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Internal: Refactor: Moved RenderColorRectWithAlphaCheckerboard() to imgui_draw.cpp, tweaked signature.
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@ -3172,6 +3172,7 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col
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// - RenderRectFilledRangeH()
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//-----------------------------------------------------------------------------
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// Function in need of a redesign (legacy mess)
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// - RenderColorRectWithAlphaCheckerboard()
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//-----------------------------------------------------------------------------
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// Render an arrow aimed to be aligned with text (p_min is a position in the same space text would be positioned). To e.g. denote expanded/collapsed state
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@ -3329,6 +3330,43 @@ void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, Im
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draw_list->PathFillConvex(col);
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}
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// Helper for ColorPicker4()
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// NB: This is rather brittle and will show artifact when rounding this enabled if rounded corners overlap multiple cells. Caller currently responsible for avoiding that.
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// Spent a non reasonable amount of time trying to getting this right for ColorButton with rounding+anti-aliasing+ImGuiColorEditFlags_HalfAlphaPreview flag + various grid sizes and offsets, and eventually gave up... probably more reasonable to disable rounding alltogether.
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// FIXME: uses ImGui::GetColorU32
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void ImGui::RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 col, float grid_step, ImVec2 grid_off, float rounding, int rounding_corners_flags)
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{
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if (((col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT) < 0xFF)
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{
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ImU32 col_bg1 = ImGui::GetColorU32(ImAlphaBlendColors(IM_COL32(204, 204, 204, 255), col));
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ImU32 col_bg2 = ImGui::GetColorU32(ImAlphaBlendColors(IM_COL32(128, 128, 128, 255), col));
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draw_list->AddRectFilled(p_min, p_max, col_bg1, rounding, rounding_corners_flags);
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int yi = 0;
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for (float y = p_min.y + grid_off.y; y < p_max.y; y += grid_step, yi++)
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{
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float y1 = ImClamp(y, p_min.y, p_max.y), y2 = ImMin(y + grid_step, p_max.y);
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if (y2 <= y1)
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continue;
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for (float x = p_min.x + grid_off.x + (yi & 1) * grid_step; x < p_max.x; x += grid_step * 2.0f)
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{
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float x1 = ImClamp(x, p_min.x, p_max.x), x2 = ImMin(x + grid_step, p_max.x);
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if (x2 <= x1)
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continue;
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int rounding_corners_flags_cell = 0;
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if (y1 <= p_min.y) { if (x1 <= p_min.x) rounding_corners_flags_cell |= ImDrawCornerFlags_TopLeft; if (x2 >= p_max.x) rounding_corners_flags_cell |= ImDrawCornerFlags_TopRight; }
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if (y2 >= p_max.y) { if (x1 <= p_min.x) rounding_corners_flags_cell |= ImDrawCornerFlags_BotLeft; if (x2 >= p_max.x) rounding_corners_flags_cell |= ImDrawCornerFlags_BotRight; }
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rounding_corners_flags_cell &= rounding_corners_flags;
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draw_list->AddRectFilled(ImVec2(x1, y1), ImVec2(x2, y2), col_bg2, rounding_corners_flags_cell ? rounding : 0.0f, rounding_corners_flags_cell);
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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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draw_list->AddRectFilled(p_min, p_max, col, rounding, rounding_corners_flags);
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}
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}
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//-----------------------------------------------------------------------------
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// [SECTION] Decompression code
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//-----------------------------------------------------------------------------
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