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	Merge branch 'master' into docking
# Conflicts: # imgui.cpp # imgui_internal.h
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							@@ -438,6 +438,8 @@ namespace ImGui
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    // - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every functions, note that a 'float v[X]' function argument is the same as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x
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    // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc.
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    // - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For gamepad/keyboard navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision).
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    // - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits.
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    // - Use v_min > v_max to lock edits.
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    IMGUI_API bool          DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f);     // If v_min >= v_max we have no bound
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    IMGUI_API bool          DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f);
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    IMGUI_API bool          DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f);
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@@ -1444,6 +1446,7 @@ struct ImGuiIO
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    bool        ConfigInputTextCursorBlink;     // = true           // Set to false to disable blinking cursor, for users who consider it distracting. (was called: io.OptCursorBlink prior to 1.63)
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    bool        ConfigWindowsResizeFromEdges;   // = true           // Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag)
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    bool        ConfigWindowsMoveFromTitleBarOnly; // = false       // [BETA] Set to true to only allow moving windows when clicked+dragged from the title bar. Windows without a title bar are not affected.
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    float       ConfigWindowsMemoryCompactTimer;// = 60.0f          // [BETA] Compact window memory usage when unused. Set to -1.0f to disable.
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    //------------------------------------------------------------------
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    // Platform Functions
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@@ -1883,7 +1886,7 @@ struct ImDrawCmd
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    ImDrawCallback  UserCallback;           // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
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    void*           UserCallbackData;       // The draw callback code can access this.
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    ImDrawCmd() { ElemCount = 0; ClipRect.x = ClipRect.y = ClipRect.z = ClipRect.w = 0.0f; TextureId = (ImTextureID)NULL; VtxOffset = IdxOffset = 0;  UserCallback = NULL; UserCallbackData = NULL; }
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    ImDrawCmd() { ElemCount = 0; TextureId = (ImTextureID)NULL; VtxOffset = IdxOffset = 0;  UserCallback = NULL; UserCallbackData = NULL; }
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};
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// Vertex index 
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