Slider code tweaks, split into a SliderBehaviour() function

This commit is contained in:
ocornut 2015-03-14 23:55:07 +00:00
parent ce87c69c38
commit 1ef789bb68

150
imgui.cpp
View File

@ -4734,80 +4734,34 @@ static void ParseFormat(const char* fmt, int& decimal_precision)
}
}
// Use power!=1.0 for logarithmic sliders.
// Adjust display_format to decorate the value with a prefix or a suffix.
// "%.3f" 1.234
// "%5.2f secs" 01.23 secs
// "Gold: %.0f" Gold: 1
bool ImGui::SliderFloat(const char* label, float* v, float v_min, float v_max, const char* display_format, float power)
static bool SliderBehaviour(const ImGuiAabb& frame_bb, const ImGuiAabb& slider_bb, ImGuiID id, float* v, float v_min, float v_max, float power, int decimal_precision)
{
ImGuiState& g = *GImGui;
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
const ImGuiStyle& style = g.Style;
const ImGuiID id = window->GetID(label);
const float w = ImGui::CalcItemWidth();
const ImVec2 label_size = CalcTextSize(label, NULL, true);
const ImGuiAabb frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y) + style.FramePadding*2.0f);
const ImGuiAabb slider_bb(frame_bb.Min + style.FramePadding, frame_bb.Max - style.FramePadding);
const ImGuiAabb bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
// Draw frame
RenderFrame(frame_bb.Min, frame_bb.Max, window->Color(ImGuiCol_FrameBg), true, style.FrameRounding);
// NB- we don't call ItemSize() yet becausae we may turn into a text edit box later in the function
if (!ItemAdd(slider_bb, &id))
{
ItemSize(bb);
return false;
}
const bool is_finite = (v_min != -FLT_MAX && v_min != FLT_MAX && v_max != -FLT_MAX && v_max != FLT_MAX);
const bool is_non_linear = abs(power - 1.0f) > 0.0001f;
const bool hovered = IsHovered(slider_bb, id);
if (hovered)
g.HoveredId = id;
if (!display_format)
display_format = "%.3f";
int decimal_precision = 3;
ParseFormat(display_format, decimal_precision);
const bool tab_focus_requested = window->FocusItemRegister(g.ActiveId == id);
const bool is_unbound = (v_min == -FLT_MAX || v_min == FLT_MAX || v_max == -FLT_MAX || v_max == FLT_MAX);
bool start_text_input = false;
if (tab_focus_requested || (hovered && g.IO.MouseClicked[0]))
{
SetActiveId(id);
FocusWindow(window);
const bool is_ctrl_down = g.IO.KeyCtrl;
if (tab_focus_requested || is_ctrl_down || is_unbound)
{
start_text_input = true;
g.SliderAsInputTextId = 0;
}
}
// Tabbing or CTRL-clicking through slider turns into an input box
if (start_text_input || (g.ActiveId == id && id == g.SliderAsInputTextId))
return SliderFloatAsInputText(label, v, id, decimal_precision);
ItemSize(bb);
const float grab_size_in_units = 1.0f; // In 'v' units. Probably needs to be parametrized, based on a 'v_step' value? decimal precision?
const float slider_w = slider_bb.GetWidth();
float grab_size_in_pixels;
if (decimal_precision > 0 || is_unbound)
if (decimal_precision > 0 || !is_finite)
grab_size_in_pixels = style.GrabMinSize;
else
grab_size_in_pixels = ImMax(grab_size_in_units * (w / (v_max-v_min+1.0f)), style.GrabMinSize); // Integer sliders
grab_size_in_pixels = ImMax(1.0f * (slider_w / (v_max-v_min+1.0f)), style.GrabMinSize); // Integer sliders, if possible have the grab size represent 1 unit
const float slider_effective_w = slider_bb.GetWidth() - grab_size_in_pixels;
const float slider_effective_x1 = slider_bb.Min.x + grab_size_in_pixels*0.5f;
const float slider_effective_x2 = slider_bb.Max.x - grab_size_in_pixels*0.5f;
// For logarithmic sliders that cross over sign boundary we want the exponential increase to be symmetric around 0.0f
float linear_zero_pos = 0.0f; // 0.0->1.0f
if (!is_unbound)
bool value_changed = false;
if (is_finite)
{
// For logarithmic sliders that cross over sign boundary we want the exponential increase to be symmetric around 0.0f
float linear_zero_pos = 0.0f; // 0.0->1.0f
if (v_min * v_max < 0.0f)
{
// Different sign
@ -4820,23 +4774,16 @@ bool ImGui::SliderFloat(const char* label, float* v, float v_min, float v_max, c
// Same sign
linear_zero_pos = v_min < 0.0f ? 1.0f : 0.0f;
}
}
RenderFrame(frame_bb.Min, frame_bb.Max, window->Color(ImGuiCol_FrameBg), true, style.FrameRounding);
const bool is_logarithmic = abs(power - 1.0f) > 0.0001f;
bool value_changed = false;
if (!is_unbound)
{
// Process clicking on the slider
if (g.ActiveId == id)
{
if (g.IO.MouseDown[0])
{
const float normalized_pos = ImClamp((g.IO.MousePos.x - slider_effective_x1) / slider_effective_w, 0.0f, 1.0f);
float new_value;
if (is_logarithmic)
if (is_non_linear)
{
// Account for logarithmic scale on both sides of the zero
if (normalized_pos < linear_zero_pos)
@ -4888,7 +4835,7 @@ bool ImGui::SliderFloat(const char* label, float* v, float v_min, float v_max, c
// Calculate slider grab positioning
float grab_t;
if (is_logarithmic)
if (is_non_linear)
{
float v_clamped = ImClamp(*v, v_min, v_max);
if (v_clamped < 0.0f)
@ -4914,6 +4861,71 @@ bool ImGui::SliderFloat(const char* label, float* v, float v_min, float v_max, c
window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, window->Color(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab));
}
return value_changed;
}
// Use power!=1.0 for logarithmic sliders.
// Adjust display_format to decorate the value with a prefix or a suffix.
// "%.3f" 1.234
// "%5.2f secs" 01.23 secs
// "Gold: %.0f" Gold: 1
bool ImGui::SliderFloat(const char* label, float* v, float v_min, float v_max, const char* display_format, float power)
{
ImGuiState& g = *GImGui;
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
const ImGuiStyle& style = g.Style;
const ImGuiID id = window->GetID(label);
const float w = ImGui::CalcItemWidth();
const ImVec2 label_size = CalcTextSize(label, NULL, true);
const ImGuiAabb frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y) + style.FramePadding*2.0f);
const ImGuiAabb slider_bb(frame_bb.Min + style.FramePadding, frame_bb.Max - style.FramePadding);
const ImGuiAabb bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
// NB- we don't call ItemSize() yet becausae we may turn into a text edit box below
if (!ItemAdd(slider_bb, &id))
{
ItemSize(bb);
return false;
}
const bool hovered = IsHovered(slider_bb, id);
if (hovered)
g.HoveredId = id;
if (!display_format)
display_format = "%.3f";
int decimal_precision = 3;
ParseFormat(display_format, decimal_precision);
const bool tab_focus_requested = window->FocusItemRegister(g.ActiveId == id);
const bool is_finite = (v_min != -FLT_MAX && v_min != FLT_MAX && v_max != -FLT_MAX && v_max != FLT_MAX);
// Tabbing or CTRL-clicking through slider turns into an input box
bool start_text_input = false;
if (tab_focus_requested || (hovered && g.IO.MouseClicked[0]))
{
SetActiveId(id);
FocusWindow(window);
const bool is_ctrl_down = g.IO.KeyCtrl;
if (tab_focus_requested || is_ctrl_down || !is_finite)
{
start_text_input = true;
g.SliderAsInputTextId = 0;
}
}
if (start_text_input || (g.ActiveId == id && id == g.SliderAsInputTextId))
return SliderFloatAsInputText(label, v, id, decimal_precision);
ItemSize(bb);
// Actual slider behavior + render grab
bool value_changed = SliderBehaviour(frame_bb, slider_bb, id, v, v_min, v_max, power, decimal_precision);
// Display value using user-provided display format so user can add prefix/suffix/decorations to the value.
char value_buf[64];
char* value_buf_end = value_buf + ImFormatString(value_buf, IM_ARRAYSIZE(value_buf), display_format, *v);