ColorPicker: Rearrange code to introduce alternate HSV picker/selector with simpler diff. (#346)

This commit is contained in:
omar 2017-07-31 16:50:28 +08:00
parent cc3cce7567
commit 10ef5a63f0

View File

@ -9385,13 +9385,15 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
ColorConvertRGBtoHSV(col[0], col[1], col[2], H, S, V);
// Color matrix logic
bool value_changed = false, hsv_changed = false, value_changed_from_matrix = false;
bool value_changed = false, value_changed_h = false, value_changed_sv = false;
{
InvisibleButton("sv", ImVec2(sv_picker_size, sv_picker_size));
if (IsItemActive())
{
S = ImSaturate((io.MousePos.x - picker_pos.x) / (sv_picker_size-1));
V = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size-1));
value_changed = hsv_changed = value_changed_from_matrix = true;
value_changed = value_changed_sv = true;
}
// Hue bar logic
@ -9400,7 +9402,8 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
if (IsItemActive())
{
H = ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size-1));
value_changed = hsv_changed = true;
value_changed = value_changed_h = true;
}
}
// Alpha bar logic
@ -9453,7 +9456,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
}
// Convert back color to RGB
if (hsv_changed)
if (value_changed_h || value_changed_sv)
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]);
// R,G,B and H,S,V slider color editor
@ -9493,27 +9496,30 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
ImU32 hue_color32 = ColorConvertFloat4ToU32(hue_color_f);
ImU32 col32_no_alpha = ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 1.0f));
// Render color matrix
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) };
ImVec2 sv_cursor_pos;
{
// Render SV Square
draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size,sv_picker_size), IM_COL32_WHITE, hue_color32, hue_color32, IM_COL32_WHITE);
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);
RenderFrameBorder(picker_pos, picker_pos + ImVec2(sv_picker_size,sv_picker_size), 0.0f);
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
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);
// Render cursor/preview circle (clamp S/V within 0..1 range because floating points colors may lead HSV values to be out of range)
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));
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
p.y = ImClamp(p.y, picker_pos.y + 2, picker_pos.y + sv_picker_size - 2);
float r = value_changed_from_matrix ? 10.0f : 6.0f;
draw_list->AddCircleFilled(p, r, col32_no_alpha, 12);
draw_list->AddCircle(p, r+1, IM_COL32(128,128,128,255), 12);
draw_list->AddCircle(p, r, IM_COL32_WHITE, 12);
// Render hue bar
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) };
// Render Hue Bar
for (int i = 0; i < 6; ++i)
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]);
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]);
float bar0_line_y = (float)(int)(picker_pos.y + H * sv_picker_size + 0.5f);
RenderFrameBorder(ImVec2(bar0_pos_x, picker_pos.y), ImVec2(bar0_pos_x + bars_width, picker_pos.y + sv_picker_size), 0.0f);
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);
}
// Render cursor/preview circle (clamp S/V within 0..1 range because floating points colors may lead HSV values to be out of range)
float sv_cursor_rad = value_changed_sv ? 10.0f : 6.0f;
draw_list->AddCircleFilled(sv_cursor_pos, sv_cursor_rad, col32_no_alpha, 12);
draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad+1, IM_COL32(128,128,128,255), 12);
draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad, IM_COL32_WHITE, 12);
// Render alpha bar
if (alpha_bar)