Nav: internals: renaming ImGuiInputSource so it is not specific to nav. Comments.
diff --git a/.editorconfig b/.editorconfig
index 284ba13..c6dc600 100644
--- a/.editorconfig
+++ b/.editorconfig
@@ -1,6 +1,8 @@
 # See http://editorconfig.org to read about the EditorConfig format.
-# - Automatically supported by VS2017+ and most common IDE or text editors.
-# - For older VS2010 to VS2015, install https://marketplace.visualstudio.com/items?itemName=EditorConfigTeam.EditorConfig
+# - In theory automatically supported by VS2017+ and most common IDE or text editors.
+# - In practice VS2019 stills gets trailing whitespaces wrong :(
+#   - Suggest install to trim whitespaces: https://marketplace.visualstudio.com/items?itemName=MadsKristensen.TrailingWhitespaceVisualizer
+#   - Alternative for older VS2010 to VS2015: https://marketplace.visualstudio.com/items?itemName=EditorConfigTeam.EditorConfig
 
 # top-most EditorConfig file
 root = true
diff --git a/imgui.cpp b/imgui.cpp
index 829eb4e..4ae0e42 100644
--- a/imgui.cpp
+++ b/imgui.cpp
@@ -5395,9 +5395,9 @@
     if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindow == window)
     {
         ImVec2 nav_resize_delta;
-        if (g.NavInputSource == ImGuiInputSource_NavKeyboard && g.IO.KeyShift)
+        if (g.NavInputSource == ImGuiInputSource_Keyboard && g.IO.KeyShift)
             nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down);
-        if (g.NavInputSource == ImGuiInputSource_NavGamepad)
+        if (g.NavInputSource == ImGuiInputSource_Gamepad)
             nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_Down);
         if (nav_resize_delta.x != 0.0f || nav_resize_delta.y != 0.0f)
         {
@@ -8931,17 +8931,17 @@
     // (do it before we map Keyboard input!)
     bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
     bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
-    if (nav_gamepad_active && g.NavInputSource != ImGuiInputSource_NavGamepad)
+    if (nav_gamepad_active && g.NavInputSource != ImGuiInputSource_Gamepad)
     {
         if (io.NavInputs[ImGuiNavInput_Activate] > 0.0f || io.NavInputs[ImGuiNavInput_Input] > 0.0f || io.NavInputs[ImGuiNavInput_Cancel] > 0.0f || io.NavInputs[ImGuiNavInput_Menu] > 0.0f
             || io.NavInputs[ImGuiNavInput_DpadLeft] > 0.0f || io.NavInputs[ImGuiNavInput_DpadRight] > 0.0f || io.NavInputs[ImGuiNavInput_DpadUp] > 0.0f || io.NavInputs[ImGuiNavInput_DpadDown] > 0.0f)
-            g.NavInputSource = ImGuiInputSource_NavGamepad;
+            g.NavInputSource = ImGuiInputSource_Gamepad;
     }
 
     // Update Keyboard->Nav inputs mapping
     if (nav_keyboard_active)
     {
-        #define NAV_MAP_KEY(_KEY, _NAV_INPUT)  do { if (IsKeyDown(io.KeyMap[_KEY])) { io.NavInputs[_NAV_INPUT] = 1.0f; g.NavInputSource = ImGuiInputSource_NavKeyboard; } } while (0)
+        #define NAV_MAP_KEY(_KEY, _NAV_INPUT)  do { if (IsKeyDown(io.KeyMap[_KEY])) { io.NavInputs[_NAV_INPUT] = 1.0f; g.NavInputSource = ImGuiInputSource_Keyboard; } } while (0)
         NAV_MAP_KEY(ImGuiKey_Space,     ImGuiNavInput_Activate );
         NAV_MAP_KEY(ImGuiKey_Enter,     ImGuiNavInput_Input    );
         NAV_MAP_KEY(ImGuiKey_Escape,    ImGuiNavInput_Cancel   );
@@ -9155,7 +9155,7 @@
     // When using gamepad, we project the reference nav bounding box into window visible area.
     // This is to allow resuming navigation inside the visible area after doing a large amount of scrolling, since with gamepad every movements are relative
     // (can't focus a visible object like we can with the mouse).
-    if (g.NavMoveRequest && g.NavInputSource == ImGuiInputSource_NavGamepad && g.NavLayer == ImGuiNavLayer_Main)
+    if (g.NavMoveRequest && g.NavInputSource == ImGuiInputSource_Gamepad && g.NavLayer == ImGuiNavLayer_Main)
     {
         ImGuiWindow* window = g.NavWindow;
         ImRect window_rect_rel(window->InnerRect.Min - window->Pos - ImVec2(1, 1), window->InnerRect.Max - window->Pos + ImVec2(1, 1));
@@ -9471,12 +9471,12 @@
             g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow; // FIXME-DOCK: Will need to use RootWindowDockStop
             g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f;
             g.NavWindowingToggleLayer = start_windowing_with_keyboard ? false : true;
-            g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_NavKeyboard : ImGuiInputSource_NavGamepad;
+            g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_Keyboard : ImGuiInputSource_Gamepad;
         }
 
     // Gamepad update
     g.NavWindowingTimer += g.IO.DeltaTime;
-    if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_NavGamepad)
+    if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Gamepad)
     {
         // Highlight only appears after a brief time holding the button, so that a fast tap on PadMenu (to toggle NavLayer) doesn't add visual noise
         g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f));
@@ -9502,7 +9502,7 @@
     }
 
     // Keyboard: Focus
-    if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_NavKeyboard)
+    if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Keyboard)
     {
         // Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise
         g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f
@@ -9524,9 +9524,9 @@
     if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove))
     {
         ImVec2 move_delta;
-        if (g.NavInputSource == ImGuiInputSource_NavKeyboard && !g.IO.KeyShift)
+        if (g.NavInputSource == ImGuiInputSource_Keyboard && !g.IO.KeyShift)
             move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down);
-        if (g.NavInputSource == ImGuiInputSource_NavGamepad)
+        if (g.NavInputSource == ImGuiInputSource_Gamepad)
             move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down);
         if (move_delta.x != 0.0f || move_delta.y != 0.0f)
         {
diff --git a/imgui_internal.h b/imgui_internal.h
index f5863ce..15d37e4 100644
--- a/imgui_internal.h
+++ b/imgui_internal.h
@@ -818,9 +818,9 @@
 {
     ImGuiInputSource_None = 0,
     ImGuiInputSource_Mouse,
-    ImGuiInputSource_Nav,
-    ImGuiInputSource_NavKeyboard,   // Only used occasionally for storage, not tested/handled by most code
-    ImGuiInputSource_NavGamepad,    // "
+    ImGuiInputSource_Keyboard,
+    ImGuiInputSource_Gamepad,
+    ImGuiInputSource_Nav,               // Stored in g.ActiveIdSource only
     ImGuiInputSource_COUNT
 };
 
diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp
index f4eb6ae..9db106e 100644
--- a/imgui_widgets.cpp
+++ b/imgui_widgets.cpp
@@ -3931,7 +3931,7 @@
     const bool focus_requested_by_tab = focus_requested && !focus_requested_by_code;
 
     const bool user_clicked = hovered && io.MouseClicked[0];
-    const bool user_nav_input_start = (g.ActiveId != id) && ((g.NavInputId == id) || (g.NavActivateId == id && g.NavInputSource == ImGuiInputSource_NavKeyboard));
+    const bool user_nav_input_start = (g.ActiveId != id) && ((g.NavInputId == id) || (g.NavActivateId == id && g.NavInputSource == ImGuiInputSource_Keyboard));
     const bool user_scroll_finish = is_multiline && state != NULL && g.ActiveId == 0 && g.ActiveIdPreviousFrame == GetWindowScrollbarID(draw_window, ImGuiAxis_Y);
     const bool user_scroll_active = is_multiline && state != NULL && g.ActiveId == GetWindowScrollbarID(draw_window, ImGuiAxis_Y);
 
@@ -6613,7 +6613,7 @@
     if (menu_bar_window == NULL || menu_bar_window->BeginCount == 0)
     {
         // Set window position
-        // We don't attempt to calculate our height ahead, as it depends on the per-viewport font size. 
+        // We don't attempt to calculate our height ahead, as it depends on the per-viewport font size.
         // However menu-bar will affect the minimum window size so we'll get the right height.
         ImVec2 menu_bar_pos = viewport->Pos + viewport->CurrWorkOffsetMin;
         ImVec2 menu_bar_size = ImVec2(viewport->Size.x - viewport->CurrWorkOffsetMin.x + viewport->CurrWorkOffsetMax.x, 1.0f);