ImGui: Added color picker.

This commit is contained in:
Branimir Karadžić 2016-12-26 13:01:50 -08:00
parent bd5858d4a6
commit 3592e18528
4 changed files with 131 additions and 1 deletions

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@ -42,8 +42,9 @@ namespace ImGui
} // namespace ImGui
#include "widgets/color_picker.h"
#include "widgets/dock.h"
#include "widgets/file_list.h"
#include "widgets/gizmo.h"
#include "widgets/memory_editor.h"
#include "widgets/range_slider.h"
#include "widgets/range_slider.h"

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@ -71,6 +71,7 @@ namespace ImGui
}
} // namespace
#include "widgets/color_picker.inl"
#include "widgets/dock.inl"
#include "widgets/file_list.inl"
#include "widgets/gizmo.inl"

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@ -0,0 +1,6 @@
namespace ImGui
{
bool ColorPicker4(float* col, bool show_alpha);
bool ColorPicker3(float col[3]);
} // namespace ImGui

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@ -0,0 +1,122 @@
// https://github.com/ocornut/imgui/issues/346#issuecomment-171961296
// [src] https://github.com/ocornut/imgui/issues/346
namespace ImGui
{
bool ColorPicker4(float* col, bool show_alpha)
{
ImGuiIO& io = ImGui::GetIO();
ImGuiStyle& style = ImGui::GetStyle();
ImDrawList* draw_list = ImGui::GetWindowDrawList();
// Setup
ImVec2 picker_pos = ImGui::GetCursorScreenPos();
ImVec2 sv_picker_size = ImVec2(256.0f, 256.0f); // Saturation/Value picking box
float bars_width = ImGui::GetWindowFontSize() + style.FramePadding.y*2.0f; // Width of Hue/Alpha picking bars (using Framepadding.y to match the ColorButton sides)
float bar0_pos_x = picker_pos.x + sv_picker_size.x + style.ItemInnerSpacing.x;
float bar1_pos_x = bar0_pos_x + bars_width + style.ItemInnerSpacing.x;
float H,S,V;
ImGui::ColorConvertRGBtoHSV(col[0], col[1], col[2], H, S, V);
// Color matrix logic
bool value_changed = false, hsv_changed = false;
ImGui::BeginGroup();
ImGui::InvisibleButton("sv", sv_picker_size);
if (ImGui::IsItemActive())
{
S = ImSaturate((io.MousePos.x - picker_pos.x) / (sv_picker_size.x-1));
V = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size.y-1));
value_changed = hsv_changed = true;
}
// Hue bar logic
ImGui::SetCursorScreenPos(ImVec2(bar0_pos_x, picker_pos.y));
ImGui::InvisibleButton("hue", ImVec2(bars_width, sv_picker_size.y));
if (ImGui::IsItemActive())
{
H = ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size.y-1));
value_changed = hsv_changed = true;
}
// Alpha bar logic
if (show_alpha)
{
ImGui::SetCursorScreenPos(ImVec2(bar1_pos_x, picker_pos.y));
ImGui::InvisibleButton("alpha", ImVec2(bars_width, sv_picker_size.y));
if (ImGui::IsItemActive())
{
col[3] = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size.y-1));
value_changed = true;
}
}
// Convert back to RGB
if (hsv_changed)
ImGui::ColorConvertHSVtoRGB(H >= 1.0f ? H - 10 * 1e-6f : H, S > 0.0f ? S : 10*1e-6f, V > 0.0f ? V : 1e-6f, col[0], col[1], col[2]);
// R,G,B or H,S,V color editor
ImGui::PushItemWidth((show_alpha ? bar1_pos_x : bar0_pos_x) + bars_width - picker_pos.x);
value_changed |= show_alpha ? ImGui::ColorEdit4("##edit", col) : ImGui::ColorEdit3("##edit", col);
ImGui::PopItemWidth();
// Try to cancel hue wrap (after ColorEdit), if any
if (value_changed)
{
float new_H, new_S, new_V;
ImGui::ColorConvertRGBtoHSV(col[0], col[1], col[2], new_H, new_S, new_V);
if (new_H <= 0 && H > 0)
{
if (new_V <= 0 && V != new_V)
ImGui::ColorConvertHSVtoRGB(H, S, new_V <= 0 ? V * 0.5f : new_V, col[0], col[1], col[2]);
else if (new_S <= 0)
ImGui::ColorConvertHSVtoRGB(H, new_S <= 0 ? S * 0.5f : new_S, new_V, col[0], col[1], col[2]);
}
}
// Render hue bar
ImU32 hue_colors[] = { 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) };
for (int i = 0; i < 6; ++i)
{
draw_list->AddRectFilledMultiColor(
ImVec2(bar0_pos_x, picker_pos.y + i * (sv_picker_size.y / 6)),
ImVec2(bar0_pos_x + bars_width, picker_pos.y + (i + 1) * (sv_picker_size.y / 6)),
hue_colors[i], hue_colors[i], hue_colors[i + 1], hue_colors[i + 1]);
}
float bar0_line_y = (float)(int)(picker_pos.y + H * sv_picker_size.y + 0.5f);
draw_list->AddLine(ImVec2(bar0_pos_x - 1, bar0_line_y), ImVec2(bar0_pos_x + bars_width + 1, bar0_line_y), IM_COL32_WHITE);
// Render alpha bar
if (show_alpha)
{
float alpha = ImSaturate(col[3]);
float bar1_line_y = (float)(int)(picker_pos.y + (1.0f-alpha) * sv_picker_size.y + 0.5f);
draw_list->AddRectFilledMultiColor(ImVec2(bar1_pos_x, picker_pos.y), ImVec2(bar1_pos_x + bars_width, picker_pos.y + sv_picker_size.y), IM_COL32_WHITE, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32_BLACK);
draw_list->AddLine(ImVec2(bar1_pos_x - 1, bar1_line_y), ImVec2(bar1_pos_x + bars_width + 1, bar1_line_y), IM_COL32_WHITE);
}
// Render color matrix
ImVec4 hue_color_f(1, 1, 1, 1);
ImGui::ColorConvertHSVtoRGB(H, 1, 1, hue_color_f.x, hue_color_f.y, hue_color_f.z);
ImU32 hue_color32 = ImGui::ColorConvertFloat4ToU32(hue_color_f);
draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + sv_picker_size, IM_COL32_WHITE, hue_color32, hue_color32, IM_COL32_WHITE);
draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + sv_picker_size, IM_COL32_BLACK_TRANS, IM_COL32_BLACK_TRANS, IM_COL32_BLACK, IM_COL32_BLACK);
// Render cross-hair
const float CROSSHAIR_SIZE = 7.0f;
ImVec2 p((float)(int)(picker_pos.x + S * sv_picker_size.x + 0.5f), (float)(int)(picker_pos.y + (1 - V) * sv_picker_size.y + 0.5f));
draw_list->AddLine(ImVec2(p.x - CROSSHAIR_SIZE, p.y), ImVec2(p.x - 2, p.y), IM_COL32_WHITE);
draw_list->AddLine(ImVec2(p.x + CROSSHAIR_SIZE, p.y), ImVec2(p.x + 2, p.y), IM_COL32_WHITE);
draw_list->AddLine(ImVec2(p.x, p.y + CROSSHAIR_SIZE), ImVec2(p.x, p.y + 2), IM_COL32_WHITE);
draw_list->AddLine(ImVec2(p.x, p.y - CROSSHAIR_SIZE), ImVec2(p.x, p.y - 2), IM_COL32_WHITE);
ImGui::EndGroup();
return value_changed;
}
bool ColorPicker3(float col[3])
{
return ColorPicker4(col, false);
}
} // namespace ImGui