ColorEdit, ColorPicker, ColorButton: Display grid under transparent colors (WIP) (#346)
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df56879883
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78a8f798c5
32
imgui.cpp
32
imgui.cpp
@ -9017,7 +9017,7 @@ void ImGui::ColorTooltip(const char* text, const float col[4], ImGuiColorEditFla
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}
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ImVec2 sz(g.FontSize * 3, g.FontSize * 3);
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window->DrawList->AddRectFilled(window->DC.CursorPos, window->DC.CursorPos + sz, IM_COL32(cr,cg,cb,255));
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RenderColorRectWithAlphaGrid(window->DC.CursorPos, window->DC.CursorPos + sz, IM_COL32(cr,cg,cb,ca), g.FontSize, g.Style.FrameRounding);
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Dummy(sz);
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SameLine();
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if (flags & ImGuiColorEditFlags_NoAlpha)
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@ -9033,6 +9033,24 @@ static inline float ColorSquareSize()
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return g.FontSize + g.Style.FramePadding.y * 2.0f;
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}
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void ImGui::RenderColorRectWithAlphaGrid(ImVec2 p_min, ImVec2 p_max, ImU32 col, float grid_step, float rounding)
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{
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ImGuiWindow* window = GetCurrentWindow();
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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 = GetColorU32(IM_COL32(204,204,204,255));
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ImU32 col_bg2 = GetColorU32(IM_COL32(128,128,128,255));
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window->DrawList->AddRectFilled(p_min, p_max, col_bg1, rounding);
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int yi = 0;
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for (float y = p_min.y; y < p_max.y; y += grid_step, yi++)
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for (float x = p_min.x + ((yi & 1) ? grid_step : 0.0f); x < p_max.x; x += grid_step * 2)
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{
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window->DrawList->AddRectFilled(ImVec2(x,y), ImMin(ImVec2(x + grid_step, y + grid_step), p_max), col_bg2, 0.0f);
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}
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}
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window->DrawList->AddRectFilled(p_min, p_max, col, rounding);
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}
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// A little colored square. Return true when clicked.
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// FIXME: May want to display/ignore the alpha component in the color display? Yet show it in the tooltip.
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// 'desc_id' is not called 'label' because we don't display it next to the button, but only in the tooltip.
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@ -9045,10 +9063,11 @@ bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFl
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ImGuiContext& g = *GImGui;
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const ImGuiStyle& style = g.Style;
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const ImGuiID id = window->GetID(desc_id);
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float default_size = ColorSquareSize();
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if (size.x == 0.0f)
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size.x = ColorSquareSize();
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size.x = default_size;
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if (size.y == 0.0f)
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size.y = ColorSquareSize();
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size.y = default_size;
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const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);
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ItemSize(bb);
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if (!ItemAdd(bb, &id))
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@ -9056,7 +9075,9 @@ bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFl
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bool hovered, held;
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bool pressed = ButtonBehavior(bb, id, &hovered, &held);
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RenderFrame(bb.Min, bb.Max, GetColorU32(*(ImVec4*)&col), true, style.FrameRounding);
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float grid_step = ImMin(g.FontSize, ImMin(size.x, size.y) * 0.5f);
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RenderColorRectWithAlphaGrid(bb.Min, bb.Max, GetColorU32(col), grid_step, style.FrameRounding);
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RenderFrameBorder(bb.Min, bb.Max, style.FrameRounding);
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if (hovered && !(flags & ImGuiColorEditFlags_NoTooltip))
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ColorTooltip(desc_id, &col.x, flags & ImGuiColorEditFlags_NoAlpha);
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@ -9184,11 +9205,12 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag
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if (!(flags & ImGuiColorEditFlags_NoInputs))
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SameLine(0, style.ItemInnerSpacing.x);
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const ImVec4 col_display(col[0], col[1], col[2], 1.0f);
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const ImVec4 col_display(col[0], col[1], col[2], alpha ? col[3] : 1.0f); // 1.0f
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if (ColorButton("##ColorButton", col_display, flags))
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{
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if (!(flags & ImGuiColorEditFlags_NoPicker))
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{
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g.ColorPickerRef = ImVec4(col[0], col[1], col[2], alpha ? col[3] : 1.0f);
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OpenPopup("picker");
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SetNextWindowPos(window->DC.LastItemRect.GetBL() + ImVec2(-1,style.ItemSpacing.y));
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}
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@ -733,6 +733,7 @@ namespace ImGui
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IMGUI_API void RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0,0), const ImRect* clip_rect = NULL);
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IMGUI_API void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border = true, float rounding = 0.0f);
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IMGUI_API void RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding = 0.0f);
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IMGUI_API void RenderColorRectWithAlphaGrid(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, float grid_step, float rounding = 0.0f);
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IMGUI_API void RenderCollapseTriangle(ImVec2 pos, bool is_open, float scale = 1.0f);
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IMGUI_API void RenderBullet(ImVec2 pos);
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IMGUI_API void RenderCheckMark(ImVec2 pos, ImU32 col);
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