HighColor
rgb_color HighColor() const;
glowColor = view->Parent()->HighColor();
fDrawState.HighColor());
fDrawState.HighColor());
fDrawState.HighColor());
fDrawState.HighColor());
fDrawingEngine->StrokeRect(rect, fDrawState.HighColor());
fDrawingEngine->StrokeRect(rect, fDrawState.HighColor());
owner->SetLowColor(owner->HighColor());
rgb_color highColor = owner->HighColor();
owner->SetLowColor(owner->HighColor());
rgb_color backColor = view->HighColor();
rgb_color parentHigh = Parent()->HighColor();
owner->SetLowColor(owner->HighColor());
rgb_color highColor = owner->HighColor();
rgb_color old = HighColor();
rgb_color highColor = view->HighColor();
SetHighColor(tint_color(HighColor(), B_LIGHTEN_1_TINT));
rgb_color highColor = HighColor();
rgb_color fontColor = fExpressionTextView->HighColor();
rgb_color fontColor = fExpressionTextView->HighColor();
rgb_color fontColor = fExpressionTextView->HighColor();
SetHighColor(tint_color(HighColor(), tint));
rgb_color disabled = tint_color(HighColor(), HighColor().IsLight() ? B_DARKEN_1_TINT : 0.853);
rgb_color highColor = HighColor();
labelColor = tint_color(HighColor(), B_LIGHTEN_2_TINT);
labelColor = tint_color(HighColor(), B_DARKEN_2_TINT);
rgb_color highColor = HighColor();
fOriginalHighColor = HighColor();
rgb_color highColor = menu->HighColor();
rgb_color highColor = menu->HighColor();
rgb_color highColor = menu->HighColor();
rgb_color highColor = menu->HighColor();
rgb_color highColor = menu->HighColor();
rgb_color oldColor = offscreen->HighColor();
rgb_color oldColor = offscreen->HighColor();
rgb_color oldColor = offscreen->HighColor();
SetLowColor(HighColor());
SetLowColor(HighColor());
rgb_color menuColor = menu->HighColor();
rgb_back = HighColor();
rgb_color highColor = HighColor();
rgb_color oldColor = into->HighColor();
rgb_color highColor = Menu()->HighColor();
rgb_color highColor = view->HighColor();
SetHighColor(fMasterView->HighColor());
glowColor = view->Parent()->HighColor();
rgb_color borderColor = view->HighColor();
rgb_color highColor = view->HighColor();
rgb_color highColor = HighColor();
rgb_color oldColor = menu->HighColor();
highColor = parent->HighColor();
rgb_color text = view->HighColor();
rgb_color text = HighColor();
SetHighColor(view->HighColor());
ret = data->AddInt32("_color", get_uint32_color(HighColor()));
rgb_color highColor = HighColor();
SetLowColor(HighColor());
rgb_color highColor = owner->HighColor();
owner->SetLowColor(owner->HighColor());
AddLine(left, middle, HighColor());
AddLine(middle, right, HighColor());
AddLine(left, middle, HighColor());
AddLine(middle, right, HighColor());
rgb_color oldHighColor = view->HighColor();
if (poseView->HighColor().IsDark())
drawView->SetLowColor(poseView->HighColor());
if (HighColor().IsDark())
initialTextColor = InvertColor(view->HighColor());
initialTextColor = view->HighColor();
rgb_color backColor = view->HighColor();
drawView->SetHighColor(view->HighColor());
rgb_color textColor = drawView->HighColor();
rgb_color underlineColor = drawView->HighColor();
view->SetHighColor(HighColor());
offscreen->SetHighColor(HighColor());
rgb_color attributeColor = mix_color(HighColor(), labelColor, 192);
const rgb_color highColor = HighColor();
rgb_color color = HighColor();
rgb_color highColor = owner->HighColor();
rgb_color color = HighColor();
const rgb_color highColor = onto->HighColor();
rgb_color highColor = owner->HighColor();
const rgb_color highColor = onto->HighColor();
owner->SetLowColor(owner->HighColor());
owner->SetLowColor(owner->HighColor());
owner->SetLowColor(owner->HighColor());
rgb_color oldHighColor = owner->HighColor();
rgb_color oldHighColor = owner->HighColor();
rgb_color handsColor = HighColor();
rgb_color highColor = owner->HighColor();
rgb_color HighColor() const
WriteSetHighColor(canvas->CurrentState()->HighColor());
rgb_color color = fCurrentView->CurrentState()->HighColor();
rgb_color color = fCurrentView->CurrentState()->HighColor();
rgb_color oldColor = fPainter->HighColor();
rgb_color previousColor = fPainter->HighColor();
c.alpha = fPatternHandler.HighColor().alpha;
_SetRendererColor(fPatternHandler.HighColor());
SetHighColor(state->HighColor());
if (fPatternHandler.HighColor() == color)
_SetRendererColor(fPatternHandler.HighColor());
&& StraightLine(a, b, fPatternHandler.HighColor())) {
StrokeRect(rect, fPatternHandler.HighColor());
FillRect(rect, fPatternHandler.HighColor());
_BlendRect32(rect, fPatternHandler.HighColor());
inline rgb_color HighColor() const
{ return fPatternHandler.HighColor(); }
uint8 hAlpha = pattern->HighColor().alpha;
uint8 hAlpha = pattern->HighColor().alpha;
uint16 alpha = pattern->HighColor().alpha * cover;
rgb_color color = pattern->HighColor();
uint8 hAlpha = pattern->HighColor().alpha;
uint8 hAlpha = pattern->HighColor().alpha;
uint8 hAlpha = pattern->HighColor().alpha;
uint8 hAlpha = pattern->HighColor().alpha;
uint16 alpha = pattern->HighColor().alpha * cover;
rgb_color color = pattern->HighColor();
uint8 hAlpha = pattern->HighColor().alpha;
uint8 hAlpha = pattern->HighColor().alpha;
uint16 alpha = pattern->HighColor().alpha * cover;
uint16 alpha = pattern->HighColor().alpha * cover;
uint8 hAlpha = pattern->HighColor().alpha;
uint8 hAlpha = pattern->HighColor().alpha;
uint8 hAlpha = pattern->HighColor().alpha;
rgb_color color = pattern->HighColor();
rgb_color color = pattern->HighColor();
rgb_color color = pattern->HighColor();
rgb_color color = pattern->HighColor();
rgb_color color = pattern->HighColor();
rgb_color color = pattern->HighColor();
rgb_color color = pattern->HighColor();
rgb_color high = pattern->HighColor();
rgb_color high = pattern->HighColor();
rgb_color high = pattern->HighColor();
rgb_color high = pattern->HighColor();
rgb_color high = pattern->HighColor();
rgb_color high = pattern->HighColor();
rgb_color HighColor() const
SetHighColor(state->HighColor());
if (fState.HighColor() == color)
Add(drawState.HighColor());
rgb_color color = HighColor();
rgb_color HighColor() const { return fColor; }
SetHighColor(lay->HighColor());
rgb_color color = fPatternHandler->HighColor().GetColor32();
_SetRendererColor(fPatternHandler->HighColor().GetColor32());
_SetRendererColor(fPatternHandler->HighColor().GetColor32());
StraightLine(a, b, fPatternHandler->HighColor().GetColor32())) {
fPatternHandler->HighColor().GetColor32());
FillRect(rect, fPatternHandler->HighColor().GetColor32());