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Minor tidying up following merge BGRA color PR (#844)

ocornut 9 anni fa
parent
commit
68c81739bf
3 ha cambiato i file con 21 aggiunte e 27 eliminazioni
  1. 3 9
      imgui.cpp
  2. 17 17
      imgui.h
  3. 1 1
      imgui_draw.cpp

+ 3 - 9
imgui.cpp

@@ -1216,14 +1216,14 @@ ImU32 ImGui::GetColorU32(ImGuiCol idx, float alpha_mul)
 { 
     ImVec4 c = GImGui->Style.Colors[idx]; 
     c.w *= GImGui->Style.Alpha * alpha_mul; 
-    return ImGui::ColorConvertFloat4ToU32(c); 
+    return ColorConvertFloat4ToU32(c); 
 }
 
 ImU32 ImGui::GetColorU32(const ImVec4& col)
 { 
     ImVec4 c = col; 
     c.w *= GImGui->Style.Alpha; 
-    return ImGui::ColorConvertFloat4ToU32(c); 
+    return ColorConvertFloat4ToU32(c); 
 }
 
 // Convert rgb floats ([0-1],[0-1],[0-1]) to hsv floats ([0-1],[0-1],[0-1]), from Foley & van Dam p592
@@ -9546,13 +9546,7 @@ void ImGui::ValueColor(const char* prefix, ImU32 v)
 {
     Text("%s: %08X", prefix, v);
     SameLine();
-
-    ImVec4 col;
-    col.x = (float)((v >> IM_COL32_R_SHIFT) & 0xFF) / 255.0f;
-    col.y = (float)((v >> IM_COL32_G_SHIFT) & 0xFF) / 255.0f;
-    col.z = (float)((v >> IM_COL32_B_SHIFT) & 0xFF) / 255.0f;
-    col.w = (float)((v >> IM_COL32_A_SHIFT) & 0xFF) / 255.0f;
-    ColorButton(col, true);
+    ColorButton(ColorConvertU32ToFloat4(v), true);
 }
 
 //-----------------------------------------------------------------------------

+ 17 - 17
imgui.h

@@ -827,23 +827,6 @@ struct ImGuiIO
 // Helpers
 //-----------------------------------------------------------------------------
 
-// Helpers macros to generate 32-bits encoded colors
-#ifdef IMGUI_USE_BGRA_PACKED_COLOR
-#define IM_COL32_R_SHIFT    16
-#define IM_COL32_G_SHIFT    8
-#define IM_COL32_B_SHIFT    0
-#define IM_COL32_A_SHIFT    24
-#else
-#define IM_COL32_R_SHIFT    0
-#define IM_COL32_G_SHIFT    8
-#define IM_COL32_B_SHIFT    16
-#define IM_COL32_A_SHIFT    24
-#endif
-#define IM_COL32(R,G,B,A)    (((ImU32)(A)<<IM_COL32_A_SHIFT) | ((ImU32)(B)<<IM_COL32_B_SHIFT) | ((ImU32)(G)<<IM_COL32_G_SHIFT) | ((ImU32)(R)<<IM_COL32_R_SHIFT))
-#define IM_COL32_WHITE       (IM_COL32(255,255,255,255))
-#define IM_COL32_BLACK       (IM_COL32(0,0,0,255))
-#define IM_COL32_BLACK_TRANS (IM_COL32(0,0,0,0))    // Transparent black
-
 // Lightweight std::vector<> like class to avoid dragging dependencies (also: windows implementation of STL with debug enabled is absurdly slow, so let's bypass it so our code runs fast in debug).
 // Our implementation does NOT call c++ constructors because we don't use them in ImGui. Don't use this class as a straight std::vector replacement in your code!
 template<typename T>
@@ -1051,6 +1034,23 @@ struct ImGuiSizeConstraintCallbackData
     ImVec2  DesiredSize;    // Read-write.  Desired size, based on user's mouse position. Write to this field to restrain resizing.
 };
 
+// Helpers macros to generate 32-bits encoded colors
+#ifdef IMGUI_USE_BGRA_PACKED_COLOR
+#define IM_COL32_R_SHIFT    16
+#define IM_COL32_G_SHIFT    8
+#define IM_COL32_B_SHIFT    0
+#define IM_COL32_A_SHIFT    24
+#else
+#define IM_COL32_R_SHIFT    0
+#define IM_COL32_G_SHIFT    8
+#define IM_COL32_B_SHIFT    16
+#define IM_COL32_A_SHIFT    24
+#endif
+#define IM_COL32(R,G,B,A)    (((ImU32)(A)<<IM_COL32_A_SHIFT) | ((ImU32)(B)<<IM_COL32_B_SHIFT) | ((ImU32)(G)<<IM_COL32_G_SHIFT) | ((ImU32)(R)<<IM_COL32_R_SHIFT))
+#define IM_COL32_WHITE       IM_COL32(255,255,255,255)  // Opaque white
+#define IM_COL32_BLACK       IM_COL32(0,0,0,255)        // Opaque black
+#define IM_COL32_BLACK_TRANS IM_COL32(0,0,0,0)          // Transparent black
+
 // ImColor() helper to implicity converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
 // Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API.
 // Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class.

+ 1 - 1
imgui_draw.cpp

@@ -602,7 +602,7 @@ void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_coun
     {
         // Anti-aliased Fill
         const float AA_SIZE = 1.0f;
-        const ImU32 col_trans = col & IM_COL32(255, 255, 255, 0);
+        const ImU32 col_trans = col & IM_COL32(255,255,255,0);
         const int idx_count = (points_count-2)*3 + points_count*6;
         const int vtx_count = (points_count*2);
         PrimReserve(idx_count, vtx_count);