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	Inputs: passing ImGuiInputFlags_RepeatXXX options automatically adds ImGuiInputFlags_Repeat.
Will make extra sense with next commit where we add ImGuiInputFlags_RepeatUntil options.
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		@@ -8425,6 +8425,8 @@ bool ImGui::IsKeyPressed(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags)
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    if (t < 0.0f)
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        return false;
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    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsKeyPressed) == 0); // Passing flags not supported by this function!
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    if (flags & ImGuiInputFlags_RepeatRateMask_) // Setting any _RepeatXXX option enables _Repeat
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        flags |= ImGuiInputFlags_Repeat;
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    bool pressed = (t == 0.0f);
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    if (!pressed && (flags & ImGuiInputFlags_Repeat) != 0)
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@@ -8483,7 +8485,7 @@ bool ImGui::IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInput
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    const float t = g.IO.MouseDownDuration[button];
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    if (t < 0.0f)
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        return false;
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    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsKeyPressed) == 0); // Passing flags not supported by this function!
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    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsMouseClicked) == 0); // Passing flags not supported by this function! // FIXME: Could support RepeatRate and RepeatUntil flags here.
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    const bool repeat = (flags & ImGuiInputFlags_Repeat) != 0;
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    const bool pressed = (t == 0.0f) || (repeat && t > g.IO.KeyRepeatDelay && CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0);
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