ColorPicker: Reordered drawing code to match left-to-right display. Extra comments. (#346)
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51
imgui.cpp
51
imgui.cpp
@ -9488,49 +9488,44 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
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}
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}
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// Render hue bar
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ImVec4 hue_color_f(1, 1, 1, 1);
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ColorConvertHSVtoRGB(H, 1, 1, hue_color_f.x, hue_color_f.y, hue_color_f.z);
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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) };
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for (int i = 0; i < 6; ++i)
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{
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draw_list->AddRectFilledMultiColor(
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ImVec2(bar0_pos_x, picker_pos.y + i * (sv_picker_size / 6)),
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ImVec2(bar0_pos_x + bars_width, picker_pos.y + (i + 1) * (sv_picker_size / 6)),
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hue_colors[i], hue_colors[i], hue_colors[i + 1], hue_colors[i + 1]);
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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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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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// Render alpha bar
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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(col[0], col[1], col[2], 1.0f));
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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(0,0));
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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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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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}
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// Render color matrix
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ImU32 hue_color32 = ColorConvertFloat4ToU32(hue_color_f);
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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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// 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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ImVec2 p((float)(int)(picker_pos.x + ImSaturate(S) * sv_picker_size + 0.5f), (float)(int)(picker_pos.y + ImSaturate(1 - V) * sv_picker_size + 0.5f));
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p.x = ImClamp(p.x, picker_pos.x + 2, picker_pos.x + sv_picker_size - 2);
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p.x = ImClamp(p.x, picker_pos.x + 2, picker_pos.x + sv_picker_size - 2); // Sneakily prevent the circle to stick out too much
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p.y = ImClamp(p.y, picker_pos.y + 2, picker_pos.y + sv_picker_size - 2);
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float r = value_changed_from_matrix ? 10.0f : 6.0f;
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draw_list->AddCircleFilled(p, r, col32_no_alpha, 12);
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draw_list->AddCircle(p, r+1, IM_COL32(128,128,128,255), 12);
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draw_list->AddCircle(p, r, IM_COL32_WHITE, 12);
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// Render hue bar
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ImU32 hue_bar_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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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_bar_colors[i], hue_bar_colors[i], hue_bar_colors[i + 1], hue_bar_colors[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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// 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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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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}
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EndGroup();
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PopID();
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