mirror of
https://github.com/shadps4-emu/ext-imgui.git
synced 2024-11-27 12:11:34 +00:00
ColorPicker: Made rendering aware of global style alpha of the picker can be faded out. (#2711)
Note that some elements won't accurately fade down with the same intensity, and the color wheel when enabled will have small overlap glitches with (style.Alpha < 1.0).
This commit is contained in:
parent
88bf056a9f
commit
9fce278918
@ -34,10 +34,13 @@ HOW TO UPDATE?
|
|||||||
-----------------------------------------------------------------------
|
-----------------------------------------------------------------------
|
||||||
|
|
||||||
Other Changes:
|
Other Changes:
|
||||||
|
- ColorPicker: Made rendering aware of global style alpha of the picker can be faded out. (#2711)
|
||||||
|
Note that some elements won't accurately fade down with the same intensity, and the color wheel
|
||||||
|
when enabled will have small overlap glitches with (style.Alpha < 1.0).
|
||||||
- Backends: DX11: Fixed GSGetShader() call not passing an initialized instance count,
|
- Backends: DX11: Fixed GSGetShader() call not passing an initialized instance count,
|
||||||
would generally make the debug layer complain (Added in 1.72).
|
would generally make the debug layer complain (Added in 1.72).
|
||||||
- Backends: Vulkan: Added support for specifying multisample count.
|
- Backends: Vulkan: Added support for specifying multisample count.
|
||||||
Set ImGui_ImplVulkan_InitInfo::MSAASamples to one of the VkSampleCountFlagBits values
|
Set ImGui_ImplVulkan_InitInfo::MSAASamples to one of the VkSampleCountFlagBits values
|
||||||
to use, default is non-multisampled as before. (#2705, #2706) [@vilya]
|
to use, default is non-multisampled as before. (#2705, #2706) [@vilya]
|
||||||
|
|
||||||
|
|
||||||
|
@ -4439,7 +4439,7 @@ bool ImGui::IsMouseDoubleClicked(int button)
|
|||||||
return g.IO.MouseDoubleClicked[button];
|
return g.IO.MouseDoubleClicked[button];
|
||||||
}
|
}
|
||||||
|
|
||||||
// [Internal] This doesn't test if the button is presed
|
// [Internal] This doesn't test if the button is pressed
|
||||||
bool ImGui::IsMouseDragPastThreshold(int button, float lock_threshold)
|
bool ImGui::IsMouseDragPastThreshold(int button, float lock_threshold)
|
||||||
{
|
{
|
||||||
ImGuiContext& g = *GImGui;
|
ImGuiContext& g = *GImGui;
|
||||||
|
@ -4402,17 +4402,19 @@ void ImGui::RenderColorRectWithAlphaCheckerboard(ImVec2 p_min, ImVec2 p_max, ImU
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Helper for ColorPicker4()
|
// Helper for ColorPicker4()
|
||||||
static void RenderArrowsForVerticalBar(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, float bar_w)
|
static void RenderArrowsForVerticalBar(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, float bar_w, float alpha)
|
||||||
{
|
{
|
||||||
ImGui::RenderArrowPointingAt(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);
|
ImU32 alpha8 = IM_F32_TO_INT8_SAT(alpha);
|
||||||
ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x, pos.y), half_sz, ImGuiDir_Right, IM_COL32_WHITE);
|
ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x + 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Right, IM_COL32(0,0,0,alpha8));
|
||||||
ImGui::RenderArrowPointingAt(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);
|
ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x, pos.y), half_sz, ImGuiDir_Right, IM_COL32(255,255,255,alpha8));
|
||||||
ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x, pos.y), half_sz, ImGuiDir_Left, IM_COL32_WHITE);
|
ImGui::RenderArrowPointingAt(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(0,0,0,alpha8));
|
||||||
|
ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x, pos.y), half_sz, ImGuiDir_Left, IM_COL32(255,255,255,alpha8));
|
||||||
}
|
}
|
||||||
|
|
||||||
// Note: ColorPicker4() only accesses 3 floats if ImGuiColorEditFlags_NoAlpha flag is set.
|
// Note: ColorPicker4() only accesses 3 floats if ImGuiColorEditFlags_NoAlpha flag is set.
|
||||||
// (In C++ the 'float col[4]' notation for a function argument is equivalent to 'float* col', we only specify a size to facilitate understanding of the code.)
|
// (In C++ the 'float col[4]' notation for a function argument is equivalent to 'float* col', we only specify a size to facilitate understanding of the code.)
|
||||||
// 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..)
|
// 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..)
|
||||||
|
// FIXME: this is trying to be aware of style.Alpha but not fully correct. Also, the color wheel will have overlapping glitches with (style.Alpha < 1.0)
|
||||||
bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags, const float* ref_col)
|
bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags, const float* ref_col)
|
||||||
{
|
{
|
||||||
ImGuiContext& g = *GImGui;
|
ImGuiContext& g = *GImGui;
|
||||||
@ -4662,17 +4664,22 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
ImVec4 hue_color_f(1, 1, 1, 1); ColorConvertHSVtoRGB(H, 1, 1, hue_color_f.x, hue_color_f.y, hue_color_f.z);
|
const int style_alpha8 = IM_F32_TO_INT8_SAT(style.Alpha);
|
||||||
ImU32 hue_color32 = ColorConvertFloat4ToU32(hue_color_f);
|
const ImU32 col_black = IM_COL32(0,0,0,style_alpha8);
|
||||||
ImU32 col32_no_alpha = ColorConvertFloat4ToU32(ImVec4(R, G, B, 1.0f));
|
const ImU32 col_white = IM_COL32(255,255,255,style_alpha8);
|
||||||
|
const ImU32 col_midgrey = IM_COL32(128,128,128,style_alpha8);
|
||||||
|
const ImU32 col_hues[6 + 1] = { IM_COL32(255,0,0,style_alpha8), IM_COL32(255,255,0,style_alpha8), IM_COL32(0,255,0,style_alpha8), IM_COL32(0,255,255,style_alpha8), IM_COL32(0,0,255,style_alpha8), IM_COL32(255,0,255,style_alpha8), IM_COL32(255,0,0,style_alpha8) };
|
||||||
|
|
||||||
|
ImVec4 hue_color_f(1, 1, 1, style.Alpha); ColorConvertHSVtoRGB(H, 1, 1, hue_color_f.x, hue_color_f.y, hue_color_f.z);
|
||||||
|
ImU32 hue_color32 = ColorConvertFloat4ToU32(hue_color_f);
|
||||||
|
ImU32 user_col32_striped_of_alpha = ColorConvertFloat4ToU32(ImVec4(R, G, B, style.Alpha)); // Important: this is still including the main rendering/style alpha!!
|
||||||
|
|
||||||
const ImU32 hue_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) };
|
|
||||||
ImVec2 sv_cursor_pos;
|
ImVec2 sv_cursor_pos;
|
||||||
|
|
||||||
if (flags & ImGuiColorEditFlags_PickerHueWheel)
|
if (flags & ImGuiColorEditFlags_PickerHueWheel)
|
||||||
{
|
{
|
||||||
// Render Hue Wheel
|
// Render Hue Wheel
|
||||||
const float aeps = 1.5f / wheel_r_outer; // Half a pixel arc length in radians (2pi cancels out).
|
const float aeps = 0.5f / wheel_r_outer; // Half a pixel arc length in radians (2pi cancels out).
|
||||||
const int segment_per_arc = ImMax(4, (int)wheel_r_outer / 12);
|
const int segment_per_arc = ImMax(4, (int)wheel_r_outer / 12);
|
||||||
for (int n = 0; n < 6; n++)
|
for (int n = 0; n < 6; n++)
|
||||||
{
|
{
|
||||||
@ -4680,13 +4687,13 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
|
|||||||
const float a1 = (n+1.0f)/6.0f * 2.0f * IM_PI + aeps;
|
const float a1 = (n+1.0f)/6.0f * 2.0f * IM_PI + aeps;
|
||||||
const int vert_start_idx = draw_list->VtxBuffer.Size;
|
const int vert_start_idx = draw_list->VtxBuffer.Size;
|
||||||
draw_list->PathArcTo(wheel_center, (wheel_r_inner + wheel_r_outer)*0.5f, a0, a1, segment_per_arc);
|
draw_list->PathArcTo(wheel_center, (wheel_r_inner + wheel_r_outer)*0.5f, a0, a1, segment_per_arc);
|
||||||
draw_list->PathStroke(IM_COL32_WHITE, false, wheel_thickness);
|
draw_list->PathStroke(col_white, false, wheel_thickness);
|
||||||
const int vert_end_idx = draw_list->VtxBuffer.Size;
|
const int vert_end_idx = draw_list->VtxBuffer.Size;
|
||||||
|
|
||||||
// Paint colors over existing vertices
|
// Paint colors over existing vertices
|
||||||
ImVec2 gradient_p0(wheel_center.x + ImCos(a0) * wheel_r_inner, wheel_center.y + ImSin(a0) * wheel_r_inner);
|
ImVec2 gradient_p0(wheel_center.x + ImCos(a0) * wheel_r_inner, wheel_center.y + ImSin(a0) * wheel_r_inner);
|
||||||
ImVec2 gradient_p1(wheel_center.x + ImCos(a1) * wheel_r_inner, wheel_center.y + ImSin(a1) * wheel_r_inner);
|
ImVec2 gradient_p1(wheel_center.x + ImCos(a1) * wheel_r_inner, wheel_center.y + ImSin(a1) * wheel_r_inner);
|
||||||
ShadeVertsLinearColorGradientKeepAlpha(draw_list, vert_start_idx, vert_end_idx, gradient_p0, gradient_p1, hue_colors[n], hue_colors[n+1]);
|
ShadeVertsLinearColorGradientKeepAlpha(draw_list, vert_start_idx, vert_end_idx, gradient_p0, gradient_p1, col_hues[n], col_hues[n+1]);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Render Cursor + preview on Hue Wheel
|
// Render Cursor + preview on Hue Wheel
|
||||||
@ -4696,8 +4703,8 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
|
|||||||
float hue_cursor_rad = value_changed_h ? wheel_thickness * 0.65f : wheel_thickness * 0.55f;
|
float hue_cursor_rad = value_changed_h ? wheel_thickness * 0.65f : wheel_thickness * 0.55f;
|
||||||
int hue_cursor_segments = ImClamp((int)(hue_cursor_rad / 1.4f), 9, 32);
|
int hue_cursor_segments = ImClamp((int)(hue_cursor_rad / 1.4f), 9, 32);
|
||||||
draw_list->AddCircleFilled(hue_cursor_pos, hue_cursor_rad, hue_color32, hue_cursor_segments);
|
draw_list->AddCircleFilled(hue_cursor_pos, hue_cursor_rad, hue_color32, hue_cursor_segments);
|
||||||
draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad+1, IM_COL32(128,128,128,255), hue_cursor_segments);
|
draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad+1, col_midgrey, hue_cursor_segments);
|
||||||
draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad, IM_COL32_WHITE, hue_cursor_segments);
|
draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad, col_white, hue_cursor_segments);
|
||||||
|
|
||||||
// Render SV triangle (rotated according to hue)
|
// Render SV triangle (rotated according to hue)
|
||||||
ImVec2 tra = wheel_center + ImRotate(triangle_pa, cos_hue_angle, sin_hue_angle);
|
ImVec2 tra = wheel_center + ImRotate(triangle_pa, cos_hue_angle, sin_hue_angle);
|
||||||
@ -4707,46 +4714,46 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
|
|||||||
draw_list->PrimReserve(6, 6);
|
draw_list->PrimReserve(6, 6);
|
||||||
draw_list->PrimVtx(tra, uv_white, hue_color32);
|
draw_list->PrimVtx(tra, uv_white, hue_color32);
|
||||||
draw_list->PrimVtx(trb, uv_white, hue_color32);
|
draw_list->PrimVtx(trb, uv_white, hue_color32);
|
||||||
draw_list->PrimVtx(trc, uv_white, IM_COL32_WHITE);
|
draw_list->PrimVtx(trc, uv_white, col_white);
|
||||||
draw_list->PrimVtx(tra, uv_white, IM_COL32_BLACK_TRANS);
|
draw_list->PrimVtx(tra, uv_white, 0);
|
||||||
draw_list->PrimVtx(trb, uv_white, IM_COL32_BLACK);
|
draw_list->PrimVtx(trb, uv_white, col_white);
|
||||||
draw_list->PrimVtx(trc, uv_white, IM_COL32_BLACK_TRANS);
|
draw_list->PrimVtx(trc, uv_white, 0);
|
||||||
draw_list->AddTriangle(tra, trb, trc, IM_COL32(128,128,128,255), 1.5f);
|
draw_list->AddTriangle(tra, trb, trc, col_midgrey, 1.5f);
|
||||||
sv_cursor_pos = ImLerp(ImLerp(trc, tra, ImSaturate(S)), trb, ImSaturate(1 - V));
|
sv_cursor_pos = ImLerp(ImLerp(trc, tra, ImSaturate(S)), trb, ImSaturate(1 - V));
|
||||||
}
|
}
|
||||||
else if (flags & ImGuiColorEditFlags_PickerHueBar)
|
else if (flags & ImGuiColorEditFlags_PickerHueBar)
|
||||||
{
|
{
|
||||||
// Render SV Square
|
// Render SV Square
|
||||||
draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size,sv_picker_size), IM_COL32_WHITE, hue_color32, hue_color32, IM_COL32_WHITE);
|
draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), col_white, hue_color32, hue_color32, col_white);
|
||||||
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);
|
draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0, 0, col_black, col_black);
|
||||||
RenderFrameBorder(picker_pos, picker_pos + ImVec2(sv_picker_size,sv_picker_size), 0.0f);
|
RenderFrameBorder(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0.0f);
|
||||||
sv_cursor_pos.x = ImClamp((float)(int)(picker_pos.x + ImSaturate(S) * sv_picker_size + 0.5f), picker_pos.x + 2, picker_pos.x + sv_picker_size - 2); // Sneakily prevent the circle to stick out too much
|
sv_cursor_pos.x = ImClamp((float)(int)(picker_pos.x + ImSaturate(S) * sv_picker_size + 0.5f), picker_pos.x + 2, picker_pos.x + sv_picker_size - 2); // Sneakily prevent the circle to stick out too much
|
||||||
sv_cursor_pos.y = ImClamp((float)(int)(picker_pos.y + ImSaturate(1 - V) * sv_picker_size + 0.5f), picker_pos.y + 2, picker_pos.y + sv_picker_size - 2);
|
sv_cursor_pos.y = ImClamp((float)(int)(picker_pos.y + ImSaturate(1 - V) * sv_picker_size + 0.5f), picker_pos.y + 2, picker_pos.y + sv_picker_size - 2);
|
||||||
|
|
||||||
// Render Hue Bar
|
// Render Hue Bar
|
||||||
for (int i = 0; i < 6; ++i)
|
for (int i = 0; i < 6; ++i)
|
||||||
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_colors[i], hue_colors[i], hue_colors[i + 1], hue_colors[i + 1]);
|
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)), col_hues[i], col_hues[i], col_hues[i + 1], col_hues[i + 1]);
|
||||||
float bar0_line_y = (float)(int)(picker_pos.y + H * sv_picker_size + 0.5f);
|
float bar0_line_y = (float)(int)(picker_pos.y + H * sv_picker_size + 0.5f);
|
||||||
RenderFrameBorder(ImVec2(bar0_pos_x, picker_pos.y), ImVec2(bar0_pos_x + bars_width, picker_pos.y + sv_picker_size), 0.0f);
|
RenderFrameBorder(ImVec2(bar0_pos_x, picker_pos.y), ImVec2(bar0_pos_x + bars_width, picker_pos.y + sv_picker_size), 0.0f);
|
||||||
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);
|
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, style.Alpha);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Render cursor/preview circle (clamp S/V within 0..1 range because floating points colors may lead HSV values to be out of range)
|
// Render cursor/preview circle (clamp S/V within 0..1 range because floating points colors may lead HSV values to be out of range)
|
||||||
float sv_cursor_rad = value_changed_sv ? 10.0f : 6.0f;
|
float sv_cursor_rad = value_changed_sv ? 10.0f : 6.0f;
|
||||||
draw_list->AddCircleFilled(sv_cursor_pos, sv_cursor_rad, col32_no_alpha, 12);
|
draw_list->AddCircleFilled(sv_cursor_pos, sv_cursor_rad, user_col32_striped_of_alpha, 12);
|
||||||
draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad+1, IM_COL32(128,128,128,255), 12);
|
draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad+1, col_midgrey, 12);
|
||||||
draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad, IM_COL32_WHITE, 12);
|
draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad, col_white, 12);
|
||||||
|
|
||||||
// Render alpha bar
|
// Render alpha bar
|
||||||
if (alpha_bar)
|
if (alpha_bar)
|
||||||
{
|
{
|
||||||
float alpha = ImSaturate(col[3]);
|
float alpha = ImSaturate(col[3]);
|
||||||
ImRect bar1_bb(bar1_pos_x, picker_pos.y, bar1_pos_x + bars_width, picker_pos.y + sv_picker_size);
|
ImRect bar1_bb(bar1_pos_x, picker_pos.y, bar1_pos_x + bars_width, picker_pos.y + sv_picker_size);
|
||||||
RenderColorRectWithAlphaCheckerboard(bar1_bb.Min, bar1_bb.Max, IM_COL32(0,0,0,0), bar1_bb.GetWidth() / 2.0f, ImVec2(0.0f, 0.0f));
|
RenderColorRectWithAlphaCheckerboard(bar1_bb.Min, bar1_bb.Max, 0, bar1_bb.GetWidth() / 2.0f, ImVec2(0.0f, 0.0f));
|
||||||
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);
|
draw_list->AddRectFilledMultiColor(bar1_bb.Min, bar1_bb.Max, user_col32_striped_of_alpha, user_col32_striped_of_alpha, user_col32_striped_of_alpha & ~IM_COL32_A_MASK, user_col32_striped_of_alpha & ~IM_COL32_A_MASK);
|
||||||
float bar1_line_y = (float)(int)(picker_pos.y + (1.0f - alpha) * sv_picker_size + 0.5f);
|
float bar1_line_y = (float)(int)(picker_pos.y + (1.0f - alpha) * sv_picker_size + 0.5f);
|
||||||
RenderFrameBorder(bar1_bb.Min, bar1_bb.Max, 0.0f);
|
RenderFrameBorder(bar1_bb.Min, bar1_bb.Max, 0.0f);
|
||||||
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);
|
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, style.Alpha);
|
||||||
}
|
}
|
||||||
|
|
||||||
EndGroup();
|
EndGroup();
|
||||||
|
Loading…
Reference in New Issue
Block a user