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Add ability to convert from a hex string to Color32 using macros #1596

Merged
merged 9 commits into from May 15, 2022
7 changes: 7 additions & 0 deletions Cargo.lock

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2 changes: 1 addition & 1 deletion egui/src/lib.rs
Expand Up @@ -323,7 +323,7 @@ pub use epaint::emath;

pub use emath::{lerp, pos2, remap, remap_clamp, vec2, Align, Align2, NumExt, Pos2, Rect, Vec2};
pub use epaint::{
color, mutex,
color, hex_color, mutex,
text::{FontData, FontDefinitions, FontFamily, FontId, FontTweak},
textures::TexturesDelta,
ClippedPrimitive, Color32, ColorImage, FontImage, ImageData, Mesh, PaintCallback,
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2 changes: 1 addition & 1 deletion epaint/CHANGELOG.md
Expand Up @@ -4,7 +4,7 @@ All notable changes to the epaint crate will be documented in this file.

## Unreleased
* Optimize tessellation of filled circles by 10x or more ([#1616](https://github.com/emilk/egui/pull/1616)).

* Added `epaint::hex_rgb*!()` macros to create Color32's from hex strings ([#1596](https://github.com/emilk/egui/pull/1596)).

## 0.18.1 - 2022-05-01
* Change `Shape::Callback` from `&dyn Any` to `&mut dyn Any` to support more backends.
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3 changes: 2 additions & 1 deletion epaint/Cargo.toml
Expand Up @@ -47,13 +47,14 @@ mint = ["emath/mint"]
# implement serde on most types.
serde = ["dep:serde", "ahash/serde", "emath/serde"]


[dependencies]
emath = { version = "0.18.0", path = "../emath" }

ab_glyph = "0.2.11"
nohash-hasher = "0.2"

color-hex = "0.2.0"

# Optional:
ahash = { version = "0.7", default-features = false, features = ["std"] }
bytemuck = { version = "1.7.2", optional = true, features = ["derive"] }
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52 changes: 44 additions & 8 deletions epaint/src/color.rs
Expand Up @@ -125,27 +125,27 @@ impl Color32 {
}

#[inline(always)]
pub fn is_opaque(&self) -> bool {
pub const fn is_opaque(&self) -> bool {
self.a() == 255
}

#[inline(always)]
pub fn r(&self) -> u8 {
pub const fn r(&self) -> u8 {
self.0[0]
}

#[inline(always)]
pub fn g(&self) -> u8 {
pub const fn g(&self) -> u8 {
self.0[1]
}

#[inline(always)]
pub fn b(&self) -> u8 {
pub const fn b(&self) -> u8 {
self.0[2]
}

#[inline(always)]
pub fn a(&self) -> u8 {
pub const fn a(&self) -> u8 {
self.0[3]
}

Expand All @@ -156,20 +156,20 @@ impl Color32 {

/// Returns an additive version of self
#[inline(always)]
pub fn additive(self) -> Self {
pub const fn additive(self) -> Self {
let [r, g, b, _] = self.to_array();
Self([r, g, b, 0])
}

/// Premultiplied RGBA
#[inline(always)]
pub fn to_array(&self) -> [u8; 4] {
pub const fn to_array(&self) -> [u8; 4] {
[self.r(), self.g(), self.b(), self.a()]
}

/// Premultiplied RGBA
#[inline(always)]
pub fn to_tuple(&self) -> (u8, u8, u8, u8) {
pub const fn to_tuple(&self) -> (u8, u8, u8, u8) {
(self.r(), self.g(), self.b(), self.a())
}

Expand All @@ -186,6 +186,42 @@ impl Color32 {
}
}

/// Construct a [`Color32`] from a hex RGB or RGBA string.
///
/// ```ignore
/// assert_eq!(hex_color!("#202122"), Color32::from_rgb(0x20, 0x21, 0x22));
/// assert_eq!(hex_color!("#abcdef12"), Color32::from_rgba_unmultiplied(0xab, 0xcd, 0xef, 0x12));
/// ```
#[macro_export]
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macro_rules! hex_color {
($s:literal) => {{
let array = $crate::color_hex::color_from_hex!($s);
if array.len() == 3 {
$crate::Color32::from_rgb(array[0], array[1], array[2])
} else {
#[allow(unconditional_panic)]
$crate::Color32::from_rgba_unmultiplied(array[0], array[1], array[2], array[3])
}
}};
}

#[test]
fn test_from_rgb_hex() {
assert_eq!(Color32::from_rgb(0x20, 0x21, 0x22), hex_color!("#202122"));
assert_eq!(
Color32::from_rgb_additive(0x20, 0x21, 0x22),
hex_color!("#202122").additive()
);
}

#[test]
fn test_from_rgba_hex() {
assert_eq!(
Color32::from_rgba_unmultiplied(0x20, 0x21, 0x22, 0x50),
hex_color!("20212250")
);
}

// ----------------------------------------------------------------------------

/// 0-1 linear space `RGBA` color with premultiplied alpha.
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2 changes: 2 additions & 0 deletions epaint/src/lib.rs
Expand Up @@ -49,6 +49,8 @@ pub use emath::{pos2, vec2, Pos2, Rect, Vec2};
pub use ahash;
pub use emath;

pub use color_hex;

/// The UV coordinate of a white region of the texture mesh.
/// The default egui texture has the top-left corner pixel fully white.
/// You need need use a clamping texture sampler for this to work
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