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Merge branch 'master' into docking
# Conflicts: # imgui_internal.h
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@@ -599,7 +599,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
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// Gamepad/Keyboard navigation
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// We report navigated item as hovered but we don't set g.HoveredId to not interfere with mouse.
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if (g.NavId == id && !g.NavDisableHighlight && g.NavDisableMouseHover && (g.ActiveId == 0 || g.ActiveId == id || g.ActiveId == window->MoveId))
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if (g.NavId == id && !g.NavDisableHighlight && g.NavDisableMouseHover)
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if (!(flags & ImGuiButtonFlags_NoHoveredOnFocus))
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hovered = true;
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if (g.NavActivateDownId == id)
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@@ -666,7 +666,9 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
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else if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad)
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{
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// When activated using Nav, we hold on the ActiveID until activation button is released
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if (g.NavActivateDownId != id)
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if (g.NavActivateDownId == id)
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held = true;
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else
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ClearActiveID();
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}
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if (pressed)
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@@ -972,7 +974,6 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS6
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// Click position in scrollbar normalized space (0.0f->1.0f)
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const float clicked_v_norm = ImSaturate((mouse_pos_v - scrollbar_pos_v) / scrollbar_size_v);
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SetHoveredID(id);
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bool seek_absolute = false;
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if (g.ActiveIdIsJustActivated)
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