Minor cleanup.
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@ -93,7 +93,6 @@ void PCB_RENDER_SETTINGS::LoadColors( const COLOR_SETTINGS* aSettings )
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m_layerColors[i] = aSettings->GetColor( i );
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// Guard: if the alpah channel is too small, the layer is not visible.
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// clamp it to 0.2
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if( m_layerColors[i].a < 0.2 )
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m_layerColors[i].a = 0.2;
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}
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@ -102,23 +101,19 @@ void PCB_RENDER_SETTINGS::LoadColors( const COLOR_SETTINGS* aSettings )
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for( int i = GAL_LAYER_ID_START; i < GAL_LAYER_ID_END; i++ )
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m_layerColors[i] = aSettings->GetColor( i );
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// Default colors for specific layers (not really board layers).
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// Colors for layers that aren't theme-able
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m_layerColors[LAYER_PAD_PLATEDHOLES] = aSettings->GetColor( LAYER_PCB_BACKGROUND );
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m_layerColors[LAYER_VIA_NETNAMES] = COLOR4D( 0.2, 0.2, 0.2, 0.9 );
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m_layerColors[LAYER_PAD_NETNAMES] = COLOR4D( 1.0, 1.0, 1.0, 0.9 );
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m_layerColors[LAYER_PAD_FR_NETNAMES] = COLOR4D( 1.0, 1.0, 1.0, 0.9 );
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m_layerColors[LAYER_PAD_BK_NETNAMES] = COLOR4D( 1.0, 1.0, 1.0, 0.9 );
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// LAYER_PADS_TH, LAYER_NON_PLATEDHOLES, LAYER_ANCHOR ,LAYER_RATSNEST,
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// LAYER_VIA_THROUGH, LAYER_VIA_BBLIND, LAYER_VIA_MICROVIA
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// are initialized from aSettings
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// Netnames for copper layers
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for( LSEQ cu = LSET::AllCuMask().CuStack(); cu; ++cu )
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{
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const COLOR4D lightLabel( 0.8, 0.8, 0.8, 0.7 );
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const COLOR4D darkLabel = lightLabel.Inverted();
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PCB_LAYER_ID layer = *cu;
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PCB_LAYER_ID layer = *cu;
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if( m_layerColors[layer].GetBrightness() > 0.5 )
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m_layerColors[GetNetnameLayer( layer )] = darkLabel;
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