mirror of
https://github.com/Drezil/imgui.git
synced 2025-07-06 04:58:47 +02:00
Clean up number rounding. Now it is more obvious what code is doing. (#2862)
Add IM_ROUND() macro Replace IM_FLOOR(n + 0.5f) and ImFloor(n + 0.5f) with IM_ROUND(n)
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@ -852,7 +852,7 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, floa
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// Apply scroll
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// 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
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const float scroll_v_norm = ImSaturate((clicked_v_norm - g.ScrollbarClickDeltaToGrabCenter - grab_h_norm * 0.5f) / (1.0f - grab_h_norm));
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*p_scroll_v = IM_FLOOR(0.5f + scroll_v_norm * scroll_max);//(win_size_contents_v - win_size_v));
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*p_scroll_v = IM_ROUND(scroll_v_norm * scroll_max);//(win_size_contents_v - win_size_v));
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// Update values for rendering
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scroll_ratio = ImSaturate(*p_scroll_v / scroll_max);
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@ -1058,8 +1058,8 @@ bool ImGui::RadioButton(const char* label, bool active)
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return false;
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ImVec2 center = check_bb.GetCenter();
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center.x = IM_FLOOR(center.x + 0.5f);
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center.y = IM_FLOOR(center.y + 0.5f);
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center.x = IM_ROUND(center.x);
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center.y = IM_ROUND(center.y);
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const float radius = (square_sz - 1.0f) * 0.5f;
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bool hovered, held;
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@ -4796,13 +4796,13 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
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draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), col_white, hue_color32, hue_color32, col_white);
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draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0, 0, col_black, col_black);
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RenderFrameBorder(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0.0f);
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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
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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);
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sv_cursor_pos.x = ImClamp(IM_ROUND(picker_pos.x + ImSaturate(S) * sv_picker_size), picker_pos.x + 2, picker_pos.x + sv_picker_size - 2); // Sneakily prevent the circle to stick out too much
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sv_cursor_pos.y = ImClamp(IM_ROUND(picker_pos.y + ImSaturate(1 - V) * sv_picker_size), picker_pos.y + 2, picker_pos.y + sv_picker_size - 2);
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// Render Hue Bar
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for (int i = 0; i < 6; ++i)
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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]);
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float bar0_line_y = IM_FLOOR(picker_pos.y + H * sv_picker_size + 0.5f);
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float bar0_line_y = IM_ROUND(picker_pos.y + H * sv_picker_size);
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RenderFrameBorder(ImVec2(bar0_pos_x, picker_pos.y), ImVec2(bar0_pos_x + bars_width, picker_pos.y + sv_picker_size), 0.0f);
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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);
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}
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@ -4820,7 +4820,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
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ImRect bar1_bb(bar1_pos_x, picker_pos.y, bar1_pos_x + bars_width, picker_pos.y + sv_picker_size);
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RenderColorRectWithAlphaCheckerboard(bar1_bb.Min, bar1_bb.Max, 0, bar1_bb.GetWidth() / 2.0f, ImVec2(0.0f, 0.0f));
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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);
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float bar1_line_y = IM_FLOOR(picker_pos.y + (1.0f - alpha) * sv_picker_size + 0.5f);
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float bar1_line_y = IM_ROUND(picker_pos.y + (1.0f - alpha) * sv_picker_size);
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RenderFrameBorder(bar1_bb.Min, bar1_bb.Max, 0.0f);
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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);
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}
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@ -4877,7 +4877,7 @@ bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFl
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bb_inner.Expand(off);
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if ((flags & ImGuiColorEditFlags_AlphaPreviewHalf) && col_rgb.w < 1.0f)
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{
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float mid_x = IM_FLOOR((bb_inner.Min.x + bb_inner.Max.x) * 0.5f + 0.5f);
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float mid_x = IM_ROUND((bb_inner.Min.x + bb_inner.Max.x) * 0.5f);
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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);
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window->DrawList->AddRectFilled(bb_inner.Min, ImVec2(mid_x, bb_inner.Max.y), GetColorU32(col_rgb_without_alpha), rounding, ImDrawCornerFlags_TopLeft|ImDrawCornerFlags_BotLeft);
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}
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@ -6014,7 +6014,7 @@ bool ImGui::BeginMenuBar()
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// We don't clip with current window clipping rectangle as it is already set to the area below. However we clip with window full rect.
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// We remove 1 worth of rounding to Max.x to that text in long menus and small windows don't tend to display over the lower-right rounded area, which looks particularly glitchy.
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ImRect bar_rect = window->MenuBarRect();
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ImRect clip_rect(ImFloor(bar_rect.Min.x + 0.5f), ImFloor(bar_rect.Min.y + window->WindowBorderSize + 0.5f), ImFloor(ImMax(bar_rect.Min.x, bar_rect.Max.x - window->WindowRounding) + 0.5f), ImFloor(bar_rect.Max.y + 0.5f));
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ImRect clip_rect(IM_ROUND(bar_rect.Min.x), IM_ROUND(bar_rect.Min.y + window->WindowBorderSize), IM_ROUND(ImMax(bar_rect.Min.x, bar_rect.Max.x - window->WindowRounding)), IM_ROUND(bar_rect.Max.y));
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clip_rect.ClipWith(window->OuterRectClipped);
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PushClipRect(clip_rect.Min, clip_rect.Max, false);
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@ -6446,8 +6446,8 @@ bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImG
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const ImU32 col = GetColorU32((flags & ImGuiTabBarFlags_IsFocused) ? ImGuiCol_TabActive : ImGuiCol_TabUnfocusedActive);
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const float y = tab_bar->BarRect.Max.y - 1.0f;
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{
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const float separator_min_x = tab_bar->BarRect.Min.x - ImFloor(window->WindowPadding.x * 0.5f);
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const float separator_max_x = tab_bar->BarRect.Max.x + ImFloor(window->WindowPadding.x * 0.5f);
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const float separator_min_x = tab_bar->BarRect.Min.x - IM_FLOOR(window->WindowPadding.x * 0.5f);
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const float separator_max_x = tab_bar->BarRect.Max.x + IM_FLOOR(window->WindowPadding.x * 0.5f);
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window->DrawList->AddLine(ImVec2(separator_min_x, y), ImVec2(separator_max_x, y), col, 1.0f);
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}
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return true;
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@ -7443,8 +7443,8 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlag
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{
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// Compute clipping rectangle
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ImGuiColumnData* column = &columns->Columns[n];
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float clip_x1 = ImFloor(0.5f + window->Pos.x + GetColumnOffset(n));
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float clip_x2 = ImFloor(0.5f + window->Pos.x + GetColumnOffset(n + 1) - 1.0f);
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float clip_x1 = IM_ROUND(window->Pos.x + GetColumnOffset(n));
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float clip_x2 = IM_ROUND(window->Pos.x + GetColumnOffset(n + 1) - 1.0f);
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column->ClipRect = ImRect(clip_x1, -FLT_MAX, clip_x2, +FLT_MAX);
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column->ClipRect.ClipWith(window->ClipRect);
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}
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