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Nav: minor optimization NavUpdate().
To be honest this is mostly to ease debug stepping in the common case.
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@@ -13797,13 +13797,13 @@ static void ImGui::NavUpdate()
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// FIXME-NAV: Now that keys are separated maybe we can get rid of NavInputSource?
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const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
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const ImGuiKey nav_gamepad_keys_to_change_source[] = { ImGuiKey_GamepadFaceRight, ImGuiKey_GamepadFaceLeft, ImGuiKey_GamepadFaceUp, ImGuiKey_GamepadFaceDown, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown };
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if (nav_gamepad_active)
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if (nav_gamepad_active && g.NavInputSource != ImGuiInputSource_Gamepad)
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for (ImGuiKey key : nav_gamepad_keys_to_change_source)
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if (IsKeyDown(key))
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g.NavInputSource = ImGuiInputSource_Gamepad;
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const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
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const ImGuiKey nav_keyboard_keys_to_change_source[] = { ImGuiKey_Space, ImGuiKey_Enter, ImGuiKey_Escape, ImGuiKey_RightArrow, ImGuiKey_LeftArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow };
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if (nav_keyboard_active)
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if (nav_keyboard_active && g.NavInputSource != ImGuiInputSource_Keyboard)
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for (ImGuiKey key : nav_keyboard_keys_to_change_source)
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if (IsKeyDown(key))
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g.NavInputSource = ImGuiInputSource_Keyboard;
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