Refactor: Internals: Restored new lines in NavUpdate() ... (part 6) (#2036, #787)
diff --git a/imgui.cpp b/imgui.cpp
index 631b5c2..f7b2d71 100644
--- a/imgui.cpp
+++ b/imgui.cpp
@@ -7523,12 +7523,14 @@
 #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)
     {
@@ -7548,6 +7550,7 @@
     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))
     {
@@ -7563,9 +7566,11 @@
     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)
     {
@@ -7574,6 +7579,7 @@
             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)
     {
@@ -7591,16 +7597,20 @@
     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))
     {
@@ -7639,6 +7649,7 @@
             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))
@@ -7659,10 +7670,12 @@
     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)
@@ -7686,10 +7699,12 @@
         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)
     {
@@ -7703,6 +7718,7 @@
         g.NavDisableHighlight = false;
     }
     NavUpdateAnyRequestFlag();
+
     // Scrolling
     if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget)
     {
@@ -7731,10 +7747,12 @@
             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)
     {
@@ -7749,6 +7767,7 @@
         }
         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();