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Merge remote-tracking branch 'origin' into 2016-07-navigation
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27
imgui.h
27
imgui.h
@ -1080,6 +1080,25 @@ struct ImGuiSizeConstraintCallbackData
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ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing.
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};
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// Helpers macros to generate 32-bits encoded colors
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#ifdef IMGUI_USE_BGRA_PACKED_COLOR
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#define IM_COL32_R_SHIFT 16
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#define IM_COL32_G_SHIFT 8
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#define IM_COL32_B_SHIFT 0
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#define IM_COL32_A_SHIFT 24
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#define IM_COL32_A_MASK 0xFF000000
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#else
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#define IM_COL32_R_SHIFT 0
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#define IM_COL32_G_SHIFT 8
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#define IM_COL32_B_SHIFT 16
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#define IM_COL32_A_SHIFT 24
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#define IM_COL32_A_MASK 0xFF000000
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#endif
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#define IM_COL32(R,G,B,A) (((ImU32)(A)<<IM_COL32_A_SHIFT) | ((ImU32)(B)<<IM_COL32_B_SHIFT) | ((ImU32)(G)<<IM_COL32_G_SHIFT) | ((ImU32)(R)<<IM_COL32_R_SHIFT))
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#define IM_COL32_WHITE IM_COL32(255,255,255,255) // Opaque white
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#define IM_COL32_BLACK IM_COL32(0,0,0,255) // Opaque black
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#define IM_COL32_BLACK_TRANS IM_COL32(0,0,0,0) // Transparent black
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// ImColor() helper to implicity converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
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// Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API.
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// Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class.
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@ -1090,7 +1109,7 @@ struct ImColor
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ImColor() { Value.x = Value.y = Value.z = Value.w = 0.0f; }
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ImColor(int r, int g, int b, int a = 255) { float sc = 1.0f/255.0f; Value.x = (float)r * sc; Value.y = (float)g * sc; Value.z = (float)b * sc; Value.w = (float)a * sc; }
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ImColor(ImU32 rgba) { float sc = 1.0f/255.0f; Value.x = (float)(rgba&0xFF) * sc; Value.y = (float)((rgba>>8)&0xFF) * sc; Value.z = (float)((rgba>>16)&0xFF) * sc; Value.w = (float)(rgba >> 24) * sc; }
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ImColor(ImU32 rgba) { float sc = 1.0f/255.0f; Value.x = (float)((rgba>>IM_COL32_R_SHIFT)&0xFF) * sc; Value.y = (float)((rgba>>IM_COL32_G_SHIFT)&0xFF) * sc; Value.z = (float)((rgba>>IM_COL32_B_SHIFT)&0xFF) * sc; Value.w = (float)((rgba>>IM_COL32_A_SHIFT)&0xFF) * sc; }
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ImColor(float r, float g, float b, float a = 1.0f) { Value.x = r; Value.y = g; Value.z = b; Value.w = a; }
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ImColor(const ImVec4& col) { Value = col; }
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inline operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(Value); }
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@ -1136,12 +1155,6 @@ 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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//-----------------------------------------------------------------------------
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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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// 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 may be useful for example, A) Change your GPU render state, B) render a complex 3D scene inside a UI element (without an intermediate texture/render target), etc.
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