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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)
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57841f417d
56
imgui.cpp
56
imgui.cpp
@ -6360,13 +6360,18 @@ int ImGui::ParseFormatPrecision(const char* fmt, int default_precision)
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return precision;
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}
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static float GetMinimumStepAtDecimalPrecision(int decimal_precision)
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{
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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 };
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return (decimal_precision >= 0 && decimal_precision < 10) ? min_steps[decimal_precision] : powf(10.0f, (float)-decimal_precision);
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}
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float ImGui::RoundScalar(float value, int decimal_precision)
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{
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// Round past decimal precision
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// So when our value is 1.99999 with a precision of 0.001 we'll end up rounding to 2.0
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// FIXME: Investigate better rounding methods
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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 };
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float min_step = (decimal_precision >= 0 && decimal_precision < 10) ? min_steps[decimal_precision] : powf(10.0f, (float)-decimal_precision);
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const float min_step = GetMinimumStepAtDecimalPrecision(decimal_precision);
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bool negative = value < 0.0f;
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value = fabsf(value);
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float remainder = fmodf(value, min_step);
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@ -6377,6 +6382,28 @@ float ImGui::RoundScalar(float value, int decimal_precision)
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return negative ? -value : value;
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}
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static inline float SliderBehaviorCalcRatioFromValue(float v, float v_min, float v_max, float power, float linear_zero_pos)
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{
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const bool is_non_linear = (power < 1.0f-0.00001f) && (power > 1.0f-0.00001f);
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if (is_non_linear)
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{
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float v_clamped = ImClamp(v, v_min, v_max);
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if (v_clamped < 0.0f)
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{
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const float f = 1.0f - (v_clamped - v_min) / (ImMin(0.0f,v_max) - v_min);
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return (1.0f - powf(f, 1.0f/power)) * linear_zero_pos;
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}
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else
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{
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const float f = (v_clamped - ImMax(0.0f,v_min)) / (v_max - ImMax(0.0f,v_min));
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return linear_zero_pos + powf(f, 1.0f/power) * (1.0f - linear_zero_pos);
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}
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}
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// Linear slider
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return (ImClamp(v, v_min, v_max) - v_min) / (v_max - v_min);
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}
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bool ImGui::SliderBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v_min, float v_max, float power, int decimal_precision, ImGuiSliderFlags flags)
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{
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ImGuiContext& g = *GImGui;
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@ -6386,7 +6413,7 @@ bool ImGui::SliderBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v
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// Draw frame
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RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);
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const bool is_non_linear = fabsf(power - 1.0f) > 0.0001f;
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const bool is_non_linear = (power < 1.0f-0.00001f) && (power > 1.0f-0.00001f);
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const bool is_horizontal = (flags & ImGuiSliderFlags_Vertical) == 0;
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const float grab_padding = 2.0f;
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@ -6469,29 +6496,8 @@ bool ImGui::SliderBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v
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}
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}
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// Calculate slider grab positioning
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float grab_t;
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if (is_non_linear)
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{
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float v_clamped = ImClamp(*v, v_min, v_max);
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if (v_clamped < 0.0f)
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{
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const float f = 1.0f - (v_clamped - v_min) / (ImMin(0.0f,v_max) - v_min);
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grab_t = (1.0f - powf(f, 1.0f/power)) * linear_zero_pos;
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}
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else
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{
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const float f = (v_clamped - ImMax(0.0f,v_min)) / (v_max - ImMax(0.0f,v_min));
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grab_t = linear_zero_pos + powf(f, 1.0f/power) * (1.0f - linear_zero_pos);
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}
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}
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else
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{
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// Linear slider
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grab_t = (ImClamp(*v, v_min, v_max) - v_min) / (v_max - v_min);
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}
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// Draw
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float grab_t = SliderBehaviorCalcRatioFromValue(*v, v_min, v_max, power, linear_zero_pos);
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if (!is_horizontal)
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grab_t = 1.0f - grab_t;
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const float grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t);
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