Merge branch 'thedmd-2016-08-use_bgra_colors'

This commit is contained in:
ocornut 2016-10-01 14:29:27 +02:00
commit 28974dfbbb
5 changed files with 43 additions and 31 deletions

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@ -26,6 +26,9 @@
//---- Don't define obsolete functions names
//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
//---- Pack colors to BGRA instead of RGBA (remove need to post process vertex buffer in back ends)
//#define IMGUI_USE_BGRA_PACKED_COLOR
//---- Implement STB libraries in a namespace to avoid conflicts
//#define IMGUI_STB_NAMESPACE ImGuiStb

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@ -1195,16 +1195,20 @@ int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_e
ImVec4 ImGui::ColorConvertU32ToFloat4(ImU32 in)
{
float s = 1.0f/255.0f;
return ImVec4((in & 0xFF) * s, ((in >> 8) & 0xFF) * s, ((in >> 16) & 0xFF) * s, (in >> 24) * s);
return ImVec4(
((in >> IM_COL32_R_SHIFT) & 0xFF) * s,
((in >> IM_COL32_G_SHIFT) & 0xFF) * s,
((in >> IM_COL32_B_SHIFT) & 0xFF) * s,
((in >> IM_COL32_A_SHIFT) & 0xFF) * s);
}
ImU32 ImGui::ColorConvertFloat4ToU32(const ImVec4& in)
{
ImU32 out;
out = ((ImU32)IM_F32_TO_INT8_SAT(in.x));
out |= ((ImU32)IM_F32_TO_INT8_SAT(in.y)) << 8;
out |= ((ImU32)IM_F32_TO_INT8_SAT(in.z)) << 16;
out |= ((ImU32)IM_F32_TO_INT8_SAT(in.w)) << 24;
out = ((ImU32)IM_F32_TO_INT8_SAT(in.x)) << IM_COL32_R_SHIFT;
out |= ((ImU32)IM_F32_TO_INT8_SAT(in.y)) << IM_COL32_G_SHIFT;
out |= ((ImU32)IM_F32_TO_INT8_SAT(in.z)) << IM_COL32_B_SHIFT;
out |= ((ImU32)IM_F32_TO_INT8_SAT(in.w)) << IM_COL32_A_SHIFT;
return out;
}
@ -1212,14 +1216,14 @@ ImU32 ImGui::GetColorU32(ImGuiCol idx, float alpha_mul)
{
ImVec4 c = GImGui->Style.Colors[idx];
c.w *= GImGui->Style.Alpha * alpha_mul;
return ImGui::ColorConvertFloat4ToU32(c);
return ColorConvertFloat4ToU32(c);
}
ImU32 ImGui::GetColorU32(const ImVec4& col)
{
ImVec4 c = col;
c.w *= GImGui->Style.Alpha;
return ImGui::ColorConvertFloat4ToU32(c);
return ColorConvertFloat4ToU32(c);
}
// Convert rgb floats ([0-1],[0-1],[0-1]) to hsv floats ([0-1],[0-1],[0-1]), from Foley & van Dam p592
@ -8845,7 +8849,7 @@ bool ImGui::BeginMenu(const char* label, bool enabled)
tb.y = ta.y + ImMax((tb.y - extra) - ta.y, -100.0f); // triangle is maximum 200 high to limit the slope and the bias toward large sub-menus // FIXME: Multiply by fb_scale?
tc.y = ta.y + ImMin((tc.y + extra) - ta.y, +100.0f);
moving_within_opened_triangle = ImIsPointInTriangle(g.IO.MousePos, ta, tb, tc);
//window->DrawList->PushClipRectFullScreen(); window->DrawList->AddTriangleFilled(ta, tb, tc, moving_within_opened_triangle ? 0x80008000 : 0x80000080); window->DrawList->PopClipRect(); // Debug
//window->DrawList->PushClipRectFullScreen(); window->DrawList->AddTriangleFilled(ta, tb, tc, moving_within_opened_triangle ? IM_COL32(0,128,0,128) : IM_COL32(128,0,0,128)); window->DrawList->PopClipRect(); // Debug
}
}
@ -9204,7 +9208,7 @@ void ImGui::EndGroup()
window->DC.GroupStack.pop_back();
//window->DrawList->AddRect(group_bb.Min, group_bb.Max, 0xFFFF00FF); // Debug
//window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255)); // Debug
}
// Gets back to previous line and continue with horizontal layout
@ -9542,13 +9546,7 @@ void ImGui::ValueColor(const char* prefix, ImU32 v)
{
Text("%s: %08X", prefix, v);
SameLine();
ImVec4 col;
col.x = (float)((v >> 0) & 0xFF) / 255.0f;
col.y = (float)((v >> 8) & 0xFF) / 255.0f;
col.z = (float)((v >> 16) & 0xFF) / 255.0f;
col.w = (float)((v >> 24) & 0xFF) / 255.0f;
ColorButton(col, true);
ColorButton(ColorConvertU32ToFloat4(v), true);
}
//-----------------------------------------------------------------------------

25
imgui.h
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@ -1034,6 +1034,23 @@ struct ImGuiSizeConstraintCallbackData
ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing.
};
// Helpers macros to generate 32-bits encoded colors
#ifdef IMGUI_USE_BGRA_PACKED_COLOR
#define IM_COL32_R_SHIFT 16
#define IM_COL32_G_SHIFT 8
#define IM_COL32_B_SHIFT 0
#define IM_COL32_A_SHIFT 24
#else
#define IM_COL32_R_SHIFT 0
#define IM_COL32_G_SHIFT 8
#define IM_COL32_B_SHIFT 16
#define IM_COL32_A_SHIFT 24
#endif
#define IM_COL32(R,G,B,A) (((ImU32)(A)<<IM_COL32_A_SHIFT) | ((ImU32)(B)<<IM_COL32_B_SHIFT) | ((ImU32)(G)<<IM_COL32_G_SHIFT) | ((ImU32)(R)<<IM_COL32_R_SHIFT))
#define IM_COL32_WHITE IM_COL32(255,255,255,255) // Opaque white
#define IM_COL32_BLACK IM_COL32(0,0,0,255) // Opaque black
#define IM_COL32_BLACK_TRANS IM_COL32(0,0,0,0) // Transparent black
// ImColor() helper to implicity converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
// Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API.
// Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class.
@ -1044,7 +1061,7 @@ struct ImColor
ImColor() { Value.x = Value.y = Value.z = Value.w = 0.0f; }
ImColor(int r, int g, int b, int a = 255) { float sc = 1.0f/255.0f; Value.x = (float)r * sc; Value.y = (float)g * sc; Value.z = (float)b * sc; Value.w = (float)a * sc; }
ImColor(ImU32 rgba) { float sc = 1.0f/255.0f; Value.x = (float)(rgba&0xFF) * sc; Value.y = (float)((rgba>>8)&0xFF) * sc; Value.z = (float)((rgba>>16)&0xFF) * sc; Value.w = (float)(rgba >> 24) * sc; }
ImColor(ImU32 rgba) { float sc = 1.0f/255.0f; Value.x = (float)((rgba>>IM_COL32_R_SHIFT)&0xFF) * sc; Value.y = (float)((rgba>>IM_COL32_G_SHIFT)&0xFF) * sc; Value.z = (float)((rgba>>IM_COL32_B_SHIFT)&0xFF) * sc; Value.w = (float)((rgba>>IM_COL32_A_SHIFT)&0xFF) * sc; }
ImColor(float r, float g, float b, float a = 1.0f) { Value.x = r; Value.y = g; Value.z = b; Value.w = a; }
ImColor(const ImVec4& col) { Value = col; }
inline operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(Value); }
@ -1090,12 +1107,6 @@ struct ImGuiListClipper
// Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList.
//-----------------------------------------------------------------------------
// Helpers macros to generate 32-bits encoded colors
#define IM_COL32(R,G,B,A) (((ImU32)(A)<<24) | ((ImU32)(B)<<16) | ((ImU32)(G)<<8) | ((ImU32)(R)))
#define IM_COL32_WHITE (0xFFFFFFFF)
#define IM_COL32_BLACK (0xFF000000)
#define IM_COL32_BLACK_TRANS (0x00000000) // Transparent black
// Draw callbacks for advanced uses.
// NB- You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering (you can poke into the draw list for that)
// Draw callback may be useful for example, A) Change your GPU render state, B) render a complex 3D scene inside a UI element (without an intermediate texture/render target), etc.

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@ -355,18 +355,18 @@ void ImGui::ShowTestWindow(bool* p_open)
ImGui::Text("Test paragraph 1:");
ImVec2 pos = ImGui::GetCursorScreenPos();
ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(pos.x + wrap_width, pos.y), ImVec2(pos.x + wrap_width + 10, pos.y + ImGui::GetTextLineHeight()), 0xFFFF00FF);
ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(pos.x + wrap_width, pos.y), ImVec2(pos.x + wrap_width + 10, pos.y + ImGui::GetTextLineHeight()), IM_COL32(255,0,255,255));
ImGui::PushTextWrapPos(ImGui::GetCursorPos().x + wrap_width);
ImGui::Text("lazy dog. This paragraph is made to fit within %.0f pixels. The quick brown fox jumps over the lazy dog.", wrap_width);
ImGui::GetWindowDrawList()->AddRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax(), 0xFF00FFFF);
ImGui::GetWindowDrawList()->AddRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax(), IM_COL32(255,255,0,255));
ImGui::PopTextWrapPos();
ImGui::Text("Test paragraph 2:");
pos = ImGui::GetCursorScreenPos();
ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(pos.x + wrap_width, pos.y), ImVec2(pos.x + wrap_width + 10, pos.y + ImGui::GetTextLineHeight()), 0xFFFF00FF);
ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(pos.x + wrap_width, pos.y), ImVec2(pos.x + wrap_width + 10, pos.y + ImGui::GetTextLineHeight()), IM_COL32(255,0,255,255));
ImGui::PushTextWrapPos(ImGui::GetCursorPos().x + wrap_width);
ImGui::Text("aaaaaaaa bbbbbbbb, cccccccc,dddddddd. eeeeeeee ffffffff. gggggggg!hhhhhhhh");
ImGui::GetWindowDrawList()->AddRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax(), 0xFF00FFFF);
ImGui::GetWindowDrawList()->AddRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax(), IM_COL32(255,255,0,255));
ImGui::PopTextWrapPos();
ImGui::TreePop();
@ -2063,7 +2063,7 @@ static void ShowExampleAppCustomRendering(bool* p_open)
}
draw_list->PushClipRect(canvas_pos, ImVec2(canvas_pos.x+canvas_size.x, canvas_pos.y+canvas_size.y)); // clip lines within the canvas (if we resize it, etc.)
for (int i = 0; i < points.Size - 1; i += 2)
draw_list->AddLine(ImVec2(canvas_pos.x + points[i].x, canvas_pos.y + points[i].y), ImVec2(canvas_pos.x + points[i+1].x, canvas_pos.y + points[i+1].y), 0xFF00FFFF, 2.0f);
draw_list->AddLine(ImVec2(canvas_pos.x + points[i].x, canvas_pos.y + points[i].y), ImVec2(canvas_pos.x + points[i+1].x, canvas_pos.y + points[i+1].y), IM_COL32(255,255,0,255), 2.0f);
draw_list->PopClipRect();
if (adding_preview)
points.pop_back();

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@ -429,7 +429,7 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
{
// Anti-aliased stroke
const float AA_SIZE = 1.0f;
const ImU32 col_trans = col & 0x00ffffff;
const ImU32 col_trans = col & IM_COL32(255,255,255,0);
const int idx_count = thick_line ? count*18 : count*12;
const int vtx_count = thick_line ? points_count*4 : points_count*3;
@ -602,7 +602,7 @@ void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_coun
{
// Anti-aliased Fill
const float AA_SIZE = 1.0f;
const ImU32 col_trans = col & 0x00ffffff;
const ImU32 col_trans = col & IM_COL32(255,255,255,0);
const int idx_count = (points_count-2)*3 + points_count*6;
const int vtx_count = (points_count*2);
PrimReserve(idx_count, vtx_count);
@ -1119,7 +1119,7 @@ void ImFontAtlas::GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_wid
const unsigned char* src = pixels;
unsigned int* dst = TexPixelsRGBA32;
for (int n = TexWidth * TexHeight; n > 0; n--)
*dst++ = ((unsigned int)(*src++) << 24) | 0x00FFFFFF;
*dst++ = IM_COL32(255, 255, 255, (unsigned int)(*src++));
}
*out_pixels = (unsigned char*)TexPixelsRGBA32;