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https://github.com/Drezil/imgui.git
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ColorPicker4: hue/alpha bars draw arrows that would look right on all background. RenderArrow helper. (#346)
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parent
35186a1165
commit
fef8aac523
28
imgui.cpp
28
imgui.cpp
@ -9329,6 +9329,26 @@ bool ImGui::ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags fl
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return true;
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return true;
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}
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}
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// 'pos' is position of the arrow tip. half_sz.x is length from base to tip. half_sz.y is length on each side.
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static void RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col)
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{
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switch (direction)
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{
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case ImGuiDir_Right: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), pos, col); return;
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case ImGuiDir_Left: draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), pos, col); return;
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case ImGuiDir_Down: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), pos, col); return;
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case ImGuiDir_Up: draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), pos, col); return;
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}
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}
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static void RenderArrowsForVerticalBar(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, float bar_w)
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{
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RenderArrow(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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RenderArrow(draw_list, ImVec2(pos.x + half_sz.x, pos.y), half_sz, ImGuiDir_Right, IM_COL32_WHITE);
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RenderArrow(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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RenderArrow(draw_list, ImVec2(pos.x + bar_w - half_sz.x, pos.y), half_sz, ImGuiDir_Left, IM_COL32_WHITE);
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}
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// ColorPicker
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// ColorPicker
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// Note: only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set.
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// Note: only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set.
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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: 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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@ -9351,10 +9371,10 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
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bool alpha_bar = (flags & ImGuiColorEditFlags_AlphaBar) && !(flags & ImGuiColorEditFlags_NoAlpha);
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bool alpha_bar = (flags & ImGuiColorEditFlags_AlphaBar) && !(flags & ImGuiColorEditFlags_NoAlpha);
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ImVec2 picker_pos = window->DC.CursorPos;
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ImVec2 picker_pos = window->DC.CursorPos;
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float bars_width = ColorSquareSize(); // Arbitrary smallish width of Hue/Alpha picking bars
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float bars_width = ColorSquareSize(); // Arbitrary smallish width of Hue/Alpha picking bars
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float bars_line_extrude = ImMin(2.0f, style.ItemInnerSpacing.x * 0.5f);
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float sv_picker_size = ImMax(bars_width * 1, CalcItemWidth() - (alpha_bar ? 2 : 1) * (bars_width + style.ItemInnerSpacing.x)); // Saturation/Value picking box
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float sv_picker_size = ImMax(bars_width * 1, CalcItemWidth() - (alpha_bar ? 2 : 1) * (bars_width + style.ItemInnerSpacing.x)); // Saturation/Value picking box
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float bar0_pos_x = picker_pos.x + sv_picker_size + style.ItemInnerSpacing.x;
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float bar0_pos_x = picker_pos.x + sv_picker_size + style.ItemInnerSpacing.x;
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float bar1_pos_x = bar0_pos_x + bars_width + style.ItemInnerSpacing.x;
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float bar1_pos_x = bar0_pos_x + bars_width + style.ItemInnerSpacing.x;
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float bars_triangles_half_sz = (float)(int)(bars_width * 0.20f);
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float H,S,V;
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float H,S,V;
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ColorConvertRGBtoHSV(col[0], col[1], col[2], H, S, V);
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ColorConvertRGBtoHSV(col[0], col[1], col[2], H, S, V);
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@ -9476,17 +9496,17 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
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}
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}
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float bar0_line_y = (float)(int)(picker_pos.y + H * sv_picker_size + 0.5f);
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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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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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draw_list->AddLine(ImVec2(bar0_pos_x - bars_line_extrude, bar0_line_y), ImVec2(bar0_pos_x + bars_width + bars_line_extrude, bar0_line_y), IM_COL32_WHITE);
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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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// Render alpha bar
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// Render alpha bar
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if (alpha_bar)
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if (alpha_bar)
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{
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{
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float alpha = ImSaturate(col[3]);
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float alpha = ImSaturate(col[3]);
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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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ImRect bar1_bb(bar1_pos_x, picker_pos.y, bar1_pos_x + bars_width, picker_pos.y + sv_picker_size);
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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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draw_list->AddRectFilledMultiColor(bar1_bb.Min, bar1_bb.Max, IM_COL32_WHITE, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32_BLACK);
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draw_list->AddRectFilledMultiColor(bar1_bb.Min, bar1_bb.Max, IM_COL32_WHITE, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32_BLACK);
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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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RenderFrameBorder(bar1_bb.Min, bar1_bb.Max, 0.0f);
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draw_list->AddLine(ImVec2(bar1_pos_x - bars_line_extrude, bar1_line_y), ImVec2(bar1_pos_x + bars_width + bars_line_extrude, bar1_line_y), IM_COL32_WHITE);
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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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}
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}
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// Render color matrix
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// Render color matrix
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@ -687,7 +687,7 @@ void ImGui::ShowTestWindow(bool* p_open)
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ImGui::Text("Color picker:");
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ImGui::Text("Color picker:");
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static bool alpha = true;
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static bool alpha = true;
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static bool alpha_bar = false;
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static bool alpha_bar = true;
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static bool side_preview = true;
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static bool side_preview = true;
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static bool ref_color = false;
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static bool ref_color = false;
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static ImVec4 ref_color_v(1.0f,0.0f,1.0f,0.5f);
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static ImVec4 ref_color_v(1.0f,0.0f,1.0f,0.5f);
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@ -202,6 +202,15 @@ enum ImGuiDataType
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ImGuiDataType_Float2,
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ImGuiDataType_Float2,
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};
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};
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enum ImGuiDir
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{
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ImGuiDir_None = -1,
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ImGuiDir_Left = 0,
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ImGuiDir_Right = 1,
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ImGuiDir_Up = 2,
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ImGuiDir_Down = 3,
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};
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enum ImGuiCorner
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enum ImGuiCorner
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{
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{
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ImGuiCorner_TopLeft = 1 << 0, // 1
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ImGuiCorner_TopLeft = 1 << 0, // 1
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