GetColorU322
Definition
-- @/=[C]:-1
function GetColorU322(...)
Callers
@/lua/ge/extensions/editor/flowgraph/references.lua
for _, categoryData in pairs(self.sortedCategories) do
im.TableSetBgColor(im.TableBgTarget_CellBg, im.GetColorU322(columnBackground), 0)
im.TextWrapped(tostring(categoryData.category))
for i = 1, 4 do
im.TableSetBgColor(im.TableBgTarget_CellBg, im.GetColorU322(columnBackground), 0)
im.TableSetBgColor(im.TableBgTarget_CellBg, im.GetColorU322(columnBackground), 2)
im.TableSetBgColor(im.TableBgTarget_CellBg, im.GetColorU322(columnBackground), 0)
im.TableSetBgColor(im.TableBgTarget_CellBg, im.GetColorU322(columnBackground), 2)
im.Dummy(im.ImVec2(0, 3))
local pin = self.nodeTable[self.inspectedNode].pins.inPins[i]
im.TableSetBgColor(im.TableBgTarget_CellBg, im.GetColorU322(columnBackground), 0)
im.TableSetBgColor(im.TableBgTarget_CellBg, im.GetColorU322(columnBackground), 2)
im.TableSetBgColor(im.TableBgTarget_CellBg, im.GetColorU322(columnBackground), 0)
im.TableSetBgColor(im.TableBgTarget_CellBg, im.GetColorU322(columnBackground), 2)
@/lua/ge/extensions/trackbuilder/trackBuilder.lua
local p = im.ImVec2(pos.x + im.GetCursorPosX() - 4 ,pos.y + im.GetCursorPosY()-4)
local col = im.GetColorU322(im.ImVec4(0.5,0.5,0.5,1))
im.ImDrawList_AddRectFilled(im.GetWindowDrawList(), p, im.ImVec2(p.x+1,p.y+40), col)
@/lua/ge/extensions/editor/util/plotHelperUtil.lua
local borderColor = im.GetColorU322(im.ImVec4(1, 1, 1, 0.4), 1)
local gridColor = im.GetColorU322(im.ImVec4(1, 1, 1, 0.15), 1)
local borderColor = im.GetColorU322(im.ImVec4(1, 1, 1, 0.4), 1)
local gridColor = im.GetColorU322(im.ImVec4(1, 1, 1, 0.15), 1)
local annotationColor = im.GetColorU322(im.ImVec4(1, 1, 1, 0.22), 1)
local gridColor = im.GetColorU322(im.ImVec4(1, 1, 1, 0.15), 1)
local annotationColor = im.GetColorU322(im.ImVec4(1, 1, 1, 0.22), 1)
local crossHairColor = im.GetColorU322(im.ImVec4(1, 1, 1, 0.5), 1)
local annotationColor = im.GetColorU322(im.ImVec4(1, 1, 1, 0.22), 1)
local crossHairColor = im.GetColorU322(im.ImVec4(1, 1, 1, 0.5), 1)
format[i].color = color
format[i].uColor = im.GetColorU322(im.ImVec4(color[1], color[2], color[3], color[4]))
end
local color = rainbowColor(rowCount, r, 1)
splineColor = im.GetColorU322(im.ImVec4(color[1], color[2], color[3], color[4]))
end
local color = rainbowColor(count, r, 1)
circleColor = im.GetColorU322(im.ImVec4(color[1], color[2], color[3], color[4]))
end
@/lua/ge/extensions/editor/flowgraph/properties.lua
local uv = im.ImVec2(0.5, 0.1)
im.ImDrawList_AddImageRounded(im.GetWindowDrawList(), self.headerTexture.texId, a, b, im.ImVec2(0, 0), uv, im.GetColorU322(item.color), 0, 0)
@/lua/ge/extensions/editor/flowgraph/variables.lua
local lineColor = im.GetColorU322(highlightColor)
function C:drawTarget(target, name, id, global)
@/lua/ge/extensions/editor/biomeTool.lua
local p2 = imgui.ImVec2(imgui.GetCursorPos().x + 150 + 32, imgui.GetCursorPos().y + 30 + 32)
imgui.ImDrawList_AddRectFilled(imgui.GetWindowDrawList(), p1, p2, imgui.GetColorU322(imgui.ImVec4(1, 0, 0, 1)))
---imgui.BeginDisabled()
@/lua/ge/extensions/util/maptiles.lua
if tile.status == 'done' then
color = im.GetColorU322(im.ImVec4(0, 1, 0, 1)) -- Green
elseif tile.status == 'current' then
elseif tile.status == 'current' then
color = im.GetColorU322(im.ImVec4(1, 1, 0, 1)) -- Yellow
else
else
color = im.GetColorU322(im.ImVec4(0.5, 0.5, 0.5, 1)) -- Grey
end
-- Draw grid border
im.ImDrawList_AddRect(drawList, cursorPos, im.ImVec2(cursorPos.x + gridWidth, cursorPos.y + gridHeight), im.GetColorU322(im.ImVec4(1, 1, 1, 1)))
@/lua/ge/extensions/flowgraph/basenode.lua
bgClr = im.ImVec4(bgClr.x*0.4, bgClr.y*0.4, bgClr.z*0.4, 1)
im.ImDrawList_AddRectFilled(im.GetWindowDrawList(), self.overDrawSize.top_left(), self.overDrawSize.bottom_right(), im.GetColorU322(bgClr),8)
editor.uiIconImage(editor.icons[icon], size, fgClr)
@/lua/ge/extensions/flowgraph/link.lua
im.ImVec2(center.x + txtSize.x/2 + off.x, center.y + txtSize.y/2 + off.y),
im.GetColorU322(im.ImVec4(0.3, 0.3, 0.3, 1)), 3
)
im.ImVec2(center.x + txtSize.x/2 + off.x, center.y + txtSize.y/2 + off.y),
im.GetColorU322(im.ImVec4(self.color.x, self.color.y, self.color.z, 0.6)), 3, nil , 2
)
@/lua/ge/extensions/editor/dynamicDecals/layerStack.lua
local p2 = im.ImVec2(wpos.x + cpos.x + im.GetContentRegionAvailWidth(), wpos.y + cpos.y + layerDropHeight - tool.getMainScrollY())
im.ImDrawList_AddRect(im.GetWindowDrawList(), p1, p2, im.GetColorU322(editor.getTempImVec4_TableTable(colorTbl or {1,1,1,1})))
end
@/lua/ge/extensions/editor/vehicleEditor/staticEditor/veJBeamModifierLeakVis.lua
local r, g, b = HSVtoRGB(tempColVec:xyz())
im.TableSetBgColor(im.TableBgTarget_CellBg, im.GetColorU322(im.ImVec4(r, g, b, 0.5)), sectionModIdx)
end
local r, g, b = HSVtoRGB(tempColVec:xyz())
local imCol = im.GetColorU322(im.ImVec4(r, g, b, 0.5))
@/lua/ge/extensions/editor/dynamicDecals/inspector/utils.lua
local gradientColorBottomRight = {layer.decalGradientColorBottomRight.r/255, layer.decalGradientColorBottomRight.g/255, layer.decalGradientColorBottomRight.b/255, layer.decalGradientColorBottomRight.a/255}
local gradientColorTopLeftU32 = im.GetColorU322(editor.getTempImVec4_TableTable(gradientColorTopLeft))
local gradientColorTopRightU32 = im.GetColorU322(editor.getTempImVec4_TableTable(gradientColorTopRight))
local gradientColorTopLeftU32 = im.GetColorU322(editor.getTempImVec4_TableTable(gradientColorTopLeft))
local gradientColorTopRightU32 = im.GetColorU322(editor.getTempImVec4_TableTable(gradientColorTopRight))
local gradientColorBottomLeftU32 = im.GetColorU322(editor.getTempImVec4_TableTable(gradientColorBottomLeft))
local gradientColorTopRightU32 = im.GetColorU322(editor.getTempImVec4_TableTable(gradientColorTopRight))
local gradientColorBottomLeftU32 = im.GetColorU322(editor.getTempImVec4_TableTable(gradientColorBottomLeft))
local gradientColorBottomRightU32 = im.GetColorU322(editor.getTempImVec4_TableTable(gradientColorBottomRight))
local gradientColorBottomLeftU32 = im.GetColorU322(editor.getTempImVec4_TableTable(gradientColorBottomLeft))
local gradientColorBottomRightU32 = im.GetColorU322(editor.getTempImVec4_TableTable(gradientColorBottomRight))
@/lua/common/extensions/ui/imgui_gen_luaintf.lua
end
function M.GetColorU322(ImVec4_col) return imgui.GetColorU322(ImVec4_col) end
function M.GetColorU323(ImU32_col) return imgui.GetColorU323(ImU32_col) end
end
function M.GetColorU322(ImVec4_col) return imgui.GetColorU322(ImVec4_col) end
function M.GetColorU323(ImU32_col) return imgui.GetColorU323(ImU32_col) end
@/lua/common/extensions/ui/flowgraph/editor.lua
if im.IsItemHovered() then
im.ImDrawList_AddRect(im.GetWindowDrawList(), cPos, im.ImVec2(cPos.x + size.x, cPos.y + size.y), im.GetColorU322(im.ImVec4(1,0.6,0,0.5)), nil, nil, 1)
end
@/lua/ge/extensions/editor/dynamicDecals/docs.lua
im.ImVec2(wpos.x + cPos.x - itemInnerSpacing, wpos.y + cPos.y + im.GetFontSize() + itemSpacing.y - scrollY),
im.GetColorU322(editor.color.beamng.Value)
)
@/lua/ge/extensions/editor/gen/ui.lua
-- local bottomRight = im.ImVec2(topLeft.x + sz.x + 2*padding, topLeft.y + 20)
-- local color = im.GetColorU322(im.ImVec4(1.0, 0.0, 0.0, 1.0))
topLeft.y = topLeft.y + cur.y
-- local color = im.GetColorU322(im.ImVec4(1.0, 0.0, 0.0, 1.0))
local color = im.GetColorU321(im.Col_FrameBg)
topLeft.y = topLeft.y + cur.y
-- local color = im.GetColorU322(im.ImVec4(1.0, 0.0, 0.0, 1.0))
local color = im.GetColorU321(im.Col_FrameBg)
@/lua/ge/extensions/flowgraph/nodes/scene/raceLineParking.lua
end
local colorWhite = im.GetColorU322(im.ImVec4(1, 1, 1, 1))
local cRed = im.GetColorU322(im.ImVec4(1, 0.5, 0.5, 0.5))
local colorWhite = im.GetColorU322(im.ImVec4(1, 1, 1, 1))
local cRed = im.GetColorU322(im.ImVec4(1, 0.5, 0.5, 0.5))
local cGreen = im.GetColorU322(im.ImVec4(0.5, 1, 0.5, 0.5))
local cRed = im.GetColorU322(im.ImVec4(1, 0.5, 0.5, 0.5))
local cGreen = im.GetColorU322(im.ImVec4(0.5, 1, 0.5, 0.5))
local cYellow = im.GetColorU322(im.ImVec4(1, 1, 0.5, 0.5))
local cGreen = im.GetColorU322(im.ImVec4(0.5, 1, 0.5, 0.5))
local cYellow = im.GetColorU322(im.ImVec4(1, 1, 0.5, 0.5))
local aL, bL = im.ImVec2(0,0), im.ImVec2(0,0)
@/lua/ge/extensions/editor/missionPlaybook/missionTreeViewer.lua
local itemRect = GetItemRect()
im.ImDrawList_AddRectFilled(im.GetWindowDrawList(), itemRect.top_left(), itemRect.bottom_right(), im.GetColorU322(clr), 3)
im.SameLine()
local outClr = im.ImVec4(1,1,1,1)
im.ImDrawList_AddRectFilled(im.GetWindowDrawList(), itemRect.top_left(), itemRect.bottom_right(), im.GetColorU322(outClr), 3)
im.SameLine()
im.ImVec2(center.x + txtSize.x/2 + off.x, center.y + txtSize.y/2 + off.y),
im.GetColorU322(im.ImVec4(0.3, 0.3, 0.3, 1)), 3
)
im.ImVec2(center.x + txtSize.x/2 + off.x, center.y + txtSize.y/2 + off.y),
im.GetColorU322(im.ImVec4(clr.x*str, clr.y*str, clr.z*str, 0.6)), 3, nil , 2
)
@/lua/ge/extensions/editor/flowgraph/welcome.lua
--im.EndChild()
--im.ImDrawList_AddRect(im.GetWindowDrawList(), im.GetItemRectMin(), im.GetItemRectMax(), im.GetColorU322(im.ImVec4(1, 0, 0, 1)))
end
im.Image(self.headerImage.texId, self.headerImageSize, im.ImVec2(0, 0), im.ImVec2(1, 1), col)
--im.ImDrawList_AddRect(im.GetWindowDrawList(), im.GetItemRectMin(), im.GetItemRectMax(), im.GetColorU322(im.ImVec4(1, 0, 0, 1)))
end
--im.ImDrawList_AddRect(im.GetWindowDrawList(), im.GetItemRectMin(), im.GetItemRectMax(), im.GetColorU322(im.ImVec4(1, 0, 1, 1)))
im.PopStyleVar()
--im.ImDrawList_AddRect(im.GetWindowDrawList(), im.GetItemRectMin(), im.GetItemRectMax(), im.GetColorU322(im.ImVec4(0.5, 0, 1, 1)))
@/lua/ge/extensions/editor/sensorConfigurationEditor.lua
local bgColor = im.GetColorU322(im.ImVec4(0.3, 0.3, 0.3, 1.0))
local borderColor = im.GetColorU322(im.ImVec4(0.6, 0.6, 0.6, 1.0))
local bgColor = im.GetColorU322(im.ImVec4(0.3, 0.3, 0.3, 1.0))
local borderColor = im.GetColorU322(im.ImVec4(0.6, 0.6, 0.6, 1.0))
local markerColor = im.GetColorU322(greenB)
local borderColor = im.GetColorU322(im.ImVec4(0.6, 0.6, 0.6, 1.0))
local markerColor = im.GetColorU322(greenB)
@/lua/ge/extensions/editor/api/valueInspector.lua
local p2_X_BG = imgui.ImVec2(coloredBG_X_EndPos_X, coloredBG_EndPos_Y)
local color_X_BG = imgui.GetColorU322(imgui.ImVec4(0.7, 0.0, 0.0, 1.0))
local p1_X_Text = imgui.ImVec2(coloredBG_X_StartPos_X + coloredBGWidth / 2 - textWidth / 2, textPadding_Y)
local p2_Y_BG = imgui.ImVec2(coloredBG_Y_EndPos_X, coloredBG_EndPos_Y)
local color_Y_BG = imgui.GetColorU322(imgui.ImVec4(0.0, 0.7, 0.0, 1.0))
local p1_Y_Text = imgui.ImVec2(coloredBG_Y_StartPos_X + coloredBGWidth / 2 - textWidth / 2, textPadding_Y)
local p2_Z_BG = imgui.ImVec2(coloredBG_Z_EndPos_X, coloredBG_EndPos_Y)
local color_Z_BG = imgui.GetColorU322(imgui.ImVec4(0.0, 0.0, 1.0, 1.0))
local p1_Z_Text = imgui.ImVec2(coloredBG_Z_StartPos_X + coloredBGWidth / 2 - textWidth / 2, textPadding_Y)
local labelTextColor = imgui.GetColorU322(imgui.ImVec4(1.0, 1.0, 1.0, 1.0))
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/veAdjustableTechCarTuner.lua
local whiteColor = im.GetColorU322(im.ImVec4(1, 1, 1, 1), 1)
@/lua/ge/extensions/gameplay/missions/missionTypes/editorHelper.lua
local function decoTextDraw(e, mtd) im.Columns(2) im.SetColumnWidth(0,columnWidth) im.Dummy(im.ImVec2(1,1)) im.NextColumn() im.TextWrapped(e.text) if e.tooltip then im.tooltip(e.tooltip) end im.Columns(1) end
local separatorColor = im.GetColorU322(im.ImVec4(1,1,1,0.5))
local separatorDummySize = im.ImVec2(0,5)
@/lua/ge/extensions/flowgraph/baseStateNode.lua
--im.ImDrawList_AddRect(im.GetWindowDrawList(), builder.NodeRect.top_left(), builder.NodeRect.bottom_right(), im.GetColorU322(im.ImVec4(1, 1, 0, 1)))
-- setup link strengths for all of these pins.
@/lua/ge/extensions/flowgraph/nodes/debug/comment.lua
local col1 = im.GetColorU322(self.bgColorVec4)
local col2 = im.GetColorU322(self.borderColorVec4)
local col1 = im.GetColorU322(self.bgColorVec4)
local col2 = im.GetColorU322(self.borderColorVec4)
@/lua/ge/extensions/editor/gen/lib/ui.lua
if not htree then return end
-- local cbg = im.GetColorU322(im.ImVec4(0.8, 0.4, 0.1, 1))
local padding = 1
-- local cbg = im.GetColorU321(im.Col_FrameBg)
local cbg = im.GetColorU322(im.ImVec4(0.3, 0.3, 0.3, 0.8)) --im.GetColorU321(im.ImVec4(0.3, 0.3, 0.3, 1)) -- im.Col_FrameBg)
for i,row in pairs(htree) do
topLeft.y = topLeft.y + cur.y
-- local color = im.GetColorU322(im.ImVec4(1.0, 0.0, 0.0, 1.0))
local color = im.GetColorU321(im.Col_FrameBg)
@/lua/ge/extensions/editor/trafficSignalsEditor.lua
im.TableNextColumn()
im.TableSetBgColor(im.TableBgTarget_CellBg, im.GetColorU322(imColors.black), columnIdx)
im.TextUnformatted("")
im.TableNextColumn()
im.TableSetBgColor(im.TableBgTarget_CellBg, im.GetColorU322(color), columnIdx)
im.TextUnformatted("")
im.TableNextColumn()
im.TableSetBgColor(im.TableBgTarget_CellBg, im.GetColorU322(imColors.black), columnIdx)
im.TextUnformatted("")
@/lua/ge/extensions/editor/resourceChecker.lua
end
im.ImDrawList_AddRectFilled(im.GetWindowDrawList(), leftT, rightB, im.GetColorU322(color), 0, nil)
end
local c = _colorFor(path, false)
im.ImDrawList_AddRectFilled(dl, im.ImVec2(r.x, r.y), im.ImVec2(r.x+r.w, r.y+r.h), im.GetColorU322(c))
im.ImDrawList_AddRect(dl, im.ImVec2(r.x, r.y), im.ImVec2(r.x+r.w, r.y+r.h), im.GetColorU322(im.ImVec4(0,0,0,0.35)))
im.ImDrawList_AddRectFilled(dl, im.ImVec2(r.x, r.y), im.ImVec2(r.x+r.w, r.y+r.h), im.GetColorU322(c))
im.ImDrawList_AddRect(dl, im.ImVec2(r.x, r.y), im.ImVec2(r.x+r.w, r.y+r.h), im.GetColorU322(im.ImVec4(0,0,0,0.35)))
if assetTreemapState.selectedPath == path then
im.ImDrawList_AddRect(dl, im.ImVec2(r.x+1, r.y+1), im.ImVec2(r.x+r.w-1, r.y+r.h-1), im.GetColorU322(im.ImVec4(1,1,1,0.9)), 0, 0, 2.0)
end
local max = im.ImVec2(x + w, y + barH)
im.ImDrawList_AddRectFilled(dl, min, max, im.GetColorU322(colors[k]))
local oldPos = im.GetCursorScreenPos()
if hovered then
im.ImDrawList_AddRect(dl, min, max, im.GetColorU322(im.ImVec4(1, 1, 1, 0.35)))
im.BeginTooltip()
local dl = im.GetWindowDrawList()
im.ImDrawList_AddRectFilled(dl, spPos, im.ImVec2(spPos.x + splitterWidth, spPos.y + splitterThickness), im.GetColorU322(im.ImVec4(0.3,0.3,0.3,1.0)))
@/lua/ge/extensions/editor/flowgraph/main.lua
self.vertSliderHeight = 8
self.vertSliderColor = im.GetColorU322(im.ImVec4(0.3,0.3,0.3,1))
self.vertSliderColorHovered = im.GetColorU322(im.ImVec4(0.2,0.4,0.8,1))
self.vertSliderColor = im.GetColorU322(im.ImVec4(0.3,0.3,0.3,1))
self.vertSliderColorHovered = im.GetColorU322(im.ImVec4(0.2,0.4,0.8,1))
cursor.y + im.GetWindowPos().y + itemSize.y + 2 - im.GetScrollY()),
im.GetColorU322(clr), 1, 1)
end
@/lua/ge/extensions/util/groundModelDebug.lua
local cf = groundModels[k].color
local col = im.GetColorU322(im.ImVec4(cf[0], cf[1], cf[2], 1))
im.ImDrawList_AddRectFilled(im.GetWindowDrawList(), p1, p2, col)
-- local p2 = im.ImVec2(p1.x + weight, p1.y + textLineHeight)
-- local col = im.GetColorU322( im.ImVec4(0.65, 0.2, 0.2, 1))
-- im.ImDrawList_AddRectFilled(im.GetWindowDrawList(), p1, p2, col)
@/lua/common/extensions/ui/imguiUtils.lua
posY = posY or (imgui.GetWindowPos().y + imgui.GetCursorPosY())
imgui.ImDrawList_AddLine(imgui.GetWindowDrawList(), imgui.ImVec2(posX - 4, posY), imgui.ImVec2(posX + 4, posY) , imgui.GetColorU322(imgui.ImVec4(1, 0, 0, 0.75)))
imgui.ImDrawList_AddLine(imgui.GetWindowDrawList(), imgui.ImVec2(posX, posY - 4), imgui.ImVec2(posX, posY + 4) , imgui.GetColorU322(imgui.ImVec4(1, 0, 0, 0.75)))
imgui.ImDrawList_AddLine(imgui.GetWindowDrawList(), imgui.ImVec2(posX - 4, posY), imgui.ImVec2(posX + 4, posY) , imgui.GetColorU322(imgui.ImVec4(1, 0, 0, 0.75)))
imgui.ImDrawList_AddLine(imgui.GetWindowDrawList(), imgui.ImVec2(posX, posY - 4), imgui.ImVec2(posX, posY + 4) , imgui.GetColorU322(imgui.ImVec4(1, 0, 0, 0.75)))
end
@/lua/ge/extensions/editor/util/editorElementHelper.lua
local function decoTextDraw(e, ctd) im.Columns(2) im.SetColumnWidth(0,columnWidth) im.Dummy(im.ImVec2(1,1)) im.NextColumn() im.TextWrapped(e.text) if e.tooltip then im.tooltip(e.tooltip) end im.Columns(1) end
local separatorColor = im.GetColorU322(im.ImVec4(1,1,1,0.5))
local separatorDummySize = im.ImVec2(0,5)
@/lua/ge/extensions/editor/terrainEditor.lua
var.softSelectFilterBackup = nil
var.sc_frameCol = im.GetColorU322(im.ImVec4(1,1,1,1))
var.sc_backgroundCol = im.GetColorU322(im.ImVec4(0.8,0.8,0.8,1))
var.sc_frameCol = im.GetColorU322(im.ImVec4(1,1,1,1))
var.sc_backgroundCol = im.GetColorU322(im.ImVec4(0.8,0.8,0.8,1))
var.sc_identityLineCol = im.GetColorU322(im.ImVec4(0.5,0.5,0.5,0.5))
var.sc_backgroundCol = im.GetColorU322(im.ImVec4(0.8,0.8,0.8,1))
var.sc_identityLineCol = im.GetColorU322(im.ImVec4(0.5,0.5,0.5,0.5))
var.sc_curveColor = im.GetColorU322(im.ImVec4(0,0,0,1))
var.sc_identityLineCol = im.GetColorU322(im.ImVec4(0.5,0.5,0.5,0.5))
var.sc_curveColor = im.GetColorU322(im.ImVec4(0,0,0,1))
var.sc_knotColor = im.GetColorU322(im.ImVec4(1,0,0,0.5))
var.sc_curveColor = im.GetColorU322(im.ImVec4(0,0,0,1))
var.sc_knotColor = im.GetColorU322(im.ImVec4(1,0,0,0.5))
var.sc_knotColorActive = im.GetColorU322(im.ImVec4(1,0,0,0.75))
var.sc_knotColor = im.GetColorU322(im.ImVec4(1,0,0,0.5))
var.sc_knotColorActive = im.GetColorU322(im.ImVec4(1,0,0,0.75))
var.sc_dragId = nil
@/lua/ge/extensions/ui/apps/minimap/minimap.lua
local drawTransform = {0,0,0,0}
local transparent = im.GetColorU322(im.ImVec4(0,0,0,0.0))
local padding = im.ImVec2(5,5)
im.PushStyleColor1(im.Col_WindowBg, debugSettings.drawBounds and im.GetColorU322(im.ImVec4(0,0,0,0.25)) or transparent)
im.PushStyleColor1(im.Col_Border, debugSettings.drawBounds and im.GetColorU322(im.ImVec4(0,0,0,0.25)) or transparent)
im.PushStyleColor1(im.Col_WindowBg, debugSettings.drawBounds and im.GetColorU322(im.ImVec4(0,0,0,0.25)) or transparent)
im.PushStyleColor1(im.Col_Border, debugSettings.drawBounds and im.GetColorU322(im.ImVec4(0,0,0,0.25)) or transparent)
im.PushStyleColor1(im.Col_BorderShadow, debugSettings.drawBounds and im.GetColorU322(im.ImVec4(0,0,0,0.25)) or transparent)
im.PushStyleColor1(im.Col_Border, debugSettings.drawBounds and im.GetColorU322(im.ImVec4(0,0,0,0.25)) or transparent)
im.PushStyleColor1(im.Col_BorderShadow, debugSettings.drawBounds and im.GetColorU322(im.ImVec4(0,0,0,0.25)) or transparent)
im.PushStyleVar2(im.StyleVar_WindowPadding, padding)
@/lua/ge/extensions/editor/mainMenu.lua
if editor.safeMode then
imgui.PushStyleColor1(imgui.Col_MenuBarBg, imgui.GetColorU322(imgui.ImVec4(0.3,0,0,1)))
end
@/lua/ge/extensions/editor/inspector.lua
local height_pixel = groundCoverHVal[0] * imageSize.y
local handleColor = imgui.GetColorU322(groundCoverUVHandleColors[groundCoverUVHandleColorIndex].color)
local p2_BG = imgui.ImVec2(coloredBG_StartPos_X + size.x, coloredBG_StartPos_Y + size.y)
imgui.ImDrawList_AddRectFilled(drawlist, p1_BG, p2_BG, imgui.GetColorU322(groundCoverUVBgColors[groundCoverUVBgColorIndex].color))
imgui.ImDrawList_AddRectFilled(imgui.GetWindowDrawList(), p1_HandleColorLabel, p2_HandleColorLabel, imgui.GetColorU322(groundCoverUVHandleColors[groundCoverUVHandleColorIndex].color))
imgui.ImDrawList_AddRect(imgui.GetWindowDrawList(), imgui.ImVec2(p1_HandleColorLabel.x - 1, p1_HandleColorLabel.y - 1), imgui.ImVec2(p2_HandleColorLabel.x + 1, p2_HandleColorLabel.y + 1), imgui.GetColorU322(imgui.ImVec4(0, 0, 0, 1)), nil, nil, 1)
imgui.ImDrawList_AddRectFilled(imgui.GetWindowDrawList(), p1_HandleColorLabel, p2_HandleColorLabel, imgui.GetColorU322(groundCoverUVHandleColors[groundCoverUVHandleColorIndex].color))
imgui.ImDrawList_AddRect(imgui.GetWindowDrawList(), imgui.ImVec2(p1_HandleColorLabel.x - 1, p1_HandleColorLabel.y - 1), imgui.ImVec2(p2_HandleColorLabel.x + 1, p2_HandleColorLabel.y + 1), imgui.GetColorU322(imgui.ImVec4(0, 0, 0, 1)), nil, nil, 1)
imgui.ImDrawList_AddRectFilled(drawlist, p1_BG, p2_BG, imgui.GetColorU322(val.color))
imgui.ImDrawList_AddRect(drawlist, imgui.ImVec2(p1_BG.x - 1, p1_BG.y - 1), imgui.ImVec2(p2_BG.x + 1, p2_BG.y + 1), imgui.GetColorU322(imgui.ImVec4(0, 0, 0, 1)), nil, nil, 1)
imgui.ImDrawList_AddRectFilled(drawlist, p1_BG, p2_BG, imgui.GetColorU322(val.color))
imgui.ImDrawList_AddRect(drawlist, imgui.ImVec2(p1_BG.x - 1, p1_BG.y - 1), imgui.ImVec2(p2_BG.x + 1, p2_BG.y + 1), imgui.GetColorU322(imgui.ImVec4(0, 0, 0, 1)), nil, nil, 1)
imgui.ImDrawList_AddRectFilled(imgui.GetWindowDrawList(), p1_bgColorLabel, p2_bgColorLabel, imgui.GetColorU322(groundCoverUVBgColors[groundCoverUVBgColorIndex].color))
imgui.ImDrawList_AddRect(imgui.GetWindowDrawList(), imgui.ImVec2(p1_bgColorLabel.x - 1, p1_bgColorLabel.y - 1), imgui.ImVec2(p2_bgColorLabel.x + 1, p2_bgColorLabel.y + 1), imgui.GetColorU322(imgui.ImVec4(0, 0, 0, 1)), nil, nil, 1)
imgui.ImDrawList_AddRectFilled(imgui.GetWindowDrawList(), p1_bgColorLabel, p2_bgColorLabel, imgui.GetColorU322(groundCoverUVBgColors[groundCoverUVBgColorIndex].color))
imgui.ImDrawList_AddRect(imgui.GetWindowDrawList(), imgui.ImVec2(p1_bgColorLabel.x - 1, p1_bgColorLabel.y - 1), imgui.ImVec2(p2_bgColorLabel.x + 1, p2_bgColorLabel.y + 1), imgui.GetColorU322(imgui.ImVec4(0, 0, 0, 1)), nil, nil, 1)
imgui.ImDrawList_AddRectFilled(drawlist, p1_BG, p2_BG, imgui.GetColorU322(val.color))
imgui.ImDrawList_AddRect(drawlist, imgui.ImVec2(p1_BG.x - 1, p1_BG.y - 1), imgui.ImVec2(p2_BG.x + 1, p2_BG.y + 1), imgui.GetColorU322(imgui.ImVec4(0, 0, 0, 1)), nil, nil, 1)
imgui.ImDrawList_AddRectFilled(drawlist, p1_BG, p2_BG, imgui.GetColorU322(val.color))
imgui.ImDrawList_AddRect(drawlist, imgui.ImVec2(p1_BG.x - 1, p1_BG.y - 1), imgui.ImVec2(p2_BG.x + 1, p2_BG.y + 1), imgui.GetColorU322(imgui.ImVec4(0, 0, 0, 1)), nil, nil, 1)
local labelBGColor = imgui.GetColorU322(imgui.ImVec4(0.2, 0.2, 0.2, 1.0))
local labelTextColor = imgui.GetColorU322(imgui.ImVec4(1.0, 1.0, 1.0, 1.0))
@/lua/ge/extensions/editor/dynamicDecals/layerTypes/decal.lua
local p2 = im.ImVec2(wpos.x + highlightSdfProperties.endCursorPos.x - scrollX + im.GetContentRegionAvailWidth(), wpos.y + highlightSdfProperties.endCursorPos.y - scrollY)
im.ImDrawList_AddRect(im.GetWindowDrawList(), p1, p2, im.GetColorU322(editor.color.beamng.Value), nil, nil, 3)
end
@/lua/ge/extensions/editor/sceneTree.lua
local objectClassIcons = nil -- inited in onEditorInitialized
local dragDropBGColor = imgui.GetColorU322(imgui.ImVec4(1, 1, 1, 0.25), 1)
local guiInstancer = require("editor/api/guiInstancer")()
local dl = imgui.GetWindowDrawList()
imgui.ImDrawList_AddLine(dl, p1, p2, imgui.GetColorU322(imgui.ImVec4(1,1,1,1)), 3)
imgui.ImDrawList_AddRect(imgui.GetWindowDrawList(), localMouseDragStartPos, mouseDragEndPos, imgui.GetColorU322(imgui.ImVec4(1, 1, 0, 1)))
end
@/lua/ge/extensions/editor/dynamicDecals/brushes.lua
local gradientColorBottomRight = {gradientColorBottomRight_Table[1]/255, gradientColorBottomRight_Table[2]/255, gradientColorBottomRight_Table[3]/255, gradientColorBottomRight_Table[4]/255}
local gradientColorTopLeftU32 = im.GetColorU322(editor.getTempImVec4_TableTable(gradientColorTopLeft))
local gradientColorTopRightU32 = im.GetColorU322(editor.getTempImVec4_TableTable(gradientColorTopRight))
local gradientColorTopLeftU32 = im.GetColorU322(editor.getTempImVec4_TableTable(gradientColorTopLeft))
local gradientColorTopRightU32 = im.GetColorU322(editor.getTempImVec4_TableTable(gradientColorTopRight))
local gradientColorBottomLeftU32 = im.GetColorU322(editor.getTempImVec4_TableTable(gradientColorBottomLeft))
local gradientColorTopRightU32 = im.GetColorU322(editor.getTempImVec4_TableTable(gradientColorTopRight))
local gradientColorBottomLeftU32 = im.GetColorU322(editor.getTempImVec4_TableTable(gradientColorBottomLeft))
local gradientColorBottomRightU32 = im.GetColorU322(editor.getTempImVec4_TableTable(gradientColorBottomRight))
local gradientColorBottomLeftU32 = im.GetColorU322(editor.getTempImVec4_TableTable(gradientColorBottomLeft))
local gradientColorBottomRightU32 = im.GetColorU322(editor.getTempImVec4_TableTable(gradientColorBottomRight))
@/lua/ge/extensions/editor/assetBrowser.lua
local col = var.typeColors[asset.type]
return im.GetColorU322(im.ImVec4(col[1],col[2],col[3],1))
else
editor.logWarn(logTag .. "No suitable color for type '" .. asset.type .. "'. Using default color.")
return im.GetColorU322(im.ImVec4(1,1,1,1))
end
@/lua/ge/extensions/flowgraph/utils.lua
im.ImDrawList_AddRectFilled(im.GetWindowDrawList(), rectMin, rectMax, im.GetColorU322(color), size.y * 0.15)
im.TextUnformatted(label)
@/lua/ge/extensions/editor/dynamicDecals/widgets.lua
im.ImVec2(im.GetCursorPosX() + imgWidth + windowPos.x - scrollX + 3, im.GetCursorPosY() + imgHeight + windowPos.y - scrollY + 2),
im.GetColorU322(editor.color.grey.Value),
nil,
local gradientColorBottomRight = {value[4][1]/255, value[4][2]/255, value[4][3]/255, value[4][4]/255}
local gradientColorTopLeftU32 = im.GetColorU322(editor.getTempImVec4_TableTable(gradientColorTopLeft))
local gradientColorTopRightU32 = im.GetColorU322(editor.getTempImVec4_TableTable(gradientColorTopRight))
local gradientColorTopLeftU32 = im.GetColorU322(editor.getTempImVec4_TableTable(gradientColorTopLeft))
local gradientColorTopRightU32 = im.GetColorU322(editor.getTempImVec4_TableTable(gradientColorTopRight))
local gradientColorBottomLeftU32 = im.GetColorU322(editor.getTempImVec4_TableTable(gradientColorBottomLeft))
local gradientColorTopRightU32 = im.GetColorU322(editor.getTempImVec4_TableTable(gradientColorTopRight))
local gradientColorBottomLeftU32 = im.GetColorU322(editor.getTempImVec4_TableTable(gradientColorBottomLeft))
local gradientColorBottomRightU32 = im.GetColorU322(editor.getTempImVec4_TableTable(gradientColorBottomRight))
local gradientColorBottomLeftU32 = im.GetColorU322(editor.getTempImVec4_TableTable(gradientColorBottomLeft))
local gradientColorBottomRightU32 = im.GetColorU322(editor.getTempImVec4_TableTable(gradientColorBottomRight))
local p2 = im.ImVec2(wpos.x + endCursorPos.x - scrollX + im.GetContentRegionAvailWidth() + style.ItemSpacing.x / 2, wpos.y + endCursorPos.y - scrollY)
im.ImDrawList_AddRect(im.GetWindowDrawList(), p1, p2, im.GetColorU322(editor.color.beamng.Value), nil, nil, 2)
end
@/lua/ge/extensions/flowgraph/builder.lua
im.ImDrawList_AddImageRounded(im.GetWindowDrawList(), self.headerTexture.texId, a, b, im.ImVec2(0, 0), uv, im.GetColorU322(self.HeaderColor), ui_flowgraph_editor.GetStyle().NodeRounding, 3)
im.ImDrawList_AddLine(im.GetWindowDrawList(), a, b, im.GetColorU322(im.ImVec4(0, 0, 0, 0.38 * (alpha / 2)), 1)) -- (alpha / 3)
end
if self.drawDebug then
if self.NodeRect then im.ImDrawList_AddRect(im.GetWindowDrawList(), self.NodeRect.top_left(), self.NodeRect.bottom_right(), im.GetColorU322(im.ImVec4(1, 0, 0, 1))) end
if self.HeaderRect then im.ImDrawList_AddRect(im.GetWindowDrawList(), self.HeaderRect.top_left(), self.HeaderRect.bottom_right(), im.GetColorU322(im.ImVec4(0, 1, 0, 1))) end
if self.NodeRect then im.ImDrawList_AddRect(im.GetWindowDrawList(), self.NodeRect.top_left(), self.NodeRect.bottom_right(), im.GetColorU322(im.ImVec4(1, 0, 0, 1))) end
if self.HeaderRect then im.ImDrawList_AddRect(im.GetWindowDrawList(), self.HeaderRect.top_left(), self.HeaderRect.bottom_right(), im.GetColorU322(im.ImVec4(0, 1, 0, 1))) end
if self.ContentRect then im.ImDrawList_AddRect(im.GetWindowDrawList(), self.ContentRect.top_left(), self.ContentRect.bottom_right(), im.GetColorU322(im.ImVec4(0, 0, 1, 1))) end
if self.HeaderRect then im.ImDrawList_AddRect(im.GetWindowDrawList(), self.HeaderRect.top_left(), self.HeaderRect.bottom_right(), im.GetColorU322(im.ImVec4(0, 1, 0, 1))) end
if self.ContentRect then im.ImDrawList_AddRect(im.GetWindowDrawList(), self.ContentRect.top_left(), self.ContentRect.bottom_right(), im.GetColorU322(im.ImVec4(0, 0, 1, 1))) end
end
if self.leftPinSize then
-- im.ImDrawList_AddRect(im.GetWindowDrawList(), im.ImVec2(self.ContentRect.x + self.leftPinSize, self.ContentRect.y), im.ImVec2(self.ContentRect.x + self.leftPinSize, self.ContentRect.y + self.ContentRect.h), im.GetColorU322(im.ImVec4(1, 1, 1, 0.2)))
end
if self.rightPinSize then
-- im.ImDrawList_AddRect(im.GetWindowDrawList(), im.ImVec2(self.ContentRect.x + self.ContentRect.w - self.rightPinSize, self.ContentRect.y), im.ImVec2(self.ContentRect.x + self.ContentRect.w - self.rightPinSize, self.ContentRect.y + self.ContentRect.h), im.GetColorU322(im.ImVec4(1,1,1, 0.2)))
end
if self.drawDebug then
im.ImDrawList_AddRect(im.GetWindowDrawList(), itemRect.top_left(), itemRect.bottom_right(), im.GetColorU322(im.ImVec4(1, 0.25, 0, 1)))
end
if self.drawDebug then
im.ImDrawList_AddRect(im.GetWindowDrawList(), itemRect.top_left(), itemRect.bottom_right(), im.GetColorU322(im.ImVec4(1, 1, 0.25, 1)))
end
local itemRect = GetItemRect()
im.ImDrawList_AddRect(im.GetWindowDrawList(), itemRect.top_left(), itemRect.bottom_right(), im.GetColorU322(im.ImVec4(1, 0, 1, 1)))
end
--if self.drawDebug then
-- im.ImDrawList_AddRect(im.GetWindowDrawList(), tempRect.top_left(), tempRect.bottom_right(), im.GetColorU322(im.ImVec4(1, 1, 1, 1)))
--end
--if self.drawDebug then
-- im.ImDrawList_AddRect(im.GetWindowDrawList(), tempRect.top_left(), tempRect.bottom_right(), im.GetColorU322(im.ImVec4(1, 1, 1, 1)))
--end
local tempRect = GetItemRect()
im.ImDrawList_AddRect(im.GetWindowDrawList(), tempRect.top_left(), tempRect.bottom_right(), im.GetColorU322(im.ImVec4(1, 0, 0, 1)))
end
local rMax = im.GetItemRectMax()
local col = im.GetColorU322(im.ImVec4(1, 0, 0, 0.4))
--im.ImDrawList_AddRectFilled(im.GetWindowDrawList(), rMin, rMax, col)
local rMax = im.GetItemRectMax()
local col = im.GetColorU322(im.ImVec4(0.6, 0.9, 0, 0.4))
im.ImDrawList_AddRectFilled(im.GetWindowDrawList(), rMin, rMax, col)
@/lua/ge/extensions/editor/scriptAIManager.lua
local p2 = im.ImVec2(graphPos.x + cw - spacing.x * 2 - 12, graphPos.y + textLineHeight)
local col = im.GetColorU322(im.ImVec4(0.3, 0.3, 0.3, 1))
-- the background
p2 = im.ImVec2(graphPos.x + (perc * cwGraph), graphPos.y + barheight )
col = im.GetColorU322(im.ImVec4(0, 1, 0, 1))
if vi.isSleeping then
if vi.isSleeping then
col = im.GetColorU322(im.ImVec4(1, 0, 0, 1))
end
p2 = im.ImVec2(graphPos.x + (perc * cwGraph), graphPos.y + barheight * 2)
col = im.GetColorU322(im.ImVec4(1, 1, 1, 1))
if p2.x > p1.x then
local p2 = im.ImVec2(graphPos.x + x, graphPos.y + textLineHeight)
col = im.GetColorU322(im.ImVec4( 1, 0, 0, math.min(math.abs(ys), 1)))
im.ImDrawList_AddLine(dl, p1, p2, col, 1)
@/lua/ge/extensions/editor/gen/exp_meshexplorer.lua
local id,color,cbg = 1
local whiteColor = im.GetColorU322(im.ImVec4(1, 1, 1, 1), 1)
-- im.ImDrawList_AddLine(dl, localToGlobalPos(1, 1), localToGlobalPos(100, 100), whiteColor, 2)
@/lua/ge/extensions/editor/trafficManager.lua
im.TableNextColumn()
im.TableSetBgColor(im.TableBgTarget_CellBg, im.GetColorU322(imColors.basicLights[i] or imColors.basicLights[4]), i - 1)
im.TextUnformatted(" ")
@/lua/ge/extensions/editor/materialEditor.lua
local y2 = y1 + ts.y + ((smol == 1) and 4 or 1)
im.ImDrawList_AddRectFilled(im.GetWindowDrawList(), im.ImVec2(x1, y1), im.ImVec2(x2, y2), im.GetColorU322(color), 0, nil)
end
@/lua/ge/extensions/editor/vehicleEditor/staticEditor/vePartTextView.lua
local textColorDefault = im.GetColorU322(im.ImVec4(1, 1, 1, 1))
local nodeColorDefault = im.GetColorU322(im.ImVec4(1, 1, 1, 0.1))
local textColorDefault = im.GetColorU322(im.ImVec4(1, 1, 1, 1))
local nodeColorDefault = im.GetColorU322(im.ImVec4(1, 1, 1, 0.1))
local nodeColorHighlight = im.GetColorU322(im.ImVec4(1, 1, 1, 0.5))
local nodeColorDefault = im.GetColorU322(im.ImVec4(1, 1, 1, 0.1))
local nodeColorHighlight = im.GetColorU322(im.ImVec4(1, 1, 1, 0.5))
local nodeColorHighlightRed = im.GetColorU322(im.ImVec4(1, 1, 0.5, 0.2))
local nodeColorHighlight = im.GetColorU322(im.ImVec4(1, 1, 1, 0.5))
local nodeColorHighlightRed = im.GetColorU322(im.ImVec4(1, 1, 0.5, 0.2))