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Added ImAtof, ImCeil, ImFloorStd to IMGUI_DISABLE_MATH_FUNCTIONS for consistency. Configuration comments.
This commit is contained in:
16
imgui.cpp
16
imgui.cpp
@ -8776,7 +8776,7 @@ static inline TYPE RoundScalarWithFormat(const char* format, ImGuiDataType data_
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while (*p == ' ')
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p++;
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if (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double)
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v = (TYPE)atof(p);
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v = (TYPE)ImAtof(p);
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else
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ImAtoi(p, (SIGNEDTYPE*)&v);
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return v;
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@ -12180,13 +12180,13 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
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if (initial_dist2 >= (wheel_r_inner-1)*(wheel_r_inner-1) && initial_dist2 <= (wheel_r_outer+1)*(wheel_r_outer+1))
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{
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// Interactive with Hue wheel
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H = atan2f(current_off.y, current_off.x) / IM_PI*0.5f;
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H = ImAtan2(current_off.y, current_off.x) / IM_PI*0.5f;
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if (H < 0.0f)
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H += 1.0f;
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value_changed = value_changed_h = true;
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}
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float cos_hue_angle = cosf(-H * 2.0f * IM_PI);
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float sin_hue_angle = sinf(-H * 2.0f * IM_PI);
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float cos_hue_angle = ImCos(-H * 2.0f * IM_PI);
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float sin_hue_angle = ImSin(-H * 2.0f * IM_PI);
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if (ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, ImRotate(initial_off, cos_hue_angle, sin_hue_angle)))
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{
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// Interacting with SV triangle
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@ -12332,14 +12332,14 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
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const int vert_end_idx = draw_list->VtxBuffer.Size;
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// Paint colors over existing vertices
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ImVec2 gradient_p0(wheel_center.x + cosf(a0) * wheel_r_inner, wheel_center.y + sinf(a0) * wheel_r_inner);
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ImVec2 gradient_p1(wheel_center.x + cosf(a1) * wheel_r_inner, wheel_center.y + sinf(a1) * wheel_r_inner);
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ImVec2 gradient_p0(wheel_center.x + ImCos(a0) * wheel_r_inner, wheel_center.y + ImSin(a0) * wheel_r_inner);
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ImVec2 gradient_p1(wheel_center.x + ImCos(a1) * wheel_r_inner, wheel_center.y + ImSin(a1) * wheel_r_inner);
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ShadeVertsLinearColorGradientKeepAlpha(draw_list->VtxBuffer.Data + vert_start_idx, draw_list->VtxBuffer.Data + vert_end_idx, gradient_p0, gradient_p1, hue_colors[n], hue_colors[n+1]);
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}
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// Render Cursor + preview on Hue Wheel
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float cos_hue_angle = cosf(H * 2.0f * IM_PI);
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float sin_hue_angle = sinf(H * 2.0f * IM_PI);
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float cos_hue_angle = ImCos(H * 2.0f * IM_PI);
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float sin_hue_angle = ImSin(H * 2.0f * IM_PI);
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ImVec2 hue_cursor_pos(wheel_center.x + cos_hue_angle * (wheel_r_inner+wheel_r_outer)*0.5f, wheel_center.y + sin_hue_angle * (wheel_r_inner+wheel_r_outer)*0.5f);
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float hue_cursor_rad = value_changed_h ? wheel_thickness * 0.65f : wheel_thickness * 0.55f;
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int hue_cursor_segments = ImClamp((int)(hue_cursor_rad / 1.4f), 9, 32);
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