Internals: DragBehavior: tweaks internals.

This commit is contained in:
omar 2018-04-27 18:22:10 +02:00
parent 1d99b5f963
commit a84aff1875

119
imgui.cpp
View File

@ -9063,8 +9063,6 @@ bool ImGui::DragBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v_s
RenderNavHighlight(frame_bb, id);
RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, style.FrameRounding);
bool value_changed = false;
// Process interacting with the drag
if (g.ActiveId == id)
{
@ -9073,69 +9071,70 @@ bool ImGui::DragBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v_s
else if (g.ActiveIdSource == ImGuiInputSource_Nav && g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated)
ClearActiveID();
}
if (g.ActiveId == id)
if (g.ActiveId != id)
return false;
bool value_changed = false;
if (g.ActiveIdIsJustActivated)
{
if (g.ActiveIdIsJustActivated)
// Lock current value on click
g.DragCurrentValue = *v;
g.DragLastMouseDelta = ImVec2(0.f, 0.f);
}
if (v_speed == 0.0f && (v_max - v_min) != 0.0f && (v_max - v_min) < FLT_MAX)
v_speed = (v_max - v_min) * g.DragSpeedDefaultRatio;
float v_cur = g.DragCurrentValue;
const ImVec2 mouse_drag_delta = GetMouseDragDelta(0, 1.0f);
float adjust_delta = 0.0f;
if (g.ActiveIdSource == ImGuiInputSource_Mouse && IsMousePosValid())
{
adjust_delta = mouse_drag_delta.x - g.DragLastMouseDelta.x;
if (g.IO.KeyShift && g.DragSpeedScaleFast >= 0.0f)
adjust_delta *= g.DragSpeedScaleFast;
if (g.IO.KeyAlt && g.DragSpeedScaleSlow >= 0.0f)
adjust_delta *= g.DragSpeedScaleSlow;
g.DragLastMouseDelta.x = mouse_drag_delta.x;
}
if (g.ActiveIdSource == ImGuiInputSource_Nav)
{
adjust_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard|ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_RepeatFast, 1.0f/10.0f, 10.0f).x;
if (v_min < v_max && ((v_cur >= v_max && adjust_delta > 0.0f) || (v_cur <= v_min && adjust_delta < 0.0f))) // This is to avoid applying the saturation when already past the limits
adjust_delta = 0.0f;
v_speed = ImMax(v_speed, GetMinimumStepAtDecimalPrecision(decimal_precision));
}
adjust_delta *= v_speed;
if (fabsf(adjust_delta) > 0.0f)
{
if (fabsf(power - 1.0f) > 0.001f)
{
// Lock current value on click
g.DragCurrentValue = *v;
g.DragLastMouseDelta = ImVec2(0.f, 0.f);
// Logarithmic curve on both side of 0.0
float v0_abs = v_cur >= 0.0f ? v_cur : -v_cur;
float v0_sign = v_cur >= 0.0f ? 1.0f : -1.0f;
float v1 = powf(v0_abs, 1.0f / power) + (adjust_delta * v0_sign);
float v1_abs = v1 >= 0.0f ? v1 : -v1;
float v1_sign = v1 >= 0.0f ? 1.0f : -1.0f; // Crossed sign line
v_cur = powf(v1_abs, power) * v0_sign * v1_sign; // Reapply sign
}
else
{
v_cur += adjust_delta;
}
if (v_speed == 0.0f && (v_max - v_min) != 0.0f && (v_max - v_min) < FLT_MAX)
v_speed = (v_max - v_min) * g.DragSpeedDefaultRatio;
// Clamp
if (v_min < v_max)
v_cur = ImClamp(v_cur, v_min, v_max);
g.DragCurrentValue = v_cur;
}
float v_cur = g.DragCurrentValue;
const ImVec2 mouse_drag_delta = GetMouseDragDelta(0, 1.0f);
float adjust_delta = 0.0f;
if (g.ActiveIdSource == ImGuiInputSource_Mouse && IsMousePosValid())
{
adjust_delta = mouse_drag_delta.x - g.DragLastMouseDelta.x;
if (g.IO.KeyShift && g.DragSpeedScaleFast >= 0.0f)
adjust_delta *= g.DragSpeedScaleFast;
if (g.IO.KeyAlt && g.DragSpeedScaleSlow >= 0.0f)
adjust_delta *= g.DragSpeedScaleSlow;
g.DragLastMouseDelta.x = mouse_drag_delta.x;
}
if (g.ActiveIdSource == ImGuiInputSource_Nav)
{
adjust_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard|ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_RepeatFast, 1.0f/10.0f, 10.0f).x;
if (v_min < v_max && ((v_cur >= v_max && adjust_delta > 0.0f) || (v_cur <= v_min && adjust_delta < 0.0f))) // This is to avoid applying the saturation when already past the limits
adjust_delta = 0.0f;
v_speed = ImMax(v_speed, GetMinimumStepAtDecimalPrecision(decimal_precision));
}
adjust_delta *= v_speed;
if (fabsf(adjust_delta) > 0.0f)
{
if (fabsf(power - 1.0f) > 0.001f)
{
// Logarithmic curve on both side of 0.0
float v0_abs = v_cur >= 0.0f ? v_cur : -v_cur;
float v0_sign = v_cur >= 0.0f ? 1.0f : -1.0f;
float v1 = powf(v0_abs, 1.0f / power) + (adjust_delta * v0_sign);
float v1_abs = v1 >= 0.0f ? v1 : -v1;
float v1_sign = v1 >= 0.0f ? 1.0f : -1.0f; // Crossed sign line
v_cur = powf(v1_abs, power) * v0_sign * v1_sign; // Reapply sign
}
else
{
v_cur += adjust_delta;
}
// Clamp
if (v_min < v_max)
v_cur = ImClamp(v_cur, v_min, v_max);
g.DragCurrentValue = v_cur;
}
// Round to user desired precision, then apply
v_cur = RoundScalar(v_cur, decimal_precision);
if (*v != v_cur)
{
*v = v_cur;
value_changed = true;
}
// Round to user desired precision, then apply
v_cur = RoundScalar(v_cur, decimal_precision);
if (*v != v_cur)
{
*v = v_cur;
value_changed = true;
}
return value_changed;