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	+ Fix some output filename in SDL build batch files.
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		@@ -3435,12 +3435,22 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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        if (state->SelectedAllMouseLock && !io.MouseDown[0])
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            state->SelectedAllMouseLock = false;
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        // It is ill-defined whether the back-end needs to send a \t character when pressing the TAB keys.
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        // Win32 and GLFW naturally do it but not SDL.
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        const bool ignore_char_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeySuper);
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        if ((flags & ImGuiInputTextFlags_AllowTabInput) && IsKeyPressedMap(ImGuiKey_Tab) && !ignore_char_inputs && !io.KeyShift && !is_readonly)
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            if (!io.InputQueueCharacters.contains('\t'))
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            {
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                unsigned int c = '\t'; // Insert TAB
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                if (InputTextFilterCharacter(&c, flags, callback, callback_user_data))
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                    state->OnKeyPressed((int)c);
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            }
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        // Process regular text input (before we check for Return because using some IME will effectively send a Return?)
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        // We ignore CTRL inputs, but need to allow ALT+CTRL as some keyboards (e.g. German) use AltGR (which _is_ Alt+Ctrl) to input certain characters.
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        if (io.InputQueueCharacters.Size > 0)
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        {
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            // Process text input (before we check for Return because using some IME will effectively send a Return?)
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            // We ignore CTRL inputs, but need to allow ALT+CTRL as some keyboards (e.g. German) use AltGR (which _is_ Alt+Ctrl) to input certain characters.
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            bool ignore_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeySuper);
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            if (!ignore_inputs && !is_readonly && !user_nav_input_start)
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            if (!ignore_char_inputs && !is_readonly && !user_nav_input_start)
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                for (int n = 0; n < io.InputQueueCharacters.Size; n++)
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                {
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                    // Insert character if they pass filtering
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