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Added ImAtof, ImCeil, ImFloorStd to IMGUI_DISABLE_MATH_FUNCTIONS for consistency. Configuration comments.
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@ -81,7 +81,7 @@ Other Changes:
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- Fonts: When building font atlas, glyphs that are missing in the fonts are not using the glyph slot to render a dummy/default glyph. Saves space and allow merging fonts with
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overlapping font ranges such as FontAwesome5 which split out the Brands separately from the Solid fonts. (#1703, #1671)
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- Misc: Added IMGUI_CHECKVERSION() macro to compare version string and data structure sizes in order to catch issues with mismatching compilation unit settings. (#1695, #1769)
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- Misc: Added IMGUI_DISABLE_MATH_FUNCTIONS in imconfig.h to make it slightly easier to redefine wrappers to std maths functions such as fabsf(), fmodf(), etc.
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- Misc: Added IMGUI_DISABLE_MATH_FUNCTIONS in imconfig.h to make it slightly easier to redefine wrappers to std maths functions such as fabsf(), fmodf(), cosf(), etc.
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- Misc: Fix to allow compiling in unity builds where stb_rectpack/stb_truetype may be already included in the same compilation unit.
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- Demo: Simple Overlay: Added a context menu item to enable freely moving the window.
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- Demo: Added demo for DragScalar(), InputScalar(), SliderScalar(). (#643)
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@ -15,6 +15,7 @@
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//---- Define assertion handler. Defaults to calling assert().
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//#define IM_ASSERT(_EXPR) MyAssert(_EXPR)
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//#define IM_ASSERT(_EXPR) ((void)(_EXPR)) // Disable asserts
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//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows.
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//#define IMGUI_API __declspec( dllexport )
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@ -30,8 +31,8 @@
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//---- Don't implement some functions to reduce linkage requirements.
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//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc.
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//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] Don't implement default IME handler. Won't use and link with ImmGetContext/ImmSetCompositionWindow.
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//#define IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS // Don't implement ImFormatString(), ImFormatStringV() so you can reimplement them yourself.
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//#define IMGUI_DISABLE_MATH_FUNCTIONS // Don't implement ImFabs(), ImSqrt(), ImPow(), ImFmod() so you can reimplement them yourself.
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//#define IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself if you don't want to link with vsnprintf.
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//#define IMGUI_DISABLE_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 wrapper so you can implement them yourself. Declare your prototypes in imconfig.h.
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//#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free(). You will need to call ImGui::SetAllocatorFunctions().
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//---- Include imgui_user.h at the end of imgui.h as a convenience
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16
imgui.cpp
16
imgui.cpp
@ -8776,7 +8776,7 @@ static inline TYPE RoundScalarWithFormat(const char* format, ImGuiDataType data_
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while (*p == ' ')
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p++;
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if (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double)
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v = (TYPE)atof(p);
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v = (TYPE)ImAtof(p);
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else
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ImAtoi(p, (SIGNEDTYPE*)&v);
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return v;
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@ -12180,13 +12180,13 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
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if (initial_dist2 >= (wheel_r_inner-1)*(wheel_r_inner-1) && initial_dist2 <= (wheel_r_outer+1)*(wheel_r_outer+1))
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{
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// Interactive with Hue wheel
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H = atan2f(current_off.y, current_off.x) / IM_PI*0.5f;
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H = ImAtan2(current_off.y, current_off.x) / IM_PI*0.5f;
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if (H < 0.0f)
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H += 1.0f;
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value_changed = value_changed_h = true;
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}
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float cos_hue_angle = cosf(-H * 2.0f * IM_PI);
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float sin_hue_angle = sinf(-H * 2.0f * IM_PI);
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float cos_hue_angle = ImCos(-H * 2.0f * IM_PI);
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float sin_hue_angle = ImSin(-H * 2.0f * IM_PI);
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if (ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, ImRotate(initial_off, cos_hue_angle, sin_hue_angle)))
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{
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// Interacting with SV triangle
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@ -12332,14 +12332,14 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
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const int vert_end_idx = draw_list->VtxBuffer.Size;
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// Paint colors over existing vertices
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ImVec2 gradient_p0(wheel_center.x + cosf(a0) * wheel_r_inner, wheel_center.y + sinf(a0) * wheel_r_inner);
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ImVec2 gradient_p1(wheel_center.x + cosf(a1) * wheel_r_inner, wheel_center.y + sinf(a1) * wheel_r_inner);
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ImVec2 gradient_p0(wheel_center.x + ImCos(a0) * wheel_r_inner, wheel_center.y + ImSin(a0) * wheel_r_inner);
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ImVec2 gradient_p1(wheel_center.x + ImCos(a1) * wheel_r_inner, wheel_center.y + ImSin(a1) * wheel_r_inner);
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ShadeVertsLinearColorGradientKeepAlpha(draw_list->VtxBuffer.Data + vert_start_idx, draw_list->VtxBuffer.Data + vert_end_idx, gradient_p0, gradient_p1, hue_colors[n], hue_colors[n+1]);
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}
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// Render Cursor + preview on Hue Wheel
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float cos_hue_angle = cosf(H * 2.0f * IM_PI);
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float sin_hue_angle = sinf(H * 2.0f * IM_PI);
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float cos_hue_angle = ImCos(H * 2.0f * IM_PI);
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float sin_hue_angle = ImSin(H * 2.0f * IM_PI);
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ImVec2 hue_cursor_pos(wheel_center.x + cos_hue_angle * (wheel_r_inner+wheel_r_outer)*0.5f, wheel_center.y + sin_hue_angle * (wheel_r_inner+wheel_r_outer)*0.5f);
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float hue_cursor_rad = value_changed_h ? wheel_thickness * 0.65f : wheel_thickness * 0.55f;
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int hue_cursor_segments = ImClamp((int)(hue_cursor_rad / 1.4f), 9, 32);
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@ -106,13 +106,15 @@ namespace IMGUI_STB_NAMESPACE
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#ifndef STB_TRUETYPE_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds)
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#ifndef IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
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#define STBTT_malloc(x,u) ((void)(u), ImGui::MemAlloc(x))
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#define STBTT_free(x,u) ((void)(u), ImGui::MemFree(x))
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#define STBTT_assert(x) IM_ASSERT(x)
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#define STBTT_fmod(x,y) ImFmod(x,y)
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#define STBTT_sqrt(x) ImSqrt(x)
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#define STBTT_pow(x,y) ImPow(x,y)
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#define STBTT_fabs(x) ImFabs(x)
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#define STBTT_malloc(x,u) ((void)(u), ImGui::MemAlloc(x))
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#define STBTT_free(x,u) ((void)(u), ImGui::MemFree(x))
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#define STBTT_assert(x) IM_ASSERT(x)
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#define STBTT_fmod(x,y) ImFmod(x,y)
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#define STBTT_sqrt(x) ImSqrt(x)
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#define STBTT_pow(x,y) ImPow(x,y)
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#define STBTT_fabs(x) ImFabs(x)
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#define STBTT_ifloor(x) ((int)ImFloorStd(x))
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#define STBTT_iceil(x) ((int)ImCeil(x))
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#define STBTT_STATIC
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#define STB_TRUETYPE_IMPLEMENTATION
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#else
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@ -309,7 +311,7 @@ ImDrawListSharedData::ImDrawListSharedData()
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for (int i = 0; i < IM_ARRAYSIZE(CircleVtx12); i++)
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{
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const float a = ((float)i * 2 * IM_PI) / (float)IM_ARRAYSIZE(CircleVtx12);
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CircleVtx12[i] = ImVec2(cosf(a), sinf(a));
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CircleVtx12[i] = ImVec2(ImCos(a), ImSin(a));
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}
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}
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@ -907,7 +909,7 @@ void ImDrawList::PathArcTo(const ImVec2& centre, float radius, float a_min, floa
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for (int i = 0; i <= num_segments; i++)
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{
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const float a = a_min + ((float)i / (float)num_segments) * (a_max - a_min);
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_Path.push_back(ImVec2(centre.x + cosf(a) * radius, centre.y + sinf(a) * radius));
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_Path.push_back(ImVec2(centre.x + ImCos(a) * radius, centre.y + ImSin(a) * radius));
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}
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}
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@ -2706,7 +2708,7 @@ static inline float ImAcos01(float x)
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{
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if (x <= 0.0f) return IM_PI * 0.5f;
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if (x >= 1.0f) return 0.0f;
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return acosf(x);
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return ImAcos(x);
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//return (-0.69813170079773212f * x * x - 0.87266462599716477f) * x + 1.5707963267948966f; // Cheap approximation, may be enough for what we do.
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}
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@ -154,6 +154,13 @@ static inline float ImPow(float x, float y)
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static inline double ImPow(double x, double y) { return pow(x, y); }
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static inline float ImFmod(float x, float y) { return fmodf(x, y); }
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static inline double ImFmod(double x, double y) { return fmod(x, y); }
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static inline float ImCos(float x) { return cosf(x); }
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static inline float ImSin(float x) { return sinf(x); }
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static inline float ImAcos(float x) { return acosf(x); }
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static inline float ImAtan2(float y, float x) { return atan2f(y, x); }
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static inline double ImAtof(const char* s) { return atof(s); }
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static inline float ImFloorStd(float x) { return floorf(x); } // we already uses our own ImFloor() { return (float)(int)v } internally so the standard one wrapper is named differently (it's used by stb_truetype)
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static inline float ImCeil(float x) { return ceilf(x); }
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#endif
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// - ImMin/ImMax/ImClamp/ImLerp/ImSwap are used by widgets which support for variety of types: signed/unsigned int/long long float/double, using templates here but we could also redefine them 6 times
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template<typename T> static inline T ImMin(T lhs, T rhs) { return lhs < rhs ? lhs : rhs; }
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