function imgui.TextColoredRGB(text, shadow, wrapped)
local style = imgui.GetStyle()
local colors = style.Colors
local designText = function(text)
local pos = imgui.GetCursorPos()
for i = 1, 1 do
imgui.SetCursorPos(imgui.ImVec2(pos.x + i, pos.y))
imgui.TextColored(imgui.ImVec4(0, 0, 0, 1), text)
imgui.SetCursorPos(imgui.ImVec2(pos.x - i, pos.y))
imgui.TextColored(imgui.ImVec4(0, 0, 0, 1), text)
imgui.SetCursorPos(imgui.ImVec2(pos.x, pos.y + i))
imgui.TextColored(imgui.ImVec4(0, 0, 0, 1), text)
imgui.SetCursorPos(imgui.ImVec2(pos.x, pos.y - i))
imgui.TextColored(imgui.ImVec4(0, 0, 0, 1), text)
end
imgui.SetCursorPos(pos)
end
text = text:gsub('{(%x%x%x%x%x%x)}', '{%1FF}')
local render_func = wrapped and imgui_text_wrapped or function(clr, text)
if clr then imgui.PushStyleColor(ffi.C.ImGuiCol_Text, clr) end
if shadow then designText(text) end
imgui.TextUnformatted(text)
if clr then imgui.PopStyleColor() end
end
local split = function(str, delim, plain)
local tokens, pos, i, plain = {}, 1, 1, not (plain == false)
repeat
local npos, epos = string.find(str, delim, pos, plain)
tokens[i] = string.sub(str, pos, npos and npos - 1)
pos = epos and epos + 1
i = i + 1
until not pos
return tokens
end
local color = colors[ffi.C.ImGuiCol_Text]
for _, w in ipairs(split(text, '\n')) do
local start = 1
local a, b = w:find('{........}', start)
while a do
local t = w:sub(start, a - 1)
if #t > 0 then
render_func(color, t)
imgui.SameLine(nil, 0)
end
local clr = w:sub(a + 1, b - 1)
if clr:upper() == 'STANDART' then color = colors[ffi.C.ImGuiCol_Text]
else
clr = tonumber(clr, 16)
if clr then
local r = bit.band(bit.rshift(clr, 24), 0xFF)
local g = bit.band(bit.rshift(clr, 16), 0xFF)
local b = bit.band(bit.rshift(clr, 8), 0xFF)
local a = bit.band(clr, 0xFF)
color = imgui.ImVec4(r / 255, g / 255, b / 255, a / 255)
end
end
start = b + 1
a, b = w:find('{........}', start)
end
imgui.NewLine()
if #w >= start then
imgui.SameLine(nil, 0)
render_func(color, w:sub(start))
end
end
end