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ColorPicker: Rearrange code to introduce alternate HSV picker/selector with simpler diff. (#346)
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cc3cce7567
commit
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74
imgui.cpp
74
imgui.cpp
@ -9385,22 +9385,25 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
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ColorConvertRGBtoHSV(col[0], col[1], col[2], H, S, V);
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// Color matrix logic
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bool value_changed = false, hsv_changed = false, value_changed_from_matrix = false;
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InvisibleButton("sv", ImVec2(sv_picker_size, sv_picker_size));
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if (IsItemActive())
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{
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S = ImSaturate((io.MousePos.x - picker_pos.x) / (sv_picker_size-1));
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V = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size-1));
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value_changed = hsv_changed = value_changed_from_matrix = true;
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}
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bool value_changed = false, value_changed_h = false, value_changed_sv = false;
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// Hue bar logic
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SetCursorScreenPos(ImVec2(bar0_pos_x, picker_pos.y));
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InvisibleButton("hue", ImVec2(bars_width, sv_picker_size));
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if (IsItemActive())
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{
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H = ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size-1));
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value_changed = hsv_changed = true;
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InvisibleButton("sv", ImVec2(sv_picker_size, sv_picker_size));
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if (IsItemActive())
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{
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S = ImSaturate((io.MousePos.x - picker_pos.x) / (sv_picker_size-1));
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V = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size-1));
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value_changed = value_changed_sv = true;
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}
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// Hue bar logic
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SetCursorScreenPos(ImVec2(bar0_pos_x, picker_pos.y));
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InvisibleButton("hue", ImVec2(bars_width, sv_picker_size));
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if (IsItemActive())
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{
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H = ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size-1));
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value_changed = value_changed_h = true;
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}
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}
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// Alpha bar logic
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@ -9453,7 +9456,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
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}
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// Convert back color to RGB
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if (hsv_changed)
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if (value_changed_h || value_changed_sv)
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ColorConvertHSVtoRGB(H >= 1.0f ? H - 10 * 1e-6f : H, S > 0.0f ? S : 10*1e-6f, V > 0.0f ? V : 1e-6f, col[0], col[1], col[2]);
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// R,G,B and H,S,V slider color editor
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@ -9493,27 +9496,30 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
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ImU32 hue_color32 = ColorConvertFloat4ToU32(hue_color_f);
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ImU32 col32_no_alpha = ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 1.0f));
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// Render color matrix
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draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size,sv_picker_size), IM_COL32_WHITE, hue_color32, hue_color32, IM_COL32_WHITE);
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draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size,sv_picker_size), IM_COL32_BLACK_TRANS, IM_COL32_BLACK_TRANS, IM_COL32_BLACK, IM_COL32_BLACK);
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RenderFrameBorder(picker_pos, picker_pos + ImVec2(sv_picker_size,sv_picker_size), 0.0f);
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const ImU32 hue_colors[6+1] = { IM_COL32(255,0,0,255), IM_COL32(255,255,0,255), IM_COL32(0,255,0,255), IM_COL32(0,255,255,255), IM_COL32(0,0,255,255), IM_COL32(255,0,255,255), IM_COL32(255,0,0,255) };
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ImVec2 sv_cursor_pos;
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{
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// Render SV Square
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draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size,sv_picker_size), IM_COL32_WHITE, hue_color32, hue_color32, IM_COL32_WHITE);
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draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size,sv_picker_size), IM_COL32_BLACK_TRANS, IM_COL32_BLACK_TRANS, IM_COL32_BLACK, IM_COL32_BLACK);
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RenderFrameBorder(picker_pos, picker_pos + ImVec2(sv_picker_size,sv_picker_size), 0.0f);
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sv_cursor_pos.x = ImClamp((float)(int)(picker_pos.x + ImSaturate(S) * sv_picker_size + 0.5f), picker_pos.x + 2, picker_pos.x + sv_picker_size - 2); // Sneakily prevent the circle to stick out too much
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sv_cursor_pos.y = ImClamp((float)(int)(picker_pos.y + ImSaturate(1 - V) * sv_picker_size + 0.5f), picker_pos.y + 2, picker_pos.y + sv_picker_size - 2);
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// Render cursor/preview circle (clamp S/V within 0..1 range because floating points colors may lead HSV values to be out of range)
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ImVec2 p((float)(int)(picker_pos.x + ImSaturate(S) * sv_picker_size + 0.5f), (float)(int)(picker_pos.y + ImSaturate(1 - V) * sv_picker_size + 0.5f));
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p.x = ImClamp(p.x, picker_pos.x + 2, picker_pos.x + sv_picker_size - 2); // Sneakily prevent the circle to stick out too much
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p.y = ImClamp(p.y, picker_pos.y + 2, picker_pos.y + sv_picker_size - 2);
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float r = value_changed_from_matrix ? 10.0f : 6.0f;
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draw_list->AddCircleFilled(p, r, col32_no_alpha, 12);
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draw_list->AddCircle(p, r+1, IM_COL32(128,128,128,255), 12);
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draw_list->AddCircle(p, r, IM_COL32_WHITE, 12);
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// Render Hue Bar
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for (int i = 0; i < 6; ++i)
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draw_list->AddRectFilledMultiColor(ImVec2(bar0_pos_x, picker_pos.y + i * (sv_picker_size / 6)), ImVec2(bar0_pos_x + bars_width, picker_pos.y + (i + 1) * (sv_picker_size / 6)), hue_colors[i], hue_colors[i], hue_colors[i + 1], hue_colors[i + 1]);
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float bar0_line_y = (float)(int)(picker_pos.y + H * sv_picker_size + 0.5f);
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RenderFrameBorder(ImVec2(bar0_pos_x, picker_pos.y), ImVec2(bar0_pos_x + bars_width, picker_pos.y + sv_picker_size), 0.0f);
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RenderArrowsForVerticalBar(draw_list, ImVec2(bar0_pos_x - 1, bar0_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f);
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}
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// Render hue bar
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ImU32 hue_bar_colors[6+1] = { IM_COL32(255,0,0,255), IM_COL32(255,255,0,255), IM_COL32(0,255,0,255), IM_COL32(0,255,255,255), IM_COL32(0,0,255,255), IM_COL32(255,0,255,255), IM_COL32(255,0,0,255) };
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for (int i = 0; i < 6; ++i)
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draw_list->AddRectFilledMultiColor(ImVec2(bar0_pos_x, picker_pos.y + i * (sv_picker_size / 6)), ImVec2(bar0_pos_x + bars_width, picker_pos.y + (i + 1) * (sv_picker_size / 6)), hue_bar_colors[i], hue_bar_colors[i], hue_bar_colors[i + 1], hue_bar_colors[i + 1]);
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float bar0_line_y = (float)(int)(picker_pos.y + H * sv_picker_size + 0.5f);
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RenderFrameBorder(ImVec2(bar0_pos_x, picker_pos.y), ImVec2(bar0_pos_x + bars_width, picker_pos.y + sv_picker_size), 0.0f);
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RenderArrowsForVerticalBar(draw_list, ImVec2(bar0_pos_x - 1, bar0_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f);
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// Render cursor/preview circle (clamp S/V within 0..1 range because floating points colors may lead HSV values to be out of range)
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float sv_cursor_rad = value_changed_sv ? 10.0f : 6.0f;
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draw_list->AddCircleFilled(sv_cursor_pos, sv_cursor_rad, col32_no_alpha, 12);
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draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad+1, IM_COL32(128,128,128,255), 12);
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draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad, IM_COL32_WHITE, 12);
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// Render alpha bar
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if (alpha_bar)
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