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Fix #2722 - ColorPicker / ColorEdit Widget Wrong Conversion from HSV to RGB #2770

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@rokups rokups commented Aug 30, 2019

There already was a fix for hue wrapping around. It depended on g.ActiveId != 0 && !g.ActiveIdAllowOverlap condition for detecting changes through DragInt/DragFloat and it no longer worked. Fix is simply a bool ColorFixHueWrap in ImGuiContext which is set whenever DragInt/DragFloat has modified color values, thus 100% reliable now.

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ocornut commented Aug 30, 2019

Linking to #2722

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ocornut commented Aug 30, 2019

Thanks @rokups for the PR!

This doesn't seem to work on a raw ColorEdit4 used without the picker (right-click to change an RGB one to HSV) ?
(If the code gets moved to ColorEdit4 then there's a possibility that the ColorFixHueWrap field could even become a local variable?)

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ocornut commented Aug 30, 2019

Also pushed a change to ColorEdit4 now where Hue edition is disabled when Sat==0, which avoid seeing the Hue value bounce around:
0537ac0

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ocornut commented Aug 30, 2019

I might be wrong about it, but it seems also extremely flimsy that with or without this patch, Hue is preserved AT ALL when clicking on the Hue wheel of a color picker and after a one frame round trip.

It feels like the HSV>RGB and RGB>HSV calculation accidentally make this possible due to storing precision in floating point value, and this is very accidental !

Case in point if we perform a float4>u32>float4 round-trip in the main.cpp code:

if (ImGui::ColorEdit3("clear color", (float*)&clear_color)) // Edit 3 floats representing a color
   clear_color = ImGui::ColorConvertU32ToFloat4(ImGui::ColorConvertFloat4ToU32(clear_color));

Then what happens is that even though all the 0..255 or 3 decimal floating values apppears to be the exact same in the picker, Hue is now lost when clicking on the wheel.

Which bring us back to the original intent of #2722 which is that rather than benefiting from that accidental preservation of Hue which only works with floats, we'd want to also explcitely preserve Hue for a given widget.

We also want this preservation of Hue to be reliable so user can click on Hue wheel FIRST then Sat/Val triangle. However it is not relaliable in this order but only reliable in the opposite order.

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rokups commented Aug 31, 2019

Thanks for comments. Ill keep looking into this. It takes some effort wrapping my head around this. I almost have no idea what im doing

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ocornut commented Aug 31, 2019

The issue is unexpected confusing because of how HSV>RGB>HSV calculation somehow magically/unintentionally manage preserve a decent Hue value even after a round trip as long as full float precision is kept. If you set Sat==0 and click on the Hue wheel you'll notice the Hexadecimal and RGB values never changes, but the HSV does. That's a manifestation of that magical roundtrip :)

We don't need to investigate any of the HSV<>RGB roundtrip calculation, rather assume that this accidental restoration doesn't happen. While testing, having the data go through a ImU32 will enforce that and then we can have ColorEdit/ColorPicker carry on a Hue value associated to a given Float4.

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rokups commented Aug 31, 2019

So... Should i still go after approach you suggested on skype (saving hue/color/id in ImGuiContext and restoring it where appropriate)? I tested this approach and it "works" except for one glitch, but before i push this further there is something to consider. Saving hue works only for one widget. If multiple color widgets are visible then editing color in one widget would cause hue flip in others. It seems to me it is necessary to save hue for every widget individually. Sounds like a job for GetStateStorage(). Is that fine?

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ocornut commented Aug 31, 2019

I think it's ok to not save Hue for every widget, that would be going too far us overriding the assumption that user hold their data.

The purpose of saving this Hue is mostly to have it saved while editing a given value as we want to avoid that loss of Hue when dragging Sat.

There's still the "accidental" fallback that most people will use float4 for their underlying storage so that also mitigate the problem a little. There's really no 100% perfect solution to this problem (other than user saving HSV data instead of RGB data).

…om HSV to RGB

Issue is fixed by storing last active color picker color and last hue value when active color picker takes rgb as input. Then if current color picker color matches last active color - hue value will be restored. IDs are not used because ColorEdit4() and ColorWidget4() may call each other in hard-to-predict ways and they both push their own IDs on to the stack. We need hue restoration to happen in entire stack of these widgets if topmost widget used hue restoration. Since these widgets operate on exact same color value - color was chosen as a factor deciding which widgets should restore hue.
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rokups commented Aug 31, 2019

Another stab at this issue:

Issue is fixed by storing last active color picker color and last hue value when active color picker takes rgb as input. Then if current color picker color matches last active color - hue value will be restored. IDs are not used because ColorEdit4() and ColorWidget4() may call each other in hard-to-predict ways and they both push their own IDs on to the stack. We need hue restoration to happen in entire stack of these widgets if topmost widget used hue restoration. Since these widgets operate on exact same color value - color was chosen as a factor deciding which widgets should restore hue.

I was unable to make hue reset so far. Please let me know how to do it if you manage to. Also please let me know if lack of id checking should be changed. Aside from scanning entire id stack for last active color widget i am not sure how to handle that situation. And scanning entire id stack sounds too hacky.

ocornut pushed a commit that referenced this pull request Sep 20, 2019
…2770)

Issue is fixed by storing last active color picker color and last hue value when active color picker takes rgb as input. Then if current color picker color matches last active color - hue value will be restored. IDs are not used because ColorEdit4() and ColorWidget4() may call each other in hard-to-predict ways and they both push their own IDs on to the stack. We need hue restoration to happen in entire stack of these widgets if topmost widget used hue restoration. Since these widgets operate on exact same color value - color was chosen as a factor deciding which widgets should restore hue.
ocornut added a commit that referenced this pull request Sep 20, 2019
…2770) - changelog, fixed uninitialized variables, tweaks, renaming.
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ocornut commented Sep 20, 2019

Merged, !

@ocornut ocornut closed this Sep 20, 2019
corentin-plouet added a commit to corentin-plouet/imgui that referenced this pull request Sep 22, 2019
Integrated power saving mode in Allegro example.

Fixed the cursor-blinking issue.

It is now working as expected, i.e. only setting a frame rate
requirement of 6fps when visibly blinking.

Also refactored a bit such that ImGui uses a boolean flag instead of
sharing the FrameRateRequirements object with user code.

Renamed FrameRateRequirements -> UserFrameRateRequirements.

Just so it's more explicit.

Minor formatting fixes [noci]

Implemented support for event waiting timeout in Win32.

Simplified the implementation.

This also addresses a design issue regarding how the application
requests a specific frame rate.

Get rid of the minimum frame rate.

Implemented logic to always render at least 3 frames.

Plus a bit of renaming/refactoring.

Implemented the 3-frame update logic for the SDL example.

Added support for 3-frame updates to Allegro example

+ refactoring of SDL/OpenGL3 example
+ refactoring and bug fix of Win32/DX11 example

Added suppor for 3-frame updates to Glfw example.

Rebased imstb_rectpack on stb_rect_pack v1.00.

SliderScalar: Improved assert when using U32 or U64 types with a large v_max value. (ocornut#2765)
+  misc minor stuff.

Demo: PlotLine example displays the average value. (ocornut#2759) + extra comments

Added a mechanism to compact/free the larger allocations of unused windows (buffers are compacted when a window is unused for 60 seconds, as per io.ConfigWindowsMemoryCompactTimer = 60.0f). Note that memory usage has never been reported as a problem, so this is merely a touch of overzealous luxury. (ocornut#2636)

Disable with ConfigWindowsMemoryCompactTimer < 0.0f (ocornut#2636)

TabBar: improved shrinking for large number of tabs to avoid leaving extraneous space on the right side. Individuals tabs are given integer-rounded width and remainder is spread between tabs left-to-right.

TabBar: feed desired width (sum of unclipped tabs width) into layout system to allow for auto-resize. (ocornut#2768)
Before 1.71 tab bars fed the sum of current width which created feedback loops in certain situations. Amend f95c77e.

DragInt, DragFloat, DragScalar: Using (v_min > v_max) allows locking any edit to the value.

ColorEdit: Disable Hue edit when Saturation==0 instead of letting Hue values jump around.

Fixed missing IMGUI_API for IsMouseDragPastThreshold().

Renamed SetMaxTimeBeforeNewFrame -> SetMaxWaitBeforeNextFrame

Compute the proper time to flip the cursor, instead of using 6fps.

Due to the 3-frame logic, this makes the effective cursor frame
rate go from 15fps to 5fps.

Refactored the event waiting implementation in SDL.

Moved the waiting part into the common implementation file.
This makes the platform+renderer binding simpler and not deviating
much from the existing one, which should make merging/integration
easier, especially for people maintaining their own copies.

Renamed variable to match the method name.

Refactored Win32 waiting code into common platform file

+ fix typo in SDL example

Fixed build

Avoid wasting frames by adding a small margin for the cursor.

Fixed regression

Win32 example: don't render 3 frames on timeouts

+ some refactoring

Refactored+fixed the Allegro5 implementation

Refactored+fixed Glfw example

Refactored+fixed SDL example

Refactoring (renaming)

Some final cleanup/refactoring; make the diff better

Refactored: no need to conditionally (not) poll after wait.

Keep waiting when the window is hidden (or minimized).

Implemented for Allegro, Glfw and SDL.
(does not seem to work with Allegro on Linux)

Implemented blocking when minimized/hidden for Win32

Minor formatting/doc changes.

Knocked off the 3 TODO items implemented by this PR.

Added missing Glfw callback (mouse pos)

This is just to record the event. The mouse pos is still handled as
before.

Small optimization: added shortcut test when feature disabled

This avoids paying the library/syscall cost when not needed.

Backends: OpenGL3: Tweaked initialization code allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before ImGui_ImplOpenGL3_NewFrame() if for some reason they wanted.

Fix DragScalar for unsigned types (ocornut#2780)
decreasing the value was broken on arm64

Nav, Scrolling: Added support for Home/End key. (ocornut#787)

Columns: Separator: Fixed a bug where non-visible separators within columns would alter the next row position differently than visible ones.
Fixed rounding issues also leading to change of ScrollMax depending on visible items (in particular negative coordinate would be rounded differently)

Fix signed types warning in pasteboard handler (ocornut#2786)

Examples: SDL/GLFW + OpenGL3: Fixes for Makefile (ocornut#2774)

- append CXXFLAGS instead of overwriting them
- add glad.c build rule

BeginTabItem: Fixed case where right-most tab would create an extraneous draw calls (probably related to other tab fitting code in 1.73 wip)

Remove trailing spaces (grep for ' \r?$' in visual studio)

Internal: Offset STB_TEXTURE_K_ defines to remove that change from ocornut#2541 + sponsors update.

Font: implement a way to draw narrow ellipsis without relying on hardcoded 1 pixel dots. (ocornut#2775)

This changeset implements several pieces of the puzzle that add up to a narrow ellipsis rendering.

`ImFontConfig` and `ImFont` received `ImWchar EllipsisCodePoint = -1;` field. User may configure `ImFontConfig::EllipsisCodePoint` a unicode codepoint that will be used for rendering narrow ellipsis. Not setting this field will automatically detect a suitable character or fall back to rendering 3 dots with minimal spacing between them. Autodetection prefers codepoint 0x2026 (narrow ellipsis) and falls back to 0x0085 (NEXT LINE) when missing. Wikipedia indicates that codepoint 0x0085 was used as ellipsis in some older windows fonts. So does default Dear ImGui font. When user is merging fonts - first configured and present ellipsis codepoint will be used, ellipsis characters from subsequently merged fonts will be ignored.

Rendering a narrow ellipsis is surprisingly not straightforward task. There are cases when ellipsis is bigger than the last visible character therefore `RenderTextEllipsis()` has to hide last two characters. In a subset of those cases ellipsis is as big as last visible character + space before it. `RenderTextEllipsis()` tries to work around this case by taking free space between glyph edges into account. Code responsible for this functionality is within `if (text_end_ellipsis != text_end_full) { ... }`.

There are cases when font does not have ellipsis character defined. In this case RenderTextEllipsis() falls back to rendering ellipsis as 3 dots, but with reduced spacing between them. 1 pixel space is used in all cases. This results in a somewhat wider ellipsis, but avoids issues where spaces between dots are uneven (visible in larger/monospace fonts) or squish dots way too much (visible in default font where dot is essentially a pixel). This fallback method obsoleted `RenderPixelEllipsis()` and this function was removed. Note that fallback ellipsis will always be somewhat wider than it could be, however it will fit in visually into every font used unlike what `RenderPixelEllipsis()` produced.

Font: Narrow ellipsis: various minor stylistic tweaks (ocornut#2775)

Font: Narrow ellipsis: once we know an ellipsis is going to be drawn, we can claim the space between pos_max.x and ellipsis_max.x which gives us enough extra space to not requires the further (and otherwise valid) optimizations. Gets us vastly simplified code, yay. (ocornut#2775)

Style: Allow style.WindowMenuButtonPosition to be set to ImGuiDir_None to hide the collapse button. (ocornut#2634, ocornut#2639)
+ Fix ocornut#2775

ImDrawListSplitter: fixed an issue merging channels if the last submitted draw command used a different texture. (ocornut#2506)

Fixed unused static function warning for some compilers. (ocornut#2793)

TreeNode: Added ImGuiTreeNodeFlags_SpanAvailWidth and ImGuiTreeNodeFlags_SpanFullWidth flags (ocornut#2451, ocornut#2438, ocornut#1897)
Added demo bits.

Warning fix.

ColorPicker / ColorEdit: restore Hue when zeroing Saturation. (ocornut#2722, ocornut#2770)
Issue is fixed by storing last active color picker color and last hue value when active color picker takes rgb as input. Then if current color picker color matches last active color - hue value will be restored. IDs are not used because ColorEdit4() and ColorWidget4() may call each other in hard-to-predict ways and they both push their own IDs on to the stack. We need hue restoration to happen in entire stack of these widgets if topmost widget used hue restoration. Since these widgets operate on exact same color value - color was chosen as a factor deciding which widgets should restore hue.

ColorPicker / ColorEdit: restore Hue when zeroing Saturation. (ocornut#2722, ocornut#2770) - changelog, fixed uninitialized variables, tweaks, renaming.

Fixed mouse event forwarding in macos example (ocornut#2710, ocornut#1961)

Readme, Wiki: Image loading examples.
@rokups rokups deleted the fix-2722 branch January 7, 2020 12:28
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