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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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