = *GImGui;
+    g.IO.WantSetMousePos = false;
+#if 0
+    if (g.NavScoringCount > 0) printf("[%05d] NavScoringCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.FrameCount, g.NavScoringCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest);
+#endif
+    // Set input source as Gamepad when buttons are pressed before we map Keyboard (some features differs when used with Gamepad vs Keyboard)
+    bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
+    bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
+    if (nav_gamepad_active)
+        if (g.IO.NavInputs[ImGuiNavInput_Activate] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Input] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Cancel] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Menu] > 0.0f)
+            g.NavInputSource = ImGuiInputSource_NavGamepad;
+    // Update Keyboard->Nav inputs mapping
+    if (nav_keyboard_active)
+    {
+        #define NAV_MAP_KEY(_KEY, _NAV_INPUT) if (IsKeyDown(g.IO.KeyMap[_KEY])) { g.IO.NavInputs[_NAV_INPUT] = 1.0f; g.NavInputSource = ImGuiInputSource_NavKeyboard; }
+        NAV_MAP_KEY(ImGuiKey_Space,     ImGuiNavInput_Activate );
+        NAV_MAP_KEY(ImGuiKey_Enter,     ImGuiNavInput_Input    );
+        NAV_MAP_KEY(ImGuiKey_Escape,    ImGuiNavInput_Cancel   );
+        NAV_MAP_KEY(ImGuiKey_LeftArrow, ImGuiNavInput_KeyLeft_ );
+        NAV_MAP_KEY(ImGuiKey_RightArrow,ImGuiNavInput_KeyRight_);
+        NAV_MAP_KEY(ImGuiKey_UpArrow,   ImGuiNavInput_KeyUp_   );
+        NAV_MAP_KEY(ImGuiKey_DownArrow, ImGuiNavInput_KeyDown_ );
+        if (g.IO.KeyCtrl)   g.IO.NavInputs[ImGuiNavInput_TweakSlow] = 1.0f;
+        if (g.IO.KeyShift)  g.IO.NavInputs[ImGuiNavInput_TweakFast] = 1.0f;
+        if (g.IO.KeyAlt)    g.IO.NavInputs[ImGuiNavInput_KeyMenu_]  = 1.0f;
+        #undef NAV_MAP_KEY
+    }
+    memcpy(g.IO.NavInputsDownDurationPrev, g.IO.NavInputsDownDuration, sizeof(g.IO.NavInputsDownDuration));
+    for (int i = 0; i < IM_ARRAYSIZE(g.IO.NavInputs); i++)
+        g.IO.NavInputsDownDuration[i] = (g.IO.NavInputs[i] > 0.0f) ? (g.IO.NavInputsDownDuration[i] < 0.0f ? 0.0f : g.IO.NavInputsDownDuration[i] + g.IO.DeltaTime) : -1.0f;
+    // Process navigation init request (select first/default focus)
+    if (g.NavInitResultId != 0 && (!g.NavDisableHighlight || g.NavInitRequestFromMove))
+    {
+        // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called)
+        IM_ASSERT(g.NavWindow);
+        if (g.NavInitRequestFromMove)
+            SetNavIDWithRectRel(g.NavInitResultId, g.NavLayer, g.NavInitResultRectRel);
+        else
+            SetNavID(g.NavInitResultId, g.NavLayer);
+        g.NavWindow->NavRectRel[g.NavLayer] = g.NavInitResultRectRel;
+    }
+    g.NavInitRequest = false;
+    g.NavInitRequestFromMove = false;
+    g.NavInitResultId = 0;
+    g.NavJustMovedToId = 0;
+    // Process navigation move request
+    if (g.NavMoveRequest && (g.NavMoveResultLocal.ID != 0 || g.NavMoveResultOther.ID != 0))
+        NavUpdateMoveResult();
+    // When a forwarded move request failed, we restore the highlight that we disabled during the forward frame
+    if (g.NavMoveRequestForward == ImGuiNavForward_ForwardActive)
+    {
+        IM_ASSERT(g.NavMoveRequest);
+        if (g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0)
+            g.NavDisableHighlight = false;
+        g.NavMoveRequestForward = ImGuiNavForward_None;
+    }
+    // Apply application mouse position movement, after we had a chance to process move request result.
+    if (g.NavMousePosDirty && g.NavIdIsAlive)
+    {
+        // Set mouse position given our knowledge of the navigated item position from last frame
+        if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (g.IO.BackendFlags & ImGuiBackendFlags_HasSetMousePos))
+        {
+            if (!g.NavDisableHighlight && g.NavDisableMouseHover && g.NavWindow)
+            {
+                g.IO.MousePos = g.IO.MousePosPrev = NavCalcPreferredRefPos();
+                g.IO.WantSetMousePos = true;
+            }
+        }
+        g.NavMousePosDirty = false;
+    }
+    g.NavIdIsAlive = false;
+    g.NavJustTabbedId = 0;
+    IM_ASSERT(g.NavLayer == 0 || g.NavLayer == 1);
+    // Store our return window (for returning from Layer 1 to Layer 0) and clear it as soon as we step back in our own Layer 0
+    if (g.NavWindow)
+        NavSaveLastChildNavWindow(g.NavWindow);
+    if (g.NavWindow && g.NavWindow->NavLastChildNavWindow != NULL && g.NavLayer == 0)
+        g.NavWindow->NavLastChildNavWindow = NULL;
+    // Update CTRL+TAB and Windowing features (hold Square to move/resize/etc.)
+    NavUpdateWindowing();
+    // Set output flags for user application
+    g.IO.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs);
+    g.IO.NavVisible = (g.IO.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL) || g.NavInitRequest;
+    // Process NavCancel input (to close a popup, get back to parent, clear focus)
+    if (IsNavInputPressed(ImGuiNavInput_Cancel, ImGuiInputReadMode_Pressed))
+    {
+        if (g.ActiveId != 0)
+        {
+            ClearActiveID();
+        }
+        else if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow) && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow)
+        {
+            // Exit child window
+            ImGuiWindow* child_window = g.NavWindow;
+            ImGuiWindow* parent_window = g.NavWindow->ParentWindow;
+            IM_ASSERT(child_window->ChildId != 0);
+            FocusWindow(parent_window);
+            SetNavID(child_window->ChildId, 0);
+            g.NavIdIsAlive = false;
+            if (g.NavDisableMouseHover)
+                g.NavMousePosDirty = true;
+        }
+        else if (g.OpenPopupStack.Size > 0)
+        {
+            // Close open popup/menu
+            if (!(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal))
+                ClosePopupToLevel(g.OpenPopupStack.Size - 1);
+        }
+        else if (g.NavLayer != 0)
+        {
+            // Leave the "menu" layer
+            NavRestoreLayer(0);
+        }
+        else
+        {
+            // Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were
+            if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup) || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow)))
+                g.NavWindow->NavLastIds[0] = 0;
+            g.NavId = 0;
+        }
+    }
+    // Process manual activation request
+    g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavInputId = 0;
+    if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
+    {
+        bool activate_down = IsNavInputDown(ImGuiNavInput_Activate);
+        bool activate_pressed = activate_down && IsNavInputPressed(ImGuiNavInput_Activate, ImGuiInputReadMode_Pressed);
+        if (g.ActiveId == 0 && activate_pressed)
+            g.NavActivateId = g.NavId;
+        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_down)
+            g.NavActivateDownId = g.NavId;
+        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_pressed)
+            g.NavActivatePressedId = g.NavId;
+        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && IsNavInputPressed(ImGuiNavInput_Input, ImGuiInputReadMode_Pressed))
+            g.NavInputId = g.NavId;
+    }
+    if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
+        g.NavDisableHighlight = true;
+    if (g.NavActivateId != 0)
+        IM_ASSERT(g.NavActivateDownId == g.NavActivateId);
+    g.NavMoveRequest = false;
+    // Process programmatic activation request
+    if (g.NavNextActivateId != 0)
+        g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavInputId = g.NavNextActivateId;
+    g.NavNextActivateId = 0;
+    // Initiate directional inputs request
+    const int allowed_dir_flags = (g.ActiveId == 0) ? ~0 : g.ActiveIdAllowNavDirFlags;
+    if (g.NavMoveRequestForward == ImGuiNavForward_None)
+    {
+        g.NavMoveDir = ImGuiDir_None;
+        g.NavMoveRequestFlags = 0;
+        if (g.NavWindow && !g.NavWindowingTarget && allowed_dir_flags && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
+        {
+            if ((allowed_dir_flags & (1<<ImGuiDir_Left))  && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadLeft, ImGuiNavInput_KeyLeft_, ImGuiInputReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Left;
+            if ((allowed_dir_flags & (1<<ImGuiDir_Right)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadRight,ImGuiNavInput_KeyRight_,ImGuiInputReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Right;
+            if ((allowed_dir_flags & (1<<ImGuiDir_Up))    && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadUp,   ImGuiNavInput_KeyUp_,   ImGuiInputReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Up;
+            if ((allowed_dir_flags & (1<<ImGuiDir_Down))  && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadDown, ImGuiNavInput_KeyDown_, ImGuiInputReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Down;
+        }
+        g.NavMoveClipDir = g.NavMoveDir;
+    }
+    else
+    {
+        // Forwarding previous request (which has been modified, e.g. wrap around menus rewrite the requests with a starting rectangle at the other side of the window)
+        // (Preserve g.NavMoveRequestFlags, g.NavMoveClipDir which were set by the NavMoveRequestForward() function)
+        IM_ASSERT(g.NavMoveDir != ImGuiDir_None && g.NavMoveClipDir != ImGuiDir_None);
+        IM_ASSERT(g.NavMoveRequestForward == ImGuiNavForward_ForwardQueued);
+        g.NavMoveRequestForward = ImGuiNavForward_ForwardActive;
+    }
+    // Update PageUp/PageDown scroll
+    float nav_scoring_rect_offset_y = 0.0f;
+    if (nav_keyboard_active)
+        nav_scoring_rect_offset_y = NavUpdatePageUpPageDown(allowed_dir_flags);
+    // If we initiate a movement request and have no current NavId, we initiate a InitDefautRequest that will be used as a fallback if the direction fails to find a match
+    if (g.NavMoveDir != ImGuiDir_None)
+    {
+        g.NavMoveRequest = true;
+        g.NavMoveDirLast = g.NavMoveDir;
+    }
+    if (g.NavMoveRequest && g.NavId == 0)
+    {
+        g.NavInitRequest = g.NavInitRequestFromMove = true;
+        g.NavInitResultId = 0;
+        g.NavDisableHighlight = false;
+    }
+    NavUpdateAnyRequestFlag();
+    // Scrolling
+    if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget)
+    {
+        // *Fallback* manual-scroll with Nav directional keys when window has no navigable item
+        ImGuiWindow* window = g.NavWindow;
+        const float scroll_speed = ImFloor(window->CalcFontSize() * 100 * g.IO.DeltaTime + 0.5f); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported.
+        if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll && g.NavMoveRequest)
+        {
+            if (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right)
+                SetWindowScrollX(window, ImFloor(window->Scroll.x + ((g.NavMoveDir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed));
+            if (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down)
+                SetWindowScrollY(window, ImFloor(window->Scroll.y + ((g.NavMoveDir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed));
+        }
+
+        // *Normal* Manual scroll with NavScrollXXX keys
+        // Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds.
+        ImVec2 scroll_dir = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down, 1.0f/10.0f, 10.0f);
+        if (scroll_dir.x != 0.0f && window->ScrollbarX)
+        {
+            SetWindowScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed));
+            g.NavMoveFromClampedRefRect = true;
+        }
+        if (scroll_dir.y != 0.0f)
+        {
+            SetWindowScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed));
+            g.NavMoveFromClampedRefRect = true;
+        }
+    }
+    // Reset search results
+    g.NavMoveResultLocal.Clear();
+    g.NavMoveResultLocalVisibleSet.Clear();
+    g.NavMoveResultOther.Clear();
+    // When we have manually scrolled (without using navigation) and NavId becomes out of bounds, we project its bounding box to the visible area to restart navigation within visible items
+    if (g.NavMoveRequest && g.NavMoveFromClampedRefRect && g.NavLayer == 0)
+    {
+        ImGuiWindow* window = g.NavWindow;
+        ImRect window_rect_rel(window->InnerMainRect.Min - window->Pos - ImVec2(1,1), window->InnerMainRect.Max - window->Pos + ImVec2(1,1));
+        if (!window_rect_rel.Contains(window->NavRectRel[g.NavLayer]))
+        {
+            float pad = window->CalcFontSize() * 0.5f;
+            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
+            window->NavRectRel[g.NavLayer].ClipWith(window_rect_rel);
+            g.NavId = 0;
+        }
+        g.NavMoveFromClampedRefRect = false;
+    }
+    // For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items)
+    ImRect nav_rect_rel = (g.NavWindow && !g.NavWindow->NavRectRel[g.NavLayer].IsInverted()) ? g.NavWindow->NavRectRel[g.NavLayer] : ImRect(0,0,0,0);
+    g.NavScoringRectScreen = g.NavWindow ? ImRect(g.NavWindow->Pos + nav_rect_rel.Min, g.NavWindow->Pos + nav_rect_rel.Max) : GetViewportRect();
+    g.NavScoringRectScreen.TranslateY(nav_scoring_rect_offset_y);
+    g.NavScoringRectScreen.Min.x = ImMin(g.NavScoringRectScreen.Min.x + 1.0f, g.NavScoringRectScreen.Max.x);
+    g.NavScoringRectScreen.Max.x = g.NavScoringRectScreen.Min.x;
+    IM_ASSERT(!g.NavScoringRectScreen.IsInverted()); // Ensure if we have a finite, non-inverted bounding box here will allows us to remove extraneous ImFabs() calls in NavScoreItem().
+    //g.OverlayDrawList.AddRect(g.NavScoringRectScreen.Min, g.NavScoringRectScreen.Max, IM_COL32(255,200,0,255)); // [DEBUG]
+    g.NavScoringCount = 0;
+#if IMGUI_DEBUG_NAV_RECTS
+    if (g.NavWindow) { for (int layer = 0; layer < 2; layer++) GetOverlayDrawList()->AddRect(g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Min, g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Max, IM_COL32(255,200,0,255)); } // [DEBUG]
+    if (g.NavWindow) { ImU32 col = (g.NavWindow->HiddenFrames == 0) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); g.OverlayDrawList.AddCircleFilled(p, 3.0f, col); g.OverlayDrawList.AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); }
+#endif
+}
 
 static void ImGui::NavUpdateMoveResult()
 {