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Searched refs:bg_col (Results 1 - 8 of 8) sorted by relevance

/third_party/skia/third_party/externals/imgui/
H A Dimgui_widgets.cpp775 const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); in ArrowButtonEx() local
778 RenderFrame(bb.Min, bb.Max, bg_col, true, g.Style.FrameRounding); in ArrowButtonEx()
840 ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); in CollapseButton() local
844 window->DrawList->AddCircleFilled(center/*+ ImVec2(0.0f, -0.5f)*/, g.FontSize * 0.5f + 1.0f, bg_col, 12); in CollapseButton()
986 const ImU32 bg_col = GetColorU32(ImGuiCol_ScrollbarBg); in ScrollbarEx() local
988 window->DrawList->AddRectFilled(bb_frame.Min, bb_frame.Max, bg_col, window->WindowRounding, flags); in ScrollbarEx()
1025 bool ImGui::ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec2& padding, const ImVec4& bg_col, const ImVec4& tint_col) in ImageButtonEx() argument
1044 if (bg_col.w > 0.0f) in ImageButtonEx()
1045 window->DrawList->AddRectFilled(bb.Min + padding, bb.Max - padding, GetColorU32(bg_col)); in ImageButtonEx()
1054 bool ImGui::ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, int frame_padding, const ImVec4& bg_col, cons argument
1602 ImU32 bg_col = GetColorU32((popup_open || hovered) ? ImGuiCol_ButtonHovered : ImGuiCol_Button); BeginCombo() local
1604 window->DrawList->AddRectFilled(ImVec2(value_x2, bb.Min.y), bb.Max, bg_col, style.FrameRounding, (w <= arrow_size) ? ImDrawFlags_RoundCornersAll : ImDrawFlags_RoundCornersRight); BeginCombo() local
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H A Dimgui.cpp633 - 2015/06/14 (1.41) - changed ImageButton() default bg_col parameter from (0,0,0,1) (black) to (0,0,0,0) (transparent) - makes a difference when texture have transparence
5601 ImU32 bg_col = GetColorU32(GetWindowBgColorIdxFromFlags(flags)); in RenderWindowDecorations() local
5610 bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT); in RenderWindowDecorations()
5611 window->DrawList->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? 0 : ImDrawFlags_RoundCornersBottom); in RenderWindowDecorations()
H A Dimgui.h507 IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1,1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0,0,0,0), const ImVec4& tint_col = ImVec4(1,1,1,1)); // <0 frame_padding uses default frame padding settings. 0 for no padding
H A Dimgui_internal.h2675 IMGUI_API bool ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec2& padding, const ImVec4& bg_col, const ImVec4& tint_col);
H A Dimgui_demo.cpp1014 ImVec4 bg_col = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); // Black background in ShowDemoWindowWidgets() local
1016 if (ImGui::ImageButton(my_tex_id, size, uv0, uv1, frame_padding, bg_col, tint_col)) in ShowDemoWindowWidgets()
/third_party/mesa3d/src/imgui/
H A Dimgui.h391 IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0,0,0,0), const ImVec4& tint_col = ImVec4(1,1,1,1)); // <0 frame_padding uses default frame padding settings. 0 for no padding
H A Dimgui_widgets.cpp870 bool ImGui::ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, int frame_padding, const ImVec4& bg_col, const ImVec4& tint_col) in ImageButton() argument
899 if (bg_col.w > 0.0f) in ImageButton()
900 window->DrawList->AddRectFilled(image_bb.Min, image_bb.Max, GetColorU32(bg_col)); in ImageButton()
H A Dimgui.cpp506 - 2015/06/14 (1.41) - changed ImageButton() default bg_col parameter from (0,0,0,1) (black) to (0,0,0,0) (transparent) - makes a difference when texture have transparence
5239 ImU32 bg_col = GetColorU32(GetWindowBgColorIdxFromFlags(flags)); in Begin() local
5244 bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT); in Begin()
5245 window->DrawList->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Bot); in Begin()

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