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	Slider code tweaks
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							| @@ -4680,6 +4680,7 @@ static void ApplyNumericalTextInput(const char* buf, float *v) | ||||
|         *v = op_v; | ||||
| } | ||||
|  | ||||
| // Create text input in place of a slider (when CTRL+Clicking on slider) | ||||
| static bool SliderFloatAsInputText(const char* label, float* v, const ImGuiID& id, int decimal_precision) | ||||
| { | ||||
|     ImGuiState& g = *GImGui; | ||||
| @@ -4749,11 +4750,6 @@ bool ImGui::SliderFloat(const char* label, float* v, float v_min, float v_max, c | ||||
|     const ImGuiID id = window->GetID(label); | ||||
|     const float w = ImGui::CalcItemWidth(); | ||||
|  | ||||
|     if (!display_format) | ||||
|         display_format = "%.3f"; | ||||
|     int decimal_precision = 3; | ||||
|     ParseFormat(display_format, decimal_precision); | ||||
|  | ||||
|     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); | ||||
| @@ -4766,10 +4762,37 @@ bool ImGui::SliderFloat(const char* label, float* v, float v_min, float v_max, c | ||||
|         return false; | ||||
|     } | ||||
|  | ||||
|     const bool tab_focus_requested = window->FocusItemRegister(g.ActiveId == id); | ||||
|     const bool hovered = IsHovered(slider_bb, id); | ||||
|     if (hovered) | ||||
|         g.HoveredId = id; | ||||
|  | ||||
|     const bool is_unbound = v_min == -FLT_MAX || v_min == FLT_MAX || v_max == -FLT_MAX || v_max == FLT_MAX; | ||||
|     const bool is_logarithmic = abs(power - 1.0f) > 0.0001f; | ||||
|     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? | ||||
|     float grab_size_in_pixels; | ||||
| @@ -4799,95 +4822,70 @@ bool ImGui::SliderFloat(const char* label, float* v, float v_min, float v_max, c | ||||
|         } | ||||
|     } | ||||
|  | ||||
|     const bool hovered = IsHovered(slider_bb, id); | ||||
|     if (hovered) | ||||
|         g.HoveredId = id; | ||||
|  | ||||
|     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 | ||||
|     bool value_changed = false; | ||||
|     if (start_text_input || (g.ActiveId == id && id == g.SliderAsInputTextId)) | ||||
|     { | ||||
|         value_changed = SliderFloatAsInputText(label, v, id, decimal_precision); | ||||
|         return value_changed; | ||||
|     } | ||||
|  | ||||
|     ItemSize(bb); | ||||
|     RenderFrame(frame_bb.Min, frame_bb.Max, window->Color(ImGuiCol_FrameBg), true, style.FrameRounding); | ||||
|  | ||||
|     // Process clicking on the slider | ||||
|     if (g.ActiveId == id) | ||||
|     const bool is_logarithmic = abs(power - 1.0f) > 0.0001f; | ||||
|     bool value_changed = false; | ||||
|     if (!is_unbound) | ||||
|     { | ||||
|         if (!is_unbound && g.IO.MouseDown[0]) | ||||
|         // Process clicking on the slider | ||||
|         if (g.ActiveId == id) | ||||
|         { | ||||
|             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 (g.IO.MouseDown[0]) | ||||
|             { | ||||
|                 // Account for logarithmic scale on both sides of the zero | ||||
|                 if (normalized_pos < linear_zero_pos) | ||||
|                 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) | ||||
|                 { | ||||
|                     // Negative: rescale to the negative range before powering | ||||
|                     float a = 1.0f - (normalized_pos / linear_zero_pos); | ||||
|                     a = powf(a, power); | ||||
|                     new_value = ImLerp(ImMin(v_max,0.f), v_min, a); | ||||
|                     // Account for logarithmic scale on both sides of the zero | ||||
|                     if (normalized_pos < linear_zero_pos) | ||||
|                     { | ||||
|                         // Negative: rescale to the negative range before powering | ||||
|                         float a = 1.0f - (normalized_pos / linear_zero_pos); | ||||
|                         a = powf(a, power); | ||||
|                         new_value = ImLerp(ImMin(v_max,0.f), v_min, a); | ||||
|                     } | ||||
|                     else | ||||
|                     { | ||||
|                         // Positive: rescale to the positive range before powering | ||||
|                         float a; | ||||
|                         if (fabsf(linear_zero_pos - 1.0f) > 1.e-6) | ||||
|                             a = (normalized_pos - linear_zero_pos) / (1.0f - linear_zero_pos); | ||||
|                         else | ||||
|                             a = normalized_pos; | ||||
|                         a = powf(a, power); | ||||
|                         new_value = ImLerp(ImMax(v_min,0.0f), v_max, a); | ||||
|                     } | ||||
|                 } | ||||
|                 else | ||||
|                 { | ||||
|                     // Positive: rescale to the positive range before powering | ||||
|                     float a; | ||||
|                     if (fabsf(linear_zero_pos - 1.0f) > 1.e-6) | ||||
|                         a = (normalized_pos - linear_zero_pos) / (1.0f - linear_zero_pos); | ||||
|                     else | ||||
|                         a = normalized_pos; | ||||
|                     a = powf(a, power); | ||||
|                     new_value = ImLerp(ImMax(v_min,0.0f), v_max, a); | ||||
|                     // Linear slider | ||||
|                     new_value = ImLerp(v_min, v_max, normalized_pos); | ||||
|                 } | ||||
|  | ||||
|                 // Round past decimal precision | ||||
|                 //    0->1, 1->0.1, 2->0.01, etc. | ||||
|                 // So when our value is 1.99999 with a precision of 0.001 we'll end up rounding to 2.0 | ||||
|                 const float min_step = 1.0f / powf(10.0f, (float)decimal_precision); | ||||
|                 const float remainder = fmodf(new_value, min_step); | ||||
|                 if (remainder <= min_step*0.5f) | ||||
|                     new_value -= remainder; | ||||
|                 else | ||||
|                     new_value += (min_step - remainder); | ||||
|  | ||||
|                 if (*v != new_value) | ||||
|                 { | ||||
|                     *v = new_value; | ||||
|                     value_changed = true; | ||||
|                 } | ||||
|             } | ||||
|             else | ||||
|             { | ||||
|                 // Linear slider | ||||
|                 new_value = ImLerp(v_min, v_max, normalized_pos); | ||||
|             } | ||||
|  | ||||
|             // Round past decimal precision | ||||
|             //    0->1, 1->0.1, 2->0.01, etc. | ||||
|             // So when our value is 1.99999 with a precision of 0.001 we'll end up rounding to 2.0 | ||||
|             const float min_step = 1.0f / powf(10.0f, (float)decimal_precision); | ||||
|             const float remainder = fmodf(new_value, min_step); | ||||
|             if (remainder <= min_step*0.5f) | ||||
|                 new_value -= remainder; | ||||
|             else | ||||
|                 new_value += (min_step - remainder); | ||||
|  | ||||
|             if (*v != new_value) | ||||
|             { | ||||
|                 *v = new_value; | ||||
|                 value_changed = true; | ||||
|                 SetActiveId(0); | ||||
|             } | ||||
|         } | ||||
|         else | ||||
|         { | ||||
|             SetActiveId(0); | ||||
|         } | ||||
|     } | ||||
|  | ||||
|     if (!is_unbound) | ||||
|     { | ||||
|         // Calculate slider grab positioning | ||||
|         float grab_t; | ||||
|         if (is_logarithmic) | ||||
|   | ||||
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