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ColorButton, RenderColorRectWithAlphaCheckerboard: fixed issues/inconsistencies with checkerboard rendering when combining color alpha and global style alpha. (#9511)
Cleanup hacks in ColorButton(). Amendd851775c80,e9ff7162b.
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@@ -62,6 +62,8 @@ Other Changes:
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- Misc:
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- ColorButton, ColorEdit, ColorPicker: cancel-out alpha caused by BeginDisabled() so
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disabled color buttons have the same color as non-disabled oness. (#9511)
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- ColorButton: fixed issues/inconsistencies with checkerboard rendering when combining
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color alpha and global style alpha. (#9511) [@enjmiah, @ocornut]
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- Fixed `GetBackgroundDrawList()`/`GetForegroundDrawList()` not being properly reset
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every frame when cumulated session time is very large (e.g. a few days). [@lailoken]
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- ImDrawList:
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@@ -6220,17 +6220,23 @@ void ImGui::RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p
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const ImU32 a_mask = (ImU32)(alpha * 255.0f) << IM_COL32_A_SHIFT;
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ImU32 col_bg1 = (ImAlphaBlendColors(IM_COL32(128, 128, 128, 255), col) & ~IM_COL32_A_MASK) | a_mask;
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ImU32 col_bg2 = (ImAlphaBlendColors(IM_COL32(204, 204, 204, 255), col) & ~IM_COL32_A_MASK) | a_mask;
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draw_list->AddRectFilled(p_min, p_max, col_bg1, rounding, flags);
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const bool dual_layer = (alpha == 1.0f); // Dual layer is faster but incorrect if blending.
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if (dual_layer)
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draw_list->AddRectFilled(p_min, p_max, col_bg1, rounding, flags);
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int yi = 0;
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for (float y = p_min.y + grid_off.y; y < p_max.y; y += grid_step, yi++)
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{
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float y1 = ImClamp(y, p_min.y, p_max.y), y2 = ImMin(y + grid_step, p_max.y);
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float y1 = ImClamp((float)(int)y, p_min.y, p_max.y), y2 = ImMin((float)(int)(y + grid_step), p_max.y);
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if (y2 <= y1)
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continue;
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for (float x = p_min.x + grid_off.x + ((yi ^ 1) & 1) * grid_step; x < p_max.x; x += grid_step * 2.0f)
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const float x_start_off = dual_layer ? (((yi ^ 1) & 1) * grid_step) : 0.0f;
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const float x_step = dual_layer ? (grid_step * 2.0f) : (grid_step);
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int xi = 0;
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for (float x = p_min.x + grid_off.x + x_start_off; x < p_max.x; x += x_step, xi++)
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{
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float x1 = ImClamp(x, p_min.x, p_max.x), x2 = ImMin(x + grid_step, p_max.x);
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float x1 = ImClamp((float)(int)x, p_min.x, p_max.x), x2 = ImMin((float)(int)(x + grid_step), p_max.x);
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if (x2 <= x1)
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continue;
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ImDrawFlags cell_flags = ImDrawFlags_RoundCornersNone; // FIXME: Could use CalcRoundingFlagsForRectInRect()
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@@ -6239,7 +6245,8 @@ void ImGui::RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p
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// Combine flags
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cell_flags = (flags == ImDrawFlags_RoundCornersNone || cell_flags == ImDrawFlags_RoundCornersNone) ? ImDrawFlags_RoundCornersNone : (cell_flags & flags);
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draw_list->AddRectFilled(ImVec2(x1, y1), ImVec2(x2, y2), col_bg2, rounding, cell_flags);
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ImU32 col_bg = dual_layer ? col_bg2 : (((yi + xi) & 1) ? col_bg2 : col_bg1);
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draw_list->AddRectFilled(ImVec2(x1, y1), ImVec2(x2, y2), col_bg, rounding, cell_flags);
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}
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}
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}
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@@ -6528,34 +6528,27 @@ bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFl
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ImVec4 col_rgb_without_alpha(col_rgb.x, col_rgb.y, col_rgb.z, 1.0f);
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float grid_step = ImMin(size.x, size.y) / 2.99f;
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float rounding = ImMin(g.Style.FrameRounding, grid_step * 0.5f);
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ImRect bb_inner = bb;
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float off = 0.0f;
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if ((flags & ImGuiColorEditFlags_NoBorder) == 0)
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{
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off = -0.75f; // The border (using Col_FrameBg) tends to look off when color is near-opaque and rounding is enabled. This offset seemed like a good middle ground to reduce those artifacts.
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bb_inner.Expand(off);
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}
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const float backup_alpha = g.Style.Alpha;
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if (g.DisabledStackSize > 0)
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g.Style.Alpha = g.DisabledAlphaBackup; // Cancel out effect of BeginDisabled() for color swatches.
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if ((flags & ImGuiColorEditFlags_AlphaPreviewHalf) && col_rgb.w < 1.0f)
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{
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float mid_x = IM_ROUND((bb_inner.Min.x + bb_inner.Max.x) * 0.5f);
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float mid_x = IM_ROUND((bb.Min.x + bb.Max.x) * 0.5f);
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if ((flags & ImGuiColorEditFlags_AlphaNoBg) == 0)
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RenderColorRectWithAlphaCheckerboard(window->DrawList, ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, ColorConvertFloat4ToU32(col_rgb), g.Style.Alpha, grid_step, ImVec2(-grid_step + off, off), rounding, ImDrawFlags_RoundCornersRight);
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RenderColorRectWithAlphaCheckerboard(window->DrawList, ImVec2(bb.Min.x + grid_step, bb.Min.y), bb.Max, ColorConvertFloat4ToU32(col_rgb), g.Style.Alpha, grid_step, ImVec2(-grid_step, 0.0f), rounding, ImDrawFlags_RoundCornersRight);
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else
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window->DrawList->AddRectFilled(ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, GetColorU32(col_rgb), rounding, ImDrawFlags_RoundCornersRight);
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window->DrawList->AddRectFilled(bb_inner.Min, ImVec2(mid_x, bb_inner.Max.y), GetColorU32(col_rgb_without_alpha), rounding, ImDrawFlags_RoundCornersLeft);
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window->DrawList->AddRectFilled(ImVec2(bb.Min.x + grid_step, bb.Min.y), bb.Max, GetColorU32(col_rgb), rounding, ImDrawFlags_RoundCornersRight);
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window->DrawList->AddRectFilled(bb.Min, ImVec2(mid_x, bb.Max.y), GetColorU32(col_rgb_without_alpha), rounding, ImDrawFlags_RoundCornersLeft);
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}
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else
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{
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// Because GetColorU32() multiplies by the global style Alpha and we don't want to display a checkerboard if the source code had no alpha
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ImVec4 col_source = (flags & ImGuiColorEditFlags_AlphaOpaque) ? col_rgb_without_alpha : col_rgb;
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if (col_source.w < 1.0f && (flags & ImGuiColorEditFlags_AlphaNoBg) == 0)
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RenderColorRectWithAlphaCheckerboard(window->DrawList, bb_inner.Min, bb_inner.Max, ColorConvertFloat4ToU32(col_source), g.Style.Alpha, grid_step, ImVec2(off, off), rounding);
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RenderColorRectWithAlphaCheckerboard(window->DrawList, bb.Min, bb.Max, ColorConvertFloat4ToU32(col_source), g.Style.Alpha, grid_step, ImVec2(0.0f, 0.0f), rounding);
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else
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window->DrawList->AddRectFilled(bb_inner.Min, bb_inner.Max, GetColorU32(col_source), rounding);
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window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(col_source), rounding);
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}
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if (g.DisabledStackSize > 0)
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g.Style.Alpha = backup_alpha;
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