1
0
mirror of https://github.com/ocornut/imgui.git synced 2024-11-28 09:30:56 +01:00

ColorEdit4(): better preserve inputting value out of 0..255 range, display then clamped in Hexadecimal form

This commit is contained in:
ocornut 2016-06-16 23:09:48 +02:00
parent 9cb271f4c8
commit 92bff4c8d7

View File

@ -863,7 +863,8 @@ void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars)
// HELPERS
//-----------------------------------------------------------------------------
#define IM_F32_TO_INT8(_VAL) ((int)((_VAL) * 255.0f + 0.5f))
#define IM_F32_TO_INT8_UNBOUND(_VAL) ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f))) // Unsaturated, for display purpose
#define IM_F32_TO_INT8_SAT(_VAL) ((int)(ImSaturate(_VAL) * 255.0f + 0.5f)) // Saturated, always output 0..255
// Play it nice with Windows users. Notepad in 2015 still doesn't display text data with Unix-style \n.
#ifdef _WIN32
@ -1184,10 +1185,10 @@ ImVec4 ImGui::ColorConvertU32ToFloat4(ImU32 in)
ImU32 ImGui::ColorConvertFloat4ToU32(const ImVec4& in)
{
ImU32 out;
out = ((ImU32)IM_F32_TO_INT8(ImSaturate(in.x)));
out |= ((ImU32)IM_F32_TO_INT8(ImSaturate(in.y))) << 8;
out |= ((ImU32)IM_F32_TO_INT8(ImSaturate(in.z))) << 16;
out |= ((ImU32)IM_F32_TO_INT8(ImSaturate(in.w))) << 24;
out = ((ImU32)IM_F32_TO_INT8_SAT(in.x));
out |= ((ImU32)IM_F32_TO_INT8_SAT(in.y)) << 8;
out |= ((ImU32)IM_F32_TO_INT8_SAT(in.z)) << 16;
out |= ((ImU32)IM_F32_TO_INT8_SAT(in.w)) << 24;
return out;
}
@ -7944,8 +7945,8 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
{
edit_state.CursorAnim += g.IO.DeltaTime;
// We need to:
// - Display the text (this can be more easily clipped)
// This is going to be messy. We need to:
// - Display the text (this alone can be more easily clipped)
// - Handle scrolling, highlight selection, display cursor (those all requires some form of 1d->2d cursor position calculation)
// - Measure text height (for scrollbar)
// We are attempting to do most of that in **one main pass** to minimize the computation cost (non-negligible for large amount of text) + 2nd pass for selection rendering (we could merge them by an extra refactoring effort)
@ -8110,14 +8111,12 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiTextEditCallback callback, void* user_data)
{
IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline()
bool ret = InputTextEx(label, buf, (int)buf_size, ImVec2(0,0), flags, callback, user_data);
return ret;
return InputTextEx(label, buf, (int)buf_size, ImVec2(0,0), flags, callback, user_data);
}
bool ImGui::InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size, ImGuiInputTextFlags flags, ImGuiTextEditCallback callback, void* user_data)
{
bool ret = InputTextEx(label, buf, (int)buf_size, size, flags | ImGuiInputTextFlags_Multiline, callback, user_data);
return ret;
return InputTextEx(label, buf, (int)buf_size, size, flags | ImGuiInputTextFlags_Multiline, callback, user_data);
}
// NB: scalar_format here must be a simple "%xx" format string with no prefix/suffix (unlike the Drag/Slider functions "display_format" argument)
@ -8851,7 +8850,7 @@ bool ImGui::ColorButton(const ImVec4& col, bool small_height, bool outline_borde
RenderFrame(bb.Min, bb.Max, GetColorU32(col), outline_border, style.FrameRounding);
if (hovered)
SetTooltip("Color:\n(%.2f,%.2f,%.2f,%.2f)\n#%02X%02X%02X%02X", col.x, col.y, col.z, col.w, IM_F32_TO_INT8(col.x), IM_F32_TO_INT8(col.y), IM_F32_TO_INT8(col.z), IM_F32_TO_INT8(col.z));
SetTooltip("Color:\n(%.2f,%.2f,%.2f,%.2f)\n#%02X%02X%02X%02X", col.x, col.y, col.z, col.w, IM_F32_TO_INT8_SAT(col.x), IM_F32_TO_INT8_SAT(col.y), IM_F32_TO_INT8_SAT(col.z), IM_F32_TO_INT8_SAT(col.z));
return pressed;
}
@ -8892,7 +8891,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], bool alpha)
if (edit_mode == ImGuiColorEditMode_HSV)
ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]);
int i[4] = { IM_F32_TO_INT8(f[0]), IM_F32_TO_INT8(f[1]), IM_F32_TO_INT8(f[2]), IM_F32_TO_INT8(f[3]) };
int i[4] = { IM_F32_TO_INT8_UNBOUND(f[0]), IM_F32_TO_INT8_UNBOUND(f[1]), IM_F32_TO_INT8_UNBOUND(f[2]), IM_F32_TO_INT8_UNBOUND(f[3]) };
int components = alpha ? 4 : 3;
bool value_changed = false;
@ -8969,7 +8968,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], bool alpha)
// Recreate our own tooltip over's ColorButton() one because we want to display correct alpha here
if (IsItemHovered())
SetTooltip("Color:\n(%.2f,%.2f,%.2f,%.2f)\n#%02X%02X%02X%02X", col[0], col[1], col[2], col[3], IM_F32_TO_INT8(col[0]), IM_F32_TO_INT8(col[1]), IM_F32_TO_INT8(col[2]), IM_F32_TO_INT8(col[3]));
SetTooltip("Color:\n(%.2f,%.2f,%.2f,%.2f)\n#%02X%02X%02X%02X", col[0], col[1], col[2], col[3], IM_F32_TO_INT8_SAT(col[0]), IM_F32_TO_INT8_SAT(col[1]), IM_F32_TO_INT8_SAT(col[2]), IM_F32_TO_INT8_SAT(col[3]));
if (window->DC.ColorEditMode == ImGuiColorEditMode_UserSelectShowButton)
{