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					@ -2468,8 +2468,8 @@ struct ImColor | 
				
			
			
		
	
		
		
			
				
					
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					    constexpr ImColor()                                             { } | 
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					    constexpr ImColor()                                             { } | 
				
			
			
		
	
		
		
			
				
					
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					    constexpr ImColor(float r, float g, float b, float a = 1.0f)    : Value(r, g, b, a) { } | 
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					    constexpr ImColor(float r, float g, float b, float a = 1.0f)    : Value(r, g, b, a) { } | 
				
			
			
		
	
		
		
			
				
					
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					    constexpr ImColor(const ImVec4& col)                            : Value(col) {} | 
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					    constexpr ImColor(const ImVec4& col)                            : Value(col) {} | 
				
			
			
		
	
		
		
			
				
					
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					    constexpr ImColor(int r, int g, int b, int a = 255)             { float sc = 1.0f / 255.0f; Value.x = (float)r * sc; Value.y = (float)g * sc; Value.z = (float)b * sc; Value.w = (float)a * sc; } | 
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					    ImColor(int r, int g, int b, int a = 255)                       { float sc = 1.0f / 255.0f; Value.x = (float)r * sc; Value.y = (float)g * sc; Value.z = (float)b * sc; Value.w = (float)a * sc; } | 
				
			
			
				
				
			
		
	
		
		
			
				
					
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					    constexpr ImColor(ImU32 rgba)                                   { float sc = 1.0f / 255.0f; Value.x = (float)((rgba >> IM_COL32_R_SHIFT) & 0xFF) * sc; Value.y = (float)((rgba >> IM_COL32_G_SHIFT) & 0xFF) * sc; Value.z = (float)((rgba >> IM_COL32_B_SHIFT) & 0xFF) * sc; Value.w = (float)((rgba >> IM_COL32_A_SHIFT) & 0xFF) * sc; } | 
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					    ImColor(ImU32 rgba)                                             { float sc = 1.0f / 255.0f; Value.x = (float)((rgba >> IM_COL32_R_SHIFT) & 0xFF) * sc; Value.y = (float)((rgba >> IM_COL32_G_SHIFT) & 0xFF) * sc; Value.z = (float)((rgba >> IM_COL32_B_SHIFT) & 0xFF) * sc; Value.w = (float)((rgba >> IM_COL32_A_SHIFT) & 0xFF) * sc; } | 
				
			
			
				
				
			
		
	
		
		
	
		
		
	
		
		
			
				
					
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					    inline operator ImU32() const                                   { return ImGui::ColorConvertFloat4ToU32(Value); } | 
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					    inline operator ImU32() const                                   { return ImGui::ColorConvertFloat4ToU32(Value); } | 
				
			
			
		
	
		
		
			
				
					
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					    inline operator ImVec4() const                                  { return Value; } | 
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					    inline operator ImVec4() const                                  { return Value; } | 
				
			
			
		
	
		
		
			
				
					
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