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SliderBehavior, RoundScalar: split into separate functions for usage in upcoming nav commits. Testing power==1.0f without fabsf(). Maybe just use == 1.0f as well? (#323)

This commit is contained in:
ocornut 2016-07-16 11:06:30 +02:00
parent 6f7da2f9f2
commit 57841f417d

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@ -6360,13 +6360,18 @@ int ImGui::ParseFormatPrecision(const char* fmt, int default_precision)
return precision; return precision;
} }
static float GetMinimumStepAtDecimalPrecision(int decimal_precision)
{
static const float min_steps[10] = { 1.0f, 0.1f, 0.01f, 0.001f, 0.0001f, 0.00001f, 0.000001f, 0.0000001f, 0.00000001f, 0.000000001f };
return (decimal_precision >= 0 && decimal_precision < 10) ? min_steps[decimal_precision] : powf(10.0f, (float)-decimal_precision);
}
float ImGui::RoundScalar(float value, int decimal_precision) float ImGui::RoundScalar(float value, int decimal_precision)
{ {
// Round past decimal precision // Round past decimal precision
// So when our value is 1.99999 with a precision of 0.001 we'll end up rounding to 2.0 // So when our value is 1.99999 with a precision of 0.001 we'll end up rounding to 2.0
// FIXME: Investigate better rounding methods // FIXME: Investigate better rounding methods
static const float min_steps[10] = { 1.0f, 0.1f, 0.01f, 0.001f, 0.0001f, 0.00001f, 0.000001f, 0.0000001f, 0.00000001f, 0.000000001f }; const float min_step = GetMinimumStepAtDecimalPrecision(decimal_precision);
float min_step = (decimal_precision >= 0 && decimal_precision < 10) ? min_steps[decimal_precision] : powf(10.0f, (float)-decimal_precision);
bool negative = value < 0.0f; bool negative = value < 0.0f;
value = fabsf(value); value = fabsf(value);
float remainder = fmodf(value, min_step); float remainder = fmodf(value, min_step);
@ -6377,6 +6382,28 @@ float ImGui::RoundScalar(float value, int decimal_precision)
return negative ? -value : value; return negative ? -value : value;
} }
static inline float SliderBehaviorCalcRatioFromValue(float v, float v_min, float v_max, float power, float linear_zero_pos)
{
const bool is_non_linear = (power < 1.0f-0.00001f) && (power > 1.0f-0.00001f);
if (is_non_linear)
{
float v_clamped = ImClamp(v, v_min, v_max);
if (v_clamped < 0.0f)
{
const float f = 1.0f - (v_clamped - v_min) / (ImMin(0.0f,v_max) - v_min);
return (1.0f - powf(f, 1.0f/power)) * linear_zero_pos;
}
else
{
const float f = (v_clamped - ImMax(0.0f,v_min)) / (v_max - ImMax(0.0f,v_min));
return linear_zero_pos + powf(f, 1.0f/power) * (1.0f - linear_zero_pos);
}
}
// Linear slider
return (ImClamp(v, v_min, v_max) - v_min) / (v_max - v_min);
}
bool ImGui::SliderBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v_min, float v_max, float power, int decimal_precision, ImGuiSliderFlags flags) bool ImGui::SliderBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v_min, float v_max, float power, int decimal_precision, ImGuiSliderFlags flags)
{ {
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
@ -6386,7 +6413,7 @@ bool ImGui::SliderBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v
// Draw frame // Draw frame
RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);
const bool is_non_linear = fabsf(power - 1.0f) > 0.0001f; const bool is_non_linear = (power < 1.0f-0.00001f) && (power > 1.0f-0.00001f);
const bool is_horizontal = (flags & ImGuiSliderFlags_Vertical) == 0; const bool is_horizontal = (flags & ImGuiSliderFlags_Vertical) == 0;
const float grab_padding = 2.0f; const float grab_padding = 2.0f;
@ -6469,29 +6496,8 @@ bool ImGui::SliderBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v
} }
} }
// Calculate slider grab positioning
float grab_t;
if (is_non_linear)
{
float v_clamped = ImClamp(*v, v_min, v_max);
if (v_clamped < 0.0f)
{
const float f = 1.0f - (v_clamped - v_min) / (ImMin(0.0f,v_max) - v_min);
grab_t = (1.0f - powf(f, 1.0f/power)) * linear_zero_pos;
}
else
{
const float f = (v_clamped - ImMax(0.0f,v_min)) / (v_max - ImMax(0.0f,v_min));
grab_t = linear_zero_pos + powf(f, 1.0f/power) * (1.0f - linear_zero_pos);
}
}
else
{
// Linear slider
grab_t = (ImClamp(*v, v_min, v_max) - v_min) / (v_max - v_min);
}
// Draw // Draw
float grab_t = SliderBehaviorCalcRatioFromValue(*v, v_min, v_max, power, linear_zero_pos);
if (!is_horizontal) if (!is_horizontal)
grab_t = 1.0f - grab_t; grab_t = 1.0f - grab_t;
const float grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t); const float grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t);