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ColorPicker: Fixed saturation/value cursor radius not scaling properly.
+ Misc docs/comments.
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@ -42,8 +42,6 @@ HOW TO UPDATE?
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Breaking changes:
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- DragScalarN, SliderScalarN, InputScalarN: Fixed incorrect pushes into ItemWidth
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stack when number of components is 1. [#7095] [@Nahor]
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- imgui_freetype: commented out ImGuiFreeType::BuildFontAtlas() obsoleted in 1.81.
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Prefer using #define IMGUI_ENABLE_FREETYPE or see commented code for manual calls.
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- Removed CalcListClipping() marked obsolete in 1.86. (#3841)
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@ -72,12 +70,15 @@ Other changes:
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- InputTextMultiline: Tabbing through a multi-line text editor which allows Tab character inputs
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(using the ImGuiInputTextFlags_AllowTabInput flag) doesn't automatically activate it, in order
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to allow passing through multiple widgets easily. (#3092, #5759, #787)
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- DragScalarN, SliderScalarN, InputScalarN: Fixed incorrect pushes into ItemWidth
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stack when number of components is 1. [#7095] [@Nahor]
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- Drags, Sliders, Inputs: removed all attempts to filter non-numerical characters during text
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editing. Invalid inputs not applied to value, visibly reverted after validation. (#6810, #7096)
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- Drags, Sliders, Inputs: removal of filter means that "nan" and "inf" values may be input. (#7096)
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- DragScalarN, SliderScalarN, InputScalarN, PushMultiItemsWidths: improve multi-components
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width computation to better distribute the error. (#7120, #7121) [@Nahor]
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- ColorEdit4: Layout tweaks for very small sizes. (#7120, #7121)
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- ColorEdit: Layout tweaks for very small sizes. (#7120, #7121)
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- ColorPicker: Fixed saturation/value cursor radius not scaling properly.
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- Menus: Tweaked hover slack logic, adding a timer to avoid situations where a slow vertical
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movements toward another parent BeginMenu() can keep the wrong child menu open. (#6671, #6926)
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- Settings: Fixed an issue marking settings as dirty when merely clicking on a border or resize
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@ -8721,7 +8721,9 @@ static void ImGui::UpdateKeyboardInputs()
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GetKeyData(ImGuiMod_Super)->Down = io.KeySuper;
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}
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}
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#endif
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// Import legacy ImGuiNavInput_ io inputs and convert to gamepad keys
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#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
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const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
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if (io.BackendUsingLegacyNavInputArray && nav_gamepad_active)
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@ -8744,7 +8746,6 @@ static void ImGui::UpdateKeyboardInputs()
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MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickDown, ImGuiNavInput_LStickDown);
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#undef NAV_MAP_KEY
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}
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#endif
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#endif
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// Update aliases
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@ -8753,7 +8754,7 @@ static void ImGui::UpdateKeyboardInputs()
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UpdateAliasKey(ImGuiKey_MouseWheelX, io.MouseWheelH != 0.0f, io.MouseWheelH);
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UpdateAliasKey(ImGuiKey_MouseWheelY, io.MouseWheel != 0.0f, io.MouseWheel);
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// Synchronize io.KeyMods and io.KeyXXX values.
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// Synchronize io.KeyMods and io.KeyCtrl/io.KeyShift/etc. values.
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// - New backends (1.87+): send io.AddKeyEvent(ImGuiMod_XXX) -> -> (here) deriving io.KeyMods + io.KeyXXX from key array.
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// - Legacy backends: set io.KeyXXX bools -> (above) set key array from io.KeyXXX -> (here) deriving io.KeyMods + io.KeyXXX from key array.
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// So with legacy backends the 4 values will do a unnecessary back-and-forth but it makes the code simpler and future facing.
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@ -8790,6 +8791,7 @@ static void ImGui::UpdateKeyboardInputs()
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owner_data->LockThisFrame = owner_data->LockUntilRelease = owner_data->LockUntilRelease && key_data->Down; // Clear LockUntilRelease when key is not Down anymore
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}
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// Update key routing (for e.g. shortcuts)
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UpdateKeyRoutingTable(&g.KeysRoutingTable);
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}
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@ -5714,7 +5714,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
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}
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// Render cursor/preview circle (clamp S/V within 0..1 range because floating points colors may lead HSV values to be out of range)
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float sv_cursor_rad = value_changed_sv ? 10.0f : 6.0f;
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float sv_cursor_rad = value_changed_sv ? wheel_thickness * 0.55f : wheel_thickness * 0.40f;
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int sv_cursor_segments = draw_list->_CalcCircleAutoSegmentCount(sv_cursor_rad); // Lock segment count so the +1 one matches others.
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draw_list->AddCircleFilled(sv_cursor_pos, sv_cursor_rad, user_col32_striped_of_alpha, sv_cursor_segments);
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draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad + 1, col_midgrey, sv_cursor_segments);
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