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Moved GetColorU32 out of imgui_internal.h to avoid inlining mess (#759)
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14
imgui.cpp
14
imgui.cpp
@ -1197,6 +1197,20 @@ ImU32 ImGui::ColorConvertFloat4ToU32(const ImVec4& in)
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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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ImVec4 c = GImGui->Style.Colors[idx];
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c.w *= GImGui->Style.Alpha * alpha_mul;
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return ImGui::ColorConvertFloat4ToU32(c);
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}
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ImU32 ImGui::GetColorU32(const ImVec4& col)
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{
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ImVec4 c = col;
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c.w *= GImGui->Style.Alpha;
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return ImGui::ColorConvertFloat4ToU32(c);
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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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@ -703,9 +703,6 @@ namespace ImGui
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IMGUI_API void OpenPopupEx(const char* str_id, bool reopen_existing);
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inline IMGUI_API ImU32 GetColorU32(ImGuiCol idx, float alpha_mul) { ImVec4 c = GImGui->Style.Colors[idx]; c.w *= GImGui->Style.Alpha * alpha_mul; return ImGui::ColorConvertFloat4ToU32(c); }
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inline IMGUI_API ImU32 GetColorU32(const ImVec4& col) { ImVec4 c = col; c.w *= GImGui->Style.Alpha; return ImGui::ColorConvertFloat4ToU32(c); }
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// NB: All position are in absolute pixels coordinates (not window coordinates)
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// FIXME: All those functions are a mess and needs to be refactored into something decent. Avoid use outside of imgui.cpp!
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// We need: a sort of symbol library, preferably baked into font atlas when possible + decent text rendering helpers.
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