InputText: Internals: store Scroll.y as it seems sane to (internally) expose it in a way that's agnostic of our use of a child window (#7913, #383)
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@@ -1121,7 +1121,7 @@ struct IMGUI_API ImGuiInputTextState
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ImVector<char> InitialTextA; // value to revert to when pressing Escape = backup of end-user buffer at the time of focus (in UTF-8, unaltered)
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bool TextAIsValid; // temporary UTF8 buffer is not initially valid before we make the widget active (until then we pull the data from user argument)
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int BufCapacityA; // end-user buffer capacity
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float ScrollX; // horizontal scrolling/offset
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ImVec2 Scroll; // horizontal offset (managed manually) + vertical scrolling (pulled from child window's own Scroll.y)
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ImStb::STB_TexteditState Stb; // state for stb_textedit.h
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float CursorAnim; // timer for cursor blink, reset on every user action so the cursor reappears immediately
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bool CursorFollow; // set when we want scrolling to follow the current cursor position (not always!)
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