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Internals: made ScrollbarEx() use ImS64 to facilitate use with larger ranges (not fully tested) + clipper tweaks (#3609, #3962 + https://github.com/ocornut/imgui_club/issues/20)
This does NOT fix all problems with large ranges and floating point precision, it merely attenuate them.
This commit is contained in:
@ -896,7 +896,9 @@ void ImGui::Scrollbar(ImGuiAxis axis)
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}
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float size_avail = window->InnerRect.Max[axis] - window->InnerRect.Min[axis];
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float size_contents = window->ContentSize[axis] + window->WindowPadding[axis] * 2.0f;
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ScrollbarEx(bb, id, axis, &window->Scroll[axis], size_avail, size_contents, rounding_corners);
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ImS64 scroll = (ImS64)window->Scroll[axis];
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ScrollbarEx(bb, id, axis, &scroll, (ImS64)size_avail, (ImS64)size_contents, rounding_corners);
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window->Scroll[axis] = (float)scroll;
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}
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// Vertical/Horizontal scrollbar
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@ -905,7 +907,7 @@ void ImGui::Scrollbar(ImGuiAxis axis)
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// - We store values as normalized ratio and in a form that allows the window content to change while we are holding on a scrollbar
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// - We handle both horizontal and vertical scrollbars, which makes the terminology not ideal.
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// Still, the code should probably be made simpler..
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bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, float* p_scroll_v, float size_avail_v, float size_contents_v, ImDrawFlags flags)
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bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 size_avail_v, ImS64 size_contents_v, ImDrawFlags flags)
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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@ -936,8 +938,8 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, floa
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// Calculate the height of our grabbable box. It generally represent the amount visible (vs the total scrollable amount)
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// But we maintain a minimum size in pixel to allow for the user to still aim inside.
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IM_ASSERT(ImMax(size_contents_v, size_avail_v) > 0.0f); // Adding this assert to check if the ImMax(XXX,1.0f) is still needed. PLEASE CONTACT ME if this triggers.
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const float win_size_v = ImMax(ImMax(size_contents_v, size_avail_v), 1.0f);
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const float grab_h_pixels = ImClamp(scrollbar_size_v * (size_avail_v / win_size_v), style.GrabMinSize, scrollbar_size_v);
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const ImS64 win_size_v = ImMax(ImMax(size_contents_v, size_avail_v), (ImS64)1);
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const float grab_h_pixels = ImClamp(scrollbar_size_v * ((float)size_avail_v / (float)win_size_v), style.GrabMinSize, scrollbar_size_v);
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const float grab_h_norm = grab_h_pixels / scrollbar_size_v;
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// Handle input right away. None of the code of Begin() is relying on scrolling position before calling Scrollbar().
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@ -945,13 +947,13 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, floa
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bool hovered = false;
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ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_NoNavFocus);
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float scroll_max = ImMax(1.0f, size_contents_v - size_avail_v);
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float scroll_ratio = ImSaturate(*p_scroll_v / scroll_max);
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const ImS64 scroll_max = ImMax((ImS64)1, size_contents_v - size_avail_v);
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float scroll_ratio = ImSaturate((float)*p_scroll_v / (float)scroll_max);
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float grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; // Grab position in normalized space
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if (held && allow_interaction && grab_h_norm < 1.0f)
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{
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float scrollbar_pos_v = bb.Min[axis];
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float mouse_pos_v = g.IO.MousePos[axis];
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const float scrollbar_pos_v = bb.Min[axis];
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const float mouse_pos_v = g.IO.MousePos[axis];
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// Click position in scrollbar normalized space (0.0f->1.0f)
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const float clicked_v_norm = ImSaturate((mouse_pos_v - scrollbar_pos_v) / scrollbar_size_v);
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@ -971,10 +973,10 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, floa
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// Apply scroll (p_scroll_v will generally point on one member of window->Scroll)
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// It is ok to modify Scroll here because we are being called in Begin() after the calculation of ContentSize and before setting up our starting position
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const float scroll_v_norm = ImSaturate((clicked_v_norm - g.ScrollbarClickDeltaToGrabCenter - grab_h_norm * 0.5f) / (1.0f - grab_h_norm));
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*p_scroll_v = IM_ROUND(scroll_v_norm * scroll_max);//(win_size_contents_v - win_size_v));
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*p_scroll_v = (ImS64)(scroll_v_norm * scroll_max);
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// Update values for rendering
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scroll_ratio = ImSaturate(*p_scroll_v / scroll_max);
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scroll_ratio = ImSaturate((float)*p_scroll_v / (float)scroll_max);
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grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v;
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// Update distance to grab now that we have seeked and saturated
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