mirror of
https://github.com/Drezil/imgui.git
synced 2025-07-04 03:58:47 +02:00
Renamed ImFloor() to ImTrunc(). Renamed ImFloorSigned() to ImFloor(). (#6861)
This commit is contained in:
158
imgui.cpp
158
imgui.cpp
@ -1216,30 +1216,30 @@ ImGuiStyle::ImGuiStyle()
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// Important: This operation is lossy because we round all sizes to integer. If you need to change your scale multiples, call this over a freshly initialized ImGuiStyle structure rather than scaling multiple times.
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void ImGuiStyle::ScaleAllSizes(float scale_factor)
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{
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WindowPadding = ImFloor(WindowPadding * scale_factor);
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WindowRounding = ImFloor(WindowRounding * scale_factor);
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WindowMinSize = ImFloor(WindowMinSize * scale_factor);
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ChildRounding = ImFloor(ChildRounding * scale_factor);
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PopupRounding = ImFloor(PopupRounding * scale_factor);
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FramePadding = ImFloor(FramePadding * scale_factor);
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FrameRounding = ImFloor(FrameRounding * scale_factor);
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ItemSpacing = ImFloor(ItemSpacing * scale_factor);
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ItemInnerSpacing = ImFloor(ItemInnerSpacing * scale_factor);
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CellPadding = ImFloor(CellPadding * scale_factor);
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TouchExtraPadding = ImFloor(TouchExtraPadding * scale_factor);
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IndentSpacing = ImFloor(IndentSpacing * scale_factor);
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ColumnsMinSpacing = ImFloor(ColumnsMinSpacing * scale_factor);
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ScrollbarSize = ImFloor(ScrollbarSize * scale_factor);
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ScrollbarRounding = ImFloor(ScrollbarRounding * scale_factor);
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GrabMinSize = ImFloor(GrabMinSize * scale_factor);
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GrabRounding = ImFloor(GrabRounding * scale_factor);
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LogSliderDeadzone = ImFloor(LogSliderDeadzone * scale_factor);
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TabRounding = ImFloor(TabRounding * scale_factor);
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TabMinWidthForCloseButton = (TabMinWidthForCloseButton != FLT_MAX) ? ImFloor(TabMinWidthForCloseButton * scale_factor) : FLT_MAX;
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SeparatorTextPadding = ImFloor(SeparatorTextPadding * scale_factor);
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DisplayWindowPadding = ImFloor(DisplayWindowPadding * scale_factor);
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DisplaySafeAreaPadding = ImFloor(DisplaySafeAreaPadding * scale_factor);
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MouseCursorScale = ImFloor(MouseCursorScale * scale_factor);
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WindowPadding = ImTrunc(WindowPadding * scale_factor);
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WindowRounding = ImTrunc(WindowRounding * scale_factor);
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WindowMinSize = ImTrunc(WindowMinSize * scale_factor);
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ChildRounding = ImTrunc(ChildRounding * scale_factor);
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PopupRounding = ImTrunc(PopupRounding * scale_factor);
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FramePadding = ImTrunc(FramePadding * scale_factor);
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FrameRounding = ImTrunc(FrameRounding * scale_factor);
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ItemSpacing = ImTrunc(ItemSpacing * scale_factor);
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ItemInnerSpacing = ImTrunc(ItemInnerSpacing * scale_factor);
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CellPadding = ImTrunc(CellPadding * scale_factor);
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TouchExtraPadding = ImTrunc(TouchExtraPadding * scale_factor);
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IndentSpacing = ImTrunc(IndentSpacing * scale_factor);
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ColumnsMinSpacing = ImTrunc(ColumnsMinSpacing * scale_factor);
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ScrollbarSize = ImTrunc(ScrollbarSize * scale_factor);
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ScrollbarRounding = ImTrunc(ScrollbarRounding * scale_factor);
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GrabMinSize = ImTrunc(GrabMinSize * scale_factor);
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GrabRounding = ImTrunc(GrabRounding * scale_factor);
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LogSliderDeadzone = ImTrunc(LogSliderDeadzone * scale_factor);
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TabRounding = ImTrunc(TabRounding * scale_factor);
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TabMinWidthForCloseButton = (TabMinWidthForCloseButton != FLT_MAX) ? ImTrunc(TabMinWidthForCloseButton * scale_factor) : FLT_MAX;
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SeparatorTextPadding = ImTrunc(SeparatorTextPadding * scale_factor);
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DisplayWindowPadding = ImTrunc(DisplayWindowPadding * scale_factor);
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DisplaySafeAreaPadding = ImTrunc(DisplaySafeAreaPadding * scale_factor);
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MouseCursorScale = ImTrunc(MouseCursorScale * scale_factor);
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}
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ImGuiIO::ImGuiIO()
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@ -1527,7 +1527,7 @@ void ImGuiIO::AddMousePosEvent(float x, float y)
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return;
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// Apply same flooring as UpdateMouseInputs()
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ImVec2 pos((x > -FLT_MAX) ? ImFloorSigned(x) : x, (y > -FLT_MAX) ? ImFloorSigned(y) : y);
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ImVec2 pos((x > -FLT_MAX) ? ImFloor(x) : x, (y > -FLT_MAX) ? ImFloor(y) : y);
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// Filter duplicate
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const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MousePos);
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@ -3420,7 +3420,7 @@ void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, con
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// Render text, render ellipsis
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RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_ellipsis, &text_size, ImVec2(0.0f, 0.0f));
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ImVec2 ellipsis_pos = ImFloor(ImVec2(pos_min.x + text_size_clipped_x, pos_min.y));
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ImVec2 ellipsis_pos = ImTrunc(ImVec2(pos_min.x + text_size_clipped_x, pos_min.y));
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if (ellipsis_pos.x + ellipsis_width <= ellipsis_max_x)
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for (int i = 0; i < font->EllipsisCharCount; i++, ellipsis_pos.x += font->EllipsisCharStep * font_scale)
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font->RenderChar(draw_list, font_size, ellipsis_pos, GetColorU32(ImGuiCol_Text), font->EllipsisChar);
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@ -5182,7 +5182,7 @@ ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_tex
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// FIXME: Investigate using ceilf or e.g.
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// - https://git.musl-libc.org/cgit/musl/tree/src/math/ceilf.c
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// - https://embarkstudios.github.io/rust-gpu/api/src/libm/math/ceilf.rs.html
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text_size.x = IM_FLOOR(text_size.x + 0.99999f);
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text_size.x = IM_TRUNC(text_size.x + 0.99999f);
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return text_size;
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}
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@ -5399,7 +5399,7 @@ bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, b
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// Size
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const ImVec2 content_avail = GetContentRegionAvail();
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ImVec2 size = ImFloor(size_arg);
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ImVec2 size = ImTrunc(size_arg);
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const int auto_fit_axises = ((size.x == 0.0f) ? (1 << ImGuiAxis_X) : 0x00) | ((size.y == 0.0f) ? (1 << ImGuiAxis_Y) : 0x00);
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if (size.x <= 0.0f)
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size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too many issues)
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@ -5547,9 +5547,9 @@ ImGuiWindow* ImGui::FindWindowByName(const char* name)
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static void ApplyWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings)
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{
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window->Pos = ImFloor(ImVec2(settings->Pos.x, settings->Pos.y));
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window->Pos = ImTrunc(ImVec2(settings->Pos.x, settings->Pos.y));
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if (settings->Size.x > 0 && settings->Size.y > 0)
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window->Size = window->SizeFull = ImFloor(ImVec2(settings->Size.x, settings->Size.y));
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window->Size = window->SizeFull = ImTrunc(ImVec2(settings->Size.x, settings->Size.y));
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window->Collapsed = settings->Collapsed;
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}
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@ -5651,8 +5651,8 @@ static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, const ImVec2& s
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g.NextWindowData.SizeCallback(&data);
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new_size = data.DesiredSize;
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}
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new_size.x = IM_FLOOR(new_size.x);
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new_size.y = IM_FLOOR(new_size.y);
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new_size.x = IM_TRUNC(new_size.x);
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new_size.y = IM_TRUNC(new_size.y);
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}
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// Minimum size
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@ -5680,10 +5680,10 @@ static void CalcWindowContentSizes(ImGuiWindow* window, ImVec2* content_size_cur
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return;
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}
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content_size_current->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_FLOOR(window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x);
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content_size_current->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_FLOOR(window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y);
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content_size_ideal->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_FLOOR(ImMax(window->DC.CursorMaxPos.x, window->DC.IdealMaxPos.x) - window->DC.CursorStartPos.x);
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content_size_ideal->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_FLOOR(ImMax(window->DC.CursorMaxPos.y, window->DC.IdealMaxPos.y) - window->DC.CursorStartPos.y);
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content_size_current->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_TRUNC(window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x);
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content_size_current->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_TRUNC(window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y);
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content_size_ideal->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_TRUNC(ImMax(window->DC.CursorMaxPos.x, window->DC.IdealMaxPos.x) - window->DC.CursorStartPos.x);
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content_size_ideal->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_TRUNC(ImMax(window->DC.CursorMaxPos.y, window->DC.IdealMaxPos.y) - window->DC.CursorStartPos.y);
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}
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static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_contents)
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@ -5835,8 +5835,8 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& s
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bool ret_auto_fit = false;
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const int resize_border_count = g.IO.ConfigWindowsResizeFromEdges ? 4 : 0;
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const float grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));
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const float grip_hover_inner_size = IM_FLOOR(grip_draw_size * 0.75f);
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const float grip_draw_size = IM_TRUNC(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));
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const float grip_hover_inner_size = IM_TRUNC(grip_draw_size * 0.75f);
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const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_HOVER_PADDING : 0.0f;
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ImRect clamp_rect = visibility_rect;
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@ -5942,7 +5942,7 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& s
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g.NavWindowingToggleLayer = false;
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g.NavDisableMouseHover = true;
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resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive);
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ImVec2 accum_floored = ImFloor(g.NavWindowingAccumDeltaSize);
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ImVec2 accum_floored = ImTrunc(g.NavWindowingAccumDeltaSize);
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if (accum_floored.x != 0.0f || accum_floored.y != 0.0f)
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{
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// FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck.
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@ -5960,7 +5960,7 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& s
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}
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if (pos_target.x != FLT_MAX)
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{
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window->Pos = ImFloor(pos_target);
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window->Pos = ImTrunc(pos_target);
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MarkIniSettingsDirty(window);
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}
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@ -6579,7 +6579,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow))
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if (viewport_rect.GetWidth() > 0.0f && viewport_rect.GetHeight() > 0.0f)
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ClampWindowPos(window, visibility_rect);
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window->Pos = ImFloor(window->Pos);
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window->Pos = ImTrunc(window->Pos);
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// Lock window rounding for the frame (so that altering them doesn't cause inconsistencies)
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// Large values tend to lead to variety of artifacts and are not recommended.
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@ -6615,7 +6615,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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int border_held = -1;
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ImU32 resize_grip_col[4] = {};
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const int resize_grip_count = g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // Allow resize from lower-left if we have the mouse cursor feedback for it.
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const float resize_grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.10f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));
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const float resize_grip_draw_size = IM_TRUNC(ImMax(g.FontSize * 1.10f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));
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if (!window->Collapsed)
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if (UpdateWindowManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0], visibility_rect))
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use_current_size_for_scrollbar_x = use_current_size_for_scrollbar_y = true;
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@ -6680,17 +6680,17 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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// Affected by window/frame border size. Used by:
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// - Begin() initial clip rect
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float top_border_size = (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize);
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window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + ImMax(ImFloor(window->WindowPadding.x * 0.5f), window->WindowBorderSize));
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window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerRect.Min.y + top_border_size);
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window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerRect.Max.x - ImMax(ImFloor(window->WindowPadding.x * 0.5f), window->WindowBorderSize));
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window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerRect.Max.y - window->WindowBorderSize);
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window->InnerClipRect.Min.x = ImTrunc(0.5f + window->InnerRect.Min.x + ImMax(ImTrunc(window->WindowPadding.x * 0.5f), window->WindowBorderSize));
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window->InnerClipRect.Min.y = ImTrunc(0.5f + window->InnerRect.Min.y + top_border_size);
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window->InnerClipRect.Max.x = ImTrunc(0.5f + window->InnerRect.Max.x - ImMax(ImTrunc(window->WindowPadding.x * 0.5f), window->WindowBorderSize));
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window->InnerClipRect.Max.y = ImTrunc(0.5f + window->InnerRect.Max.y - window->WindowBorderSize);
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window->InnerClipRect.ClipWithFull(host_rect);
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// Default item width. Make it proportional to window size if window manually resizes
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if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize))
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window->ItemWidthDefault = ImFloor(window->Size.x * 0.65f);
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window->ItemWidthDefault = ImTrunc(window->Size.x * 0.65f);
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else
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window->ItemWidthDefault = ImFloor(g.FontSize * 16.0f);
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window->ItemWidthDefault = ImTrunc(g.FontSize * 16.0f);
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// SCROLLING
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@ -6751,8 +6751,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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const bool allow_scrollbar_y = !(flags & ImGuiWindowFlags_NoScrollbar);
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const float work_rect_size_x = (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : ImMax(allow_scrollbar_x ? window->ContentSize.x : 0.0f, window->Size.x - window->WindowPadding.x * 2.0f - (window->DecoOuterSizeX1 + window->DecoOuterSizeX2)));
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const float work_rect_size_y = (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : ImMax(allow_scrollbar_y ? window->ContentSize.y : 0.0f, window->Size.y - window->WindowPadding.y * 2.0f - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2)));
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window->WorkRect.Min.x = ImFloor(window->InnerRect.Min.x - window->Scroll.x + ImMax(window->WindowPadding.x, window->WindowBorderSize));
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window->WorkRect.Min.y = ImFloor(window->InnerRect.Min.y - window->Scroll.y + ImMax(window->WindowPadding.y, window->WindowBorderSize));
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window->WorkRect.Min.x = ImTrunc(window->InnerRect.Min.x - window->Scroll.x + ImMax(window->WindowPadding.x, window->WindowBorderSize));
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window->WorkRect.Min.y = ImTrunc(window->InnerRect.Min.y - window->Scroll.y + ImMax(window->WindowPadding.y, window->WindowBorderSize));
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window->WorkRect.Max.x = window->WorkRect.Min.x + work_rect_size_x;
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window->WorkRect.Max.y = window->WorkRect.Min.y + work_rect_size_y;
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window->ParentWorkRect = window->WorkRect;
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@ -7427,7 +7427,7 @@ void ImGui::SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond)
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// Set
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const ImVec2 old_pos = window->Pos;
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window->Pos = ImFloor(pos);
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window->Pos = ImTrunc(pos);
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ImVec2 offset = window->Pos - old_pos;
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if (offset.x == 0.0f && offset.y == 0.0f)
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return;
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@ -7472,11 +7472,11 @@ void ImGui::SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond con
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if (size.x <= 0.0f)
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window->AutoFitOnlyGrows = false;
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else
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window->SizeFull.x = IM_FLOOR(size.x);
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window->SizeFull.x = IM_TRUNC(size.x);
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if (size.y <= 0.0f)
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window->AutoFitOnlyGrows = false;
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else
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window->SizeFull.y = IM_FLOOR(size.y);
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window->SizeFull.y = IM_TRUNC(size.y);
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if (old_size.x != window->SizeFull.x || old_size.y != window->SizeFull.y)
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MarkIniSettingsDirty(window);
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}
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@ -7591,7 +7591,7 @@ void ImGui::SetNextWindowContentSize(const ImVec2& size)
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{
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ImGuiContext& g = *GImGui;
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g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasContentSize;
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g.NextWindowData.ContentSizeVal = ImFloor(size);
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g.NextWindowData.ContentSizeVal = ImTrunc(size);
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}
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void ImGui::SetNextWindowScroll(const ImVec2& scroll)
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@ -8652,7 +8652,7 @@ static void ImGui::UpdateMouseInputs()
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// Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well)
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if (IsMousePosValid(&io.MousePos))
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io.MousePos = g.MouseLastValidPos = ImFloorSigned(io.MousePos);
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io.MousePos = g.MouseLastValidPos = ImFloor(io.MousePos);
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// If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta
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if (IsMousePosValid(&io.MousePos) && IsMousePosValid(&io.MousePosPrev))
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@ -8807,8 +8807,8 @@ void ImGui::UpdateMouseWheel()
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{
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const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size;
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SetWindowPos(window, window->Pos + offset, 0);
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window->Size = ImFloor(window->Size * scale);
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window->SizeFull = ImFloor(window->SizeFull * scale);
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window->Size = ImTrunc(window->Size * scale);
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window->SizeFull = ImTrunc(window->SizeFull * scale);
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}
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return;
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}
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@ -8844,14 +8844,14 @@ void ImGui::UpdateMouseWheel()
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{
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LockWheelingWindow(window, wheel.x);
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float max_step = window->InnerRect.GetWidth() * 0.67f;
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float scroll_step = ImFloor(ImMin(2 * window->CalcFontSize(), max_step));
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float scroll_step = ImTrunc(ImMin(2 * window->CalcFontSize(), max_step));
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SetScrollX(window, window->Scroll.x - wheel.x * scroll_step);
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}
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if (do_scroll[ImGuiAxis_Y])
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{
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LockWheelingWindow(window, wheel.y);
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float max_step = window->InnerRect.GetHeight() * 0.67f;
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float scroll_step = ImFloor(ImMin(5 * window->CalcFontSize(), max_step));
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float scroll_step = ImTrunc(ImMin(5 * window->CalcFontSize(), max_step));
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SetScrollY(window, window->Scroll.y - wheel.y * scroll_step);
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}
|
||||
}
|
||||
@ -9481,8 +9481,8 @@ 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]
|
||||
window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x + size.x;
|
||||
window->DC.CursorPosPrevLine.y = line_y1;
|
||||
window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); // Next line
|
||||
window->DC.CursorPos.y = IM_FLOOR(line_y1 + line_height + g.Style.ItemSpacing.y); // Next line
|
||||
window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); // Next line
|
||||
window->DC.CursorPos.y = IM_TRUNC(line_y1 + line_height + g.Style.ItemSpacing.y); // Next line
|
||||
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);
|
||||
//if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG]
|
||||
@ -9713,8 +9713,8 @@ void ImGui::PushMultiItemsWidths(int components, float w_full)
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiWindow* window = g.CurrentWindow;
|
||||
const ImGuiStyle& style = g.Style;
|
||||
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, IM_FLOOR(w_full - (w_item_one + style.ItemInnerSpacing.x) * (components - 1)));
|
||||
const float w_item_one = ImMax(1.0f, IM_TRUNC((w_full - (style.ItemInnerSpacing.x) * (components - 1)) / (float)components));
|
||||
const float w_item_last = ImMax(1.0f, IM_TRUNC(w_full - (w_item_one + style.ItemInnerSpacing.x) * (components - 1)));
|
||||
window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width
|
||||
window->DC.ItemWidthStack.push_back(w_item_last);
|
||||
for (int i = 0; i < components - 2; i++)
|
||||
@ -9746,7 +9746,7 @@ float ImGui::CalcItemWidth()
|
||||
float region_max_x = GetContentRegionMaxAbs().x;
|
||||
w = ImMax(1.0f, region_max_x - window->DC.CursorPos.x + w);
|
||||
}
|
||||
w = IM_FLOOR(w);
|
||||
w = IM_TRUNC(w);
|
||||
return w;
|
||||
}
|
||||
|
||||
@ -9968,7 +9968,7 @@ static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window)
|
||||
}
|
||||
scroll[axis] = scroll_target - center_ratio * (window->SizeFull[axis] - decoration_size[axis]);
|
||||
}
|
||||
scroll[axis] = IM_FLOOR(ImMax(scroll[axis], 0.0f));
|
||||
scroll[axis] = IM_TRUNC(ImMax(scroll[axis], 0.0f));
|
||||
if (!window->Collapsed && !window->SkipItems)
|
||||
scroll[axis] = ImMin(scroll[axis], window->ScrollMax[axis]);
|
||||
}
|
||||
@ -10023,7 +10023,7 @@ ImVec2 ImGui::ScrollToRectEx(ImGuiWindow* window, const ImRect& item_rect, ImGui
|
||||
else if (((flags & ImGuiScrollFlags_KeepVisibleCenterX) && !fully_visible_x) || (flags & ImGuiScrollFlags_AlwaysCenterX))
|
||||
{
|
||||
if (can_be_fully_visible_x)
|
||||
SetScrollFromPosX(window, ImFloor((item_rect.Min.x + item_rect.Max.x) * 0.5f) - window->Pos.x, 0.5f);
|
||||
SetScrollFromPosX(window, ImTrunc((item_rect.Min.x + item_rect.Max.x) * 0.5f) - window->Pos.x, 0.5f);
|
||||
else
|
||||
SetScrollFromPosX(window, item_rect.Min.x - window->Pos.x, 0.0f);
|
||||
}
|
||||
@ -10038,7 +10038,7 @@ ImVec2 ImGui::ScrollToRectEx(ImGuiWindow* window, const ImRect& item_rect, ImGui
|
||||
else if (((flags & ImGuiScrollFlags_KeepVisibleCenterY) && !fully_visible_y) || (flags & ImGuiScrollFlags_AlwaysCenterY))
|
||||
{
|
||||
if (can_be_fully_visible_y)
|
||||
SetScrollFromPosY(window, ImFloor((item_rect.Min.y + item_rect.Max.y) * 0.5f) - window->Pos.y, 0.5f);
|
||||
SetScrollFromPosY(window, ImTrunc((item_rect.Min.y + item_rect.Max.y) * 0.5f) - window->Pos.y, 0.5f);
|
||||
else
|
||||
SetScrollFromPosY(window, item_rect.Min.y - window->Pos.y, 0.0f);
|
||||
}
|
||||
@ -10123,7 +10123,7 @@ void ImGui::SetScrollY(float scroll_y)
|
||||
void ImGui::SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio)
|
||||
{
|
||||
IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f);
|
||||
window->ScrollTarget.x = IM_FLOOR(local_x - window->DecoOuterSizeX1 - window->DecoInnerSizeX1 + window->Scroll.x); // Convert local position to scroll offset
|
||||
window->ScrollTarget.x = IM_TRUNC(local_x - window->DecoOuterSizeX1 - window->DecoInnerSizeX1 + window->Scroll.x); // Convert local position to scroll offset
|
||||
window->ScrollTargetCenterRatio.x = center_x_ratio;
|
||||
window->ScrollTargetEdgeSnapDist.x = 0.0f;
|
||||
}
|
||||
@ -10131,7 +10131,7 @@ void ImGui::SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x
|
||||
void ImGui::SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio)
|
||||
{
|
||||
IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f);
|
||||
window->ScrollTarget.y = IM_FLOOR(local_y - window->DecoOuterSizeY1 - window->DecoInnerSizeY1 + window->Scroll.y); // Convert local position to scroll offset
|
||||
window->ScrollTarget.y = IM_TRUNC(local_y - window->DecoOuterSizeY1 - window->DecoInnerSizeY1 + window->Scroll.y); // Convert local position to scroll offset
|
||||
window->ScrollTargetCenterRatio.y = center_y_ratio;
|
||||
window->ScrollTargetEdgeSnapDist.y = 0.0f;
|
||||
}
|
||||
@ -11396,7 +11396,7 @@ static ImVec2 ImGui::NavCalcPreferredRefPos()
|
||||
}
|
||||
ImVec2 pos = ImVec2(rect_rel.Min.x + ImMin(g.Style.FramePadding.x * 4, rect_rel.GetWidth()), rect_rel.Max.y - ImMin(g.Style.FramePadding.y, rect_rel.GetHeight()));
|
||||
ImGuiViewport* viewport = GetMainViewport();
|
||||
return ImFloor(ImClamp(pos, viewport->Pos, viewport->Pos + viewport->Size)); // ImFloor() is important because non-integer mouse position application in backend might be lossy and result in undesirable non-zero delta.
|
||||
return ImTrunc(ImClamp(pos, viewport->Pos, viewport->Pos + viewport->Size)); // ImTrunc() is important because non-integer mouse position application in backend might be lossy and result in undesirable non-zero delta.
|
||||
}
|
||||
}
|
||||
|
||||
@ -11539,9 +11539,9 @@ static void ImGui::NavUpdate()
|
||||
if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavWindowHasScrollY && move_dir != ImGuiDir_None)
|
||||
{
|
||||
if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right)
|
||||
SetScrollX(window, ImFloor(window->Scroll.x + ((move_dir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed));
|
||||
SetScrollX(window, ImTrunc(window->Scroll.x + ((move_dir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed));
|
||||
if (move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down)
|
||||
SetScrollY(window, ImFloor(window->Scroll.y + ((move_dir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed));
|
||||
SetScrollY(window, ImTrunc(window->Scroll.y + ((move_dir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed));
|
||||
}
|
||||
|
||||
// *Normal* Manual scroll with LStick
|
||||
@ -11551,9 +11551,9 @@ static void ImGui::NavUpdate()
|
||||
const ImVec2 scroll_dir = GetKeyMagnitude2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown);
|
||||
const float tweak_factor = IsKeyDown(ImGuiKey_NavGamepadTweakSlow) ? 1.0f / 10.0f : IsKeyDown(ImGuiKey_NavGamepadTweakFast) ? 10.0f : 1.0f;
|
||||
if (scroll_dir.x != 0.0f && window->ScrollbarX)
|
||||
SetScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed * tweak_factor));
|
||||
SetScrollX(window, ImTrunc(window->Scroll.x + scroll_dir.x * scroll_speed * tweak_factor));
|
||||
if (scroll_dir.y != 0.0f)
|
||||
SetScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed * tweak_factor));
|
||||
SetScrollY(window, ImTrunc(window->Scroll.y + scroll_dir.y * scroll_speed * tweak_factor));
|
||||
}
|
||||
}
|
||||
|
||||
@ -12245,7 +12245,7 @@ static void ImGui::NavUpdateWindowing()
|
||||
const float move_step = NAV_MOVE_SPEED * io.DeltaTime * ImMin(io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
|
||||
g.NavWindowingAccumDeltaPos += nav_move_dir * move_step;
|
||||
g.NavDisableMouseHover = true;
|
||||
ImVec2 accum_floored = ImFloor(g.NavWindowingAccumDeltaPos);
|
||||
ImVec2 accum_floored = ImTrunc(g.NavWindowingAccumDeltaPos);
|
||||
if (accum_floored.x != 0.0f || accum_floored.y != 0.0f)
|
||||
{
|
||||
ImGuiWindow* moving_window = g.NavWindowingTarget->RootWindow;
|
||||
@ -13548,8 +13548,8 @@ void ImGui::DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP*
|
||||
|
||||
ImRect thumb_r = thumb_window->Rect();
|
||||
ImRect title_r = thumb_window->TitleBarRect();
|
||||
thumb_r = ImRect(ImFloor(off + thumb_r.Min * scale), ImFloor(off + thumb_r.Max * scale));
|
||||
title_r = ImRect(ImFloor(off + title_r.Min * scale), ImFloor(off + ImVec2(title_r.Max.x, title_r.Min.y) * scale) + ImVec2(0,5)); // Exaggerate title bar height
|
||||
thumb_r = ImRect(ImTrunc(off + thumb_r.Min * scale), ImTrunc(off + thumb_r.Max * scale));
|
||||
title_r = ImRect(ImTrunc(off + title_r.Min * scale), ImTrunc(off + ImVec2(title_r.Max.x, title_r.Min.y) * scale) + ImVec2(0,5)); // Exaggerate title bar height
|
||||
thumb_r.ClipWithFull(bb);
|
||||
title_r.ClipWithFull(bb);
|
||||
const bool window_is_focused = (g.NavWindow && thumb_window->RootWindowForTitleBarHighlight == g.NavWindow->RootWindowForTitleBarHighlight);
|
||||
@ -14361,8 +14361,8 @@ void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, co
|
||||
// Draw bounding boxes
|
||||
if (show_aabb)
|
||||
{
|
||||
out_draw_list->AddRect(ImFloor(clip_rect.Min), ImFloor(clip_rect.Max), IM_COL32(255, 0, 255, 255)); // In pink: clipping rectangle submitted to GPU
|
||||
out_draw_list->AddRect(ImFloor(vtxs_rect.Min), ImFloor(vtxs_rect.Max), IM_COL32(0, 255, 255, 255)); // In cyan: bounding box of triangles
|
||||
out_draw_list->AddRect(ImTrunc(clip_rect.Min), ImTrunc(clip_rect.Max), IM_COL32(255, 0, 255, 255)); // In pink: clipping rectangle submitted to GPU
|
||||
out_draw_list->AddRect(ImTrunc(vtxs_rect.Min), ImTrunc(vtxs_rect.Max), IM_COL32(0, 255, 255, 255)); // In cyan: bounding box of triangles
|
||||
}
|
||||
out_draw_list->Flags = backup_flags;
|
||||
}
|
||||
|
Reference in New Issue
Block a user