The colour popup now has five pages like the reference panel: the wheel, a saturation/value square with a hue strip, and RGB, HSV and HSL sliders whose tracks show the colour they would pick. A footer holds the old/new colour swatch (tapping the old half restores it), a hex field and a Copy button. Grey colours keep their hue across pages. On tablets the menu gains a Color submenu with the colour commands and lightness presets, and Settings lists the Color menu. Painter gains a linear gradient fill, Slider an optional gradient track and Widgets a ColorSquare.
152 lines
No EOL
3.6 KiB
C++
152 lines
No EOL
3.6 KiB
C++
#pragma once
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#include "Window.hpp"
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#include "Color.hpp"
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#include "Rect.hpp"
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#include "Buffer.hpp"
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struct NVGcontext;
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namespace tp {
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class DebugGUI {
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class Context;
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Context* mContext;
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public:
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explicit DebugGUI(Window* window);
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~DebugGUI();
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void procBegin();
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void procEnd();
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void drawBegin();
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void drawEnd();
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};
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class Canvas {
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class Context;
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Context* mContext;
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public:
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explicit Canvas(Window* window);
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~Canvas();
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void procBegin() {}
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void procEnd() {}
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void drawBegin();
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void drawEnd();
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void drawWindowChrome();
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public:
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enum Align : int2 {
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CC = 0x0000,
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CT = 0x0001,
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CB = 0x0002,
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LC = 0x0100,
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LT = 0x0101,
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LB = 0x0102,
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RC = 0x0200,
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RT = 0x0201,
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RB = 0x0202,
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};
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struct ImageHandle {
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ualni id = 0;
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};
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struct ColorWheel {
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HSV color = { 0.13, 0.5, 1 };
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halnf thickness = 20;
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halnf margin = 5;
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void fromPoint(const RectF& area, const Vec2F& point);
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};
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void setOrigin(const Vec2F& origin);
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void pushClamp(const RectF& rec);
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void popClamp();
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[[nodiscard]] const RectF& getClampedArea() const;
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void debugCross(RectF rec, const RGBA& col);
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void rect(RectF rec, const RGBA& col, halnf round = 0);
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void gradientRect(RectF rec, const RGBA& from, const RGBA& to, bool horizontal, halnf round = 0);
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void frame(RectF rec, const RGBA& col, halnf round = 0);
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void outline(RectF rec, const RGBA& col, halnf round, halnf width);
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void circle(Vec2F pos, halnf size, const RGBA& col);
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void circleOutline(Vec2F pos, halnf size, const RGBA& col, halnf width);
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void polyline(const Vec2F* points, int count, const RGBA& col, halnf width);
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void polygon(const Vec2F* points, int count, const RGBA& col);
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void text(const char*, const RectF&, halnf size, Align, halnf padding, const RGBA&);
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void rotatedText(const char* text, Vec2F center, halnf size, halnf angle, const RGBA& col);
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[[nodiscard]] halnf textWidth(const char*, halnf size);
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void colorWheel(const RectF& rec, const ColorWheel& colorWheel);
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void line(Vec2F start, Vec2F end, const RGBA& col, halnf thickness);
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ImageHandle createImageFromTextId(ualni id, Vec2F size);
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void updateTextureID(ImageHandle handle, ualni id);
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ImageHandle createImageFromFile(const char* path);
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ImageHandle createImageFromMemoryRGBA(int width, int height, const unsigned char* rgba);
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void updateImageRGBA(ImageHandle image, const unsigned char* rgba);
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void deleteImageHandle(ImageHandle image);
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void drawImage(RectF rec, ImageHandle* image, halnf angle = 0, halnf alpha = 1.f, halnf rounding = 0.f);
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private:
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void fillWindowBase(const WindowFrame& frame);
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static void cutRoundedCorners(NVGcontext* vg, const WindowFrame& frame);
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static void paintOutline(NVGcontext* vg, const WindowFrame& frame);
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static void paintShadow(NVGcontext* vg, const WindowFrame& frame, bool focused);
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Buffer<RectF> mScissors;
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bool mIsClamping = false;
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Vec2F mOrigin = { 0, 0 };
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};
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class Graphics {
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public:
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explicit Graphics(Window* window) :
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mWindow(window),
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mCanvas(window),
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mGui(window) {}
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void procBegin() {
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mCanvas.procBegin();
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mGui.procBegin();
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}
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void procEnd() {
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mCanvas.procEnd();
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mGui.procEnd();
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}
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void drawBegin() {
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mFrameActive = mWindow->frameBegin();
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if (!mFrameActive) return;
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mCanvas.drawBegin();
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mGui.drawBegin();
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}
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void drawEnd() {
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if (!mFrameActive) return;
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mCanvas.drawEnd();
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mGui.drawEnd();
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mCanvas.drawWindowChrome();
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mWindow->frameEnd();
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mFrameActive = false;
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}
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Canvas* getCanvas() { return &mCanvas; }
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private:
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Window* mWindow;
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Canvas mCanvas;
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DebugGUI mGui;
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bool mFrameActive = false;
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};
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} |