Replace manual flooring with IM_FLOOR() macro. (#2850)

Macro is used to ensure that flooring operation is always inlined even in debug builds. __forceinline does not force inlining in /Od builds with MSVC.

(cherry picked from commit bc165df6fd7969605bbc07b8a6d3d28f9109e8f3)
This commit is contained in:
Rokas Kupstys 2019-10-17 12:36:26 +03:00 committed by omar
parent 53278be61f
commit 714fe29d1a
5 changed files with 69 additions and 68 deletions

View File

@ -302,7 +302,7 @@ CODE
- The examples/ folders contains many actual implementation of the pseudo-codes above. - The examples/ folders contains many actual implementation of the pseudo-codes above.
- When calling NewFrame(), the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags are updated. - When calling NewFrame(), the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags are updated.
They tell you if Dear ImGui intends to use your inputs. When a flag is set you want to hide the corresponding inputs from the They tell you if Dear ImGui intends to use your inputs. When a flag is set you want to hide the corresponding inputs from the
rest of your application. In every cases you need to pass on the inputs to Dear ImGui. rest of your application. In every cases you need to pass on the inputs to Dear ImGui.
- Refer to the FAQ for more information. Amusingly, it is called a FAQ because people frequently run into the same issues! - Refer to the FAQ for more information. Amusingly, it is called a FAQ because people frequently run into the same issues!
USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS
@ -605,7 +605,7 @@ CODE
Note: Text input widget releases focus on "Return KeyDown", so the subsequent "Return KeyUp" event that your application receive will typically Note: Text input widget releases focus on "Return KeyDown", so the subsequent "Return KeyUp" event that your application receive will typically
have 'io.WantCaptureKeyboard=false'. Depending on your application logic it may or not be inconvenient. You might want to track which key-downs have 'io.WantCaptureKeyboard=false'. Depending on your application logic it may or not be inconvenient. You might want to track which key-downs
were targeted for Dear ImGui, e.g. with an array of bool, and filter out the corresponding key-ups.) were targeted for Dear ImGui, e.g. with an array of bool, and filter out the corresponding key-ups.)
Q: How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display) Q: How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display)
Q: I integrated Dear ImGui in my engine and the text or lines are blurry.. Q: I integrated Dear ImGui in my engine and the text or lines are blurry..
Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around.. Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around..
@ -2781,8 +2781,8 @@ void ImGui::ItemSize(const ImVec2& size, float text_baseline_y)
//if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG] //if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG]
window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x + size.x; window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x + size.x;
window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y; window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y;
window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); // Next line window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); // Next line
window->DC.CursorPos.y = (float)(int)(window->DC.CursorPos.y + line_height + g.Style.ItemSpacing.y); // Next line window->DC.CursorPos.y = IM_FLOOR(window->DC.CursorPos.y + line_height + g.Style.ItemSpacing.y); // Next line
window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x); window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x);
window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y - g.Style.ItemSpacing.y); window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y - g.Style.ItemSpacing.y);
//if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG] //if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG]
@ -4121,7 +4121,7 @@ ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_tex
ImVec2 text_size = font->CalcTextSizeA(font_size, FLT_MAX, wrap_width, text, text_display_end, NULL); ImVec2 text_size = font->CalcTextSizeA(font_size, FLT_MAX, wrap_width, text, text_display_end, NULL);
// Round // Round
text_size.x = (float)(int)(text_size.x + 0.95f); text_size.x = IM_FLOOR(text_size.x + 0.95f);
return text_size; return text_size;
} }
@ -4763,8 +4763,8 @@ static ImVec2 CalcWindowContentSize(ImGuiWindow* window)
return window->ContentSize; return window->ContentSize;
ImVec2 sz; ImVec2 sz;
sz.x = (float)(int)((window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x); sz.x = IM_FLOOR((window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x);
sz.y = (float)(int)((window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y); sz.y = IM_FLOOR((window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y);
return sz; return sz;
} }
@ -4875,8 +4875,8 @@ static bool ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au
bool ret_auto_fit = false; bool ret_auto_fit = false;
const int resize_border_count = g.IO.ConfigWindowsResizeFromEdges ? 4 : 0; const int resize_border_count = g.IO.ConfigWindowsResizeFromEdges ? 4 : 0;
const float grip_draw_size = (float)(int)ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f); const float grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));
const float grip_hover_inner_size = (float)(int)(grip_draw_size * 0.75f); const float grip_hover_inner_size = IM_FLOOR(grip_draw_size * 0.75f);
const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS : 0.0f; const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS : 0.0f;
ImVec2 pos_target(FLT_MAX, FLT_MAX); ImVec2 pos_target(FLT_MAX, FLT_MAX);
@ -5184,7 +5184,7 @@ void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& titl
if (flags & ImGuiWindowFlags_UnsavedDocument) if (flags & ImGuiWindowFlags_UnsavedDocument)
{ {
ImVec2 marker_pos = ImVec2(ImMax(layout_r.Min.x, layout_r.Min.x + (layout_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x) + text_size.x, layout_r.Min.y) + ImVec2(2 - marker_size_x, 0.0f); ImVec2 marker_pos = ImVec2(ImMax(layout_r.Min.x, layout_r.Min.x + (layout_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x) + text_size.x, layout_r.Min.y) + ImVec2(2 - marker_size_x, 0.0f);
ImVec2 off = ImVec2(0.0f, (float)(int)(-g.FontSize * 0.25f)); ImVec2 off = ImVec2(0.0f, IM_FLOOR(-g.FontSize * 0.25f));
RenderTextClipped(marker_pos + off, layout_r.Max + off, UNSAVED_DOCUMENT_MARKER, NULL, NULL, ImVec2(0, style.WindowTitleAlign.y), &clip_r); RenderTextClipped(marker_pos + off, layout_r.Max + off, UNSAVED_DOCUMENT_MARKER, NULL, NULL, ImVec2(0, style.WindowTitleAlign.y), &clip_r);
} }
} }
@ -5524,7 +5524,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
int border_held = -1; int border_held = -1;
ImU32 resize_grip_col[4] = {}; ImU32 resize_grip_col[4] = {};
const int resize_grip_count = g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // 4 const int resize_grip_count = g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // 4
const float resize_grip_draw_size = (float)(int)ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f); const float resize_grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));
if (!window->Collapsed) if (!window->Collapsed)
if (UpdateManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0])) if (UpdateManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0]))
use_current_size_for_scrollbar_x = use_current_size_for_scrollbar_y = true; use_current_size_for_scrollbar_x = use_current_size_for_scrollbar_y = true;
@ -5592,9 +5592,9 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// Default item width. Make it proportional to window size if window manually resizes // Default item width. Make it proportional to window size if window manually resizes
if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize)) if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize))
window->ItemWidthDefault = (float)(int)(window->Size.x * 0.65f); window->ItemWidthDefault = ImFloor(window->Size.x * 0.65f);
else else
window->ItemWidthDefault = (float)(int)(g.FontSize * 16.0f); window->ItemWidthDefault = ImFloor(g.FontSize * 16.0f);
// SCROLLING // SCROLLING
@ -5988,8 +5988,8 @@ void ImGui::PushMultiItemsWidths(int components, float w_full)
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow; ImGuiWindow* window = g.CurrentWindow;
const ImGuiStyle& style = g.Style; const ImGuiStyle& style = g.Style;
const float w_item_one = ImMax(1.0f, (float)(int)((w_full - (style.ItemInnerSpacing.x) * (components-1)) / (float)components)); const float w_item_one = ImMax(1.0f, IM_FLOOR((w_full - (style.ItemInnerSpacing.x) * (components-1)) / (float)components));
const float w_item_last = ImMax(1.0f, (float)(int)(w_full - (w_item_one + style.ItemInnerSpacing.x) * (components-1))); const float w_item_last = ImMax(1.0f, IM_FLOOR(w_full - (w_item_one + style.ItemInnerSpacing.x) * (components-1)));
window->DC.ItemWidthStack.push_back(w_item_last); window->DC.ItemWidthStack.push_back(w_item_last);
for (int i = 0; i < components-1; i++) for (int i = 0; i < components-1; i++)
window->DC.ItemWidthStack.push_back(w_item_one); window->DC.ItemWidthStack.push_back(w_item_one);
@ -6020,7 +6020,7 @@ float ImGui::CalcItemWidth()
float region_max_x = GetContentRegionMaxAbs().x; float region_max_x = GetContentRegionMaxAbs().x;
w = ImMax(1.0f, region_max_x - window->DC.CursorPos.x + w); w = ImMax(1.0f, region_max_x - window->DC.CursorPos.x + w);
} }
w = (float)(int)w; w = IM_FLOOR(w);
return w; return w;
} }
@ -7125,7 +7125,7 @@ void ImGui::SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x
{ {
// We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size // We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size
IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f); IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f);
window->ScrollTarget.x = (float)(int)(local_x + window->Scroll.x); window->ScrollTarget.x = IM_FLOOR(local_x + window->Scroll.x);
window->ScrollTargetCenterRatio.x = center_x_ratio; window->ScrollTargetCenterRatio.x = center_x_ratio;
} }
@ -7135,7 +7135,7 @@ void ImGui::SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y
IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f); IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f);
const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight(); const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight();
local_y -= decoration_up_height; local_y -= decoration_up_height;
window->ScrollTarget.y = (float)(int)(local_y + window->Scroll.y); window->ScrollTarget.y = IM_FLOOR(local_y + window->Scroll.y);
window->ScrollTargetCenterRatio.y = center_y_ratio; window->ScrollTargetCenterRatio.y = center_y_ratio;
} }

View File

@ -2069,7 +2069,7 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
const float descent = ImFloor(unscaled_descent * font_scale + ((unscaled_descent > 0.0f) ? +1 : -1)); const float descent = ImFloor(unscaled_descent * font_scale + ((unscaled_descent > 0.0f) ? +1 : -1));
ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent); ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent);
const float font_off_x = cfg.GlyphOffset.x; const float font_off_x = cfg.GlyphOffset.x;
const float font_off_y = cfg.GlyphOffset.y + (float)(int)(dst_font->Ascent + 0.5f); const float font_off_y = cfg.GlyphOffset.y + ImFloor(dst_font->Ascent + 0.5f);
for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++) for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++)
{ {
@ -2080,7 +2080,7 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
const float char_advance_x_mod = ImClamp(char_advance_x_org, cfg.GlyphMinAdvanceX, cfg.GlyphMaxAdvanceX); const float char_advance_x_mod = ImClamp(char_advance_x_org, cfg.GlyphMinAdvanceX, cfg.GlyphMaxAdvanceX);
float char_off_x = font_off_x; float char_off_x = font_off_x;
if (char_advance_x_org != char_advance_x_mod) if (char_advance_x_org != char_advance_x_mod)
char_off_x += cfg.PixelSnapH ? (float)(int)((char_advance_x_mod - char_advance_x_org) * 0.5f) : (char_advance_x_mod - char_advance_x_org) * 0.5f; char_off_x += cfg.PixelSnapH ? ImFloor((char_advance_x_mod - char_advance_x_org) * 0.5f) : (char_advance_x_mod - char_advance_x_org) * 0.5f;
// Register glyph // Register glyph
stbtt_aligned_quad q; stbtt_aligned_quad q;
@ -2591,7 +2591,7 @@ void ImFont::AddGlyph(ImWchar codepoint, float x0, float y0, float x1, float y1,
glyph.AdvanceX = advance_x + ConfigData->GlyphExtraSpacing.x; // Bake spacing into AdvanceX glyph.AdvanceX = advance_x + ConfigData->GlyphExtraSpacing.x; // Bake spacing into AdvanceX
if (ConfigData->PixelSnapH) if (ConfigData->PixelSnapH)
glyph.AdvanceX = (float)(int)(glyph.AdvanceX + 0.5f); glyph.AdvanceX = IM_FLOOR(glyph.AdvanceX + 0.5f);
// Compute rough surface usage metrics (+1 to account for average padding, +0.99 to round) // Compute rough surface usage metrics (+1 to account for average padding, +0.99 to round)
DirtyLookupTables = true; DirtyLookupTables = true;
@ -2833,8 +2833,8 @@ void ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col
if (const ImFontGlyph* glyph = FindGlyph(c)) if (const ImFontGlyph* glyph = FindGlyph(c))
{ {
float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f; float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f;
pos.x = (float)(int)pos.x + DisplayOffset.x; pos.x = IM_FLOOR(pos.x + DisplayOffset.x);
pos.y = (float)(int)pos.y + DisplayOffset.y; pos.y = IM_FLOOR(pos.y + DisplayOffset.y);
draw_list->PrimReserve(6, 4); draw_list->PrimReserve(6, 4);
draw_list->PrimRectUV(ImVec2(pos.x + glyph->X0 * scale, pos.y + glyph->Y0 * scale), ImVec2(pos.x + glyph->X1 * scale, pos.y + glyph->Y1 * scale), ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col); draw_list->PrimRectUV(ImVec2(pos.x + glyph->X0 * scale, pos.y + glyph->Y0 * scale), ImVec2(pos.x + glyph->X1 * scale, pos.y + glyph->Y1 * scale), ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col);
} }
@ -2846,8 +2846,8 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col
text_end = text_begin + strlen(text_begin); // ImGui:: functions generally already provides a valid text_end, so this is merely to handle direct calls. text_end = text_begin + strlen(text_begin); // ImGui:: functions generally already provides a valid text_end, so this is merely to handle direct calls.
// Align to be pixel perfect // Align to be pixel perfect
pos.x = (float)(int)pos.x + DisplayOffset.x; pos.x = IM_FLOOR(pos.x + DisplayOffset.x);
pos.y = (float)(int)pos.y + DisplayOffset.y; pos.y = IM_FLOOR(pos.y + DisplayOffset.y);
float x = pos.x; float x = pos.x;
float y = pos.y; float y = pos.y;
if (y > clip_rect.w) if (y > clip_rect.w)

View File

@ -144,6 +144,7 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer
#define IM_STATIC_ASSERT(_COND) typedef char static_assertion_##__line__[(_COND)?1:-1] #define IM_STATIC_ASSERT(_COND) typedef char static_assertion_##__line__[(_COND)?1:-1]
#define IM_F32_TO_INT8_UNBOUND(_VAL) ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f))) // Unsaturated, for display purpose #define IM_F32_TO_INT8_UNBOUND(_VAL) ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f))) // Unsaturated, for display purpose
#define IM_F32_TO_INT8_SAT(_VAL) ((int)(ImSaturate(_VAL) * 255.0f + 0.5f)) // Saturated, always output 0..255 #define IM_F32_TO_INT8_SAT(_VAL) ((int)(ImSaturate(_VAL) * 255.0f + 0.5f)) // Saturated, always output 0..255
#define IM_FLOOR(_VAL) ((float)(int)(_VAL)) // ImFloor() is not inlined in MSVC debug builds
// Debug Logging // Debug Logging
#ifndef IMGUI_DEBUG_LOG #ifndef IMGUI_DEBUG_LOG
@ -569,7 +570,7 @@ struct IMGUI_API ImRect
void TranslateY(float dy) { Min.y += dy; Max.y += dy; } void TranslateY(float dy) { Min.y += dy; Max.y += dy; }
void ClipWith(const ImRect& r) { Min = ImMax(Min, r.Min); Max = ImMin(Max, r.Max); } // Simple version, may lead to an inverted rectangle, which is fine for Contains/Overlaps test but not for display. void ClipWith(const ImRect& r) { Min = ImMax(Min, r.Min); Max = ImMin(Max, r.Max); } // Simple version, may lead to an inverted rectangle, which is fine for Contains/Overlaps test but not for display.
void ClipWithFull(const ImRect& r) { Min = ImClamp(Min, r.Min, r.Max); Max = ImClamp(Max, r.Min, r.Max); } // Full version, ensure both points are fully clipped. void ClipWithFull(const ImRect& r) { Min = ImClamp(Min, r.Min, r.Max); Max = ImClamp(Max, r.Min, r.Max); } // Full version, ensure both points are fully clipped.
void Floor() { Min.x = (float)(int)Min.x; Min.y = (float)(int)Min.y; Max.x = (float)(int)Max.x; Max.y = (float)(int)Max.y; } void Floor() { Min.x = IM_FLOOR(Min.x); Min.y = IM_FLOOR(Min.y); Max.x = IM_FLOOR(Max.x); Max.y = IM_FLOOR(Max.y); }
bool IsInverted() const { return Min.x > Max.x || Min.y > Max.y; } bool IsInverted() const { return Min.x > Max.x || Min.y > Max.y; }
}; };

View File

@ -808,7 +808,7 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, floa
const bool horizontal = (axis == ImGuiAxis_X); const bool horizontal = (axis == ImGuiAxis_X);
ImRect bb = bb_frame; ImRect bb = bb_frame;
bb.Expand(ImVec2(-ImClamp((float)(int)((bb_frame_width - 2.0f) * 0.5f), 0.0f, 3.0f), -ImClamp((float)(int)((bb_frame_height - 2.0f) * 0.5f), 0.0f, 3.0f))); bb.Expand(ImVec2(-ImClamp(IM_FLOOR((bb_frame_width - 2.0f) * 0.5f), 0.0f, 3.0f), -ImClamp(IM_FLOOR((bb_frame_height - 2.0f) * 0.5f), 0.0f, 3.0f)));
// V denote the main, longer axis of the scrollbar (= height for a vertical scrollbar) // V denote the main, longer axis of the scrollbar (= height for a vertical scrollbar)
const float scrollbar_size_v = horizontal ? bb.GetWidth() : bb.GetHeight(); const float scrollbar_size_v = horizontal ? bb.GetWidth() : bb.GetHeight();
@ -851,7 +851,7 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, floa
// Apply scroll // Apply scroll
// 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 // 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
const float scroll_v_norm = ImSaturate((clicked_v_norm - g.ScrollbarClickDeltaToGrabCenter - grab_h_norm * 0.5f) / (1.0f - grab_h_norm)); const float scroll_v_norm = ImSaturate((clicked_v_norm - g.ScrollbarClickDeltaToGrabCenter - grab_h_norm * 0.5f) / (1.0f - grab_h_norm));
*p_scroll_v = (float)(int)(0.5f + scroll_v_norm * scroll_max);//(win_size_contents_v - win_size_v)); *p_scroll_v = IM_FLOOR(0.5f + scroll_v_norm * scroll_max);//(win_size_contents_v - win_size_v));
// Update values for rendering // Update values for rendering
scroll_ratio = ImSaturate(*p_scroll_v / scroll_max); scroll_ratio = ImSaturate(*p_scroll_v / scroll_max);
@ -1004,12 +1004,12 @@ bool ImGui::Checkbox(const char* label, bool* v)
if (window->DC.ItemFlags & ImGuiItemFlags_MixedValue) if (window->DC.ItemFlags & ImGuiItemFlags_MixedValue)
{ {
// Undocumented tristate/mixed/indeterminate checkbox (#2644) // Undocumented tristate/mixed/indeterminate checkbox (#2644)
ImVec2 pad(ImMax(1.0f, (float)(int)(square_sz / 3.6f)), ImMax(1.0f, (float)(int)(square_sz / 3.6f))); ImVec2 pad(ImMax(1.0f, IM_FLOOR(square_sz / 3.6f)), ImMax(1.0f, IM_FLOOR(square_sz / 3.6f)));
window->DrawList->AddRectFilled(check_bb.Min + pad, check_bb.Max - pad, check_col, style.FrameRounding); window->DrawList->AddRectFilled(check_bb.Min + pad, check_bb.Max - pad, check_col, style.FrameRounding);
} }
else if (*v) else if (*v)
{ {
const float pad = ImMax(1.0f, (float)(int)(square_sz / 6.0f)); const float pad = ImMax(1.0f, IM_FLOOR(square_sz / 6.0f));
RenderCheckMark(check_bb.Min + ImVec2(pad, pad), check_col, square_sz - pad*2.0f); RenderCheckMark(check_bb.Min + ImVec2(pad, pad), check_col, square_sz - pad*2.0f);
} }
@ -1057,8 +1057,8 @@ bool ImGui::RadioButton(const char* label, bool active)
return false; return false;
ImVec2 center = check_bb.GetCenter(); ImVec2 center = check_bb.GetCenter();
center.x = (float)(int)center.x + 0.5f; center.x = IM_FLOOR(center.x + 0.5f);
center.y = (float)(int)center.y + 0.5f; center.y = IM_FLOOR(center.y + 0.5f);
const float radius = (square_sz - 1.0f) * 0.5f; const float radius = (square_sz - 1.0f) * 0.5f;
bool hovered, held; bool hovered, held;
@ -1070,7 +1070,7 @@ bool ImGui::RadioButton(const char* label, bool active)
window->DrawList->AddCircleFilled(center, radius, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), 16); window->DrawList->AddCircleFilled(center, radius, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), 16);
if (active) if (active)
{ {
const float pad = ImMax(1.0f, (float)(int)(square_sz / 6.0f)); const float pad = ImMax(1.0f, IM_FLOOR(square_sz / 6.0f));
window->DrawList->AddCircleFilled(center, radius - pad, GetColorU32(ImGuiCol_CheckMark), 16); window->DrawList->AddCircleFilled(center, radius - pad, GetColorU32(ImGuiCol_CheckMark), 16);
} }
@ -4022,9 +4022,9 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
{ {
const float scroll_increment_x = inner_size.x * 0.25f; const float scroll_increment_x = inner_size.x * 0.25f;
if (cursor_offset.x < state->ScrollX) if (cursor_offset.x < state->ScrollX)
state->ScrollX = (float)(int)ImMax(0.0f, cursor_offset.x - scroll_increment_x); state->ScrollX = IM_FLOOR(ImMax(0.0f, cursor_offset.x - scroll_increment_x));
else if (cursor_offset.x - inner_size.x >= state->ScrollX) else if (cursor_offset.x - inner_size.x >= state->ScrollX)
state->ScrollX = (float)(int)(cursor_offset.x - inner_size.x + scroll_increment_x); state->ScrollX = IM_FLOOR(cursor_offset.x - inner_size.x + scroll_increment_x);
} }
else else
{ {
@ -4072,7 +4072,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
else else
{ {
ImVec2 rect_size = InputTextCalcTextSizeW(p, text_selected_end, &p, NULL, true); ImVec2 rect_size = InputTextCalcTextSizeW(p, text_selected_end, &p, NULL, true);
if (rect_size.x <= 0.0f) rect_size.x = (float)(int)(g.Font->GetCharAdvance((ImWchar)' ') * 0.50f); // So we can see selected empty lines if (rect_size.x <= 0.0f) rect_size.x = IM_FLOOR(g.Font->GetCharAdvance((ImWchar)' ') * 0.50f); // So we can see selected empty lines
ImRect rect(rect_pos + ImVec2(0.0f, bg_offy_up - g.FontSize), rect_pos +ImVec2(rect_size.x, bg_offy_dn)); ImRect rect(rect_pos + ImVec2(0.0f, bg_offy_up - g.FontSize), rect_pos +ImVec2(rect_size.x, bg_offy_dn));
rect.ClipWith(clip_rect); rect.ClipWith(clip_rect);
if (rect.Overlaps(clip_rect)) if (rect.Overlaps(clip_rect))
@ -4239,8 +4239,8 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag
if ((flags & (ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV)) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0) if ((flags & (ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV)) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0)
{ {
// RGB/HSV 0..255 Sliders // RGB/HSV 0..255 Sliders
const float w_item_one = ImMax(1.0f, (float)(int)((w_inputs - (style.ItemInnerSpacing.x) * (components-1)) / (float)components)); const float w_item_one = ImMax(1.0f, IM_FLOOR((w_inputs - (style.ItemInnerSpacing.x) * (components-1)) / (float)components));
const float w_item_last = ImMax(1.0f, (float)(int)(w_inputs - (w_item_one + style.ItemInnerSpacing.x) * (components-1))); const float w_item_last = ImMax(1.0f, IM_FLOOR(w_inputs - (w_item_one + style.ItemInnerSpacing.x) * (components-1)));
const bool hide_prefix = (w_item_one <= CalcTextSize((flags & ImGuiColorEditFlags_Float) ? "M:0.000" : "M:000").x); const bool hide_prefix = (w_item_one <= CalcTextSize((flags & ImGuiColorEditFlags_Float) ? "M:0.000" : "M:000").x);
static const char* ids[4] = { "##X", "##Y", "##Z", "##W" }; static const char* ids[4] = { "##X", "##Y", "##Z", "##W" };
@ -4515,7 +4515,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
float sv_picker_size = ImMax(bars_width * 1, width - (alpha_bar ? 2 : 1) * (bars_width + style.ItemInnerSpacing.x)); // Saturation/Value picking box float sv_picker_size = ImMax(bars_width * 1, width - (alpha_bar ? 2 : 1) * (bars_width + style.ItemInnerSpacing.x)); // Saturation/Value picking box
float bar0_pos_x = picker_pos.x + sv_picker_size + style.ItemInnerSpacing.x; float bar0_pos_x = picker_pos.x + sv_picker_size + style.ItemInnerSpacing.x;
float bar1_pos_x = bar0_pos_x + bars_width + style.ItemInnerSpacing.x; float bar1_pos_x = bar0_pos_x + bars_width + style.ItemInnerSpacing.x;
float bars_triangles_half_sz = (float)(int)(bars_width * 0.20f); float bars_triangles_half_sz = IM_FLOOR(bars_width * 0.20f);
float backup_initial_col[4]; float backup_initial_col[4];
memcpy(backup_initial_col, col, components * sizeof(float)); memcpy(backup_initial_col, col, components * sizeof(float));
@ -4795,13 +4795,13 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), col_white, hue_color32, hue_color32, col_white); draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), col_white, hue_color32, hue_color32, col_white);
draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0, 0, col_black, col_black); draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0, 0, col_black, col_black);
RenderFrameBorder(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0.0f); RenderFrameBorder(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0.0f);
sv_cursor_pos.x = ImClamp((float)(int)(picker_pos.x + ImSaturate(S) * sv_picker_size + 0.5f), picker_pos.x + 2, picker_pos.x + sv_picker_size - 2); // Sneakily prevent the circle to stick out too much sv_cursor_pos.x = ImClamp(IM_FLOOR(picker_pos.x + ImSaturate(S) * sv_picker_size + 0.5f), picker_pos.x + 2, picker_pos.x + sv_picker_size - 2); // Sneakily prevent the circle to stick out too much
sv_cursor_pos.y = ImClamp((float)(int)(picker_pos.y + ImSaturate(1 - V) * sv_picker_size + 0.5f), picker_pos.y + 2, picker_pos.y + sv_picker_size - 2); sv_cursor_pos.y = ImClamp(IM_FLOOR(picker_pos.y + ImSaturate(1 - V) * sv_picker_size + 0.5f), picker_pos.y + 2, picker_pos.y + sv_picker_size - 2);
// Render Hue Bar // Render Hue Bar
for (int i = 0; i < 6; ++i) for (int i = 0; i < 6; ++i)
draw_list->AddRectFilledMultiColor(ImVec2(bar0_pos_x, picker_pos.y + i * (sv_picker_size / 6)), ImVec2(bar0_pos_x + bars_width, picker_pos.y + (i + 1) * (sv_picker_size / 6)), col_hues[i], col_hues[i], col_hues[i + 1], col_hues[i + 1]); draw_list->AddRectFilledMultiColor(ImVec2(bar0_pos_x, picker_pos.y + i * (sv_picker_size / 6)), ImVec2(bar0_pos_x + bars_width, picker_pos.y + (i + 1) * (sv_picker_size / 6)), col_hues[i], col_hues[i], col_hues[i + 1], col_hues[i + 1]);
float bar0_line_y = (float)(int)(picker_pos.y + H * sv_picker_size + 0.5f); float bar0_line_y = IM_FLOOR(picker_pos.y + H * sv_picker_size + 0.5f);
RenderFrameBorder(ImVec2(bar0_pos_x, picker_pos.y), ImVec2(bar0_pos_x + bars_width, picker_pos.y + sv_picker_size), 0.0f); RenderFrameBorder(ImVec2(bar0_pos_x, picker_pos.y), ImVec2(bar0_pos_x + bars_width, picker_pos.y + sv_picker_size), 0.0f);
RenderArrowsForVerticalBar(draw_list, ImVec2(bar0_pos_x - 1, bar0_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, style.Alpha); RenderArrowsForVerticalBar(draw_list, ImVec2(bar0_pos_x - 1, bar0_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, style.Alpha);
} }
@ -4819,7 +4819,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
ImRect bar1_bb(bar1_pos_x, picker_pos.y, bar1_pos_x + bars_width, picker_pos.y + sv_picker_size); ImRect bar1_bb(bar1_pos_x, picker_pos.y, bar1_pos_x + bars_width, picker_pos.y + sv_picker_size);
RenderColorRectWithAlphaCheckerboard(bar1_bb.Min, bar1_bb.Max, 0, bar1_bb.GetWidth() / 2.0f, ImVec2(0.0f, 0.0f)); RenderColorRectWithAlphaCheckerboard(bar1_bb.Min, bar1_bb.Max, 0, bar1_bb.GetWidth() / 2.0f, ImVec2(0.0f, 0.0f));
draw_list->AddRectFilledMultiColor(bar1_bb.Min, bar1_bb.Max, user_col32_striped_of_alpha, user_col32_striped_of_alpha, user_col32_striped_of_alpha & ~IM_COL32_A_MASK, user_col32_striped_of_alpha & ~IM_COL32_A_MASK); draw_list->AddRectFilledMultiColor(bar1_bb.Min, bar1_bb.Max, user_col32_striped_of_alpha, user_col32_striped_of_alpha, user_col32_striped_of_alpha & ~IM_COL32_A_MASK, user_col32_striped_of_alpha & ~IM_COL32_A_MASK);
float bar1_line_y = (float)(int)(picker_pos.y + (1.0f - alpha) * sv_picker_size + 0.5f); float bar1_line_y = IM_FLOOR(picker_pos.y + (1.0f - alpha) * sv_picker_size + 0.5f);
RenderFrameBorder(bar1_bb.Min, bar1_bb.Max, 0.0f); RenderFrameBorder(bar1_bb.Min, bar1_bb.Max, 0.0f);
RenderArrowsForVerticalBar(draw_list, ImVec2(bar1_pos_x - 1, bar1_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, style.Alpha); RenderArrowsForVerticalBar(draw_list, ImVec2(bar1_pos_x - 1, bar1_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, style.Alpha);
} }
@ -4876,7 +4876,7 @@ bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFl
bb_inner.Expand(off); bb_inner.Expand(off);
if ((flags & ImGuiColorEditFlags_AlphaPreviewHalf) && col_rgb.w < 1.0f) if ((flags & ImGuiColorEditFlags_AlphaPreviewHalf) && col_rgb.w < 1.0f)
{ {
float mid_x = (float)(int)((bb_inner.Min.x + bb_inner.Max.x) * 0.5f + 0.5f); float mid_x = IM_FLOOR((bb_inner.Min.x + bb_inner.Max.x) * 0.5f + 0.5f);
RenderColorRectWithAlphaCheckerboard(ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, GetColorU32(col_rgb), grid_step, ImVec2(-grid_step + off, off), rounding, ImDrawCornerFlags_TopRight| ImDrawCornerFlags_BotRight); RenderColorRectWithAlphaCheckerboard(ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, GetColorU32(col_rgb), grid_step, ImVec2(-grid_step + off, off), rounding, ImDrawCornerFlags_TopRight| ImDrawCornerFlags_BotRight);
window->DrawList->AddRectFilled(bb_inner.Min, ImVec2(mid_x, bb_inner.Max.y), GetColorU32(col_rgb_without_alpha), rounding, ImDrawCornerFlags_TopLeft|ImDrawCornerFlags_BotLeft); window->DrawList->AddRectFilled(bb_inner.Min, ImVec2(mid_x, bb_inner.Max.y), GetColorU32(col_rgb_without_alpha), rounding, ImDrawCornerFlags_TopLeft|ImDrawCornerFlags_BotLeft);
} }
@ -5228,8 +5228,8 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
{ {
// Framed header expand a little outside the default padding, to the edge of InnerClipRect // Framed header expand a little outside the default padding, to the edge of InnerClipRect
// (FIXME: May remove this at some point and make InnerClipRect align with WindowPadding.x instead of WindowPadding.x*0.5f) // (FIXME: May remove this at some point and make InnerClipRect align with WindowPadding.x instead of WindowPadding.x*0.5f)
frame_bb.Min.x -= (float)(int)(window->WindowPadding.x * 0.5f - 1.0f); frame_bb.Min.x -= IM_FLOOR(window->WindowPadding.x * 0.5f - 1.0f);
frame_bb.Max.x += (float)(int)(window->WindowPadding.x * 0.5f); frame_bb.Max.x += IM_FLOOR(window->WindowPadding.x * 0.5f);
} }
const float text_offset_x = g.FontSize + (display_frame ? padding.x*3 : padding.x*2); // Collapser arrow width + Spacing const float text_offset_x = g.FontSize + (display_frame ? padding.x*3 : padding.x*2); // Collapser arrow width + Spacing
@ -5242,7 +5242,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
ImRect interact_bb = frame_bb; ImRect interact_bb = frame_bb;
if (!display_frame && (flags & (ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_SpanFullWidth)) == 0) if (!display_frame && (flags & (ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_SpanFullWidth)) == 0)
interact_bb.Max.x = frame_bb.Min.x + text_width + style.ItemSpacing.x * 2.0f; interact_bb.Max.x = frame_bb.Min.x + text_width + style.ItemSpacing.x * 2.0f;
// Store a flag for the current depth to tell if we will allow closing this node when navigating one of its child. // Store a flag for the current depth to tell if we will allow closing this node when navigating one of its child.
// For this purpose we essentially compare if g.NavIdIsAlive went from 0 to 1 between TreeNode() and TreePop(). // For this purpose we essentially compare if g.NavIdIsAlive went from 0 to 1 between TreeNode() and TreePop().
// This is currently only support 32 level deep and we are fine with (1 << Depth) overflowing into a zero. // This is currently only support 32 level deep and we are fine with (1 << Depth) overflowing into a zero.
@ -5521,8 +5521,8 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
// Selectables are tightly packed together so we extend the box to cover spacing between selectable. // Selectables are tightly packed together so we extend the box to cover spacing between selectable.
const float spacing_x = style.ItemSpacing.x; const float spacing_x = style.ItemSpacing.x;
const float spacing_y = style.ItemSpacing.y; const float spacing_y = style.ItemSpacing.y;
const float spacing_L = (float)(int)(spacing_x * 0.50f); const float spacing_L = IM_FLOOR(spacing_x * 0.50f);
const float spacing_U = (float)(int)(spacing_y * 0.50f); const float spacing_U = IM_FLOOR(spacing_y * 0.50f);
bb.Min.x -= spacing_L; bb.Min.x -= spacing_L;
bb.Min.y -= spacing_U; bb.Min.y -= spacing_U;
bb.Max.x += (spacing_x - spacing_L); bb.Max.x += (spacing_x - spacing_L);
@ -5972,7 +5972,7 @@ void ImGuiMenuColumns::Update(int count, float spacing, bool clear)
{ {
if (i > 0 && NextWidths[i] > 0.0f) if (i > 0 && NextWidths[i] > 0.0f)
Width += Spacing; Width += Spacing;
Pos[i] = (float)(int)Width; Pos[i] = IM_FLOOR(Width);
Width += NextWidths[i]; Width += NextWidths[i];
NextWidths[i] = 0.0f; NextWidths[i] = 0.0f;
} }
@ -6129,19 +6129,19 @@ bool ImGui::BeginMenu(const char* label, bool enabled)
// Menu inside an horizontal menu bar // Menu inside an horizontal menu bar
// Selectable extend their highlight by half ItemSpacing in each direction. // Selectable extend their highlight by half ItemSpacing in each direction.
// For ChildMenu, the popup position will be overwritten by the call to FindBestWindowPosForPopup() in Begin() // For ChildMenu, the popup position will be overwritten by the call to FindBestWindowPosForPopup() in Begin()
popup_pos = ImVec2(pos.x - 1.0f - (float)(int)(style.ItemSpacing.x * 0.5f), pos.y - style.FramePadding.y + window->MenuBarHeight()); popup_pos = ImVec2(pos.x - 1.0f - IM_FLOOR(style.ItemSpacing.x * 0.5f), pos.y - style.FramePadding.y + window->MenuBarHeight());
window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * 0.5f); window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * 0.5f);
PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y)); PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y));
float w = label_size.x; float w = label_size.x;
pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_PressedOnClick | ImGuiSelectableFlags_DontClosePopups | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f)); pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_PressedOnClick | ImGuiSelectableFlags_DontClosePopups | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f));
PopStyleVar(); PopStyleVar();
window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar(). window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar().
} }
else else
{ {
// Menu inside a menu // Menu inside a menu
popup_pos = ImVec2(pos.x, pos.y - style.WindowPadding.y); popup_pos = ImVec2(pos.x, pos.y - style.WindowPadding.y);
float w = window->MenuColumns.DeclColumns(label_size.x, 0.0f, (float)(int)(g.FontSize * 1.20f)); // Feedback to next frame float w = window->MenuColumns.DeclColumns(label_size.x, 0.0f, IM_FLOOR(g.FontSize * 1.20f)); // Feedback to next frame
float extra_w = ImMax(0.0f, GetContentRegionAvail().x - w); float extra_w = ImMax(0.0f, GetContentRegionAvail().x - w);
pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_PressedOnClick | ImGuiSelectableFlags_DontClosePopups | ImGuiSelectableFlags_DrawFillAvailWidth | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f)); pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_PressedOnClick | ImGuiSelectableFlags_DontClosePopups | ImGuiSelectableFlags_DrawFillAvailWidth | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f));
ImU32 text_col = GetColorU32(enabled ? ImGuiCol_Text : ImGuiCol_TextDisabled); ImU32 text_col = GetColorU32(enabled ? ImGuiCol_Text : ImGuiCol_TextDisabled);
@ -6280,16 +6280,16 @@ bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, boo
// Mimic the exact layout spacing of BeginMenu() to allow MenuItem() inside a menu bar, which is a little misleading but may be useful // Mimic the exact layout spacing of BeginMenu() to allow MenuItem() inside a menu bar, which is a little misleading but may be useful
// Note that in this situation we render neither the shortcut neither the selected tick mark // Note that in this situation we render neither the shortcut neither the selected tick mark
float w = label_size.x; float w = label_size.x;
window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * 0.5f); window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * 0.5f);
PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y)); PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y));
pressed = Selectable(label, false, flags, ImVec2(w, 0.0f)); pressed = Selectable(label, false, flags, ImVec2(w, 0.0f));
PopStyleVar(); PopStyleVar();
window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar(). window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar().
} }
else else
{ {
ImVec2 shortcut_size = shortcut ? CalcTextSize(shortcut, NULL) : ImVec2(0.0f, 0.0f); ImVec2 shortcut_size = shortcut ? CalcTextSize(shortcut, NULL) : ImVec2(0.0f, 0.0f);
float w = window->MenuColumns.DeclColumns(label_size.x, shortcut_size.x, (float)(int)(g.FontSize * 1.20f)); // Feedback for next frame float w = window->MenuColumns.DeclColumns(label_size.x, shortcut_size.x, IM_FLOOR(g.FontSize * 1.20f)); // Feedback for next frame
float extra_w = ImMax(0.0f, GetContentRegionAvail().x - w); float extra_w = ImMax(0.0f, GetContentRegionAvail().x - w);
pressed = Selectable(label, false, flags | ImGuiSelectableFlags_DrawFillAvailWidth, ImVec2(w, 0.0f)); pressed = Selectable(label, false, flags | ImGuiSelectableFlags_DrawFillAvailWidth, ImVec2(w, 0.0f));
if (shortcut_size.x > 0.0f) if (shortcut_size.x > 0.0f)
@ -6583,7 +6583,7 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)
// If we don't have enough room, resize down the largest tabs first // If we don't have enough room, resize down the largest tabs first
ShrinkWidths(g.ShrinkWidthBuffer.Data, g.ShrinkWidthBuffer.Size, width_excess); ShrinkWidths(g.ShrinkWidthBuffer.Data, g.ShrinkWidthBuffer.Size, width_excess);
for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
tab_bar->Tabs[g.ShrinkWidthBuffer[tab_n].Index].Width = (float)(int)g.ShrinkWidthBuffer[tab_n].Width; tab_bar->Tabs[g.ShrinkWidthBuffer[tab_n].Index].Width = IM_FLOOR(g.ShrinkWidthBuffer[tab_n].Width);
} }
else else
{ {
@ -6984,7 +6984,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
// Layout // Layout
size.x = tab->Width; size.x = tab->Width;
window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2((float)(int)tab->Offset - tab_bar->ScrollingAnim, 0.0f); window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2(IM_FLOOR(tab->Offset - tab_bar->ScrollingAnim), 0.0f);
ImVec2 pos = window->DC.CursorPos; ImVec2 pos = window->DC.CursorPos;
ImRect bb(pos, pos + size); ImRect bb(pos, pos + size);
@ -7042,7 +7042,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
if (hovered && g.HoveredIdNotActiveTimer > 0.50f && bb.GetWidth() < tab->WidthContents) if (hovered && g.HoveredIdNotActiveTimer > 0.50f && bb.GetWidth() < tab->WidthContents)
{ {
// Enlarge tab display when hovering // Enlarge tab display when hovering
bb.Max.x = bb.Min.x + (float)(int)ImLerp(bb.GetWidth(), tab->WidthContents, ImSaturate((g.HoveredIdNotActiveTimer - 0.40f) * 6.0f)); bb.Max.x = bb.Min.x + IM_FLOOR(ImLerp(bb.GetWidth(), tab->WidthContents, ImSaturate((g.HoveredIdNotActiveTimer - 0.40f) * 6.0f)));
display_draw_list = GetForegroundDrawList(window); display_draw_list = GetForegroundDrawList(window);
TabItemBackground(display_draw_list, bb, flags, GetColorU32(ImGuiCol_TitleBgActive)); TabItemBackground(display_draw_list, bb, flags, GetColorU32(ImGuiCol_TitleBgActive));
} }
@ -7152,7 +7152,7 @@ bool ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb,
if (flags & ImGuiTabItemFlags_UnsavedDocument) if (flags & ImGuiTabItemFlags_UnsavedDocument)
{ {
text_pixel_clip_bb.Max.x -= CalcTextSize(TAB_UNSAVED_MARKER, NULL, false).x; text_pixel_clip_bb.Max.x -= CalcTextSize(TAB_UNSAVED_MARKER, NULL, false).x;
ImVec2 unsaved_marker_pos(ImMin(bb.Min.x + frame_padding.x + label_size.x + 2, text_pixel_clip_bb.Max.x), bb.Min.y + frame_padding.y + (float)(int)(-g.FontSize * 0.25f)); ImVec2 unsaved_marker_pos(ImMin(bb.Min.x + frame_padding.x + label_size.x + 2, text_pixel_clip_bb.Max.x), bb.Min.y + frame_padding.y + IM_FLOOR(-g.FontSize * 0.25f));
RenderTextClippedEx(draw_list, unsaved_marker_pos, bb.Max - frame_padding, TAB_UNSAVED_MARKER, NULL, NULL); RenderTextClippedEx(draw_list, unsaved_marker_pos, bb.Max - frame_padding, TAB_UNSAVED_MARKER, NULL, NULL);
} }
ImRect text_ellipsis_clip_bb = text_pixel_clip_bb; ImRect text_ellipsis_clip_bb = text_pixel_clip_bb;
@ -7461,7 +7461,7 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlag
float width = offset_1 - offset_0; float width = offset_1 - offset_0;
PushItemWidth(width * 0.65f); PushItemWidth(width * 0.65f);
window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f); window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f);
window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding; window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding;
} }
@ -7476,7 +7476,7 @@ void ImGui::NextColumn()
if (columns->Count == 1) if (columns->Count == 1)
{ {
window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
IM_ASSERT(columns->Current == 0); IM_ASSERT(columns->Current == 0);
return; return;
} }
@ -7501,7 +7501,7 @@ void ImGui::NextColumn()
columns->Current = 0; columns->Current = 0;
columns->LineMinY = columns->LineMaxY; columns->LineMinY = columns->LineMaxY;
} }
window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
window->DC.CursorPos.y = columns->LineMinY; window->DC.CursorPos.y = columns->LineMinY;
window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);
window->DC.CurrLineTextBaseOffset = 0.0f; window->DC.CurrLineTextBaseOffset = 0.0f;
@ -7568,7 +7568,7 @@ void ImGui::EndColumns()
// Draw column // Draw column
const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator); const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator);
const float xi = (float)(int)x; const float xi = IM_FLOOR(x);
window->DrawList->AddLine(ImVec2(xi, y1 + 1.0f), ImVec2(xi, y2), col); window->DrawList->AddLine(ImVec2(xi, y1 + 1.0f), ImVec2(xi, y2), col);
} }
@ -7588,7 +7588,7 @@ void ImGui::EndColumns()
window->WorkRect = columns->HostWorkRect; window->WorkRect = columns->HostWorkRect;
window->DC.CurrentColumns = NULL; window->DC.CurrentColumns = NULL;
window->DC.ColumnsOffset.x = 0.0f; window->DC.ColumnsOffset.x = 0.0f;
window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
} }
// [2018-03: This is currently the only public API, while we are working on making BeginColumns/EndColumns user-facing] // [2018-03: This is currently the only public API, while we are working on making BeginColumns/EndColumns user-facing]

View File

@ -545,7 +545,7 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns
const float descent = src_tmp.Font.Info.Descender; const float descent = src_tmp.Font.Info.Descender;
ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent); ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent);
const float font_off_x = cfg.GlyphOffset.x; const float font_off_x = cfg.GlyphOffset.x;
const float font_off_y = cfg.GlyphOffset.y + (float)(int)(dst_font->Ascent + 0.5f); const float font_off_y = cfg.GlyphOffset.y + IM_FLOOR(dst_font->Ascent + 0.5f);
const int padding = atlas->TexGlyphPadding; const int padding = atlas->TexGlyphPadding;
for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++) for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++)
@ -572,7 +572,7 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns
float char_advance_x_mod = ImClamp(char_advance_x_org, cfg.GlyphMinAdvanceX, cfg.GlyphMaxAdvanceX); float char_advance_x_mod = ImClamp(char_advance_x_org, cfg.GlyphMinAdvanceX, cfg.GlyphMaxAdvanceX);
float char_off_x = font_off_x; float char_off_x = font_off_x;
if (char_advance_x_org != char_advance_x_mod) if (char_advance_x_org != char_advance_x_mod)
char_off_x += cfg.PixelSnapH ? (float)(int)((char_advance_x_mod - char_advance_x_org) * 0.5f) : (char_advance_x_mod - char_advance_x_org) * 0.5f; char_off_x += cfg.PixelSnapH ? IM_FLOOR((char_advance_x_mod - char_advance_x_org) * 0.5f) : (char_advance_x_mod - char_advance_x_org) * 0.5f;
// Register glyph // Register glyph
float x0 = info.OffsetX + char_off_x; float x0 = info.OffsetX + char_off_x;