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Refactor: Internals: Moved various functions in imgui.cpp (#2036)
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248
imgui.cpp
248
imgui.cpp
@ -1087,7 +1087,7 @@ void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars)
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}
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//-----------------------------------------------------------------------------
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// HELPERS
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// HELPERS/UTILITIES
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//-----------------------------------------------------------------------------
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ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p)
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@ -1488,109 +1488,6 @@ int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_e
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return bytes_count;
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}
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ImVec4 ImGui::ColorConvertU32ToFloat4(ImU32 in)
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{
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float s = 1.0f/255.0f;
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return ImVec4(
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((in >> IM_COL32_R_SHIFT) & 0xFF) * s,
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((in >> IM_COL32_G_SHIFT) & 0xFF) * s,
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((in >> IM_COL32_B_SHIFT) & 0xFF) * s,
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((in >> IM_COL32_A_SHIFT) & 0xFF) * s);
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}
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ImU32 ImGui::ColorConvertFloat4ToU32(const ImVec4& in)
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{
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ImU32 out;
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out = ((ImU32)IM_F32_TO_INT8_SAT(in.x)) << IM_COL32_R_SHIFT;
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out |= ((ImU32)IM_F32_TO_INT8_SAT(in.y)) << IM_COL32_G_SHIFT;
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out |= ((ImU32)IM_F32_TO_INT8_SAT(in.z)) << IM_COL32_B_SHIFT;
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out |= ((ImU32)IM_F32_TO_INT8_SAT(in.w)) << IM_COL32_A_SHIFT;
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return out;
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}
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ImU32 ImGui::GetColorU32(ImGuiCol idx, float alpha_mul)
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{
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ImGuiStyle& style = GImGui->Style;
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ImVec4 c = style.Colors[idx];
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c.w *= style.Alpha * alpha_mul;
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return ColorConvertFloat4ToU32(c);
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}
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ImU32 ImGui::GetColorU32(const ImVec4& col)
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{
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ImGuiStyle& style = GImGui->Style;
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ImVec4 c = col;
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c.w *= style.Alpha;
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return ColorConvertFloat4ToU32(c);
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}
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const ImVec4& ImGui::GetStyleColorVec4(ImGuiCol idx)
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{
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ImGuiStyle& style = GImGui->Style;
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return style.Colors[idx];
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}
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ImU32 ImGui::GetColorU32(ImU32 col)
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{
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float style_alpha = GImGui->Style.Alpha;
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if (style_alpha >= 1.0f)
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return col;
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ImU32 a = (col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT;
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a = (ImU32)(a * style_alpha); // We don't need to clamp 0..255 because Style.Alpha is in 0..1 range.
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return (col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT);
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}
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// Convert rgb floats ([0-1],[0-1],[0-1]) to hsv floats ([0-1],[0-1],[0-1]), from Foley & van Dam p592
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// Optimized http://lolengine.net/blog/2013/01/13/fast-rgb-to-hsv
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void ImGui::ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v)
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{
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float K = 0.f;
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if (g < b)
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{
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ImSwap(g, b);
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K = -1.f;
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}
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if (r < g)
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{
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ImSwap(r, g);
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K = -2.f / 6.f - K;
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}
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const float chroma = r - (g < b ? g : b);
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out_h = ImFabs(K + (g - b) / (6.f * chroma + 1e-20f));
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out_s = chroma / (r + 1e-20f);
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out_v = r;
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}
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// Convert hsv floats ([0-1],[0-1],[0-1]) to rgb floats ([0-1],[0-1],[0-1]), from Foley & van Dam p593
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// also http://en.wikipedia.org/wiki/HSL_and_HSV
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void ImGui::ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b)
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{
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if (s == 0.0f)
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{
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// gray
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out_r = out_g = out_b = v;
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return;
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}
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h = ImFmod(h, 1.0f) / (60.0f/360.0f);
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int i = (int)h;
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float f = h - (float)i;
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float p = v * (1.0f - s);
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float q = v * (1.0f - s * f);
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float t = v * (1.0f - s * (1.0f - f));
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switch (i)
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{
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case 0: out_r = v; out_g = t; out_b = p; break;
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case 1: out_r = q; out_g = v; out_b = p; break;
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case 2: out_r = p; out_g = v; out_b = t; break;
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case 3: out_r = p; out_g = q; out_b = v; break;
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case 4: out_r = t; out_g = p; out_b = v; break;
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case 5: default: out_r = v; out_g = p; out_b = q; break;
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}
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}
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FILE* ImFileOpen(const char* filename, const char* mode)
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{
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#if defined(_WIN32) && !defined(__CYGWIN__)
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@ -1649,6 +1546,113 @@ void* ImFileLoadToMemory(const char* filename, const char* file_open_mode, size_
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return file_data;
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}
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//-----------------------------------------------------------------------------
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// COLOR FUNCTIONS
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//-----------------------------------------------------------------------------
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ImVec4 ImGui::ColorConvertU32ToFloat4(ImU32 in)
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{
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float s = 1.0f/255.0f;
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return ImVec4(
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((in >> IM_COL32_R_SHIFT) & 0xFF) * s,
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((in >> IM_COL32_G_SHIFT) & 0xFF) * s,
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((in >> IM_COL32_B_SHIFT) & 0xFF) * s,
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((in >> IM_COL32_A_SHIFT) & 0xFF) * s);
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}
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ImU32 ImGui::ColorConvertFloat4ToU32(const ImVec4& in)
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{
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ImU32 out;
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out = ((ImU32)IM_F32_TO_INT8_SAT(in.x)) << IM_COL32_R_SHIFT;
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out |= ((ImU32)IM_F32_TO_INT8_SAT(in.y)) << IM_COL32_G_SHIFT;
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out |= ((ImU32)IM_F32_TO_INT8_SAT(in.z)) << IM_COL32_B_SHIFT;
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out |= ((ImU32)IM_F32_TO_INT8_SAT(in.w)) << IM_COL32_A_SHIFT;
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return out;
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}
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// Convert rgb floats ([0-1],[0-1],[0-1]) to hsv floats ([0-1],[0-1],[0-1]), from Foley & van Dam p592
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// Optimized http://lolengine.net/blog/2013/01/13/fast-rgb-to-hsv
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void ImGui::ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v)
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{
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float K = 0.f;
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if (g < b)
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{
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ImSwap(g, b);
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K = -1.f;
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}
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if (r < g)
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{
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ImSwap(r, g);
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K = -2.f / 6.f - K;
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}
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const float chroma = r - (g < b ? g : b);
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out_h = ImFabs(K + (g - b) / (6.f * chroma + 1e-20f));
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out_s = chroma / (r + 1e-20f);
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out_v = r;
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}
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// Convert hsv floats ([0-1],[0-1],[0-1]) to rgb floats ([0-1],[0-1],[0-1]), from Foley & van Dam p593
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// also http://en.wikipedia.org/wiki/HSL_and_HSV
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void ImGui::ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b)
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{
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if (s == 0.0f)
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{
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// gray
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out_r = out_g = out_b = v;
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return;
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}
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h = ImFmod(h, 1.0f) / (60.0f/360.0f);
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int i = (int)h;
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float f = h - (float)i;
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float p = v * (1.0f - s);
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float q = v * (1.0f - s * f);
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float t = v * (1.0f - s * (1.0f - f));
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switch (i)
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{
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case 0: out_r = v; out_g = t; out_b = p; break;
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case 1: out_r = q; out_g = v; out_b = p; break;
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case 2: out_r = p; out_g = v; out_b = t; break;
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case 3: out_r = p; out_g = q; out_b = v; break;
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case 4: out_r = t; out_g = p; out_b = v; break;
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case 5: default: out_r = v; out_g = p; out_b = q; break;
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}
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}
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ImU32 ImGui::GetColorU32(ImGuiCol idx, float alpha_mul)
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{
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ImGuiStyle& style = GImGui->Style;
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ImVec4 c = style.Colors[idx];
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c.w *= style.Alpha * alpha_mul;
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return ColorConvertFloat4ToU32(c);
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}
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ImU32 ImGui::GetColorU32(const ImVec4& col)
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{
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ImGuiStyle& style = GImGui->Style;
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ImVec4 c = col;
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c.w *= style.Alpha;
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return ColorConvertFloat4ToU32(c);
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}
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const ImVec4& ImGui::GetStyleColorVec4(ImGuiCol idx)
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{
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ImGuiStyle& style = GImGui->Style;
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return style.Colors[idx];
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}
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ImU32 ImGui::GetColorU32(ImU32 col)
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{
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float style_alpha = GImGui->Style.Alpha;
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if (style_alpha >= 1.0f)
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return col;
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ImU32 a = (col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT;
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a = (ImU32)(a * style_alpha); // We don't need to clamp 0..255 because Style.Alpha is in 0..1 range.
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return (col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT);
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}
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//-----------------------------------------------------------------------------
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// ImGuiStorage
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// Helper: Key->value storage
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@ -9220,6 +9224,26 @@ void ImGui::NewLine()
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window->DC.LayoutType = backup_layout_type;
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}
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void ImGui::Indent(float indent_w)
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = GetCurrentWindow();
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window->DC.Indent.x += (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing;
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window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x;
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}
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void ImGui::Unindent(float indent_w)
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = GetCurrentWindow();
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window->DC.Indent.x -= (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing;
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window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x;
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}
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//-----------------------------------------------------------------------------
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// COLUMNS
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//-----------------------------------------------------------------------------
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void ImGui::NextColumn()
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{
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ImGuiWindow* window = GetCurrentWindow();
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@ -9538,22 +9562,6 @@ void ImGui::Columns(int columns_count, const char* id, bool border)
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BeginColumns(id, columns_count, flags);
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}
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void ImGui::Indent(float indent_w)
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = GetCurrentWindow();
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window->DC.Indent.x += (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing;
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window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x;
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}
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void ImGui::Unindent(float indent_w)
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = GetCurrentWindow();
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window->DC.Indent.x -= (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing;
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window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x;
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}
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//-----------------------------------------------------------------------------
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// DRAG AND DROP
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//-----------------------------------------------------------------------------
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