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ColorEdit: Fix multiple issues. (#4014)
* Change g.ColorEditLastColor type to ImU32 and store RGB color value. - Fixes inability to change hue when saturation is 0. (#4014) - Fixes edgecases where lossy color conversion prevent restoration of hue/saturation. - Fixes hue value jitter when modifying color using SV square. * Fix hue resetting to 0 when it is set to 255 by explicitly restoring hue if it is 0 and previous value was 1. * Further reduce hue jitter by restoring hue when color is modified using SV square.
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@ -63,6 +63,10 @@ Other Changes:
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The only situation where that change would make a meaningful difference is TreePush((const char*)NULL)
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(_explicitely_ casting a null pointer to const char*), which is unlikely and will now crash.
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You may replace it with anything else.
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- ColorEdit4: Fixed not being able to change hue when saturation is 0. (#4014) [@rokups]
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- ColorEdit4: Fixed hue resetting to 0 when it is set to 255. [@rokups]
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- ColorEdit4: Fixed hue value jitter when source color is stored as RGB in 32-bit integer and perform
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RGB<>HSV round trips every frames. [@rokups]
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- Menus: Fixed vertical alignments of MenuItem() calls within a menu bar. (broken in 1.84). (#4538)
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- Menus: Adjust closing logic to accomodate for varying font size and dpi.
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- Menus: Fixed crash when navigating left inside a child window inside a sub-menu. (#4510).
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2
imgui.h
2
imgui.h
@ -64,7 +64,7 @@ Index of this file:
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// Version
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// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
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#define IMGUI_VERSION "1.85 WIP"
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#define IMGUI_VERSION_NUM 18416
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#define IMGUI_VERSION_NUM 18417
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#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
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#define IMGUI_HAS_TABLE
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@ -1606,9 +1606,9 @@ struct ImGuiContext
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ImFont InputTextPasswordFont;
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ImGuiID TempInputId; // Temporary text input when CTRL+clicking on a slider, etc.
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ImGuiColorEditFlags ColorEditOptions; // Store user options for color edit widgets
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float ColorEditLastHue; // Backup of last Hue associated to LastColor[3], so we can restore Hue in lossy RGB<>HSV round trips
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float ColorEditLastSat; // Backup of last Saturation associated to LastColor[3], so we can restore Saturation in lossy RGB<>HSV round trips
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float ColorEditLastColor[3];
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float ColorEditLastHue; // Backup of last Hue associated to LastColor, so we can restore Hue in lossy RGB<>HSV round trips
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float ColorEditLastSat; // Backup of last Saturation associated to LastColor, so we can restore Saturation in lossy RGB<>HSV round trips
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ImU32 ColorEditLastColor; // RGB value with alpha set to 0.
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ImVec4 ColorPickerRef; // Initial/reference color at the time of opening the color picker.
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ImGuiComboPreviewData ComboPreviewData;
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float SliderCurrentAccum; // Accumulated slider delta when using navigation controls.
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@ -1777,7 +1777,7 @@ struct ImGuiContext
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TempInputId = 0;
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ColorEditOptions = ImGuiColorEditFlags_DefaultOptions_;
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ColorEditLastHue = ColorEditLastSat = 0.0f;
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ColorEditLastColor[0] = ColorEditLastColor[1] = ColorEditLastColor[2] = FLT_MAX;
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ColorEditLastColor = 0;
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SliderCurrentAccum = 0.0f;
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SliderCurrentAccumDirty = false;
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DragCurrentAccumDirty = false;
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@ -4781,6 +4781,30 @@ bool ImGui::ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flag
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return ColorEdit4(label, col, flags | ImGuiColorEditFlags_NoAlpha);
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}
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// ColorEdit supports RGB and HSV inputs. In case of RGB input resulting color may have undefined hue and/or saturation.
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// Since widget displays both RGB and HSV values we must preserve hue and saturation to prevent these values resetting.
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static void ColorEditRestoreHS(const float* col, float* H, float* S, float* V)
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{
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// This check is optional. Suppose we have two color widgets side by side, both widgets display different colors, but both colors have hue and/or saturation undefined.
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// With color check: hue/saturation is preserved in one widget. Editing color in one widget would reset hue/saturation in another one.
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// Without color check: common hue/saturation would be displayed in all widgets that have hue/saturation undefined.
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// g.ColorEditLastColor is stored as ImU32 RGB value: this essentially gives us color equality check with reduced precision.
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// Tiny external color changes would not be detected and this check would still pass. This is OK, since we only restore hue/saturation _only_ if they are undefined,
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// therefore this change flipping hue/saturation from undefined to a very tiny value would still be represented in color picker.
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ImGuiContext& g = *GImGui;
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if (g.ColorEditLastColor != ImGui::ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0)))
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return;
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// When S == 0, H is undefined.
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// When H == 1 it wraps around to 0.
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if (*S == 0.0f || (*H == 0.0f && g.ColorEditLastHue == 1))
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*H = g.ColorEditLastHue;
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// When V == 0, S is undefined.
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if (*V == 0.0f)
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*S = g.ColorEditLastSat;
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}
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// Edit colors components (each component in 0.0f..1.0f range).
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// See enum ImGuiColorEditFlags_ for available options. e.g. Only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set.
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// With typical options: Left-click on color square to open color picker. Right-click to open option menu. CTRL-Click over input fields to edit them and TAB to go to next item.
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@ -4836,13 +4860,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag
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{
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// Hue is lost when converting from greyscale rgb (saturation=0). Restore it.
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ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]);
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if (memcmp(g.ColorEditLastColor, col, sizeof(float) * 3) == 0)
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{
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if (f[1] == 0)
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f[0] = g.ColorEditLastHue;
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if (f[2] == 0)
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f[1] = g.ColorEditLastSat;
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}
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ColorEditRestoreHS(col, &f[0], &f[1], &f[2]);
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}
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int i[4] = { IM_F32_TO_INT8_UNBOUND(f[0]), IM_F32_TO_INT8_UNBOUND(f[1]), IM_F32_TO_INT8_UNBOUND(f[2]), IM_F32_TO_INT8_UNBOUND(f[3]) };
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@ -4977,7 +4995,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag
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g.ColorEditLastHue = f[0];
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g.ColorEditLastSat = f[1];
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ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]);
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memcpy(g.ColorEditLastColor, f, sizeof(float) * 3);
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g.ColorEditLastColor = ColorConvertFloat4ToU32(ImVec4(f[0], f[1], f[2], 0));
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}
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if ((flags & ImGuiColorEditFlags_DisplayRGB) && (flags & ImGuiColorEditFlags_InputHSV))
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ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]);
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@ -5112,13 +5130,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
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{
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// Hue is lost when converting from greyscale rgb (saturation=0). Restore it.
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ColorConvertRGBtoHSV(R, G, B, H, S, V);
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if (memcmp(g.ColorEditLastColor, col, sizeof(float) * 3) == 0)
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{
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if (S == 0)
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H = g.ColorEditLastHue;
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if (V == 0)
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S = g.ColorEditLastSat;
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}
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ColorEditRestoreHS(col, &H, &S, &V);
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}
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else if (flags & ImGuiColorEditFlags_InputHSV)
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{
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@ -5171,6 +5183,10 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
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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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// Greatly reduces hue jitter and reset to 0 when hue == 255 and color is rapidly modified using SV square.
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if (g.ColorEditLastColor == ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0)))
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H = g.ColorEditLastHue;
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value_changed = value_changed_sv = true;
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}
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if (!(flags & ImGuiColorEditFlags_NoOptions))
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@ -5247,7 +5263,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
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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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g.ColorEditLastHue = H;
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g.ColorEditLastSat = S;
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memcpy(g.ColorEditLastColor, col, sizeof(float) * 3);
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g.ColorEditLastColor = ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0));
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}
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else if (flags & ImGuiColorEditFlags_InputHSV)
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{
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@ -5301,13 +5317,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
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G = col[1];
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B = col[2];
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ColorConvertRGBtoHSV(R, G, B, H, S, V);
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if (memcmp(g.ColorEditLastColor, col, sizeof(float) * 3) == 0) // Fix local Hue as display below will use it immediately.
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{
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if (S == 0)
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H = g.ColorEditLastHue;
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if (V == 0)
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S = g.ColorEditLastSat;
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}
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ColorEditRestoreHS(col, &H, &S, &V); // Fix local Hue as display below will use it immediately.
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}
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else if (flags & ImGuiColorEditFlags_InputHSV)
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{
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