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					@ -4448,6 +4448,12 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us | 
				
			
			
		
	
		
			
				
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					        // Title bar
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					        if (!(flags & ImGuiWindowFlags_NoTitleBar)) | 
				
			
			
		
	
		
			
				
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					        { | 
				
			
			
		
	
		
			
				
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					            // Collapse button
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					            if (!(flags & ImGuiWindowFlags_NoCollapse)) | 
				
			
			
		
	
		
			
				
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					            { | 
				
			
			
		
	
		
			
				
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					                RenderCollapseTriangle(window->Pos + style.FramePadding, !window->Collapsed, 1.0f); | 
				
			
			
		
	
		
			
				
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					            } | 
				
			
			
		
	
		
			
				
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					            // Close button
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					            if (p_open != NULL) | 
				
			
			
		
	
		
			
				
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					            { | 
				
			
			
		
	
	
		
			
				
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					@ -4457,10 +4463,8 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us | 
				
			
			
		
	
		
			
				
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					                    *p_open = false; | 
				
			
			
		
	
		
			
				
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					            } | 
				
			
			
		
	
		
			
				
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					            // Title text (FIXME: refactor text alignment facilities along with RenderText helpers)
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					            const ImVec2 text_size = CalcTextSize(name, NULL, true); | 
				
			
			
		
	
		
			
				
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					            if (!(flags & ImGuiWindowFlags_NoCollapse)) | 
				
			
			
		
	
		
			
				
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					                RenderCollapseTriangle(window->Pos + style.FramePadding, !window->Collapsed, 1.0f); | 
				
			
			
		
	
		
			
				
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					            ImVec2 text_min = window->Pos; | 
				
			
			
		
	
		
			
				
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					            ImVec2 text_max = window->Pos + ImVec2(window->Size.x, style.FramePadding.y*2 + text_size.y); | 
				
			
			
		
	
		
			
				
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					            ImRect clip_rect; | 
				
			
			
		
	
	
		
			
				
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					@ -6979,6 +6983,7 @@ bool ImGui::DragBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v_s | 
				
			
			
		
	
		
			
				
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					            if (v_speed == 0.0f && (v_max - v_min) != 0.0f && (v_max - v_min) < FLT_MAX) | 
				
			
			
		
	
		
			
				
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					                v_speed = (v_max - v_min) * g.DragSpeedDefaultRatio; | 
				
			
			
		
	
		
			
				
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					            float v_cur = g.DragCurrentValue; | 
				
			
			
		
	
		
			
				
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					            const ImVec2 mouse_drag_delta = GetMouseDragDelta(0, 1.0f); | 
				
			
			
		
	
		
			
				
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					            float adjust_delta = 0.0f; | 
				
			
			
		
	
	
		
			
				
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