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RenderColorRectWithAlphaCheckerboard() in one layer to shunt out anti-alasing artefacts when rounded. Added ImLerp(int,int,float). (#346)
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76bae2f015
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23
imgui.cpp
23
imgui.cpp
@ -9033,19 +9033,26 @@ static inline float ColorSquareSize()
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return g.FontSize + g.Style.FramePadding.y * 2.0f;
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return g.FontSize + g.Style.FramePadding.y * 2.0f;
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}
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}
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static inline ImU32 ImAlphaBlendColor(ImU32 col_a, ImU32 col_b)
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{
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float t = ((col_b >> IM_COL32_A_SHIFT) & 0xFF) / 255.f;
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int r = ImLerp((int)(col_a >> IM_COL32_R_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_R_SHIFT) & 0xFF, t);
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int g = ImLerp((int)(col_a >> IM_COL32_G_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_G_SHIFT) & 0xFF, t);
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int b = ImLerp((int)(col_a >> IM_COL32_B_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_B_SHIFT) & 0xFF, t);
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return IM_COL32(r, g, b, 0xFF);
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}
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void ImGui::RenderColorRectWithAlphaCheckerboard(ImVec2 p_min, ImVec2 p_max, ImU32 col, float grid_step, float rounding, int rounding_corners_flags_parent)
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void ImGui::RenderColorRectWithAlphaCheckerboard(ImVec2 p_min, ImVec2 p_max, ImU32 col, float grid_step, float rounding, int rounding_corners_flags_parent)
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{
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{
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ImGuiWindow* window = GetCurrentWindow();
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ImGuiWindow* window = GetCurrentWindow();
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if (((col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT) < 0xFF)
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if (((col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT) < 0xFF)
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{
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{
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// We use rounding+1 here which is counterintuitive but it inhibit mosts of the edge artifacts with overlayed rounded shapes
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ImU32 col_bg1 = GetColorU32(ImAlphaBlendColor(IM_COL32(204,204,204,255), col));
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ImU32 col_bg1 = GetColorU32(IM_COL32(204,204,204,255));
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ImU32 col_bg2 = GetColorU32(ImAlphaBlendColor(IM_COL32(128,128,128,255), col));
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ImU32 col_bg2 = GetColorU32(IM_COL32(128,128,128,255));
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window->DrawList->AddRectFilled(p_min, p_max, col_bg1, rounding, rounding_corners_flags_parent);
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window->DrawList->AddRectFilled(p_min, p_max, col_bg1, rounding+1, rounding_corners_flags_parent);
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int x_count = (int)((p_max.x - p_min.x) / grid_step + 0.99f);
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int x_count = (int)((p_max.x - p_min.x) / grid_step + 0.99f);
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int y_count = (int)((p_max.y - p_min.y) / grid_step + 0.99f);
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int y_count = (int)((p_max.y - p_min.y) / grid_step + 0.99f);
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for (int y_i = 0; y_i < y_count; y_i++)
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for (int y_i = 0; y_i < y_count; y_i++)
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{
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for (int x_i = (y_i & 1) ^ 1; x_i < x_count; x_i += 2)
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for (int x_i = (y_i & 1) ^ 1; x_i < x_count; x_i += 2)
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{
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{
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int rounding_corners_flags = 0;
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int rounding_corners_flags = 0;
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@ -9054,12 +9061,14 @@ void ImGui::RenderColorRectWithAlphaCheckerboard(ImVec2 p_min, ImVec2 p_max, ImU
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rounding_corners_flags &= rounding_corners_flags_parent;
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rounding_corners_flags &= rounding_corners_flags_parent;
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ImVec2 p1(p_min.x + x_i * grid_step, p_min.y + y_i * grid_step);
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ImVec2 p1(p_min.x + x_i * grid_step, p_min.y + y_i * grid_step);
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ImVec2 p2(ImMin(p1.x + grid_step, p_max.x), ImMin(p1.y + grid_step, p_max.y));
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ImVec2 p2(ImMin(p1.x + grid_step, p_max.x), ImMin(p1.y + grid_step, p_max.y));
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window->DrawList->AddRectFilled(p1, p2, col_bg2, rounding_corners_flags ? rounding+1 : 0.0f, rounding_corners_flags);
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window->DrawList->AddRectFilled(p1, p2, col_bg2, rounding_corners_flags ? rounding : 0.0f, rounding_corners_flags);
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}
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}
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}
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}
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}
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else
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{
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window->DrawList->AddRectFilled(p_min, p_max, col, rounding, rounding_corners_flags_parent);
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window->DrawList->AddRectFilled(p_min, p_max, col, rounding, rounding_corners_flags_parent);
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}
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}
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}
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// A little colored square. Return true when clicked.
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// A little colored square. Return true when clicked.
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// FIXME: May want to display/ignore the alpha component in the color display? Yet show it in the tooltip.
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// FIXME: May want to display/ignore the alpha component in the color display? Yet show it in the tooltip.
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@ -131,6 +131,7 @@ static inline int ImClamp(int v, int mn, int mx)
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static inline float ImClamp(float v, float mn, float mx) { return (v < mn) ? mn : (v > mx) ? mx : v; }
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static inline float ImClamp(float v, float mn, float mx) { return (v < mn) ? mn : (v > mx) ? mx : v; }
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static inline ImVec2 ImClamp(const ImVec2& f, const ImVec2& mn, ImVec2 mx) { return ImVec2(ImClamp(f.x,mn.x,mx.x), ImClamp(f.y,mn.y,mx.y)); }
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static inline ImVec2 ImClamp(const ImVec2& f, const ImVec2& mn, ImVec2 mx) { return ImVec2(ImClamp(f.x,mn.x,mx.x), ImClamp(f.y,mn.y,mx.y)); }
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static inline float ImSaturate(float f) { return (f < 0.0f) ? 0.0f : (f > 1.0f) ? 1.0f : f; }
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static inline float ImSaturate(float f) { return (f < 0.0f) ? 0.0f : (f > 1.0f) ? 1.0f : f; }
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static inline int ImLerp(int a, int b, float t) { return (int)(a + (b - a) * t); }
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static inline float ImLerp(float a, float b, float t) { return a + (b - a) * t; }
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static inline float ImLerp(float a, float b, float t) { return a + (b - a) * t; }
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static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, const ImVec2& t) { return ImVec2(a.x + (b.x - a.x) * t.x, a.y + (b.y - a.y) * t.y); }
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static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, const ImVec2& t) { return ImVec2(a.x + (b.x - a.x) * t.x, a.y + (b.y - a.y) * t.y); }
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static inline float ImLengthSqr(const ImVec2& lhs) { return lhs.x*lhs.x + lhs.y*lhs.y; }
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static inline float ImLengthSqr(const ImVec2& lhs) { return lhs.x*lhs.x + lhs.y*lhs.y; }
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