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	Internals: Wired a ImGuiItemStatusFlags_ValueChanged into ItemStatusFlags, for an hypothetical IsItemValueChanged() function. (#2034)
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		@@ -2344,7 +2344,9 @@ void ImGui::MarkItemValueChanged(ImGuiID id)
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    (void)id; // Avoid unused variable warnings when asserts are compiled out.
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    ImGuiContext& g = *GImGui;
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    IM_ASSERT(g.ActiveId == id || g.ActiveId == 0 || g.DragDropActive);
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    //IM_ASSERT(g.CurrentWindow->DC.LastItemId == id);
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    g.ActiveIdValueChanged = true;
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    g.CurrentWindow->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_ValueChanged;
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}
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static inline bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags)
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@@ -268,7 +268,8 @@ enum ImGuiItemStatusFlags_
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{
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    ImGuiItemStatusFlags_None               = 0,
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    ImGuiItemStatusFlags_HoveredRect        = 1 << 0,
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    ImGuiItemStatusFlags_HasDisplayRect     = 1 << 1
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    ImGuiItemStatusFlags_HasDisplayRect     = 1 << 1,
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    ImGuiItemStatusFlags_ValueChanged       = 1 << 2    // Value exposed by item was edited in the current frame (should match the bool return value of most widgets)
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};
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// FIXME: this is in development, not exposed/functional as a generic feature yet.
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@@ -648,7 +649,7 @@ struct ImGuiContext
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    float                   ActiveIdTimer;
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    bool                    ActiveIdIsJustActivated;            // Set at the time of activation for one frame
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    bool                    ActiveIdAllowOverlap;               // Active widget allows another widget to steal active id (generally for overlapping widgets, but not always)
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    bool                    ActiveIdValueChanged;
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    bool                    ActiveIdValueChanged;               // Was the value associated to the widget changed over the course of the Active state.
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    bool                    ActiveIdPreviousFrameIsAlive;
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    bool                    ActiveIdPreviousFrameValueChanged;
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    int                     ActiveIdAllowNavDirFlags;           // Active widget allows using directional navigation (e.g. can activate a button and move away from it)
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