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ColorPicker / ColorEdit: restore Hue when zeroing Saturation. (#2722, #2770) - changelog, fixed uninitialized variables, tweaks, renaming.
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@ -35,10 +35,12 @@ HOW TO UPDATE?
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Other Changes:
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Other Changes:
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- Nav, Scrolling: Added support for Home/End key. (#787)
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- Nav, Scrolling: Added support for Home/End key. (#787)
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- ColorEdit: Disable Hue edit when Saturation==0 instead of letting Hue values jump around.
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- ColorEdit, ColorPicker: In HSV display of a RGB stored value, attempt to locally preserve Hue
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when Saturation==0, which reduces accidentally lossy interactions. (#2722, 2770) [@rokups]
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- ColorPicker: Made rendering aware of global style alpha of the picker can be faded out. (#2711)
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- ColorPicker: Made rendering aware of global style alpha of the picker can be faded out. (#2711)
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Note that some elements won't accurately fade down with the same intensity, and the color wheel
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Note that some elements won't accurately fade down with the same intensity, and the color wheel
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when enabled will have small overlap glitches with (style.Alpha < 1.0).
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when enabled will have small overlap glitches with (style.Alpha < 1.0).
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- ColorEdit: Disable Hue edit when Saturation==0 instead of letting Hue values jump around.
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- TabBar: fixed ScrollToBar request creating bouncing loop when tab is larger than available space.
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- TabBar: fixed ScrollToBar request creating bouncing loop when tab is larger than available space.
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- TabBar: fixed single-tab not shrinking their width down.
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- TabBar: fixed single-tab not shrinking their width down.
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- TabBar: feed desired width (sum of unclipped tabs width) into layout system to allow for auto-resize. (#2768)
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- TabBar: feed desired width (sum of unclipped tabs width) into layout system to allow for auto-resize. (#2768)
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@ -1013,7 +1013,7 @@ struct ImGuiContext
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ImGuiID TempInputTextId; // Temporary text input when CTRL+clicking on a slider, etc.
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ImGuiID TempInputTextId; // 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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ImGuiColorEditFlags ColorEditOptions; // Store user options for color edit widgets
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float ColorEditLastHue;
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float ColorEditLastHue;
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float ColorEditLastActiveColor[3];
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float ColorEditLastColor[3];
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ImVec4 ColorPickerRef;
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ImVec4 ColorPickerRef;
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bool DragCurrentAccumDirty;
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bool DragCurrentAccumDirty;
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float DragCurrentAccum; // Accumulator for dragging modification. Always high-precision, not rounded by end-user precision settings
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float DragCurrentAccum; // Accumulator for dragging modification. Always high-precision, not rounded by end-user precision settings
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@ -1158,6 +1158,8 @@ struct ImGuiContext
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LastValidMousePos = ImVec2(0.0f, 0.0f);
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LastValidMousePos = ImVec2(0.0f, 0.0f);
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TempInputTextId = 0;
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TempInputTextId = 0;
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ColorEditOptions = ImGuiColorEditFlags__OptionsDefault;
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ColorEditOptions = ImGuiColorEditFlags__OptionsDefault;
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ColorEditLastHue = 0.0f;
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ColorEditLastColor[0] = ColorEditLastColor[1] = ColorEditLastColor[2] = FLT_MAX;
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DragCurrentAccumDirty = false;
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DragCurrentAccumDirty = false;
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DragCurrentAccum = 0.0f;
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DragCurrentAccum = 0.0f;
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DragSpeedDefaultRatio = 1.0f / 100.0f;
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DragSpeedDefaultRatio = 1.0f / 100.0f;
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@ -4201,9 +4201,9 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag
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ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]);
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ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]);
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else if ((flags & ImGuiColorEditFlags_InputRGB) && (flags & ImGuiColorEditFlags_DisplayHSV))
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else if ((flags & ImGuiColorEditFlags_InputRGB) && (flags & ImGuiColorEditFlags_DisplayHSV))
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{
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{
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ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]);
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// Hue is lost when converting from greyscale rgb (saturation=0). Restore it.
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// Hue is lost when converting from greyscale rgb (saturation=0). Restore it.
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if (f[1] == 0 && memcmp(g.ColorEditLastActiveColor, col, sizeof(float) * 3) == 0)
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ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]);
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if (f[1] == 0 && memcmp(g.ColorEditLastColor, col, sizeof(float) * 3) == 0)
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f[0] = g.ColorEditLastHue;
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f[0] = g.ColorEditLastHue;
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}
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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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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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@ -4335,7 +4335,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag
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{
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{
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g.ColorEditLastHue = f[0];
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g.ColorEditLastHue = f[0];
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ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]);
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ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]);
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memcpy(g.ColorEditLastActiveColor, f, sizeof(float) * 3);
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memcpy(g.ColorEditLastColor, f, sizeof(float) * 3);
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}
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}
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if ((flags & ImGuiColorEditFlags_DisplayRGB) && (flags & ImGuiColorEditFlags_InputHSV))
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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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ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]);
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@ -4514,13 +4514,15 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
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float R = col[0], G = col[1], B = col[2];
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float R = col[0], G = col[1], B = col[2];
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if (flags & ImGuiColorEditFlags_InputRGB)
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if (flags & ImGuiColorEditFlags_InputRGB)
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{
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{
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ColorConvertRGBtoHSV(R, G, B, H, S, V);
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// Hue is lost when converting from greyscale rgb (saturation=0). Restore it.
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// Hue is lost when converting from greyscale rgb (saturation=0). Restore it.
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if (S == 0 && memcmp(g.ColorEditLastActiveColor, col, sizeof(float) * 3) == 0)
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ColorConvertRGBtoHSV(R, G, B, H, S, V);
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if (S == 0 && memcmp(g.ColorEditLastColor, col, sizeof(float) * 3) == 0)
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H = g.ColorEditLastHue;
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H = g.ColorEditLastHue;
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}
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}
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else if (flags & ImGuiColorEditFlags_InputHSV)
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else if (flags & ImGuiColorEditFlags_InputHSV)
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{
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ColorConvertHSVtoRGB(H, S, V, R, G, B);
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ColorConvertHSVtoRGB(H, S, V, R, G, B);
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}
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bool value_changed = false, value_changed_h = false, value_changed_sv = false;
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bool value_changed = false, value_changed_h = false, value_changed_sv = false;
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@ -4643,7 +4645,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
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{
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{
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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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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.ColorEditLastHue = H;
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memcpy(g.ColorEditLastActiveColor, col, sizeof(float) * 3);
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memcpy(g.ColorEditLastColor, col, sizeof(float) * 3);
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}
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}
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else if (flags & ImGuiColorEditFlags_InputHSV)
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else if (flags & ImGuiColorEditFlags_InputHSV)
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{
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{
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@ -4696,9 +4698,9 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
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R = col[0];
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R = col[0];
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G = col[1];
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G = col[1];
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B = col[2];
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B = col[2];
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float preserve_hue = H;
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ColorConvertRGBtoHSV(R, G, B, H, S, V);
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ColorConvertRGBtoHSV(R, G, B, H, S, V);
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H = preserve_hue; // Avoids picker losing hue value for 1 frame glitch.
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if (S == 0 && memcmp(g.ColorEditLastColor, col, sizeof(float) * 3) == 0) // Fix local Hue as display below will use it immediately.
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H = g.ColorEditLastHue;
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}
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}
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else if (flags & ImGuiColorEditFlags_InputHSV)
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else if (flags & ImGuiColorEditFlags_InputHSV)
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{
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{
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