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Added IM_COL32 macros (ref #346)
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17
imgui.h
17
imgui.h
@ -18,17 +18,18 @@
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#define IMGUI_VERSION "1.48 WIP"
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#define IMGUI_VERSION "1.48 WIP"
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// Define attributes of all API symbols declarations, e.g. for DLL under Windows.
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#ifndef IMGUI_API
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#define IMGUI_API
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#endif
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// Define assertion handler.
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// Define assertion handler.
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#ifndef IM_ASSERT
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#ifndef IM_ASSERT
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#include <assert.h>
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#include <assert.h>
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#define IM_ASSERT(_EXPR) assert(_EXPR)
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#define IM_ASSERT(_EXPR) assert(_EXPR)
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#endif
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#endif
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// Define attributes of all API symbols declarations, e.g. for DLL under Windows.
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// Some compilers support applying printf-style warnings to user functions
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#ifndef IMGUI_API
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#define IMGUI_API
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#endif
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#if defined(__clang__) || defined(__GNUC__)
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#if defined(__clang__) || defined(__GNUC__)
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#define IM_PRINTFARGS(FMT) __attribute__((format(printf, FMT, (FMT+1))))
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#define IM_PRINTFARGS(FMT) __attribute__((format(printf, FMT, (FMT+1))))
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#else
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#else
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@ -1028,6 +1029,12 @@ struct ImGuiListClipper
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// Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList.
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// Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList.
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Helpers macros to generate 32-bits encoded colors
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#define IM_COL32(R,G,B,A) (((ImU32)(A)<<24) | ((ImU32)(B)<<16) | ((ImU32)(G)<<8) | ((ImU32)(R)))
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#define IM_COL32_WHITE (0xFFFFFFFF)
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#define IM_COL32_BLACK (0xFF000000)
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#define IM_COL32_BLACK_TRANS (0x00000000) // Transparent black
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// Draw callbacks for advanced uses.
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// Draw callbacks for advanced uses.
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// NB- You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering (you can poke into the draw list for that)
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// NB- You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering (you can poke into the draw list for that)
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// Draw callback are useful for example if you want to render a complex 3D scene inside a UI element.
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// Draw callback are useful for example if you want to render a complex 3D scene inside a UI element.
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