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	Nav: Track nav input source more generally (gamepad vs keyboard) (#787) + update todos and demo tweaks
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							| @@ -1048,7 +1048,7 @@ struct ImGuiIO | ||||
|     bool        KeySuper;                       // Keyboard modifier pressed: Cmd/Super/Windows | ||||
|     bool        KeysDown[512];                  // Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys). | ||||
|     ImWchar     InputCharacters[16+1];          // List of characters input (translated by user from keypress+keyboard state). Fill using AddInputCharacter() helper. | ||||
|     float       NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs (keyboard keys will be auto-mapped and be written here by ImGui::NewFrame) | ||||
|     float       NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs (keyboard keys will be auto-mapped and be written here by ImGui::NewFrame, all values will be cleared back to zero in ImGui::EndFrame) | ||||
|  | ||||
|     // Functions | ||||
|     IMGUI_API void AddInputCharacter(ImWchar c);                        // Add new character into InputCharacters[] | ||||
|   | ||||
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