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	InputText: Fixed c779fbb leading to display of the wrong buffer when resizing a buffer. (#2400, #2006, #1443, #1008).
				
					
				
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		@@ -3366,14 +3366,8 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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    bool enter_pressed = false;
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    // Select the buffer to render.
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    const char* buf_display = ((render_cursor || render_selection || g.ActiveId == id) && !is_readonly && state && state->TextAIsValid) ? state->TextA.Data : buf;
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    const char* buf_display_end = NULL; // We have specialized paths below for setting the length
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    const bool is_displaying_hint = (hint != NULL && buf_display[0] == 0);
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    if (is_displaying_hint)
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    {
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        buf_display = hint;
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        buf_display_end = hint + strlen(hint);
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    }
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    const bool buf_display_from_state = ((render_cursor || render_selection || g.ActiveId == id) && !is_readonly && state && state->TextAIsValid);
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    const bool is_displaying_hint = (hint != NULL && (buf_display_from_state ? state->TextA.Data : buf)[0] == 0);
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    // Password pushes a temporary font with only a fallback glyph
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    if (is_password && !is_displaying_hint)
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@@ -3740,6 +3734,13 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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    // without any carriage return, which would makes ImFont::RenderText() reserve too many vertices and probably crash. Avoid it altogether.
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    // Note that we only use this limit on single-line InputText(), so a pathologically large line on a InputTextMultiline() would still crash.
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    const int buf_display_max_length = 2 * 1024 * 1024;
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    const char* buf_display = buf_display_from_state ? state->TextA.Data : buf;
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    const char* buf_display_end = NULL; // We have specialized paths below for setting the length
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    if (is_displaying_hint)
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    {
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        buf_display = hint;
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        buf_display_end = hint + strlen(hint);
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    }
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    // Render text. We currently only render selection when the widget is active or while scrolling.
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    // FIXME: We could remove the '&& render_cursor' to keep rendering selection when inactive.
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