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	Set HoveredID even when g.NavDisableMouseHover is set by gamepad/keyboard navigation. This will facilitate the use of future InputOwner API based on HoveredID/ActiveID.
Note that this widen the small gap between polling g.HoveredID and using IsItemHovered() the later does various filtering. Added IsItemHovered(ImGuiHoveredFlags_NoNavOverride) to disable that specific state redirect/filter. Side-effect: fix EndGroup() use of combining HoveredId values when gamepad/keyboard nav is active. Unlikely to have user-visible side effect since IsItemHovered() would have filtered out anyway. Side-effect: fix IsAnyItemHovered() when gamepad/keyboard is active (but this wasn't the primary intent of this change). Side-effect: fix using SetItemUsingMouseWheel() while hovering an item and gamepad/keyboard is active. (#2891)
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		@@ -6925,7 +6925,7 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled)
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    if (!enabled)
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        EndDisabled();
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    const bool hovered = (g.HoveredId == id) && enabled;
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    const bool hovered = (g.HoveredId == id) && enabled && !g.NavDisableMouseHover;
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    if (menuset_is_open)
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        g.NavWindow = backed_nav_window;
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