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ColorPicker: Made rendering aware of global style alpha of the picker can be faded out. (#2711)
Note that some elements won't accurately fade down with the same intensity, and the color wheel when enabled will have small overlap glitches with (style.Alpha < 1.0).
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@ -34,6 +34,9 @@ HOW TO UPDATE?
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-----------------------------------------------------------------------
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Other Changes:
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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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when enabled will have small overlap glitches with (style.Alpha < 1.0).
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- Backends: DX11: Fixed GSGetShader() call not passing an initialized instance count,
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would generally make the debug layer complain (Added in 1.72).
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- Backends: Vulkan: Added support for specifying multisample count.
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@ -4439,7 +4439,7 @@ bool ImGui::IsMouseDoubleClicked(int button)
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return g.IO.MouseDoubleClicked[button];
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}
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// [Internal] This doesn't test if the button is presed
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// [Internal] This doesn't test if the button is pressed
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bool ImGui::IsMouseDragPastThreshold(int button, float lock_threshold)
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{
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ImGuiContext& g = *GImGui;
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@ -4402,17 +4402,19 @@ void ImGui::RenderColorRectWithAlphaCheckerboard(ImVec2 p_min, ImVec2 p_max, ImU
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}
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// Helper for ColorPicker4()
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static void RenderArrowsForVerticalBar(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, float bar_w)
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static void RenderArrowsForVerticalBar(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, float bar_w, float alpha)
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{
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ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x + 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Right, IM_COL32_BLACK);
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ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x, pos.y), half_sz, ImGuiDir_Right, IM_COL32_WHITE);
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ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x - 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Left, IM_COL32_BLACK);
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ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x, pos.y), half_sz, ImGuiDir_Left, IM_COL32_WHITE);
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ImU32 alpha8 = IM_F32_TO_INT8_SAT(alpha);
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ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x + 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Right, IM_COL32(0,0,0,alpha8));
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ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x, pos.y), half_sz, ImGuiDir_Right, IM_COL32(255,255,255,alpha8));
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ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x - 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Left, IM_COL32(0,0,0,alpha8));
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ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x, pos.y), half_sz, ImGuiDir_Left, IM_COL32(255,255,255,alpha8));
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}
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// Note: ColorPicker4() only accesses 3 floats if ImGuiColorEditFlags_NoAlpha flag is set.
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// (In C++ the 'float col[4]' notation for a function argument is equivalent to 'float* col', we only specify a size to facilitate understanding of the code.)
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// FIXME: we adjust the big color square height based on item width, which may cause a flickering feedback loop (if automatic height makes a vertical scrollbar appears, affecting automatic width..)
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// FIXME: this is trying to be aware of style.Alpha but not fully correct. Also, the color wheel will have overlapping glitches with (style.Alpha < 1.0)
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bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags, const float* ref_col)
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{
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ImGuiContext& g = *GImGui;
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@ -4662,17 +4664,22 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
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}
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}
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ImVec4 hue_color_f(1, 1, 1, 1); ColorConvertHSVtoRGB(H, 1, 1, hue_color_f.x, hue_color_f.y, hue_color_f.z);
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ImU32 hue_color32 = ColorConvertFloat4ToU32(hue_color_f);
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ImU32 col32_no_alpha = ColorConvertFloat4ToU32(ImVec4(R, G, B, 1.0f));
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const int style_alpha8 = IM_F32_TO_INT8_SAT(style.Alpha);
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const ImU32 col_black = IM_COL32(0,0,0,style_alpha8);
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const ImU32 col_white = IM_COL32(255,255,255,style_alpha8);
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const ImU32 col_midgrey = IM_COL32(128,128,128,style_alpha8);
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const ImU32 col_hues[6 + 1] = { IM_COL32(255,0,0,style_alpha8), IM_COL32(255,255,0,style_alpha8), IM_COL32(0,255,0,style_alpha8), IM_COL32(0,255,255,style_alpha8), IM_COL32(0,0,255,style_alpha8), IM_COL32(255,0,255,style_alpha8), IM_COL32(255,0,0,style_alpha8) };
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ImVec4 hue_color_f(1, 1, 1, style.Alpha); ColorConvertHSVtoRGB(H, 1, 1, hue_color_f.x, hue_color_f.y, hue_color_f.z);
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ImU32 hue_color32 = ColorConvertFloat4ToU32(hue_color_f);
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ImU32 user_col32_striped_of_alpha = ColorConvertFloat4ToU32(ImVec4(R, G, B, style.Alpha)); // Important: this is still including the main rendering/style alpha!!
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const ImU32 hue_colors[6+1] = { IM_COL32(255,0,0,255), IM_COL32(255,255,0,255), IM_COL32(0,255,0,255), IM_COL32(0,255,255,255), IM_COL32(0,0,255,255), IM_COL32(255,0,255,255), IM_COL32(255,0,0,255) };
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ImVec2 sv_cursor_pos;
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if (flags & ImGuiColorEditFlags_PickerHueWheel)
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{
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// Render Hue Wheel
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const float aeps = 1.5f / wheel_r_outer; // Half a pixel arc length in radians (2pi cancels out).
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const float aeps = 0.5f / wheel_r_outer; // Half a pixel arc length in radians (2pi cancels out).
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const int segment_per_arc = ImMax(4, (int)wheel_r_outer / 12);
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for (int n = 0; n < 6; n++)
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{
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@ -4680,13 +4687,13 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
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const float a1 = (n+1.0f)/6.0f * 2.0f * IM_PI + aeps;
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const int vert_start_idx = draw_list->VtxBuffer.Size;
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draw_list->PathArcTo(wheel_center, (wheel_r_inner + wheel_r_outer)*0.5f, a0, a1, segment_per_arc);
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draw_list->PathStroke(IM_COL32_WHITE, false, wheel_thickness);
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draw_list->PathStroke(col_white, false, wheel_thickness);
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const int vert_end_idx = draw_list->VtxBuffer.Size;
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// Paint colors over existing vertices
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ImVec2 gradient_p0(wheel_center.x + ImCos(a0) * wheel_r_inner, wheel_center.y + ImSin(a0) * wheel_r_inner);
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ImVec2 gradient_p1(wheel_center.x + ImCos(a1) * wheel_r_inner, wheel_center.y + ImSin(a1) * wheel_r_inner);
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ShadeVertsLinearColorGradientKeepAlpha(draw_list, vert_start_idx, vert_end_idx, gradient_p0, gradient_p1, hue_colors[n], hue_colors[n+1]);
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ShadeVertsLinearColorGradientKeepAlpha(draw_list, vert_start_idx, vert_end_idx, gradient_p0, gradient_p1, col_hues[n], col_hues[n+1]);
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}
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// Render Cursor + preview on Hue Wheel
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@ -4696,8 +4703,8 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
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float hue_cursor_rad = value_changed_h ? wheel_thickness * 0.65f : wheel_thickness * 0.55f;
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int hue_cursor_segments = ImClamp((int)(hue_cursor_rad / 1.4f), 9, 32);
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draw_list->AddCircleFilled(hue_cursor_pos, hue_cursor_rad, hue_color32, hue_cursor_segments);
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draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad+1, IM_COL32(128,128,128,255), hue_cursor_segments);
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draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad, IM_COL32_WHITE, hue_cursor_segments);
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draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad+1, col_midgrey, hue_cursor_segments);
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draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad, col_white, hue_cursor_segments);
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// Render SV triangle (rotated according to hue)
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ImVec2 tra = wheel_center + ImRotate(triangle_pa, cos_hue_angle, sin_hue_angle);
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@ -4707,46 +4714,46 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
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draw_list->PrimReserve(6, 6);
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draw_list->PrimVtx(tra, uv_white, hue_color32);
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draw_list->PrimVtx(trb, uv_white, hue_color32);
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draw_list->PrimVtx(trc, uv_white, IM_COL32_WHITE);
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draw_list->PrimVtx(tra, uv_white, IM_COL32_BLACK_TRANS);
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draw_list->PrimVtx(trb, uv_white, IM_COL32_BLACK);
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draw_list->PrimVtx(trc, uv_white, IM_COL32_BLACK_TRANS);
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draw_list->AddTriangle(tra, trb, trc, IM_COL32(128,128,128,255), 1.5f);
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draw_list->PrimVtx(trc, uv_white, col_white);
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draw_list->PrimVtx(tra, uv_white, 0);
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draw_list->PrimVtx(trb, uv_white, col_white);
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draw_list->PrimVtx(trc, uv_white, 0);
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draw_list->AddTriangle(tra, trb, trc, col_midgrey, 1.5f);
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sv_cursor_pos = ImLerp(ImLerp(trc, tra, ImSaturate(S)), trb, ImSaturate(1 - V));
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}
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else if (flags & ImGuiColorEditFlags_PickerHueBar)
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{
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// Render SV Square
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draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size,sv_picker_size), IM_COL32_WHITE, hue_color32, hue_color32, IM_COL32_WHITE);
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draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size,sv_picker_size), IM_COL32_BLACK_TRANS, IM_COL32_BLACK_TRANS, IM_COL32_BLACK, IM_COL32_BLACK);
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RenderFrameBorder(picker_pos, picker_pos + ImVec2(sv_picker_size,sv_picker_size), 0.0f);
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draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), col_white, hue_color32, hue_color32, col_white);
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draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0, 0, col_black, col_black);
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RenderFrameBorder(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0.0f);
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sv_cursor_pos.x = ImClamp((float)(int)(picker_pos.x + ImSaturate(S) * sv_picker_size + 0.5f), picker_pos.x + 2, picker_pos.x + sv_picker_size - 2); // Sneakily prevent the circle to stick out too much
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sv_cursor_pos.y = ImClamp((float)(int)(picker_pos.y + ImSaturate(1 - V) * sv_picker_size + 0.5f), picker_pos.y + 2, picker_pos.y + sv_picker_size - 2);
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// Render Hue Bar
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for (int i = 0; i < 6; ++i)
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draw_list->AddRectFilledMultiColor(ImVec2(bar0_pos_x, picker_pos.y + i * (sv_picker_size / 6)), ImVec2(bar0_pos_x + bars_width, picker_pos.y + (i + 1) * (sv_picker_size / 6)), hue_colors[i], hue_colors[i], hue_colors[i + 1], hue_colors[i + 1]);
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draw_list->AddRectFilledMultiColor(ImVec2(bar0_pos_x, picker_pos.y + i * (sv_picker_size / 6)), ImVec2(bar0_pos_x + bars_width, picker_pos.y + (i + 1) * (sv_picker_size / 6)), col_hues[i], col_hues[i], col_hues[i + 1], col_hues[i + 1]);
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float bar0_line_y = (float)(int)(picker_pos.y + H * sv_picker_size + 0.5f);
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RenderFrameBorder(ImVec2(bar0_pos_x, picker_pos.y), ImVec2(bar0_pos_x + bars_width, picker_pos.y + sv_picker_size), 0.0f);
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RenderArrowsForVerticalBar(draw_list, ImVec2(bar0_pos_x - 1, bar0_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f);
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RenderArrowsForVerticalBar(draw_list, ImVec2(bar0_pos_x - 1, bar0_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, style.Alpha);
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}
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// Render cursor/preview circle (clamp S/V within 0..1 range because floating points colors may lead HSV values to be out of range)
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float sv_cursor_rad = value_changed_sv ? 10.0f : 6.0f;
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draw_list->AddCircleFilled(sv_cursor_pos, sv_cursor_rad, col32_no_alpha, 12);
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draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad+1, IM_COL32(128,128,128,255), 12);
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draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad, IM_COL32_WHITE, 12);
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draw_list->AddCircleFilled(sv_cursor_pos, sv_cursor_rad, user_col32_striped_of_alpha, 12);
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draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad+1, col_midgrey, 12);
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draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad, col_white, 12);
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// Render alpha bar
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if (alpha_bar)
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{
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float alpha = ImSaturate(col[3]);
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ImRect bar1_bb(bar1_pos_x, picker_pos.y, bar1_pos_x + bars_width, picker_pos.y + sv_picker_size);
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RenderColorRectWithAlphaCheckerboard(bar1_bb.Min, bar1_bb.Max, IM_COL32(0,0,0,0), bar1_bb.GetWidth() / 2.0f, ImVec2(0.0f, 0.0f));
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draw_list->AddRectFilledMultiColor(bar1_bb.Min, bar1_bb.Max, col32_no_alpha, col32_no_alpha, col32_no_alpha & ~IM_COL32_A_MASK, col32_no_alpha & ~IM_COL32_A_MASK);
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RenderColorRectWithAlphaCheckerboard(bar1_bb.Min, bar1_bb.Max, 0, bar1_bb.GetWidth() / 2.0f, ImVec2(0.0f, 0.0f));
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draw_list->AddRectFilledMultiColor(bar1_bb.Min, bar1_bb.Max, user_col32_striped_of_alpha, user_col32_striped_of_alpha, user_col32_striped_of_alpha & ~IM_COL32_A_MASK, user_col32_striped_of_alpha & ~IM_COL32_A_MASK);
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float bar1_line_y = (float)(int)(picker_pos.y + (1.0f - alpha) * sv_picker_size + 0.5f);
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RenderFrameBorder(bar1_bb.Min, bar1_bb.Max, 0.0f);
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RenderArrowsForVerticalBar(draw_list, ImVec2(bar1_pos_x - 1, bar1_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f);
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RenderArrowsForVerticalBar(draw_list, ImVec2(bar1_pos_x - 1, bar1_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, style.Alpha);
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}
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EndGroup();
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