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ColorEdit4: improve components width computation to better distribute the error (#7120) (#7123)

pull/7143/head
Nahor 11 months ago
committed by GitHub
parent
commit
34646627aa
No known key found for this signature in database GPG Key ID: 4AEE18F83AFDEB23
  1. 10
      imgui_widgets.cpp

10
imgui_widgets.cpp

@ -5189,10 +5189,9 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag
if ((flags & (ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV)) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0) if ((flags & (ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV)) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0)
{ {
// RGB/HSV 0..255 Sliders // RGB/HSV 0..255 Sliders
const float w_item_one = ImMax(1.0f, IM_TRUNC((w_inputs - (style.ItemInnerSpacing.x) * (components - 1)) / (float)components)); const float w_items = w_inputs - style.ItemInnerSpacing.x * (components - 1);
const float w_item_last = ImMax(1.0f, IM_TRUNC(w_inputs - (w_item_one + style.ItemInnerSpacing.x) * (components - 1)));
const bool hide_prefix = (w_item_one <= CalcTextSize((flags & ImGuiColorEditFlags_Float) ? "M:0.000" : "M:000").x); const bool hide_prefix = (IM_TRUNC(w_items / components) <= CalcTextSize((flags & ImGuiColorEditFlags_Float) ? "M:0.000" : "M:000").x);
static const char* ids[4] = { "##X", "##Y", "##Z", "##W" }; static const char* ids[4] = { "##X", "##Y", "##Z", "##W" };
static const char* fmt_table_int[3][4] = static const char* fmt_table_int[3][4] =
{ {
@ -5208,11 +5207,14 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag
}; };
const int fmt_idx = hide_prefix ? 0 : (flags & ImGuiColorEditFlags_DisplayHSV) ? 2 : 1; const int fmt_idx = hide_prefix ? 0 : (flags & ImGuiColorEditFlags_DisplayHSV) ? 2 : 1;
float prev_split = 0.0f;
for (int n = 0; n < components; n++) for (int n = 0; n < components; n++)
{ {
if (n > 0) if (n > 0)
SameLine(0, style.ItemInnerSpacing.x); SameLine(0, style.ItemInnerSpacing.x);
SetNextItemWidth((n + 1 < components) ? w_item_one : w_item_last); float next_split = IM_TRUNC(w_items * (n + 1) / components);
SetNextItemWidth(next_split - prev_split);
prev_split = next_split;
// FIXME: When ImGuiColorEditFlags_HDR flag is passed HS values snap in weird ways when SV values go below 0. // FIXME: When ImGuiColorEditFlags_HDR flag is passed HS values snap in weird ways when SV values go below 0.
if (flags & ImGuiColorEditFlags_Float) if (flags & ImGuiColorEditFlags_Float)

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