From af33efb1460218bb649392853f556ed218b2dcb3 Mon Sep 17 00:00:00 2001 From: ocornut Date: Sat, 6 Aug 2016 09:35:05 +0200 Subject: [PATCH] Using IM_COL32() for colors in a few spots (#767) --- imgui.cpp | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 6005fb26..29edee02 100644 --- a/imgui.cpp +++ b/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())