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Drags, Sliders: Support ImGuiSliderFlags_Logarithmic flag with integers. Because why not? (#3786)
Renamed is_decimal to is_floating_point.
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@ -86,6 +86,7 @@ Other Changes:
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format specifier (e.g. using "%f123" as a format string). [@rokups]
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- Drags, Sliders: Fixed a bug where using custom formatting flags (',$,_) supported by stb_sprintf.h
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would cause incorrect value to be displayed. (#3604) [@rokups]
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- Drags, Sliders: Support ImGuiSliderFlags_Logarithmic flag with integers. Because why not? (#3786)
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- Tables: Fixed unaligned accesses when using TableSetBgColor(ImGuiTableBgTarget_CellBg). (#3872)
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- IsItemHovered(): fixed return value false positive when used after EndChild(), EndGroup() or widgets using
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either of them, when the hovered location is located within a child window, e.g. InputTextMultiline().
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@ -81,9 +81,6 @@ You may use the [docking](https://github.com/ocornut/imgui/tree/docking) branch
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Many projects are using this branch and it is kept in sync with master regularly.
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You may merge in the [tables](https://github.com/ocornut/imgui/tree/tables) branch which includes:
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- [Table features](https://github.com/ocornut/imgui/issues/2957)
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##### [Return to Index](#index)
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----
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@ -116,7 +113,7 @@ void MyLowLevelMouseButtonHandler(int button, bool down)
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// (1) ALWAYS forward mouse data to ImGui! This is automatic with default backends. With your own backend:
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ImGuiIO& io = ImGui::GetIO();
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io.MouseDown[button] = down;
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// (2) ONLY forward mouse data to your underlying app/game.
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if (!io.WantCaptureMouse)
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my_game->HandleMouseData(...);
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@ -2143,9 +2143,9 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const
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{
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ImGuiContext& g = *GImGui;
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const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X;
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const bool is_decimal = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double);
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const bool is_clamped = (v_min < v_max);
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const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) && is_decimal;
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const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) != 0;
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const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double);
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// Default tweak speed
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if (v_speed == 0.0f && is_clamped && (v_max - v_min < FLT_MAX))
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@ -2163,7 +2163,7 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const
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}
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else if (g.ActiveIdSource == ImGuiInputSource_Nav)
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{
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int decimal_precision = is_decimal ? ImParseFormatPrecision(format, 3) : 0;
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const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0;
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adjust_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard | ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_RepeatFast, 1.0f / 10.0f, 10.0f)[axis];
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v_speed = ImMax(v_speed, GetMinimumStepAtDecimalPrecision(decimal_precision));
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}
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@ -2203,7 +2203,7 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const
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if (is_logarithmic)
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{
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// When using logarithmic sliders, we need to clamp to avoid hitting zero, but our choice of clamp value greatly affects slider precision. We attempt to use the specified precision to estimate a good lower bound.
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const int decimal_precision = is_decimal ? ImParseFormatPrecision(format, 3) : 1;
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const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 1;
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logarithmic_zero_epsilon = ImPow(0.1f, (float)decimal_precision);
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// Convert to parametric space, apply delta, convert back
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@ -2241,9 +2241,9 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const
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// Clamp values (+ handle overflow/wrap-around for integer types)
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if (*v != v_cur && is_clamped)
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{
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if (v_cur < v_min || (v_cur > *v && adjust_delta < 0.0f && !is_decimal))
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if (v_cur < v_min || (v_cur > *v && adjust_delta < 0.0f && !is_floating_point))
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v_cur = v_min;
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if (v_cur > v_max || (v_cur < *v && adjust_delta > 0.0f && !is_decimal))
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if (v_cur > v_max || (v_cur < *v && adjust_delta > 0.0f && !is_floating_point))
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v_cur = v_max;
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}
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@ -2634,7 +2634,7 @@ TYPE ImGui::ScaleValueFromRatioT(ImGuiDataType data_type, float t, TYPE v_min, T
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{
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if (v_min == v_max)
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return v_min;
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const bool is_decimal = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double);
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const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double);
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TYPE result;
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if (is_logarithmic)
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@ -2682,7 +2682,7 @@ TYPE ImGui::ScaleValueFromRatioT(ImGuiDataType data_type, float t, TYPE v_min, T
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else
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{
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// Linear slider
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if (is_decimal)
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if (is_floating_point)
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{
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result = ImLerp(v_min, v_max, t);
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}
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@ -2715,14 +2715,14 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ
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const ImGuiStyle& style = g.Style;
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const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X;
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const bool is_decimal = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double);
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const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) && is_decimal;
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const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) != 0;
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const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double);
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const float grab_padding = 2.0f;
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const float slider_sz = (bb.Max[axis] - bb.Min[axis]) - grab_padding * 2.0f;
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float grab_sz = style.GrabMinSize;
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SIGNEDTYPE v_range = (v_min < v_max ? v_max - v_min : v_min - v_max);
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if (!is_decimal && v_range >= 0) // v_range < 0 may happen on integer overflows
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if (!is_floating_point && v_range >= 0) // v_range < 0 may happen on integer overflows
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grab_sz = ImMax((float)(slider_sz / (v_range + 1)), style.GrabMinSize); // For integer sliders: if possible have the grab size represent 1 unit
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grab_sz = ImMin(grab_sz, slider_sz);
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const float slider_usable_sz = slider_sz - grab_sz;
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@ -2734,7 +2734,7 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ
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if (is_logarithmic)
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{
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// When using logarithmic sliders, we need to clamp to avoid hitting zero, but our choice of clamp value greatly affects slider precision. We attempt to use the specified precision to estimate a good lower bound.
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const int decimal_precision = is_decimal ? ImParseFormatPrecision(format, 3) : 1;
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const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 1;
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logarithmic_zero_epsilon = ImPow(0.1f, (float)decimal_precision);
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zero_deadzone_halfsize = (style.LogSliderDeadzone * 0.5f) / ImMax(slider_usable_sz, 1.0f);
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}
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@ -2772,7 +2772,7 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ
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float input_delta = (axis == ImGuiAxis_X) ? input_delta2.x : -input_delta2.y;
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if (input_delta != 0.0f)
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{
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const int decimal_precision = is_decimal ? ImParseFormatPrecision(format, 3) : 0;
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const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0;
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if (decimal_precision > 0)
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{
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input_delta /= 100.0f; // Gamepad/keyboard tweak speeds in % of slider bounds
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