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Clipper: use line size instead of cursor comparaison when range are large. (#3609, #3962 + https://github.com/ocornut/imgui_club/issues/20)
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@ -2471,17 +2471,23 @@ bool ImGuiListClipper::Step()
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if (ItemsHeight <= 0.0f)
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{
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IM_ASSERT(data->StepNo == 1);
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bool affected_by_floating_point_precision = false;
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if (table)
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{
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const float pos_y1 = table->RowPosY1; // Using RowPosY1 instead of StartPosY to handle clipper straddling the frozen row
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const float pos_y2 = table->RowPosY2; // Using RowPosY2 instead of CursorPos.y to take account of tallest cell.
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ItemsHeight = pos_y2 - pos_y1;
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window->DC.CursorPos.y = pos_y2;
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affected_by_floating_point_precision = ImIsFloatAboveGuaranteedIntegerPrecision(pos_y1) || ImIsFloatAboveGuaranteedIntegerPrecision(pos_y2);
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}
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else
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{
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ItemsHeight = (window->DC.CursorPos.y - StartPosY) / (float)(DisplayEnd - DisplayStart);
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affected_by_floating_point_precision = ImIsFloatAboveGuaranteedIntegerPrecision(StartPosY) || ImIsFloatAboveGuaranteedIntegerPrecision(window->DC.CursorPos.y);
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}
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if (affected_by_floating_point_precision)
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ItemsHeight = window->DC.PrevLineSize.y + g.Style.ItemSpacing.y; // FIXME: Technically wouldn't allow multi-line entries.
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IM_ASSERT(ItemsHeight > 0.0f && "Unable to calculate item height! First item hasn't moved the cursor vertically!");
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calc_clipping = true; // If item height had to be calculated, calculate clipping afterwards.
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}
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2
imgui.h
2
imgui.h
@ -64,7 +64,7 @@ Index of this file:
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// Version
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// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
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#define IMGUI_VERSION "1.86 WIP"
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#define IMGUI_VERSION_NUM 18515
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#define IMGUI_VERSION_NUM 18516
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#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
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#define IMGUI_HAS_TABLE
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@ -448,6 +448,7 @@ static inline float ImDot(const ImVec2& a, const ImVec2& b)
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static inline ImVec2 ImRotate(const ImVec2& v, float cos_a, float sin_a) { return ImVec2(v.x * cos_a - v.y * sin_a, v.x * sin_a + v.y * cos_a); }
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static inline float ImLinearSweep(float current, float target, float speed) { if (current < target) return ImMin(current + speed, target); if (current > target) return ImMax(current - speed, target); return current; }
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static inline ImVec2 ImMul(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); }
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static inline bool ImIsFloatAboveGuaranteedIntegerPrecision(float f) { return f <= -16777216 || f >= 16777216; }
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IM_MSVC_RUNTIME_CHECKS_RESTORE
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// Helpers: Geometry
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