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	Merge branch 'thedmd-2016-08-use_bgra_colors'
This commit is contained in:
		| @@ -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); | ||||
| } | ||||
|  | ||||
| //----------------------------------------------------------------------------- | ||||
|   | ||||
							
								
								
									
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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. | ||||
|   | ||||
| @@ -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(); | ||||
|   | ||||
| @@ -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; | ||||
|   | ||||
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