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ColorPicker: Fixed saturation/value cursor radius not scaling properly.
+ Misc docs/comments.
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@ -8721,7 +8721,9 @@ static void ImGui::UpdateKeyboardInputs()
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GetKeyData(ImGuiMod_Super)->Down = io.KeySuper;
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}
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}
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#endif
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// Import legacy ImGuiNavInput_ io inputs and convert to gamepad keys
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#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
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const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
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if (io.BackendUsingLegacyNavInputArray && nav_gamepad_active)
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@ -8744,7 +8746,6 @@ static void ImGui::UpdateKeyboardInputs()
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MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickDown, ImGuiNavInput_LStickDown);
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#undef NAV_MAP_KEY
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}
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#endif
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#endif
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// Update aliases
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@ -8753,7 +8754,7 @@ static void ImGui::UpdateKeyboardInputs()
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UpdateAliasKey(ImGuiKey_MouseWheelX, io.MouseWheelH != 0.0f, io.MouseWheelH);
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UpdateAliasKey(ImGuiKey_MouseWheelY, io.MouseWheel != 0.0f, io.MouseWheel);
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// Synchronize io.KeyMods and io.KeyXXX values.
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// Synchronize io.KeyMods and io.KeyCtrl/io.KeyShift/etc. values.
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// - New backends (1.87+): send io.AddKeyEvent(ImGuiMod_XXX) -> -> (here) deriving io.KeyMods + io.KeyXXX from key array.
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// - Legacy backends: set io.KeyXXX bools -> (above) set key array from io.KeyXXX -> (here) deriving io.KeyMods + io.KeyXXX from key array.
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// So with legacy backends the 4 values will do a unnecessary back-and-forth but it makes the code simpler and future facing.
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@ -8790,6 +8791,7 @@ static void ImGui::UpdateKeyboardInputs()
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owner_data->LockThisFrame = owner_data->LockUntilRelease = owner_data->LockUntilRelease && key_data->Down; // Clear LockUntilRelease when key is not Down anymore
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}
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// Update key routing (for e.g. shortcuts)
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UpdateKeyRoutingTable(&g.KeysRoutingTable);
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}
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