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Using IM_COL32() for colors in a few spots (#767)

ocornut 9 anos atrás
pai
commit
af33efb146
1 arquivos alterados com 5 adições e 5 exclusões
  1. 5 5
      imgui.cpp

+ 5 - 5
imgui.cpp

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