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Using IM_COL32() for colors in a few spots (#767)
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parent
a7f6ea592f
commit
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10
imgui.cpp
10
imgui.cpp
@ -1850,7 +1850,7 @@ void ImGui::ItemSize(const ImVec2& size, float text_offset_y)
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window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x);
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window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x);
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window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y);
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window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y);
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//window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, 0xFF0000FF, 4); // Debug
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//window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // Debug
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window->DC.PrevLineHeight = line_height;
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window->DC.PrevLineHeight = line_height;
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window->DC.PrevLineTextBaseOffset = text_base_offset;
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window->DC.PrevLineTextBaseOffset = text_base_offset;
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@ -2702,10 +2702,10 @@ void ImGui::Render()
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const ImVec2 size = cursor_data.Size;
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const ImVec2 size = cursor_data.Size;
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const ImTextureID tex_id = g.IO.Fonts->TexID;
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const ImTextureID tex_id = g.IO.Fonts->TexID;
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g.OverlayDrawList.PushTextureID(tex_id);
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g.OverlayDrawList.PushTextureID(tex_id);
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g.OverlayDrawList.AddImage(tex_id, pos+ImVec2(1,0), pos+ImVec2(1,0) + size, cursor_data.TexUvMin[1], cursor_data.TexUvMax[1], 0x30000000); // Shadow
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g.OverlayDrawList.AddImage(tex_id, pos+ImVec2(1,0), pos+ImVec2(1,0) + size, cursor_data.TexUvMin[1], cursor_data.TexUvMax[1], IM_COL32(0,0,0,48)); // Shadow
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g.OverlayDrawList.AddImage(tex_id, pos+ImVec2(2,0), pos+ImVec2(2,0) + size, cursor_data.TexUvMin[1], cursor_data.TexUvMax[1], 0x30000000); // Shadow
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g.OverlayDrawList.AddImage(tex_id, pos+ImVec2(2,0), pos+ImVec2(2,0) + size, cursor_data.TexUvMin[1], cursor_data.TexUvMax[1], IM_COL32(0,0,0,48)); // Shadow
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g.OverlayDrawList.AddImage(tex_id, pos, pos + size, cursor_data.TexUvMin[1], cursor_data.TexUvMax[1], 0xFF000000); // Black border
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g.OverlayDrawList.AddImage(tex_id, pos, pos + size, cursor_data.TexUvMin[1], cursor_data.TexUvMax[1], IM_COL32(0,0,0,255)); // Black border
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g.OverlayDrawList.AddImage(tex_id, pos, pos + size, cursor_data.TexUvMin[0], cursor_data.TexUvMax[0], 0xFFFFFFFF); // White fill
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g.OverlayDrawList.AddImage(tex_id, pos, pos + size, cursor_data.TexUvMin[0], cursor_data.TexUvMax[0], IM_COL32(255,255,255,255)); // White fill
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g.OverlayDrawList.PopTextureID();
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g.OverlayDrawList.PopTextureID();
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}
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}
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if (!g.OverlayDrawList.VtxBuffer.empty())
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if (!g.OverlayDrawList.VtxBuffer.empty())
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