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Minor tidying up following merge BGRA color PR (#844)
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12
imgui.cpp
12
imgui.cpp
@ -1216,14 +1216,14 @@ ImU32 ImGui::GetColorU32(ImGuiCol idx, float alpha_mul)
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{
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ImVec4 c = GImGui->Style.Colors[idx];
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c.w *= GImGui->Style.Alpha * alpha_mul;
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return ImGui::ColorConvertFloat4ToU32(c);
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return ColorConvertFloat4ToU32(c);
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}
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ImU32 ImGui::GetColorU32(const ImVec4& col)
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{
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ImVec4 c = col;
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c.w *= GImGui->Style.Alpha;
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return ImGui::ColorConvertFloat4ToU32(c);
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return ColorConvertFloat4ToU32(c);
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}
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// Convert rgb floats ([0-1],[0-1],[0-1]) to hsv floats ([0-1],[0-1],[0-1]), from Foley & van Dam p592
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@ -9546,13 +9546,7 @@ void ImGui::ValueColor(const char* prefix, ImU32 v)
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{
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Text("%s: %08X", prefix, v);
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SameLine();
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ImVec4 col;
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col.x = (float)((v >> IM_COL32_R_SHIFT) & 0xFF) / 255.0f;
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col.y = (float)((v >> IM_COL32_G_SHIFT) & 0xFF) / 255.0f;
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col.z = (float)((v >> IM_COL32_B_SHIFT) & 0xFF) / 255.0f;
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col.w = (float)((v >> IM_COL32_A_SHIFT) & 0xFF) / 255.0f;
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ColorButton(col, true);
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ColorButton(ColorConvertU32ToFloat4(v), true);
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}
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//-----------------------------------------------------------------------------
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34
imgui.h
34
imgui.h
@ -827,23 +827,6 @@ struct ImGuiIO
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// Helpers
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//-----------------------------------------------------------------------------
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// Helpers macros to generate 32-bits encoded colors
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#ifdef IMGUI_USE_BGRA_PACKED_COLOR
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#define IM_COL32_R_SHIFT 16
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#define IM_COL32_G_SHIFT 8
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#define IM_COL32_B_SHIFT 0
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#define IM_COL32_A_SHIFT 24
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#else
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#define IM_COL32_R_SHIFT 0
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#define IM_COL32_G_SHIFT 8
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#define IM_COL32_B_SHIFT 16
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#define IM_COL32_A_SHIFT 24
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#endif
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#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))
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#define IM_COL32_WHITE (IM_COL32(255,255,255,255))
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#define IM_COL32_BLACK (IM_COL32(0,0,0,255))
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#define IM_COL32_BLACK_TRANS (IM_COL32(0,0,0,0)) // Transparent black
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// Lightweight std::vector<> like class to avoid dragging dependencies (also: windows implementation of STL with debug enabled is absurdly slow, so let's bypass it so our code runs fast in debug).
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// Our implementation does NOT call c++ constructors because we don't use them in ImGui. Don't use this class as a straight std::vector replacement in your code!
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template<typename T>
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@ -1051,6 +1034,23 @@ struct ImGuiSizeConstraintCallbackData
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ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing.
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};
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// Helpers macros to generate 32-bits encoded colors
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#ifdef IMGUI_USE_BGRA_PACKED_COLOR
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#define IM_COL32_R_SHIFT 16
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#define IM_COL32_G_SHIFT 8
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#define IM_COL32_B_SHIFT 0
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#define IM_COL32_A_SHIFT 24
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#else
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#define IM_COL32_R_SHIFT 0
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#define IM_COL32_G_SHIFT 8
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#define IM_COL32_B_SHIFT 16
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#define IM_COL32_A_SHIFT 24
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#endif
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#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))
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#define IM_COL32_WHITE IM_COL32(255,255,255,255) // Opaque white
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#define IM_COL32_BLACK IM_COL32(0,0,0,255) // Opaque black
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#define IM_COL32_BLACK_TRANS IM_COL32(0,0,0,0) // Transparent black
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// ImColor() helper to implicity converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
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// Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API.
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// Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class.
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@ -602,7 +602,7 @@ void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_coun
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{
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// Anti-aliased Fill
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const float AA_SIZE = 1.0f;
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const ImU32 col_trans = col & IM_COL32(255, 255, 255, 0);
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const ImU32 col_trans = col & IM_COL32(255,255,255,0);
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const int idx_count = (points_count-2)*3 + points_count*6;
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const int vtx_count = (points_count*2);
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PrimReserve(idx_count, vtx_count);
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