chore: housekeeping — linter & formatter setup
Add .prettierrc.json, .markdownlint.json, .yamllint.yaml, .gitattributes Run CSharpier, Prettier and markdownlint across the entire codebase. No logic changes — formatting, using order and line endings only.
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@@ -1,7 +1,7 @@
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using HellionChat.Themes;
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using HellionChat.Util;
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using Dalamud.Bindings.ImGui;
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using Dalamud.Interface.Utility.Raii;
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using HellionChat.Themes;
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using HellionChat.Util;
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namespace HellionChat.Ui;
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@@ -21,18 +21,18 @@ internal static class HellionStyle
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{
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var a = theme.AbgrCache;
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var stack = new StackHandle();
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stack.PushColorAbgr(ImGuiCol.Button, a.Primary);
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stack.PushColorAbgr(ImGuiCol.ButtonHovered, a.PrimaryLight);
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stack.PushColorAbgr(ImGuiCol.ButtonActive, a.PrimaryDark);
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stack.PushColorAbgr(ImGuiCol.FrameBg, a.FrameBg);
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stack.PushColorAbgr(ImGuiCol.FrameBgHovered, a.SurfaceHover);
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stack.PushColorAbgr(ImGuiCol.FrameBgActive, a.Surface);
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stack.PushColorAbgr(ImGuiCol.Border, a.Border);
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stack.PushColorAbgr(ImGuiCol.Header, a.Surface);
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stack.PushColorAbgr(ImGuiCol.HeaderHovered, a.SurfaceHover);
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stack.PushColorAbgr(ImGuiCol.HeaderActive, a.Identity);
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stack.PushColorAbgr(ImGuiCol.CheckMark, a.Primary);
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stack.PushColorAbgr(ImGuiCol.SliderGrab, a.Primary);
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stack.PushColorAbgr(ImGuiCol.Button, a.Primary);
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stack.PushColorAbgr(ImGuiCol.ButtonHovered, a.PrimaryLight);
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stack.PushColorAbgr(ImGuiCol.ButtonActive, a.PrimaryDark);
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stack.PushColorAbgr(ImGuiCol.FrameBg, a.FrameBg);
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stack.PushColorAbgr(ImGuiCol.FrameBgHovered, a.SurfaceHover);
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stack.PushColorAbgr(ImGuiCol.FrameBgActive, a.Surface);
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stack.PushColorAbgr(ImGuiCol.Border, a.Border);
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stack.PushColorAbgr(ImGuiCol.Header, a.Surface);
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stack.PushColorAbgr(ImGuiCol.HeaderHovered, a.SurfaceHover);
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stack.PushColorAbgr(ImGuiCol.HeaderActive, a.Identity);
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stack.PushColorAbgr(ImGuiCol.CheckMark, a.Primary);
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stack.PushColorAbgr(ImGuiCol.SliderGrab, a.Primary);
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stack.PushColorAbgr(ImGuiCol.SliderGrabActive, a.PrimaryLight);
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return stack;
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}
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@@ -67,71 +67,71 @@ internal static class HellionStyle
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var childBgWithAlpha = (c.ChildBg & 0xFFFFFF00u) | childBgAlpha;
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// Layout
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stack.PushStyleVar(ImGuiStyleVar.WindowRounding, l.WindowRounding);
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stack.PushStyleVar(ImGuiStyleVar.ChildRounding, l.ChildRounding);
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stack.PushStyleVar(ImGuiStyleVar.PopupRounding, l.PopupRounding);
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stack.PushStyleVar(ImGuiStyleVar.FrameRounding, l.FrameRounding);
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stack.PushStyleVar(ImGuiStyleVar.GrabRounding, l.GrabRounding);
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stack.PushStyleVar(ImGuiStyleVar.TabRounding, l.TabRounding);
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stack.PushStyleVar(ImGuiStyleVar.WindowRounding, l.WindowRounding);
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stack.PushStyleVar(ImGuiStyleVar.ChildRounding, l.ChildRounding);
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stack.PushStyleVar(ImGuiStyleVar.PopupRounding, l.PopupRounding);
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stack.PushStyleVar(ImGuiStyleVar.FrameRounding, l.FrameRounding);
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stack.PushStyleVar(ImGuiStyleVar.GrabRounding, l.GrabRounding);
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stack.PushStyleVar(ImGuiStyleVar.TabRounding, l.TabRounding);
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stack.PushStyleVar(ImGuiStyleVar.ScrollbarRounding, l.ScrollbarRounding);
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stack.PushStyleVar(ImGuiStyleVar.WindowBorderSize, l.WindowBorderSize);
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stack.PushStyleVar(ImGuiStyleVar.FrameBorderSize, l.FrameBorderSize);
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stack.PushStyleVar(ImGuiStyleVar.WindowBorderSize, l.WindowBorderSize);
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stack.PushStyleVar(ImGuiStyleVar.FrameBorderSize, l.FrameBorderSize);
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// Surfaces — WindowBg/ChildBg use the per-push opacity-modulated value,
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// so they go through the RGBA path; everything else reads from cache.
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stack.PushColor(ImGuiCol.WindowBg, windowBgWithAlpha);
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stack.PushColor(ImGuiCol.ChildBg, childBgWithAlpha);
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stack.PushColorAbgr(ImGuiCol.PopupBg, a.ChildBg);
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stack.PushColorAbgr(ImGuiCol.Border, a.Border);
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stack.PushColor(ImGuiCol.WindowBg, windowBgWithAlpha);
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stack.PushColor(ImGuiCol.ChildBg, childBgWithAlpha);
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stack.PushColorAbgr(ImGuiCol.PopupBg, a.ChildBg);
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stack.PushColorAbgr(ImGuiCol.Border, a.Border);
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stack.PushColorAbgr(ImGuiCol.BorderShadow, 0u);
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// Frames
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stack.PushColorAbgr(ImGuiCol.FrameBg, a.FrameBg);
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stack.PushColorAbgr(ImGuiCol.FrameBg, a.FrameBg);
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stack.PushColorAbgr(ImGuiCol.FrameBgHovered, a.SurfaceHover);
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stack.PushColorAbgr(ImGuiCol.FrameBgActive, a.Surface);
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stack.PushColorAbgr(ImGuiCol.FrameBgActive, a.Surface);
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// Title bars
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stack.PushColorAbgr(ImGuiCol.TitleBg, a.WindowBg);
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stack.PushColorAbgr(ImGuiCol.TitleBgActive, a.Identity);
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stack.PushColorAbgr(ImGuiCol.TitleBg, a.WindowBg);
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stack.PushColorAbgr(ImGuiCol.TitleBgActive, a.Identity);
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stack.PushColorAbgr(ImGuiCol.TitleBgCollapsed, a.WindowBg);
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// Buttons
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stack.PushColorAbgr(ImGuiCol.Button, a.Primary);
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stack.PushColorAbgr(ImGuiCol.Button, a.Primary);
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stack.PushColorAbgr(ImGuiCol.ButtonHovered, a.PrimaryLight);
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stack.PushColorAbgr(ImGuiCol.ButtonActive, a.PrimaryDark);
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stack.PushColorAbgr(ImGuiCol.ButtonActive, a.PrimaryDark);
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// Headers / selectables
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stack.PushColorAbgr(ImGuiCol.Header, a.Surface);
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stack.PushColorAbgr(ImGuiCol.Header, a.Surface);
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stack.PushColorAbgr(ImGuiCol.HeaderHovered, a.SurfaceHover);
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stack.PushColorAbgr(ImGuiCol.HeaderActive, a.Identity);
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stack.PushColorAbgr(ImGuiCol.HeaderActive, a.Identity);
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// Tabs
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stack.PushColorAbgr(ImGuiCol.Tab, a.FrameBg);
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stack.PushColorAbgr(ImGuiCol.TabHovered, a.PrimaryLight);
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stack.PushColorAbgr(ImGuiCol.TabActive, a.Identity);
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stack.PushColorAbgr(ImGuiCol.TabUnfocused, a.ChildBg);
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stack.PushColorAbgr(ImGuiCol.Tab, a.FrameBg);
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stack.PushColorAbgr(ImGuiCol.TabHovered, a.PrimaryLight);
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stack.PushColorAbgr(ImGuiCol.TabActive, a.Identity);
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stack.PushColorAbgr(ImGuiCol.TabUnfocused, a.ChildBg);
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stack.PushColorAbgr(ImGuiCol.TabUnfocusedActive, a.PrimaryDark);
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// Scrollbar
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stack.PushColorAbgr(ImGuiCol.ScrollbarBg, a.WindowBg);
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stack.PushColorAbgr(ImGuiCol.ScrollbarGrab, a.Surface);
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stack.PushColorAbgr(ImGuiCol.ScrollbarBg, a.WindowBg);
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stack.PushColorAbgr(ImGuiCol.ScrollbarGrab, a.Surface);
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stack.PushColorAbgr(ImGuiCol.ScrollbarGrabHovered, a.AccentLight);
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stack.PushColorAbgr(ImGuiCol.ScrollbarGrabActive, a.Accent);
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stack.PushColorAbgr(ImGuiCol.ScrollbarGrabActive, a.Accent);
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// Resize grip
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stack.PushColorAbgr(ImGuiCol.ResizeGrip, a.FrameBg);
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stack.PushColorAbgr(ImGuiCol.ResizeGrip, a.FrameBg);
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stack.PushColorAbgr(ImGuiCol.ResizeGripHovered, a.AccentLight);
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stack.PushColorAbgr(ImGuiCol.ResizeGripActive, a.Accent);
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stack.PushColorAbgr(ImGuiCol.ResizeGripActive, a.Accent);
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// Check mark + slider grab
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stack.PushColorAbgr(ImGuiCol.CheckMark, a.Primary);
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stack.PushColorAbgr(ImGuiCol.SliderGrab, a.Primary);
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stack.PushColorAbgr(ImGuiCol.SliderGrabActive, a.PrimaryLight);
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stack.PushColorAbgr(ImGuiCol.CheckMark, a.Primary);
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stack.PushColorAbgr(ImGuiCol.SliderGrab, a.Primary);
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stack.PushColorAbgr(ImGuiCol.SliderGrabActive, a.PrimaryLight);
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// Separator
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stack.PushColorAbgr(ImGuiCol.Separator, a.Border);
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stack.PushColorAbgr(ImGuiCol.SeparatorHovered, a.PrimaryLight);
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stack.PushColorAbgr(ImGuiCol.SeparatorActive, a.Primary);
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stack.PushColorAbgr(ImGuiCol.Separator, a.Border);
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stack.PushColorAbgr(ImGuiCol.SeparatorHovered, a.PrimaryLight);
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stack.PushColorAbgr(ImGuiCol.SeparatorActive, a.Primary);
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return stack;
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}
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@@ -140,14 +140,14 @@ internal static class HellionStyle
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{
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private readonly List<IDisposable> _items = new(64);
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internal void PushColor(ImGuiCol slot, uint rgba)
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=> _items.Add(ImRaii.PushColor(slot, ColourUtil.RgbaToAbgr(rgba)));
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internal void PushColor(ImGuiCol slot, uint rgba) =>
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_items.Add(ImRaii.PushColor(slot, ColourUtil.RgbaToAbgr(rgba)));
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internal void PushColorAbgr(ImGuiCol slot, uint abgr)
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=> _items.Add(ImRaii.PushColor(slot, abgr));
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internal void PushColorAbgr(ImGuiCol slot, uint abgr) =>
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_items.Add(ImRaii.PushColor(slot, abgr));
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internal void PushStyleVar(ImGuiStyleVar var, float value)
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=> _items.Add(ImRaii.PushStyle(var, value));
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internal void PushStyleVar(ImGuiStyleVar var, float value) =>
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_items.Add(ImRaii.PushStyle(var, value));
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public void Dispose()
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{
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