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	Slider code tweaks
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										160
									
								
								imgui.cpp
									
									
									
									
									
								
							
							
						
						
									
										160
									
								
								imgui.cpp
									
									
									
									
									
								
							@@ -4680,6 +4680,7 @@ static void ApplyNumericalTextInput(const char* buf, float *v)
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        *v = op_v;
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}
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// Create text input in place of a slider (when CTRL+Clicking on slider)
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static bool SliderFloatAsInputText(const char* label, float* v, const ImGuiID& id, int decimal_precision)
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{
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    ImGuiState& g = *GImGui;
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@@ -4749,11 +4750,6 @@ bool ImGui::SliderFloat(const char* label, float* v, float v_min, float v_max, c
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    const ImGuiID id = window->GetID(label);
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    const float w = ImGui::CalcItemWidth();
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    if (!display_format)
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        display_format = "%.3f";
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    int decimal_precision = 3;
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    ParseFormat(display_format, decimal_precision);
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    const ImVec2 label_size = CalcTextSize(label, NULL, true);
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    const ImGuiAabb frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y) + style.FramePadding*2.0f);
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    const ImGuiAabb slider_bb(frame_bb.Min + style.FramePadding, frame_bb.Max - style.FramePadding);
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@@ -4766,10 +4762,37 @@ bool ImGui::SliderFloat(const char* label, float* v, float v_min, float v_max, c
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        return false;
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    }
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    const bool tab_focus_requested = window->FocusItemRegister(g.ActiveId == id);
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    const bool hovered = IsHovered(slider_bb, id);
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    if (hovered)
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        g.HoveredId = id;
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    const bool is_unbound = v_min == -FLT_MAX || v_min == FLT_MAX || v_max == -FLT_MAX || v_max == FLT_MAX;
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    const bool is_logarithmic = abs(power - 1.0f) > 0.0001f;
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    if (!display_format)
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        display_format = "%.3f";
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    int decimal_precision = 3;
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    ParseFormat(display_format, decimal_precision);
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    const bool tab_focus_requested = window->FocusItemRegister(g.ActiveId == id);
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    const bool is_unbound = (v_min == -FLT_MAX || v_min == FLT_MAX || v_max == -FLT_MAX || v_max == FLT_MAX);
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    bool start_text_input = false;
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    if (tab_focus_requested || (hovered && g.IO.MouseClicked[0]))
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    {
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        SetActiveId(id);
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        FocusWindow(window);
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        const bool is_ctrl_down = g.IO.KeyCtrl;
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        if (tab_focus_requested || is_ctrl_down || is_unbound)
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        {
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            start_text_input = true;
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            g.SliderAsInputTextId = 0;
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        }
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    }
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    // Tabbing or CTRL-clicking through slider turns into an input box
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    if (start_text_input || (g.ActiveId == id && id == g.SliderAsInputTextId))
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        return SliderFloatAsInputText(label, v, id, decimal_precision);
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    ItemSize(bb);
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    const float grab_size_in_units = 1.0f;                                                              // In 'v' units. Probably needs to be parametrized, based on a 'v_step' value? decimal precision?
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    float grab_size_in_pixels;
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@@ -4799,95 +4822,70 @@ bool ImGui::SliderFloat(const char* label, float* v, float v_min, float v_max, c
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        }
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    }
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    const bool hovered = IsHovered(slider_bb, id);
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    if (hovered)
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        g.HoveredId = id;
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    bool start_text_input = false;
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    if (tab_focus_requested || (hovered && g.IO.MouseClicked[0]))
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    {
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        SetActiveId(id);
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        FocusWindow(window);
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        const bool is_ctrl_down = g.IO.KeyCtrl;
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        if (tab_focus_requested || is_ctrl_down || is_unbound)
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        {
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            start_text_input = true;
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            g.SliderAsInputTextId = 0;
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        }
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    }
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    // Tabbing or CTRL-clicking through slider turns into an input box
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    bool value_changed = false;
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    if (start_text_input || (g.ActiveId == id && id == g.SliderAsInputTextId))
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    {
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        value_changed = SliderFloatAsInputText(label, v, id, decimal_precision);
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        return value_changed;
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    }
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    ItemSize(bb);
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    RenderFrame(frame_bb.Min, frame_bb.Max, window->Color(ImGuiCol_FrameBg), true, style.FrameRounding);
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    // Process clicking on the slider
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    if (g.ActiveId == id)
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    const bool is_logarithmic = abs(power - 1.0f) > 0.0001f;
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    bool value_changed = false;
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    if (!is_unbound)
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    {
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        if (!is_unbound && g.IO.MouseDown[0])
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        // Process clicking on the slider
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        if (g.ActiveId == id)
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        {
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            const float normalized_pos = ImClamp((g.IO.MousePos.x - slider_effective_x1) / slider_effective_w, 0.0f, 1.0f);
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            float new_value;
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            if (is_logarithmic)
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            if (g.IO.MouseDown[0])
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            {
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                // Account for logarithmic scale on both sides of the zero
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                if (normalized_pos < linear_zero_pos)
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                const float normalized_pos = ImClamp((g.IO.MousePos.x - slider_effective_x1) / slider_effective_w, 0.0f, 1.0f);
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                float new_value;
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                if (is_logarithmic)
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                {
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                    // Negative: rescale to the negative range before powering
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                    float a = 1.0f - (normalized_pos / linear_zero_pos);
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                    a = powf(a, power);
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                    new_value = ImLerp(ImMin(v_max,0.f), v_min, a);
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                    // Account for logarithmic scale on both sides of the zero
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                    if (normalized_pos < linear_zero_pos)
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                    {
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                        // Negative: rescale to the negative range before powering
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                        float a = 1.0f - (normalized_pos / linear_zero_pos);
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                        a = powf(a, power);
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                        new_value = ImLerp(ImMin(v_max,0.f), v_min, a);
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                    }
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                    else
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                    {
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                        // Positive: rescale to the positive range before powering
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                        float a;
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                        if (fabsf(linear_zero_pos - 1.0f) > 1.e-6)
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                            a = (normalized_pos - linear_zero_pos) / (1.0f - linear_zero_pos);
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                        else
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                            a = normalized_pos;
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                        a = powf(a, power);
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                        new_value = ImLerp(ImMax(v_min,0.0f), v_max, a);
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                    }
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                }
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                else
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                {
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                    // Positive: rescale to the positive range before powering
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                    float a;
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                    if (fabsf(linear_zero_pos - 1.0f) > 1.e-6)
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                        a = (normalized_pos - linear_zero_pos) / (1.0f - linear_zero_pos);
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                    else
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                        a = normalized_pos;
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                    a = powf(a, power);
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                    new_value = ImLerp(ImMax(v_min,0.0f), v_max, a);
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                    // Linear slider
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                    new_value = ImLerp(v_min, v_max, normalized_pos);
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                }
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                // Round past decimal precision
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                //    0->1, 1->0.1, 2->0.01, etc.
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                // So when our value is 1.99999 with a precision of 0.001 we'll end up rounding to 2.0
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                const float min_step = 1.0f / powf(10.0f, (float)decimal_precision);
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                const float remainder = fmodf(new_value, min_step);
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                if (remainder <= min_step*0.5f)
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                    new_value -= remainder;
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                else
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                    new_value += (min_step - remainder);
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                if (*v != new_value)
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                {
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                    *v = new_value;
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                    value_changed = true;
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                }
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            }
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            else
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            {
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                // Linear slider
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                new_value = ImLerp(v_min, v_max, normalized_pos);
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            }
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            // Round past decimal precision
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            //    0->1, 1->0.1, 2->0.01, etc.
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            // So when our value is 1.99999 with a precision of 0.001 we'll end up rounding to 2.0
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            const float min_step = 1.0f / powf(10.0f, (float)decimal_precision);
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            const float remainder = fmodf(new_value, min_step);
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            if (remainder <= min_step*0.5f)
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                new_value -= remainder;
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            else
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                new_value += (min_step - remainder);
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            if (*v != new_value)
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            {
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                *v = new_value;
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                value_changed = true;
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                SetActiveId(0);
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            }
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        }
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        else
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        {
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            SetActiveId(0);
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        }
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    }
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    if (!is_unbound)
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    {
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        // Calculate slider grab positioning
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        float grab_t;
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        if (is_logarithmic)
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