ColorPicker: Fixed saturation/value cursor radius not scaling properly.

+ Misc docs/comments.
This commit is contained in:
ocornut 2024-01-05 17:23:42 +01:00
parent 27e83c2953
commit 7f9533b840
3 changed files with 9 additions and 6 deletions

View File

@ -42,8 +42,6 @@ HOW TO UPDATE?
Breaking changes:
- DragScalarN, SliderScalarN, InputScalarN: Fixed incorrect pushes into ItemWidth
stack when number of components is 1. [#7095] [@Nahor]
- imgui_freetype: commented out ImGuiFreeType::BuildFontAtlas() obsoleted in 1.81.
Prefer using #define IMGUI_ENABLE_FREETYPE or see commented code for manual calls.
- Removed CalcListClipping() marked obsolete in 1.86. (#3841)
@ -72,12 +70,15 @@ Other changes:
- InputTextMultiline: Tabbing through a multi-line text editor which allows Tab character inputs
(using the ImGuiInputTextFlags_AllowTabInput flag) doesn't automatically activate it, in order
to allow passing through multiple widgets easily. (#3092, #5759, #787)
- DragScalarN, SliderScalarN, InputScalarN: Fixed incorrect pushes into ItemWidth
stack when number of components is 1. [#7095] [@Nahor]
- Drags, Sliders, Inputs: removed all attempts to filter non-numerical characters during text
editing. Invalid inputs not applied to value, visibly reverted after validation. (#6810, #7096)
- Drags, Sliders, Inputs: removal of filter means that "nan" and "inf" values may be input. (#7096)
- DragScalarN, SliderScalarN, InputScalarN, PushMultiItemsWidths: improve multi-components
width computation to better distribute the error. (#7120, #7121) [@Nahor]
- ColorEdit4: Layout tweaks for very small sizes. (#7120, #7121)
- ColorEdit: Layout tweaks for very small sizes. (#7120, #7121)
- ColorPicker: Fixed saturation/value cursor radius not scaling properly.
- Menus: Tweaked hover slack logic, adding a timer to avoid situations where a slow vertical
movements toward another parent BeginMenu() can keep the wrong child menu open. (#6671, #6926)
- Settings: Fixed an issue marking settings as dirty when merely clicking on a border or resize

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@ -8721,7 +8721,9 @@ static void ImGui::UpdateKeyboardInputs()
GetKeyData(ImGuiMod_Super)->Down = io.KeySuper;
}
}
#endif
// Import legacy ImGuiNavInput_ io inputs and convert to gamepad keys
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
if (io.BackendUsingLegacyNavInputArray && nav_gamepad_active)
@ -8744,7 +8746,6 @@ static void ImGui::UpdateKeyboardInputs()
MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickDown, ImGuiNavInput_LStickDown);
#undef NAV_MAP_KEY
}
#endif
#endif
// Update aliases
@ -8753,7 +8754,7 @@ static void ImGui::UpdateKeyboardInputs()
UpdateAliasKey(ImGuiKey_MouseWheelX, io.MouseWheelH != 0.0f, io.MouseWheelH);
UpdateAliasKey(ImGuiKey_MouseWheelY, io.MouseWheel != 0.0f, io.MouseWheel);
// Synchronize io.KeyMods and io.KeyXXX values.
// Synchronize io.KeyMods and io.KeyCtrl/io.KeyShift/etc. values.
// - New backends (1.87+): send io.AddKeyEvent(ImGuiMod_XXX) -> -> (here) deriving io.KeyMods + io.KeyXXX from key array.
// - Legacy backends: set io.KeyXXX bools -> (above) set key array from io.KeyXXX -> (here) deriving io.KeyMods + io.KeyXXX from key array.
// So with legacy backends the 4 values will do a unnecessary back-and-forth but it makes the code simpler and future facing.
@ -8790,6 +8791,7 @@ static void ImGui::UpdateKeyboardInputs()
owner_data->LockThisFrame = owner_data->LockUntilRelease = owner_data->LockUntilRelease && key_data->Down; // Clear LockUntilRelease when key is not Down anymore
}
// Update key routing (for e.g. shortcuts)
UpdateKeyRoutingTable(&g.KeysRoutingTable);
}

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@ -5714,7 +5714,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
}
// Render cursor/preview circle (clamp S/V within 0..1 range because floating points colors may lead HSV values to be out of range)
float sv_cursor_rad = value_changed_sv ? 10.0f : 6.0f;
float sv_cursor_rad = value_changed_sv ? wheel_thickness * 0.55f : wheel_thickness * 0.40f;
int sv_cursor_segments = draw_list->_CalcCircleAutoSegmentCount(sv_cursor_rad); // Lock segment count so the +1 one matches others.
draw_list->AddCircleFilled(sv_cursor_pos, sv_cursor_rad, user_col32_striped_of_alpha, sv_cursor_segments);
draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad + 1, col_midgrey, sv_cursor_segments);