@ -4257,7 +4257,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ 
				
			 
			
		
	
		
		
			
				
					
					 
					 
					 
					
 
					 
					 
					 
					
 
				
			 
			
		
	
		
		
			
				
					
					 
					 
					 
					        // We allow validate/cancel with Nav source (gamepad) to makes it easier to undo an accidental NavInput press with no keyboard wired, but otherwise it isn't very useful.
   
					 
					 
					 
					        // We allow validate/cancel with Nav source (gamepad) to makes it easier to undo an accidental NavInput press with no keyboard wired, but otherwise it isn't very useful.
   
				
			 
			
		
	
		
		
			
				
					
					 
					 
					 
					        const  bool  is_validate_enter  =  IsKeyPressedMap ( ImGuiKey_Enter )  | |  IsKeyPressedMap ( ImGuiKey_KeyPadEnter ) ;   
					 
					 
					 
					        const  bool  is_validate_enter  =  IsKeyPressedMap ( ImGuiKey_Enter )  | |  IsKeyPressedMap ( ImGuiKey_KeyPadEnter ) ;   
				
			 
			
		
	
		
		
			
				
					
					 
					 
					 
					        const  bool  is_validate_nav  =  ( g . NavInputSource  = =  ImGuiInputSource_Gamepad  & &  IsNavInputTest ( ImGuiNavInput_Activate ,  ImGuiInputReadMode_Pressed ) )  | |  IsNavInputTest ( ImGuiNavInput_Input ,  ImGuiInputReadMode_Pressed ) ;   
					 
					 
					 
					        const  bool  is_validate_nav  =  ( IsNavInputTest ( ImGuiNavInput_Activate ,  ImGuiInputReadMode_Pressed )  & &  ! IsKeyPressedMap ( ImGuiKey_Space ) )  | |  IsNavInputTest ( ImGuiNavInput_Input ,  ImGuiInputReadMode_Pressed ) ;   
				
			 
			
				
				
			
		
	
		
		
	
		
		
			
				
					
					 
					 
					 
					        const  bool  is_cancel    =  IsKeyPressedMap ( ImGuiKey_Escape )  | |  IsNavInputTest ( ImGuiNavInput_Cancel ,  ImGuiInputReadMode_Pressed ) ;   
					 
					 
					 
					        const  bool  is_cancel    =  IsKeyPressedMap ( ImGuiKey_Escape )  | |  IsNavInputTest ( ImGuiNavInput_Cancel ,  ImGuiInputReadMode_Pressed ) ;   
				
			 
			
		
	
		
		
			
				
					
					 
					 
					 
					
 
					 
					 
					 
					
 
				
			 
			
		
	
		
		
			
				
					
					 
					 
					 
					        if  ( IsKeyPressedMap ( ImGuiKey_LeftArrow ) )                         {  state - > OnKeyPressed ( ( is_startend_key_down  ?  STB_TEXTEDIT_K_LINESTART  :  is_wordmove_key_down  ?  STB_TEXTEDIT_K_WORDLEFT  :  STB_TEXTEDIT_K_LEFT )  |  k_mask ) ;  }   
					 
					 
					 
					        if  ( IsKeyPressedMap ( ImGuiKey_LeftArrow ) )                         {  state - > OnKeyPressed ( ( is_startend_key_down  ?  STB_TEXTEDIT_K_LINESTART  :  is_wordmove_key_down  ?  STB_TEXTEDIT_K_WORDLEFT  :  STB_TEXTEDIT_K_LEFT )  |  k_mask ) ;  }