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ColorEdit, ColorPicker: Fixed hue/saturation preservation logic from interfering with the displayed value (but not stored value) of others widgets instances. (#6155)
Amend30546bc0
,accb0261b
,38d22bc4
This commit is contained in:
@ -4978,28 +4978,32 @@ bool ImGui::ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flag
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return ColorEdit4(label, col, flags | ImGuiColorEditFlags_NoAlpha);
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}
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static void ColorEditRestoreH(const float* col, float* H)
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{
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ImGuiContext& g = *GImGui;
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IM_ASSERT(g.ColorEditCurrentID != 0);
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if (g.ColorEditSavedID != g.ColorEditCurrentID || g.ColorEditSavedColor != ImGui::ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0)))
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return;
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*H = g.ColorEditSavedHue;
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}
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// ColorEdit supports RGB and HSV inputs. In case of RGB input resulting color may have undefined hue and/or saturation.
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// Since widget displays both RGB and HSV values we must preserve hue and saturation to prevent these values resetting.
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static void ColorEditRestoreHS(const float* col, float* H, float* S, float* V)
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{
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// This check is optional. Suppose we have two color widgets side by side, both widgets display different colors, but both colors have hue and/or saturation undefined.
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// With color check: hue/saturation is preserved in one widget. Editing color in one widget would reset hue/saturation in another one.
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// Without color check: common hue/saturation would be displayed in all widgets that have hue/saturation undefined.
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// g.ColorEditLastColor is stored as ImU32 RGB value: this essentially gives us color equality check with reduced precision.
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// Tiny external color changes would not be detected and this check would still pass. This is OK, since we only restore hue/saturation _only_ if they are undefined,
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// therefore this change flipping hue/saturation from undefined to a very tiny value would still be represented in color picker.
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ImGuiContext& g = *GImGui;
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if (g.ColorEditLastColor != ImGui::ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0)))
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IM_ASSERT(g.ColorEditCurrentID != 0);
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if (g.ColorEditSavedID != g.ColorEditCurrentID || g.ColorEditSavedColor != ImGui::ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0)))
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return;
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// When S == 0, H is undefined.
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// When H == 1 it wraps around to 0.
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if (*S == 0.0f || (*H == 0.0f && g.ColorEditLastHue == 1))
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*H = g.ColorEditLastHue;
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if (*S == 0.0f || (*H == 0.0f && g.ColorEditSavedHue == 1))
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*H = g.ColorEditSavedHue;
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// When V == 0, S is undefined.
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if (*V == 0.0f)
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*S = g.ColorEditLastSat;
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*S = g.ColorEditSavedSat;
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}
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// Edit colors components (each component in 0.0f..1.0f range).
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@ -5022,6 +5026,9 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag
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BeginGroup();
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PushID(label);
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const bool set_current_color_edit_id = (g.ColorEditCurrentID == 0);
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if (set_current_color_edit_id)
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g.ColorEditCurrentID = window->IDStack.back();
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// If we're not showing any slider there's no point in doing any HSV conversions
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const ImGuiColorEditFlags flags_untouched = flags;
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@ -5055,7 +5062,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag
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ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]);
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else if ((flags & ImGuiColorEditFlags_InputRGB) && (flags & ImGuiColorEditFlags_DisplayHSV))
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{
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// Hue is lost when converting from greyscale rgb (saturation=0). Restore it.
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// Hue is lost when converting from grayscale rgb (saturation=0). Restore it.
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ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]);
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ColorEditRestoreHS(col, &f[0], &f[1], &f[2]);
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}
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@ -5194,10 +5201,11 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag
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f[n] = i[n] / 255.0f;
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if ((flags & ImGuiColorEditFlags_DisplayHSV) && (flags & ImGuiColorEditFlags_InputRGB))
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{
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g.ColorEditLastHue = f[0];
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g.ColorEditLastSat = f[1];
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g.ColorEditSavedHue = f[0];
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g.ColorEditSavedSat = f[1];
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ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]);
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g.ColorEditLastColor = ColorConvertFloat4ToU32(ImVec4(f[0], f[1], f[2], 0));
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g.ColorEditSavedID = g.ColorEditCurrentID;
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g.ColorEditSavedColor = ColorConvertFloat4ToU32(ImVec4(f[0], f[1], f[2], 0));
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}
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if ((flags & ImGuiColorEditFlags_DisplayRGB) && (flags & ImGuiColorEditFlags_InputHSV))
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ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]);
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@ -5209,6 +5217,8 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag
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col[3] = f[3];
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}
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if (set_current_color_edit_id)
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g.ColorEditCurrentID = 0;
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PopID();
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EndGroup();
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@ -5282,6 +5292,9 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
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g.NextItemData.ClearFlags();
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PushID(label);
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const bool set_current_color_edit_id = (g.ColorEditCurrentID == 0);
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if (set_current_color_edit_id)
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g.ColorEditCurrentID = window->IDStack.back();
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BeginGroup();
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if (!(flags & ImGuiColorEditFlags_NoSidePreview))
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@ -5330,7 +5343,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
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float R = col[0], G = col[1], B = col[2];
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if (flags & ImGuiColorEditFlags_InputRGB)
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{
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// Hue is lost when converting from greyscale rgb (saturation=0). Restore it.
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// Hue is lost when converting from grayscale rgb (saturation=0). Restore it.
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ColorConvertRGBtoHSV(R, G, B, H, S, V);
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ColorEditRestoreHS(col, &H, &S, &V);
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}
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@ -5385,10 +5398,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
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{
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S = ImSaturate((io.MousePos.x - picker_pos.x) / (sv_picker_size - 1));
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V = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1));
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// Greatly reduces hue jitter and reset to 0 when hue == 255 and color is rapidly modified using SV square.
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if (g.ColorEditLastColor == ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0)))
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H = g.ColorEditLastHue;
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ColorEditRestoreH(col, &H); // Greatly reduces hue jitter and reset to 0 when hue == 255 and color is rapidly modified using SV square.
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value_changed = value_changed_sv = true;
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}
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if (!(flags & ImGuiColorEditFlags_NoOptions))
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@ -5463,9 +5473,10 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
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if (flags & ImGuiColorEditFlags_InputRGB)
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{
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ColorConvertHSVtoRGB(H, S, V, col[0], col[1], col[2]);
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g.ColorEditLastHue = H;
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g.ColorEditLastSat = S;
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g.ColorEditLastColor = ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0));
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g.ColorEditSavedHue = H;
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g.ColorEditSavedSat = S;
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g.ColorEditSavedID = g.ColorEditCurrentID;
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g.ColorEditSavedColor = ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0));
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}
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else if (flags & ImGuiColorEditFlags_InputHSV)
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{
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@ -5629,6 +5640,8 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
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if (value_changed && g.LastItemData.ID != 0) // In case of ID collision, the second EndGroup() won't catch g.ActiveId
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MarkItemEdited(g.LastItemData.ID);
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if (set_current_color_edit_id)
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g.ColorEditCurrentID = 0;
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PopID();
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return value_changed;
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