mirror of
https://github.com/ocornut/imgui.git
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Renamed ImFloor() to ImTrunc(). Renamed ImFloorSigned() to ImFloor(). (#6861)
This commit is contained in:
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e5ca5351d5
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@ -104,6 +104,7 @@ Other changes:
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is compiled in MBCS mode and using a non-Unicode window. (#6785, #6782, #5725, #5961) [@sneakyevil]
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- Backends: Win32: Synthesize key-down event on key-up for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows
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doesn't emit it (same behavior as GLFW/SDL). (#6859) [@thedmd, @SuperWangKai]
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- Internals: Renamed ImFloor() to ImTrunc(). Renamed ImFloorSigned() to ImFloor(). (#6861)
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-----------------------------------------------------------------------
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158
imgui.cpp
158
imgui.cpp
@ -1216,30 +1216,30 @@ ImGuiStyle::ImGuiStyle()
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// Important: This operation is lossy because we round all sizes to integer. If you need to change your scale multiples, call this over a freshly initialized ImGuiStyle structure rather than scaling multiple times.
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void ImGuiStyle::ScaleAllSizes(float scale_factor)
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{
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WindowPadding = ImFloor(WindowPadding * scale_factor);
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WindowRounding = ImFloor(WindowRounding * scale_factor);
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WindowMinSize = ImFloor(WindowMinSize * scale_factor);
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ChildRounding = ImFloor(ChildRounding * scale_factor);
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PopupRounding = ImFloor(PopupRounding * scale_factor);
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FramePadding = ImFloor(FramePadding * scale_factor);
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FrameRounding = ImFloor(FrameRounding * scale_factor);
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ItemSpacing = ImFloor(ItemSpacing * scale_factor);
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ItemInnerSpacing = ImFloor(ItemInnerSpacing * scale_factor);
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CellPadding = ImFloor(CellPadding * scale_factor);
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TouchExtraPadding = ImFloor(TouchExtraPadding * scale_factor);
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IndentSpacing = ImFloor(IndentSpacing * scale_factor);
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ColumnsMinSpacing = ImFloor(ColumnsMinSpacing * scale_factor);
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ScrollbarSize = ImFloor(ScrollbarSize * scale_factor);
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ScrollbarRounding = ImFloor(ScrollbarRounding * scale_factor);
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GrabMinSize = ImFloor(GrabMinSize * scale_factor);
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GrabRounding = ImFloor(GrabRounding * scale_factor);
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LogSliderDeadzone = ImFloor(LogSliderDeadzone * scale_factor);
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TabRounding = ImFloor(TabRounding * scale_factor);
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TabMinWidthForCloseButton = (TabMinWidthForCloseButton != FLT_MAX) ? ImFloor(TabMinWidthForCloseButton * scale_factor) : FLT_MAX;
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SeparatorTextPadding = ImFloor(SeparatorTextPadding * scale_factor);
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DisplayWindowPadding = ImFloor(DisplayWindowPadding * scale_factor);
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DisplaySafeAreaPadding = ImFloor(DisplaySafeAreaPadding * scale_factor);
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MouseCursorScale = ImFloor(MouseCursorScale * scale_factor);
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WindowPadding = ImTrunc(WindowPadding * scale_factor);
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WindowRounding = ImTrunc(WindowRounding * scale_factor);
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WindowMinSize = ImTrunc(WindowMinSize * scale_factor);
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ChildRounding = ImTrunc(ChildRounding * scale_factor);
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PopupRounding = ImTrunc(PopupRounding * scale_factor);
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FramePadding = ImTrunc(FramePadding * scale_factor);
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FrameRounding = ImTrunc(FrameRounding * scale_factor);
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ItemSpacing = ImTrunc(ItemSpacing * scale_factor);
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ItemInnerSpacing = ImTrunc(ItemInnerSpacing * scale_factor);
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CellPadding = ImTrunc(CellPadding * scale_factor);
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TouchExtraPadding = ImTrunc(TouchExtraPadding * scale_factor);
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IndentSpacing = ImTrunc(IndentSpacing * scale_factor);
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ColumnsMinSpacing = ImTrunc(ColumnsMinSpacing * scale_factor);
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ScrollbarSize = ImTrunc(ScrollbarSize * scale_factor);
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ScrollbarRounding = ImTrunc(ScrollbarRounding * scale_factor);
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GrabMinSize = ImTrunc(GrabMinSize * scale_factor);
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GrabRounding = ImTrunc(GrabRounding * scale_factor);
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LogSliderDeadzone = ImTrunc(LogSliderDeadzone * scale_factor);
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TabRounding = ImTrunc(TabRounding * scale_factor);
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TabMinWidthForCloseButton = (TabMinWidthForCloseButton != FLT_MAX) ? ImTrunc(TabMinWidthForCloseButton * scale_factor) : FLT_MAX;
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SeparatorTextPadding = ImTrunc(SeparatorTextPadding * scale_factor);
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DisplayWindowPadding = ImTrunc(DisplayWindowPadding * scale_factor);
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DisplaySafeAreaPadding = ImTrunc(DisplaySafeAreaPadding * scale_factor);
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MouseCursorScale = ImTrunc(MouseCursorScale * scale_factor);
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}
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ImGuiIO::ImGuiIO()
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@ -1527,7 +1527,7 @@ void ImGuiIO::AddMousePosEvent(float x, float y)
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return;
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// Apply same flooring as UpdateMouseInputs()
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ImVec2 pos((x > -FLT_MAX) ? ImFloorSigned(x) : x, (y > -FLT_MAX) ? ImFloorSigned(y) : y);
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ImVec2 pos((x > -FLT_MAX) ? ImFloor(x) : x, (y > -FLT_MAX) ? ImFloor(y) : y);
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// Filter duplicate
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const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MousePos);
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@ -3420,7 +3420,7 @@ void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, con
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// Render text, render ellipsis
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RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_ellipsis, &text_size, ImVec2(0.0f, 0.0f));
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ImVec2 ellipsis_pos = ImFloor(ImVec2(pos_min.x + text_size_clipped_x, pos_min.y));
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ImVec2 ellipsis_pos = ImTrunc(ImVec2(pos_min.x + text_size_clipped_x, pos_min.y));
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if (ellipsis_pos.x + ellipsis_width <= ellipsis_max_x)
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for (int i = 0; i < font->EllipsisCharCount; i++, ellipsis_pos.x += font->EllipsisCharStep * font_scale)
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font->RenderChar(draw_list, font_size, ellipsis_pos, GetColorU32(ImGuiCol_Text), font->EllipsisChar);
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@ -5182,7 +5182,7 @@ ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_tex
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// FIXME: Investigate using ceilf or e.g.
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// - https://git.musl-libc.org/cgit/musl/tree/src/math/ceilf.c
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// - https://embarkstudios.github.io/rust-gpu/api/src/libm/math/ceilf.rs.html
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text_size.x = IM_FLOOR(text_size.x + 0.99999f);
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text_size.x = IM_TRUNC(text_size.x + 0.99999f);
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return text_size;
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}
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@ -5399,7 +5399,7 @@ bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, b
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// Size
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const ImVec2 content_avail = GetContentRegionAvail();
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ImVec2 size = ImFloor(size_arg);
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ImVec2 size = ImTrunc(size_arg);
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const int auto_fit_axises = ((size.x == 0.0f) ? (1 << ImGuiAxis_X) : 0x00) | ((size.y == 0.0f) ? (1 << ImGuiAxis_Y) : 0x00);
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if (size.x <= 0.0f)
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size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too many issues)
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@ -5547,9 +5547,9 @@ ImGuiWindow* ImGui::FindWindowByName(const char* name)
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static void ApplyWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings)
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{
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window->Pos = ImFloor(ImVec2(settings->Pos.x, settings->Pos.y));
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window->Pos = ImTrunc(ImVec2(settings->Pos.x, settings->Pos.y));
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if (settings->Size.x > 0 && settings->Size.y > 0)
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window->Size = window->SizeFull = ImFloor(ImVec2(settings->Size.x, settings->Size.y));
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window->Size = window->SizeFull = ImTrunc(ImVec2(settings->Size.x, settings->Size.y));
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window->Collapsed = settings->Collapsed;
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}
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@ -5651,8 +5651,8 @@ static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, const ImVec2& s
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g.NextWindowData.SizeCallback(&data);
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new_size = data.DesiredSize;
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}
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new_size.x = IM_FLOOR(new_size.x);
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new_size.y = IM_FLOOR(new_size.y);
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new_size.x = IM_TRUNC(new_size.x);
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new_size.y = IM_TRUNC(new_size.y);
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}
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// Minimum size
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@ -5680,10 +5680,10 @@ static void CalcWindowContentSizes(ImGuiWindow* window, ImVec2* content_size_cur
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return;
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}
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content_size_current->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_FLOOR(window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x);
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content_size_current->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_FLOOR(window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y);
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content_size_ideal->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_FLOOR(ImMax(window->DC.CursorMaxPos.x, window->DC.IdealMaxPos.x) - window->DC.CursorStartPos.x);
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content_size_ideal->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_FLOOR(ImMax(window->DC.CursorMaxPos.y, window->DC.IdealMaxPos.y) - window->DC.CursorStartPos.y);
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content_size_current->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_TRUNC(window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x);
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content_size_current->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_TRUNC(window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y);
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content_size_ideal->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_TRUNC(ImMax(window->DC.CursorMaxPos.x, window->DC.IdealMaxPos.x) - window->DC.CursorStartPos.x);
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content_size_ideal->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_TRUNC(ImMax(window->DC.CursorMaxPos.y, window->DC.IdealMaxPos.y) - window->DC.CursorStartPos.y);
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}
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static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_contents)
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@ -5835,8 +5835,8 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& s
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bool ret_auto_fit = false;
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const int resize_border_count = g.IO.ConfigWindowsResizeFromEdges ? 4 : 0;
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const float grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));
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const float grip_hover_inner_size = IM_FLOOR(grip_draw_size * 0.75f);
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const float grip_draw_size = IM_TRUNC(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));
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const float grip_hover_inner_size = IM_TRUNC(grip_draw_size * 0.75f);
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const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_HOVER_PADDING : 0.0f;
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ImRect clamp_rect = visibility_rect;
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@ -5942,7 +5942,7 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& s
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g.NavWindowingToggleLayer = false;
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g.NavDisableMouseHover = true;
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resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive);
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ImVec2 accum_floored = ImFloor(g.NavWindowingAccumDeltaSize);
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ImVec2 accum_floored = ImTrunc(g.NavWindowingAccumDeltaSize);
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if (accum_floored.x != 0.0f || accum_floored.y != 0.0f)
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{
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// FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck.
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@ -5960,7 +5960,7 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& s
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}
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if (pos_target.x != FLT_MAX)
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{
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window->Pos = ImFloor(pos_target);
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window->Pos = ImTrunc(pos_target);
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MarkIniSettingsDirty(window);
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}
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@ -6579,7 +6579,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow))
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if (viewport_rect.GetWidth() > 0.0f && viewport_rect.GetHeight() > 0.0f)
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ClampWindowPos(window, visibility_rect);
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window->Pos = ImFloor(window->Pos);
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window->Pos = ImTrunc(window->Pos);
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// Lock window rounding for the frame (so that altering them doesn't cause inconsistencies)
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// Large values tend to lead to variety of artifacts and are not recommended.
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@ -6615,7 +6615,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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int border_held = -1;
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ImU32 resize_grip_col[4] = {};
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const int resize_grip_count = g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // Allow resize from lower-left if we have the mouse cursor feedback for it.
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const float resize_grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.10f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));
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const float resize_grip_draw_size = IM_TRUNC(ImMax(g.FontSize * 1.10f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));
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if (!window->Collapsed)
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if (UpdateWindowManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0], visibility_rect))
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use_current_size_for_scrollbar_x = use_current_size_for_scrollbar_y = true;
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@ -6680,17 +6680,17 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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// Affected by window/frame border size. Used by:
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// - Begin() initial clip rect
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float top_border_size = (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize);
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window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + ImMax(ImFloor(window->WindowPadding.x * 0.5f), window->WindowBorderSize));
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window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerRect.Min.y + top_border_size);
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window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerRect.Max.x - ImMax(ImFloor(window->WindowPadding.x * 0.5f), window->WindowBorderSize));
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window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerRect.Max.y - window->WindowBorderSize);
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window->InnerClipRect.Min.x = ImTrunc(0.5f + window->InnerRect.Min.x + ImMax(ImTrunc(window->WindowPadding.x * 0.5f), window->WindowBorderSize));
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window->InnerClipRect.Min.y = ImTrunc(0.5f + window->InnerRect.Min.y + top_border_size);
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window->InnerClipRect.Max.x = ImTrunc(0.5f + window->InnerRect.Max.x - ImMax(ImTrunc(window->WindowPadding.x * 0.5f), window->WindowBorderSize));
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window->InnerClipRect.Max.y = ImTrunc(0.5f + window->InnerRect.Max.y - window->WindowBorderSize);
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window->InnerClipRect.ClipWithFull(host_rect);
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// Default item width. Make it proportional to window size if window manually resizes
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if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize))
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window->ItemWidthDefault = ImFloor(window->Size.x * 0.65f);
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window->ItemWidthDefault = ImTrunc(window->Size.x * 0.65f);
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else
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window->ItemWidthDefault = ImFloor(g.FontSize * 16.0f);
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window->ItemWidthDefault = ImTrunc(g.FontSize * 16.0f);
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// SCROLLING
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@ -6751,8 +6751,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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const bool allow_scrollbar_y = !(flags & ImGuiWindowFlags_NoScrollbar);
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const float work_rect_size_x = (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : ImMax(allow_scrollbar_x ? window->ContentSize.x : 0.0f, window->Size.x - window->WindowPadding.x * 2.0f - (window->DecoOuterSizeX1 + window->DecoOuterSizeX2)));
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const float work_rect_size_y = (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : ImMax(allow_scrollbar_y ? window->ContentSize.y : 0.0f, window->Size.y - window->WindowPadding.y * 2.0f - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2)));
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window->WorkRect.Min.x = ImFloor(window->InnerRect.Min.x - window->Scroll.x + ImMax(window->WindowPadding.x, window->WindowBorderSize));
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window->WorkRect.Min.y = ImFloor(window->InnerRect.Min.y - window->Scroll.y + ImMax(window->WindowPadding.y, window->WindowBorderSize));
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window->WorkRect.Min.x = ImTrunc(window->InnerRect.Min.x - window->Scroll.x + ImMax(window->WindowPadding.x, window->WindowBorderSize));
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window->WorkRect.Min.y = ImTrunc(window->InnerRect.Min.y - window->Scroll.y + ImMax(window->WindowPadding.y, window->WindowBorderSize));
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window->WorkRect.Max.x = window->WorkRect.Min.x + work_rect_size_x;
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window->WorkRect.Max.y = window->WorkRect.Min.y + work_rect_size_y;
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window->ParentWorkRect = window->WorkRect;
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@ -7427,7 +7427,7 @@ void ImGui::SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond)
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// Set
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const ImVec2 old_pos = window->Pos;
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window->Pos = ImFloor(pos);
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window->Pos = ImTrunc(pos);
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ImVec2 offset = window->Pos - old_pos;
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if (offset.x == 0.0f && offset.y == 0.0f)
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return;
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@ -7472,11 +7472,11 @@ void ImGui::SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond con
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if (size.x <= 0.0f)
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window->AutoFitOnlyGrows = false;
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else
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window->SizeFull.x = IM_FLOOR(size.x);
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window->SizeFull.x = IM_TRUNC(size.x);
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if (size.y <= 0.0f)
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window->AutoFitOnlyGrows = false;
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else
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window->SizeFull.y = IM_FLOOR(size.y);
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window->SizeFull.y = IM_TRUNC(size.y);
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if (old_size.x != window->SizeFull.x || old_size.y != window->SizeFull.y)
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MarkIniSettingsDirty(window);
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}
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@ -7591,7 +7591,7 @@ void ImGui::SetNextWindowContentSize(const ImVec2& size)
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{
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ImGuiContext& g = *GImGui;
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g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasContentSize;
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g.NextWindowData.ContentSizeVal = ImFloor(size);
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g.NextWindowData.ContentSizeVal = ImTrunc(size);
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}
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void ImGui::SetNextWindowScroll(const ImVec2& scroll)
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@ -8652,7 +8652,7 @@ static void ImGui::UpdateMouseInputs()
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// Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well)
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if (IsMousePosValid(&io.MousePos))
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io.MousePos = g.MouseLastValidPos = ImFloorSigned(io.MousePos);
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io.MousePos = g.MouseLastValidPos = ImFloor(io.MousePos);
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// If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta
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if (IsMousePosValid(&io.MousePos) && IsMousePosValid(&io.MousePosPrev))
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@ -8807,8 +8807,8 @@ void ImGui::UpdateMouseWheel()
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{
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const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size;
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SetWindowPos(window, window->Pos + offset, 0);
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window->Size = ImFloor(window->Size * scale);
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window->SizeFull = ImFloor(window->SizeFull * scale);
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window->Size = ImTrunc(window->Size * scale);
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window->SizeFull = ImTrunc(window->SizeFull * scale);
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}
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return;
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}
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@ -8844,14 +8844,14 @@ void ImGui::UpdateMouseWheel()
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{
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LockWheelingWindow(window, wheel.x);
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float max_step = window->InnerRect.GetWidth() * 0.67f;
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float scroll_step = ImFloor(ImMin(2 * window->CalcFontSize(), max_step));
|
||||
float scroll_step = ImTrunc(ImMin(2 * window->CalcFontSize(), max_step));
|
||||
SetScrollX(window, window->Scroll.x - wheel.x * scroll_step);
|
||||
}
|
||||
if (do_scroll[ImGuiAxis_Y])
|
||||
{
|
||||
LockWheelingWindow(window, wheel.y);
|
||||
float max_step = window->InnerRect.GetHeight() * 0.67f;
|
||||
float scroll_step = ImFloor(ImMin(5 * window->CalcFontSize(), max_step));
|
||||
float scroll_step = ImTrunc(ImMin(5 * window->CalcFontSize(), max_step));
|
||||
SetScrollY(window, window->Scroll.y - wheel.y * scroll_step);
|
||||
}
|
||||
}
|
||||
@ -9481,8 +9481,8 @@ void ImGui::ItemSize(const ImVec2& size, float text_baseline_y)
|
||||
//if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG]
|
||||
window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x + size.x;
|
||||
window->DC.CursorPosPrevLine.y = line_y1;
|
||||
window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); // Next line
|
||||
window->DC.CursorPos.y = IM_FLOOR(line_y1 + line_height + g.Style.ItemSpacing.y); // Next line
|
||||
window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); // Next line
|
||||
window->DC.CursorPos.y = IM_TRUNC(line_y1 + line_height + g.Style.ItemSpacing.y); // Next line
|
||||
window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x);
|
||||
window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y - g.Style.ItemSpacing.y);
|
||||
//if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG]
|
||||
@ -9713,8 +9713,8 @@ void ImGui::PushMultiItemsWidths(int components, float w_full)
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiWindow* window = g.CurrentWindow;
|
||||
const ImGuiStyle& style = g.Style;
|
||||
const float w_item_one = ImMax(1.0f, IM_FLOOR((w_full - (style.ItemInnerSpacing.x) * (components - 1)) / (float)components));
|
||||
const float w_item_last = ImMax(1.0f, IM_FLOOR(w_full - (w_item_one + style.ItemInnerSpacing.x) * (components - 1)));
|
||||
const float w_item_one = ImMax(1.0f, IM_TRUNC((w_full - (style.ItemInnerSpacing.x) * (components - 1)) / (float)components));
|
||||
const float w_item_last = ImMax(1.0f, IM_TRUNC(w_full - (w_item_one + style.ItemInnerSpacing.x) * (components - 1)));
|
||||
window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width
|
||||
window->DC.ItemWidthStack.push_back(w_item_last);
|
||||
for (int i = 0; i < components - 2; i++)
|
||||
@ -9746,7 +9746,7 @@ float ImGui::CalcItemWidth()
|
||||
float region_max_x = GetContentRegionMaxAbs().x;
|
||||
w = ImMax(1.0f, region_max_x - window->DC.CursorPos.x + w);
|
||||
}
|
||||
w = IM_FLOOR(w);
|
||||
w = IM_TRUNC(w);
|
||||
return w;
|
||||
}
|
||||
|
||||
@ -9968,7 +9968,7 @@ static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window)
|
||||
}
|
||||
scroll[axis] = scroll_target - center_ratio * (window->SizeFull[axis] - decoration_size[axis]);
|
||||
}
|
||||
scroll[axis] = IM_FLOOR(ImMax(scroll[axis], 0.0f));
|
||||
scroll[axis] = IM_TRUNC(ImMax(scroll[axis], 0.0f));
|
||||
if (!window->Collapsed && !window->SkipItems)
|
||||
scroll[axis] = ImMin(scroll[axis], window->ScrollMax[axis]);
|
||||
}
|
||||
@ -10023,7 +10023,7 @@ ImVec2 ImGui::ScrollToRectEx(ImGuiWindow* window, const ImRect& item_rect, ImGui
|
||||
else if (((flags & ImGuiScrollFlags_KeepVisibleCenterX) && !fully_visible_x) || (flags & ImGuiScrollFlags_AlwaysCenterX))
|
||||
{
|
||||
if (can_be_fully_visible_x)
|
||||
SetScrollFromPosX(window, ImFloor((item_rect.Min.x + item_rect.Max.x) * 0.5f) - window->Pos.x, 0.5f);
|
||||
SetScrollFromPosX(window, ImTrunc((item_rect.Min.x + item_rect.Max.x) * 0.5f) - window->Pos.x, 0.5f);
|
||||
else
|
||||
SetScrollFromPosX(window, item_rect.Min.x - window->Pos.x, 0.0f);
|
||||
}
|
||||
@ -10038,7 +10038,7 @@ ImVec2 ImGui::ScrollToRectEx(ImGuiWindow* window, const ImRect& item_rect, ImGui
|
||||
else if (((flags & ImGuiScrollFlags_KeepVisibleCenterY) && !fully_visible_y) || (flags & ImGuiScrollFlags_AlwaysCenterY))
|
||||
{
|
||||
if (can_be_fully_visible_y)
|
||||
SetScrollFromPosY(window, ImFloor((item_rect.Min.y + item_rect.Max.y) * 0.5f) - window->Pos.y, 0.5f);
|
||||
SetScrollFromPosY(window, ImTrunc((item_rect.Min.y + item_rect.Max.y) * 0.5f) - window->Pos.y, 0.5f);
|
||||
else
|
||||
SetScrollFromPosY(window, item_rect.Min.y - window->Pos.y, 0.0f);
|
||||
}
|
||||
@ -10123,7 +10123,7 @@ void ImGui::SetScrollY(float scroll_y)
|
||||
void ImGui::SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio)
|
||||
{
|
||||
IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f);
|
||||
window->ScrollTarget.x = IM_FLOOR(local_x - window->DecoOuterSizeX1 - window->DecoInnerSizeX1 + window->Scroll.x); // Convert local position to scroll offset
|
||||
window->ScrollTarget.x = IM_TRUNC(local_x - window->DecoOuterSizeX1 - window->DecoInnerSizeX1 + window->Scroll.x); // Convert local position to scroll offset
|
||||
window->ScrollTargetCenterRatio.x = center_x_ratio;
|
||||
window->ScrollTargetEdgeSnapDist.x = 0.0f;
|
||||
}
|
||||
@ -10131,7 +10131,7 @@ void ImGui::SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x
|
||||
void ImGui::SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio)
|
||||
{
|
||||
IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f);
|
||||
window->ScrollTarget.y = IM_FLOOR(local_y - window->DecoOuterSizeY1 - window->DecoInnerSizeY1 + window->Scroll.y); // Convert local position to scroll offset
|
||||
window->ScrollTarget.y = IM_TRUNC(local_y - window->DecoOuterSizeY1 - window->DecoInnerSizeY1 + window->Scroll.y); // Convert local position to scroll offset
|
||||
window->ScrollTargetCenterRatio.y = center_y_ratio;
|
||||
window->ScrollTargetEdgeSnapDist.y = 0.0f;
|
||||
}
|
||||
@ -11396,7 +11396,7 @@ static ImVec2 ImGui::NavCalcPreferredRefPos()
|
||||
}
|
||||
ImVec2 pos = ImVec2(rect_rel.Min.x + ImMin(g.Style.FramePadding.x * 4, rect_rel.GetWidth()), rect_rel.Max.y - ImMin(g.Style.FramePadding.y, rect_rel.GetHeight()));
|
||||
ImGuiViewport* viewport = GetMainViewport();
|
||||
return ImFloor(ImClamp(pos, viewport->Pos, viewport->Pos + viewport->Size)); // ImFloor() is important because non-integer mouse position application in backend might be lossy and result in undesirable non-zero delta.
|
||||
return ImTrunc(ImClamp(pos, viewport->Pos, viewport->Pos + viewport->Size)); // ImTrunc() is important because non-integer mouse position application in backend might be lossy and result in undesirable non-zero delta.
|
||||
}
|
||||
}
|
||||
|
||||
@ -11539,9 +11539,9 @@ static void ImGui::NavUpdate()
|
||||
if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavWindowHasScrollY && move_dir != ImGuiDir_None)
|
||||
{
|
||||
if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right)
|
||||
SetScrollX(window, ImFloor(window->Scroll.x + ((move_dir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed));
|
||||
SetScrollX(window, ImTrunc(window->Scroll.x + ((move_dir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed));
|
||||
if (move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down)
|
||||
SetScrollY(window, ImFloor(window->Scroll.y + ((move_dir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed));
|
||||
SetScrollY(window, ImTrunc(window->Scroll.y + ((move_dir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed));
|
||||
}
|
||||
|
||||
// *Normal* Manual scroll with LStick
|
||||
@ -11551,9 +11551,9 @@ static void ImGui::NavUpdate()
|
||||
const ImVec2 scroll_dir = GetKeyMagnitude2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown);
|
||||
const float tweak_factor = IsKeyDown(ImGuiKey_NavGamepadTweakSlow) ? 1.0f / 10.0f : IsKeyDown(ImGuiKey_NavGamepadTweakFast) ? 10.0f : 1.0f;
|
||||
if (scroll_dir.x != 0.0f && window->ScrollbarX)
|
||||
SetScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed * tweak_factor));
|
||||
SetScrollX(window, ImTrunc(window->Scroll.x + scroll_dir.x * scroll_speed * tweak_factor));
|
||||
if (scroll_dir.y != 0.0f)
|
||||
SetScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed * tweak_factor));
|
||||
SetScrollY(window, ImTrunc(window->Scroll.y + scroll_dir.y * scroll_speed * tweak_factor));
|
||||
}
|
||||
}
|
||||
|
||||
@ -12245,7 +12245,7 @@ static void ImGui::NavUpdateWindowing()
|
||||
const float move_step = NAV_MOVE_SPEED * io.DeltaTime * ImMin(io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
|
||||
g.NavWindowingAccumDeltaPos += nav_move_dir * move_step;
|
||||
g.NavDisableMouseHover = true;
|
||||
ImVec2 accum_floored = ImFloor(g.NavWindowingAccumDeltaPos);
|
||||
ImVec2 accum_floored = ImTrunc(g.NavWindowingAccumDeltaPos);
|
||||
if (accum_floored.x != 0.0f || accum_floored.y != 0.0f)
|
||||
{
|
||||
ImGuiWindow* moving_window = g.NavWindowingTarget->RootWindow;
|
||||
@ -13548,8 +13548,8 @@ void ImGui::DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP*
|
||||
|
||||
ImRect thumb_r = thumb_window->Rect();
|
||||
ImRect title_r = thumb_window->TitleBarRect();
|
||||
thumb_r = ImRect(ImFloor(off + thumb_r.Min * scale), ImFloor(off + thumb_r.Max * scale));
|
||||
title_r = ImRect(ImFloor(off + title_r.Min * scale), ImFloor(off + ImVec2(title_r.Max.x, title_r.Min.y) * scale) + ImVec2(0,5)); // Exaggerate title bar height
|
||||
thumb_r = ImRect(ImTrunc(off + thumb_r.Min * scale), ImTrunc(off + thumb_r.Max * scale));
|
||||
title_r = ImRect(ImTrunc(off + title_r.Min * scale), ImTrunc(off + ImVec2(title_r.Max.x, title_r.Min.y) * scale) + ImVec2(0,5)); // Exaggerate title bar height
|
||||
thumb_r.ClipWithFull(bb);
|
||||
title_r.ClipWithFull(bb);
|
||||
const bool window_is_focused = (g.NavWindow && thumb_window->RootWindowForTitleBarHighlight == g.NavWindow->RootWindowForTitleBarHighlight);
|
||||
@ -14361,8 +14361,8 @@ void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, co
|
||||
// Draw bounding boxes
|
||||
if (show_aabb)
|
||||
{
|
||||
out_draw_list->AddRect(ImFloor(clip_rect.Min), ImFloor(clip_rect.Max), IM_COL32(255, 0, 255, 255)); // In pink: clipping rectangle submitted to GPU
|
||||
out_draw_list->AddRect(ImFloor(vtxs_rect.Min), ImFloor(vtxs_rect.Max), IM_COL32(0, 255, 255, 255)); // In cyan: bounding box of triangles
|
||||
out_draw_list->AddRect(ImTrunc(clip_rect.Min), ImTrunc(clip_rect.Max), IM_COL32(255, 0, 255, 255)); // In pink: clipping rectangle submitted to GPU
|
||||
out_draw_list->AddRect(ImTrunc(vtxs_rect.Min), ImTrunc(vtxs_rect.Max), IM_COL32(0, 255, 255, 255)); // In cyan: bounding box of triangles
|
||||
}
|
||||
out_draw_list->Flags = backup_flags;
|
||||
}
|
||||
|
@ -135,7 +135,7 @@ namespace IMGUI_STB_NAMESPACE
|
||||
#define STBTT_sqrt(x) ImSqrt(x)
|
||||
#define STBTT_pow(x,y) ImPow(x,y)
|
||||
#define STBTT_fabs(x) ImFabs(x)
|
||||
#define STBTT_ifloor(x) ((int)ImFloorSigned(x))
|
||||
#define STBTT_ifloor(x) ((int)ImFloor(x))
|
||||
#define STBTT_iceil(x) ((int)ImCeil(x))
|
||||
#define STBTT_STATIC
|
||||
#define STB_TRUETYPE_IMPLEMENTATION
|
||||
@ -1191,8 +1191,8 @@ void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, floa
|
||||
const float a_min_sample_f = IM_DRAWLIST_ARCFAST_SAMPLE_MAX * a_min / (IM_PI * 2.0f);
|
||||
const float a_max_sample_f = IM_DRAWLIST_ARCFAST_SAMPLE_MAX * a_max / (IM_PI * 2.0f);
|
||||
|
||||
const int a_min_sample = a_is_reverse ? (int)ImFloorSigned(a_min_sample_f) : (int)ImCeil(a_min_sample_f);
|
||||
const int a_max_sample = a_is_reverse ? (int)ImCeil(a_max_sample_f) : (int)ImFloorSigned(a_max_sample_f);
|
||||
const int a_min_sample = a_is_reverse ? (int)ImFloor(a_min_sample_f) : (int)ImCeil(a_min_sample_f);
|
||||
const int a_max_sample = a_is_reverse ? (int)ImCeil(a_max_sample_f) : (int)ImFloor(a_max_sample_f);
|
||||
const int a_mid_samples = a_is_reverse ? ImMax(a_min_sample - a_max_sample, 0) : ImMax(a_max_sample - a_min_sample, 0);
|
||||
|
||||
const float a_min_segment_angle = a_min_sample * IM_PI * 2.0f / IM_DRAWLIST_ARCFAST_SAMPLE_MAX;
|
||||
@ -2221,7 +2221,7 @@ ImFont* ImFontAtlas::AddFontDefault(const ImFontConfig* font_cfg_template)
|
||||
if (font_cfg.Name[0] == '\0')
|
||||
ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "ProggyClean.ttf, %dpx", (int)font_cfg.SizePixels);
|
||||
font_cfg.EllipsisChar = (ImWchar)0x0085;
|
||||
font_cfg.GlyphOffset.y = 1.0f * IM_FLOOR(font_cfg.SizePixels / 13.0f); // Add +1 offset per 13 units
|
||||
font_cfg.GlyphOffset.y = 1.0f * IM_TRUNC(font_cfg.SizePixels / 13.0f); // Add +1 offset per 13 units
|
||||
|
||||
const char* ttf_compressed_base85 = GetDefaultCompressedFontDataTTFBase85();
|
||||
const ImWchar* glyph_ranges = font_cfg.GlyphRanges != NULL ? font_cfg.GlyphRanges : GetGlyphRangesDefault();
|
||||
@ -2663,8 +2663,8 @@ static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
|
||||
int unscaled_ascent, unscaled_descent, unscaled_line_gap;
|
||||
stbtt_GetFontVMetrics(&src_tmp.FontInfo, &unscaled_ascent, &unscaled_descent, &unscaled_line_gap);
|
||||
|
||||
const float ascent = ImFloor(unscaled_ascent * font_scale + ((unscaled_ascent > 0.0f) ? +1 : -1));
|
||||
const float descent = ImFloor(unscaled_descent * font_scale + ((unscaled_descent > 0.0f) ? +1 : -1));
|
||||
const float ascent = ImTrunc(unscaled_ascent * font_scale + ((unscaled_ascent > 0.0f) ? +1 : -1));
|
||||
const float descent = ImTrunc(unscaled_descent * font_scale + ((unscaled_descent > 0.0f) ? +1 : -1));
|
||||
ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent);
|
||||
const float font_off_x = cfg.GlyphOffset.x;
|
||||
const float font_off_y = cfg.GlyphOffset.y + IM_ROUND(dst_font->Ascent);
|
||||
@ -2873,7 +2873,7 @@ void ImFontAtlasBuildInit(ImFontAtlas* atlas)
|
||||
// - Note that using io.FontGlobalScale or SetWindowFontScale(), with are legacy-ish, partially supported features, can still lead to unrounded sizes.
|
||||
// - We may support it better later and remove this rounding.
|
||||
for (ImFontConfig& cfg : atlas->ConfigData)
|
||||
cfg.SizePixels = ImFloor(cfg.SizePixels);
|
||||
cfg.SizePixels = ImTrunc(cfg.SizePixels);
|
||||
|
||||
// Register texture region for mouse cursors or standard white pixels
|
||||
if (atlas->PackIdMouseCursors < 0)
|
||||
@ -3400,7 +3400,7 @@ void ImFont::AddGlyph(const ImFontConfig* cfg, ImWchar codepoint, float x0, floa
|
||||
advance_x = ImClamp(advance_x, cfg->GlyphMinAdvanceX, cfg->GlyphMaxAdvanceX);
|
||||
if (advance_x != advance_x_original)
|
||||
{
|
||||
float char_off_x = cfg->PixelSnapH ? ImFloor((advance_x - advance_x_original) * 0.5f) : (advance_x - advance_x_original) * 0.5f;
|
||||
float char_off_x = cfg->PixelSnapH ? ImTrunc((advance_x - advance_x_original) * 0.5f) : (advance_x - advance_x_original) * 0.5f;
|
||||
x0 += char_off_x;
|
||||
x1 += char_off_x;
|
||||
}
|
||||
@ -3668,8 +3668,8 @@ void ImFont::RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, Im
|
||||
if (glyph->Colored)
|
||||
col |= ~IM_COL32_A_MASK;
|
||||
float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f;
|
||||
float x = IM_FLOOR(pos.x);
|
||||
float y = IM_FLOOR(pos.y);
|
||||
float x = IM_TRUNC(pos.x);
|
||||
float y = IM_TRUNC(pos.y);
|
||||
draw_list->PrimReserve(6, 4);
|
||||
draw_list->PrimRectUV(ImVec2(x + glyph->X0 * scale, y + glyph->Y0 * scale), ImVec2(x + glyph->X1 * scale, y + glyph->Y1 * scale), ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col);
|
||||
}
|
||||
@ -3681,8 +3681,8 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, Im
|
||||
text_end = text_begin + strlen(text_begin); // ImGui:: functions generally already provides a valid text_end, so this is merely to handle direct calls.
|
||||
|
||||
// Align to be pixel perfect
|
||||
float x = IM_FLOOR(pos.x);
|
||||
float y = IM_FLOOR(pos.y);
|
||||
float x = IM_TRUNC(pos.x);
|
||||
float y = IM_TRUNC(pos.y);
|
||||
if (y > clip_rect.w)
|
||||
return;
|
||||
|
||||
|
@ -82,7 +82,7 @@ Index of this file:
|
||||
#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx'
|
||||
#endif
|
||||
#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx'
|
||||
#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants ok, for ImFloorSigned()
|
||||
#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants ok, for ImFloor()
|
||||
#pragma clang diagnostic ignored "-Wunused-function" // for stb_textedit.h
|
||||
#pragma clang diagnostic ignored "-Wmissing-prototypes" // for stb_textedit.h
|
||||
#pragma clang diagnostic ignored "-Wold-style-cast"
|
||||
@ -271,10 +271,13 @@ namespace ImStb
|
||||
#define IM_MEMALIGN(_OFF,_ALIGN) (((_OFF) + ((_ALIGN) - 1)) & ~((_ALIGN) - 1)) // Memory align e.g. IM_ALIGN(0,4)=0, IM_ALIGN(1,4)=4, IM_ALIGN(4,4)=4, IM_ALIGN(5,4)=8
|
||||
#define IM_F32_TO_INT8_UNBOUND(_VAL) ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f))) // Unsaturated, for display purpose
|
||||
#define IM_F32_TO_INT8_SAT(_VAL) ((int)(ImSaturate(_VAL) * 255.0f + 0.5f)) // Saturated, always output 0..255
|
||||
#define IM_FLOOR(_VAL) ((float)(int)(_VAL)) // ImFloor() is not inlined in MSVC debug builds
|
||||
#define IM_TRUNC(_VAL) ((float)(int)(_VAL)) // ImTrunc() is not inlined in MSVC debug builds
|
||||
#define IM_ROUND(_VAL) ((float)(int)((_VAL) + 0.5f)) //
|
||||
#define IM_STRINGIFY_HELPER(_X) #_X
|
||||
#define IM_STRINGIFY(_X) IM_STRINGIFY_HELPER(_X) // Preprocessor idiom to stringify e.g. an integer.
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
#define IM_FLOOR IM_TRUNC
|
||||
#endif
|
||||
|
||||
// Enforce cdecl calling convention for functions called by the standard library, in case compilation settings changed the default to e.g. __vectorcall
|
||||
#ifdef _MSC_VER
|
||||
@ -438,7 +441,6 @@ IM_MSVC_RUNTIME_CHECKS_OFF
|
||||
#define ImAcos(X) acosf(X)
|
||||
#define ImAtan2(Y, X) atan2f((Y), (X))
|
||||
#define ImAtof(STR) atof(STR)
|
||||
//#define ImFloorStd(X) floorf(X) // We use our own, see ImFloor() and ImFloorSigned()
|
||||
#define ImCeil(X) ceilf(X)
|
||||
static inline float ImPow(float x, float y) { return powf(x, y); } // DragBehaviorT/SliderBehaviorT uses ImPow with either float/double and need the precision
|
||||
static inline double ImPow(double x, double y) { return pow(x, y); }
|
||||
@ -476,10 +478,10 @@ static inline float ImSaturate(float f)
|
||||
static inline float ImLengthSqr(const ImVec2& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y); }
|
||||
static inline float ImLengthSqr(const ImVec4& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y) + (lhs.z * lhs.z) + (lhs.w * lhs.w); }
|
||||
static inline float ImInvLength(const ImVec2& lhs, float fail_value) { float d = (lhs.x * lhs.x) + (lhs.y * lhs.y); if (d > 0.0f) return ImRsqrt(d); return fail_value; }
|
||||
static inline float ImFloor(float f) { return (float)(int)(f); }
|
||||
static inline float ImFloorSigned(float f) { return (float)((f >= 0 || (float)(int)f == f) ? (int)f : (int)f - 1); } // Decent replacement for floorf()
|
||||
static inline ImVec2 ImFloor(const ImVec2& v) { return ImVec2((float)(int)(v.x), (float)(int)(v.y)); }
|
||||
static inline ImVec2 ImFloorSigned(const ImVec2& v) { return ImVec2(ImFloorSigned(v.x), ImFloorSigned(v.y)); }
|
||||
static inline float ImTrunc(float f) { return (float)(int)(f); }
|
||||
static inline ImVec2 ImTrunc(const ImVec2& v) { return ImVec2((float)(int)(v.x), (float)(int)(v.y)); }
|
||||
static inline float ImFloor(float f) { return (float)((f >= 0 || (float)(int)f == f) ? (int)f : (int)f - 1); } // Decent replacement for floorf()
|
||||
static inline ImVec2 ImFloor(const ImVec2& v) { return ImVec2(ImFloor(v.x), ImFloor(v.y)); }
|
||||
static inline int ImModPositive(int a, int b) { return (a + b) % b; }
|
||||
static inline float ImDot(const ImVec2& a, const ImVec2& b) { return a.x * b.x + a.y * b.y; }
|
||||
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); }
|
||||
@ -552,7 +554,7 @@ struct IMGUI_API ImRect
|
||||
void TranslateY(float dy) { Min.y += dy; Max.y += dy; }
|
||||
void ClipWith(const ImRect& r) { Min = ImMax(Min, r.Min); Max = ImMin(Max, r.Max); } // Simple version, may lead to an inverted rectangle, which is fine for Contains/Overlaps test but not for display.
|
||||
void ClipWithFull(const ImRect& r) { Min = ImClamp(Min, r.Min, r.Max); Max = ImClamp(Max, r.Min, r.Max); } // Full version, ensure both points are fully clipped.
|
||||
void Floor() { Min.x = IM_FLOOR(Min.x); Min.y = IM_FLOOR(Min.y); Max.x = IM_FLOOR(Max.x); Max.y = IM_FLOOR(Max.y); }
|
||||
void Floor() { Min.x = IM_TRUNC(Min.x); Min.y = IM_TRUNC(Min.y); Max.x = IM_TRUNC(Max.x); Max.y = IM_TRUNC(Max.y); }
|
||||
bool IsInverted() const { return Min.x > Max.x || Min.y > Max.y; }
|
||||
ImVec4 ToVec4() const { return ImVec4(Min.x, Min.y, Max.x, Max.y); }
|
||||
};
|
||||
|
@ -937,7 +937,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
|
||||
if (column->Flags & ImGuiTableColumnFlags_WidthStretch)
|
||||
{
|
||||
float weight_ratio = column->StretchWeight / stretch_sum_weights;
|
||||
column->WidthRequest = IM_FLOOR(ImMax(width_avail_for_stretched_columns * weight_ratio, table->MinColumnWidth) + 0.01f);
|
||||
column->WidthRequest = IM_TRUNC(ImMax(width_avail_for_stretched_columns * weight_ratio, table->MinColumnWidth) + 0.01f);
|
||||
width_remaining_for_stretched_columns -= column->WidthRequest;
|
||||
}
|
||||
|
||||
@ -947,7 +947,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
|
||||
column->Flags |= ImGuiTableColumnFlags_NoDirectResize_;
|
||||
|
||||
// Assign final width, record width in case we will need to shrink
|
||||
column->WidthGiven = ImFloor(ImMax(column->WidthRequest, table->MinColumnWidth));
|
||||
column->WidthGiven = ImTrunc(ImMax(column->WidthRequest, table->MinColumnWidth));
|
||||
table->ColumnsGivenWidth += column->WidthGiven;
|
||||
}
|
||||
|
||||
@ -1042,7 +1042,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
|
||||
// - FIXME-TABLE: We want equal width columns to have equal (ClipRect.Max.x - WorkMinX) width, which means ClipRect.max.x cannot stray off host_clip_rect.Max.x else right-most column may appear shorter.
|
||||
column->WorkMinX = column->MinX + table->CellPaddingX + table->CellSpacingX1;
|
||||
column->WorkMaxX = column->MaxX - table->CellPaddingX - table->CellSpacingX2; // Expected max
|
||||
column->ItemWidth = ImFloor(column->WidthGiven * 0.65f);
|
||||
column->ItemWidth = ImTrunc(column->WidthGiven * 0.65f);
|
||||
column->ClipRect.Min.x = column->MinX;
|
||||
column->ClipRect.Min.y = work_rect.Min.y;
|
||||
column->ClipRect.Max.x = column->MaxX; //column->WorkMaxX;
|
||||
@ -1378,7 +1378,7 @@ void ImGui::EndTable()
|
||||
{
|
||||
ImGuiTableColumn* column = &table->Columns[table->ResizedColumn];
|
||||
const float new_x2 = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + TABLE_RESIZE_SEPARATOR_HALF_THICKNESS);
|
||||
const float new_width = ImFloor(new_x2 - column->MinX - table->CellSpacingX1 - table->CellPaddingX * 2.0f);
|
||||
const float new_width = ImTrunc(new_x2 - column->MinX - table->CellSpacingX1 - table->CellPaddingX * 2.0f);
|
||||
table->ResizedColumnNextWidth = new_width;
|
||||
}
|
||||
|
||||
@ -2981,7 +2981,7 @@ void ImGui::TableHeader(const char* label)
|
||||
const float ARROW_SCALE = 0.65f;
|
||||
if ((table->Flags & ImGuiTableFlags_Sortable) && !(column->Flags & ImGuiTableColumnFlags_NoSort))
|
||||
{
|
||||
w_arrow = ImFloor(g.FontSize * ARROW_SCALE + g.Style.FramePadding.x);
|
||||
w_arrow = ImTrunc(g.FontSize * ARROW_SCALE + g.Style.FramePadding.x);
|
||||
if (column->SortOrder > 0)
|
||||
{
|
||||
ImFormatString(sort_order_suf, IM_ARRAYSIZE(sort_order_suf), "%d", column->SortOrder + 1);
|
||||
@ -3955,7 +3955,7 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiOldColumnFl
|
||||
// Set state for first column
|
||||
// We aim so that the right-most column will have the same clipping width as other after being clipped by parent ClipRect
|
||||
const float column_padding = g.Style.ItemSpacing.x;
|
||||
const float half_clip_extend_x = ImFloor(ImMax(window->WindowPadding.x * 0.5f, window->WindowBorderSize));
|
||||
const float half_clip_extend_x = ImTrunc(ImMax(window->WindowPadding.x * 0.5f, window->WindowBorderSize));
|
||||
const float max_1 = window->WorkRect.Max.x + column_padding - ImMax(column_padding - window->WindowPadding.x, 0.0f);
|
||||
const float max_2 = window->WorkRect.Max.x + half_clip_extend_x;
|
||||
columns->OffMinX = window->DC.Indent.x - column_padding + ImMax(column_padding - window->WindowPadding.x, 0.0f);
|
||||
@ -4002,7 +4002,7 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiOldColumnFl
|
||||
float width = offset_1 - offset_0;
|
||||
PushItemWidth(width * 0.65f);
|
||||
window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f);
|
||||
window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
|
||||
window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
|
||||
window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding;
|
||||
window->WorkRect.Max.y = window->ContentRegionRect.Max.y;
|
||||
}
|
||||
@ -4018,7 +4018,7 @@ void ImGui::NextColumn()
|
||||
|
||||
if (columns->Count == 1)
|
||||
{
|
||||
window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
|
||||
window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
|
||||
IM_ASSERT(columns->Current == 0);
|
||||
return;
|
||||
}
|
||||
@ -4050,7 +4050,7 @@ void ImGui::NextColumn()
|
||||
window->DC.IsSameLine = false;
|
||||
columns->LineMinY = columns->LineMaxY;
|
||||
}
|
||||
window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
|
||||
window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
|
||||
window->DC.CursorPos.y = columns->LineMinY;
|
||||
window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);
|
||||
window->DC.CurrLineTextBaseOffset = 0.0f;
|
||||
@ -4114,7 +4114,7 @@ void ImGui::EndColumns()
|
||||
|
||||
// Draw column
|
||||
const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator);
|
||||
const float xi = IM_FLOOR(x);
|
||||
const float xi = IM_TRUNC(x);
|
||||
window->DrawList->AddLine(ImVec2(xi, y1 + 1.0f), ImVec2(xi, y2), col);
|
||||
}
|
||||
|
||||
@ -4135,7 +4135,7 @@ void ImGui::EndColumns()
|
||||
window->ParentWorkRect = columns->HostBackupParentWorkRect;
|
||||
window->DC.CurrentColumns = NULL;
|
||||
window->DC.ColumnsOffset.x = 0.0f;
|
||||
window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
|
||||
window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
|
||||
NavUpdateCurrentWindowIsScrollPushableX();
|
||||
}
|
||||
|
||||
|
@ -808,7 +808,7 @@ bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos)
|
||||
ImRect bb_interact = bb;
|
||||
const float area_to_visible_ratio = window->OuterRectClipped.GetArea() / bb.GetArea();
|
||||
if (area_to_visible_ratio < 1.5f)
|
||||
bb_interact.Expand(ImFloor(bb_interact.GetSize() * -0.25f));
|
||||
bb_interact.Expand(ImTrunc(bb_interact.GetSize() * -0.25f));
|
||||
|
||||
// Tweak 2: We intentionally allow interaction when clipped so that a mechanical Alt,Right,Activate sequence can always close a window.
|
||||
// (this isn't the common behavior of buttons, but it doesn't affect the user because navigation tends to keep items visible in scrolling layer).
|
||||
@ -938,7 +938,7 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS6
|
||||
const bool allow_interaction = (alpha >= 1.0f);
|
||||
|
||||
ImRect bb = bb_frame;
|
||||
bb.Expand(ImVec2(-ImClamp(IM_FLOOR((bb_frame_width - 2.0f) * 0.5f), 0.0f, 3.0f), -ImClamp(IM_FLOOR((bb_frame_height - 2.0f) * 0.5f), 0.0f, 3.0f)));
|
||||
bb.Expand(ImVec2(-ImClamp(IM_TRUNC((bb_frame_width - 2.0f) * 0.5f), 0.0f, 3.0f), -ImClamp(IM_TRUNC((bb_frame_height - 2.0f) * 0.5f), 0.0f, 3.0f)));
|
||||
|
||||
// V denote the main, longer axis of the scrollbar (= height for a vertical scrollbar)
|
||||
const float scrollbar_size_v = (axis == ImGuiAxis_X) ? bb.GetWidth() : bb.GetHeight();
|
||||
@ -1134,12 +1134,12 @@ bool ImGui::Checkbox(const char* label, bool* v)
|
||||
{
|
||||
// Undocumented tristate/mixed/indeterminate checkbox (#2644)
|
||||
// This may seem awkwardly designed because the aim is to make ImGuiItemFlags_MixedValue supported by all widgets (not just checkbox)
|
||||
ImVec2 pad(ImMax(1.0f, IM_FLOOR(square_sz / 3.6f)), ImMax(1.0f, IM_FLOOR(square_sz / 3.6f)));
|
||||
ImVec2 pad(ImMax(1.0f, IM_TRUNC(square_sz / 3.6f)), ImMax(1.0f, IM_TRUNC(square_sz / 3.6f)));
|
||||
window->DrawList->AddRectFilled(check_bb.Min + pad, check_bb.Max - pad, check_col, style.FrameRounding);
|
||||
}
|
||||
else if (*v)
|
||||
{
|
||||
const float pad = ImMax(1.0f, IM_FLOOR(square_sz / 6.0f));
|
||||
const float pad = ImMax(1.0f, IM_TRUNC(square_sz / 6.0f));
|
||||
RenderCheckMark(window->DrawList, check_bb.Min + ImVec2(pad, pad), check_col, square_sz - pad * 2.0f);
|
||||
}
|
||||
|
||||
@ -1234,7 +1234,7 @@ bool ImGui::RadioButton(const char* label, bool active)
|
||||
window->DrawList->AddCircleFilled(center, radius, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), num_segment);
|
||||
if (active)
|
||||
{
|
||||
const float pad = ImMax(1.0f, IM_FLOOR(square_sz / 6.0f));
|
||||
const float pad = ImMax(1.0f, IM_TRUNC(square_sz / 6.0f));
|
||||
window->DrawList->AddCircleFilled(center, radius - pad, GetColorU32(ImGuiCol_CheckMark));
|
||||
}
|
||||
|
||||
@ -1484,14 +1484,14 @@ void ImGui::SeparatorTextEx(ImGuiID id, const char* label, const char* label_end
|
||||
const float separator_thickness = style.SeparatorTextBorderSize;
|
||||
const ImVec2 min_size(label_size.x + extra_w + padding.x * 2.0f, ImMax(label_size.y + padding.y * 2.0f, separator_thickness));
|
||||
const ImRect bb(pos, ImVec2(window->WorkRect.Max.x, pos.y + min_size.y));
|
||||
const float text_baseline_y = ImFloor((bb.GetHeight() - label_size.y) * style.SeparatorTextAlign.y + 0.99999f); //ImMax(padding.y, ImFloor((style.SeparatorTextSize - label_size.y) * 0.5f));
|
||||
const float text_baseline_y = ImTrunc((bb.GetHeight() - label_size.y) * style.SeparatorTextAlign.y + 0.99999f); //ImMax(padding.y, ImFloor((style.SeparatorTextSize - label_size.y) * 0.5f));
|
||||
ItemSize(min_size, text_baseline_y);
|
||||
if (!ItemAdd(bb, id))
|
||||
return;
|
||||
|
||||
const float sep1_x1 = pos.x;
|
||||
const float sep2_x2 = bb.Max.x;
|
||||
const float seps_y = ImFloor((bb.Min.y + bb.Max.y) * 0.5f + 0.99999f);
|
||||
const float seps_y = ImTrunc((bb.Min.y + bb.Max.y) * 0.5f + 0.99999f);
|
||||
|
||||
const float label_avail_w = ImMax(0.0f, sep2_x2 - sep1_x1 - padding.x * 2.0f);
|
||||
const ImVec2 label_pos(pos.x + padding.x + ImMax(0.0f, (label_avail_w - label_size.x - extra_w) * style.SeparatorTextAlign.x), pos.y + text_baseline_y); // FIXME-ALIGN
|
||||
@ -1639,7 +1639,7 @@ void ImGui::ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_exc
|
||||
width_excess = 0.0f;
|
||||
for (int n = 0; n < count; n++)
|
||||
{
|
||||
float width_rounded = ImFloor(items[n].Width);
|
||||
float width_rounded = ImTrunc(items[n].Width);
|
||||
width_excess += items[n].Width - width_rounded;
|
||||
items[n].Width = width_rounded;
|
||||
}
|
||||
@ -4891,9 +4891,9 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
|
||||
const float scroll_increment_x = inner_size.x * 0.25f;
|
||||
const float visible_width = inner_size.x - style.FramePadding.x;
|
||||
if (cursor_offset.x < state->ScrollX)
|
||||
state->ScrollX = IM_FLOOR(ImMax(0.0f, cursor_offset.x - scroll_increment_x));
|
||||
state->ScrollX = IM_TRUNC(ImMax(0.0f, cursor_offset.x - scroll_increment_x));
|
||||
else if (cursor_offset.x - visible_width >= state->ScrollX)
|
||||
state->ScrollX = IM_FLOOR(cursor_offset.x - visible_width + scroll_increment_x);
|
||||
state->ScrollX = IM_TRUNC(cursor_offset.x - visible_width + scroll_increment_x);
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -4943,7 +4943,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
|
||||
else
|
||||
{
|
||||
ImVec2 rect_size = InputTextCalcTextSizeW(&g, p, text_selected_end, &p, NULL, true);
|
||||
if (rect_size.x <= 0.0f) rect_size.x = IM_FLOOR(g.Font->GetCharAdvance((ImWchar)' ') * 0.50f); // So we can see selected empty lines
|
||||
if (rect_size.x <= 0.0f) rect_size.x = IM_TRUNC(g.Font->GetCharAdvance((ImWchar)' ') * 0.50f); // So we can see selected empty lines
|
||||
ImRect rect(rect_pos + ImVec2(0.0f, bg_offy_up - g.FontSize), rect_pos + ImVec2(rect_size.x, bg_offy_dn));
|
||||
rect.ClipWith(clip_rect);
|
||||
if (rect.Overlaps(clip_rect))
|
||||
@ -4966,7 +4966,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
|
||||
{
|
||||
state->CursorAnim += io.DeltaTime;
|
||||
bool cursor_is_visible = (!g.IO.ConfigInputTextCursorBlink) || (state->CursorAnim <= 0.0f) || ImFmod(state->CursorAnim, 1.20f) <= 0.80f;
|
||||
ImVec2 cursor_screen_pos = ImFloor(draw_pos + cursor_offset - draw_scroll);
|
||||
ImVec2 cursor_screen_pos = ImTrunc(draw_pos + cursor_offset - draw_scroll);
|
||||
ImRect cursor_screen_rect(cursor_screen_pos.x, cursor_screen_pos.y - g.FontSize + 0.5f, cursor_screen_pos.x + 1.0f, cursor_screen_pos.y - 1.5f);
|
||||
if (cursor_is_visible && cursor_screen_rect.Overlaps(clip_rect))
|
||||
draw_window->DrawList->AddLine(cursor_screen_rect.Min, cursor_screen_rect.GetBL(), GetColorU32(ImGuiCol_Text));
|
||||
@ -5195,8 +5195,8 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag
|
||||
if ((flags & (ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV)) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0)
|
||||
{
|
||||
// RGB/HSV 0..255 Sliders
|
||||
const float w_item_one = ImMax(1.0f, IM_FLOOR((w_inputs - (style.ItemInnerSpacing.x) * (components - 1)) / (float)components));
|
||||
const float w_item_last = ImMax(1.0f, IM_FLOOR(w_inputs - (w_item_one + style.ItemInnerSpacing.x) * (components - 1)));
|
||||
const float w_item_one = ImMax(1.0f, IM_TRUNC((w_inputs - (style.ItemInnerSpacing.x) * (components - 1)) / (float)components));
|
||||
const float w_item_last = ImMax(1.0f, IM_TRUNC(w_inputs - (w_item_one + style.ItemInnerSpacing.x) * (components - 1)));
|
||||
|
||||
const bool hide_prefix = (w_item_one <= CalcTextSize((flags & ImGuiColorEditFlags_Float) ? "M:0.000" : "M:000").x);
|
||||
static const char* ids[4] = { "##X", "##Y", "##Z", "##W" };
|
||||
@ -5440,7 +5440,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
|
||||
float sv_picker_size = ImMax(bars_width * 1, width - (alpha_bar ? 2 : 1) * (bars_width + style.ItemInnerSpacing.x)); // Saturation/Value picking box
|
||||
float bar0_pos_x = picker_pos.x + sv_picker_size + style.ItemInnerSpacing.x;
|
||||
float bar1_pos_x = bar0_pos_x + bars_width + style.ItemInnerSpacing.x;
|
||||
float bars_triangles_half_sz = IM_FLOOR(bars_width * 0.20f);
|
||||
float bars_triangles_half_sz = IM_TRUNC(bars_width * 0.20f);
|
||||
|
||||
float backup_initial_col[4];
|
||||
memcpy(backup_initial_col, col, components * sizeof(float));
|
||||
@ -6173,8 +6173,8 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
|
||||
{
|
||||
// Framed header expand a little outside the default padding, to the edge of InnerClipRect
|
||||
// (FIXME: May remove this at some point and make InnerClipRect align with WindowPadding.x instead of WindowPadding.x*0.5f)
|
||||
frame_bb.Min.x -= IM_FLOOR(window->WindowPadding.x * 0.5f - 1.0f);
|
||||
frame_bb.Max.x += IM_FLOOR(window->WindowPadding.x * 0.5f);
|
||||
frame_bb.Min.x -= IM_TRUNC(window->WindowPadding.x * 0.5f - 1.0f);
|
||||
frame_bb.Max.x += IM_TRUNC(window->WindowPadding.x * 0.5f);
|
||||
}
|
||||
|
||||
const float text_offset_x = g.FontSize + (display_frame ? padding.x * 3 : padding.x * 2); // Collapser arrow width + Spacing
|
||||
@ -6505,8 +6505,8 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
|
||||
{
|
||||
const float spacing_x = span_all_columns ? 0.0f : style.ItemSpacing.x;
|
||||
const float spacing_y = style.ItemSpacing.y;
|
||||
const float spacing_L = IM_FLOOR(spacing_x * 0.50f);
|
||||
const float spacing_U = IM_FLOOR(spacing_y * 0.50f);
|
||||
const float spacing_L = IM_TRUNC(spacing_x * 0.50f);
|
||||
const float spacing_U = IM_TRUNC(spacing_y * 0.50f);
|
||||
bb.Min.x -= spacing_L;
|
||||
bb.Min.y -= spacing_U;
|
||||
bb.Max.x += (spacing_x - spacing_L);
|
||||
@ -6851,7 +6851,7 @@ bool ImGui::BeginListBox(const char* label, const ImVec2& size_arg)
|
||||
|
||||
// Size default to hold ~7.25 items.
|
||||
// Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar.
|
||||
ImVec2 size = ImFloor(CalcItemSize(size_arg, CalcItemWidth(), GetTextLineHeightWithSpacing() * 7.25f + style.FramePadding.y * 2.0f));
|
||||
ImVec2 size = ImTrunc(CalcItemSize(size_arg, CalcItemWidth(), GetTextLineHeightWithSpacing() * 7.25f + style.FramePadding.y * 2.0f));
|
||||
ImVec2 frame_size = ImVec2(size.x, ImMax(size.y, label_size.y));
|
||||
ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size);
|
||||
ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
|
||||
@ -6905,7 +6905,7 @@ bool ImGui::ListBox(const char* label, int* current_item, const char* (*getter)(
|
||||
if (height_in_items < 0)
|
||||
height_in_items = ImMin(items_count, 7);
|
||||
float height_in_items_f = height_in_items + 0.25f;
|
||||
ImVec2 size(0.0f, ImFloor(GetTextLineHeightWithSpacing() * height_in_items_f + g.Style.FramePadding.y * 2.0f));
|
||||
ImVec2 size(0.0f, ImTrunc(GetTextLineHeightWithSpacing() * height_in_items_f + g.Style.FramePadding.y * 2.0f));
|
||||
|
||||
if (!BeginListBox(label, size))
|
||||
return false;
|
||||
@ -7433,15 +7433,15 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled)
|
||||
// Menu inside an horizontal menu bar
|
||||
// Selectable extend their highlight by half ItemSpacing in each direction.
|
||||
// For ChildMenu, the popup position will be overwritten by the call to FindBestWindowPosForPopup() in Begin()
|
||||
popup_pos = ImVec2(pos.x - 1.0f - IM_FLOOR(style.ItemSpacing.x * 0.5f), pos.y - style.FramePadding.y + window->MenuBarHeight());
|
||||
window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * 0.5f);
|
||||
popup_pos = ImVec2(pos.x - 1.0f - IM_TRUNC(style.ItemSpacing.x * 0.5f), pos.y - style.FramePadding.y + window->MenuBarHeight());
|
||||
window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * 0.5f);
|
||||
PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y));
|
||||
float w = label_size.x;
|
||||
ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset);
|
||||
pressed = Selectable("", menu_is_open, selectable_flags, ImVec2(w, label_size.y));
|
||||
RenderText(text_pos, label);
|
||||
PopStyleVar();
|
||||
window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar().
|
||||
window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar().
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -7450,7 +7450,7 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled)
|
||||
// Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system.
|
||||
popup_pos = ImVec2(pos.x, pos.y - style.WindowPadding.y);
|
||||
float icon_w = (icon && icon[0]) ? CalcTextSize(icon, NULL).x : 0.0f;
|
||||
float checkmark_w = IM_FLOOR(g.FontSize * 1.20f);
|
||||
float checkmark_w = IM_TRUNC(g.FontSize * 1.20f);
|
||||
float min_w = window->DC.MenuColumns.DeclColumns(icon_w, label_size.x, 0.0f, checkmark_w); // Feedback to next frame
|
||||
float extra_w = ImMax(0.0f, GetContentRegionAvail().x - min_w);
|
||||
ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset);
|
||||
@ -7627,14 +7627,14 @@ bool ImGui::MenuItemEx(const char* label, const char* icon, const char* shortcut
|
||||
// Mimic the exact layout spacing of BeginMenu() to allow MenuItem() inside a menu bar, which is a little misleading but may be useful
|
||||
// Note that in this situation: we don't render the shortcut, we render a highlight instead of the selected tick mark.
|
||||
float w = label_size.x;
|
||||
window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * 0.5f);
|
||||
window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * 0.5f);
|
||||
ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset);
|
||||
PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y));
|
||||
pressed = Selectable("", selected, selectable_flags, ImVec2(w, 0.0f));
|
||||
PopStyleVar();
|
||||
if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible)
|
||||
RenderText(text_pos, label);
|
||||
window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar().
|
||||
window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar().
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -7643,7 +7643,7 @@ bool ImGui::MenuItemEx(const char* label, const char* icon, const char* shortcut
|
||||
// Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system.
|
||||
float icon_w = (icon && icon[0]) ? CalcTextSize(icon, NULL).x : 0.0f;
|
||||
float shortcut_w = (shortcut && shortcut[0]) ? CalcTextSize(shortcut, NULL).x : 0.0f;
|
||||
float checkmark_w = IM_FLOOR(g.FontSize * 1.20f);
|
||||
float checkmark_w = IM_TRUNC(g.FontSize * 1.20f);
|
||||
float min_w = window->DC.MenuColumns.DeclColumns(icon_w, label_size.x, shortcut_w, checkmark_w); // Feedback for next frame
|
||||
float stretch_w = ImMax(0.0f, GetContentRegionAvail().x - min_w);
|
||||
pressed = Selectable("", false, selectable_flags | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, label_size.y));
|
||||
@ -7788,8 +7788,8 @@ bool ImGui::BeginTabBar(const char* str_id, ImGuiTabBarFlags flags)
|
||||
ImGuiTabBar* tab_bar = g.TabBars.GetOrAddByKey(id);
|
||||
ImRect tab_bar_bb = ImRect(window->DC.CursorPos.x, window->DC.CursorPos.y, window->WorkRect.Max.x, window->DC.CursorPos.y + g.FontSize + g.Style.FramePadding.y * 2);
|
||||
tab_bar->ID = id;
|
||||
tab_bar->SeparatorMinX = tab_bar->BarRect.Min.x - IM_FLOOR(window->WindowPadding.x * 0.5f);
|
||||
tab_bar->SeparatorMaxX = tab_bar->BarRect.Max.x + IM_FLOOR(window->WindowPadding.x * 0.5f);
|
||||
tab_bar->SeparatorMinX = tab_bar->BarRect.Min.x - IM_TRUNC(window->WindowPadding.x * 0.5f);
|
||||
tab_bar->SeparatorMaxX = tab_bar->BarRect.Max.x + IM_TRUNC(window->WindowPadding.x * 0.5f);
|
||||
return BeginTabBarEx(tab_bar, tab_bar_bb, flags | ImGuiTabBarFlags_IsFocused);
|
||||
}
|
||||
|
||||
@ -8055,7 +8055,7 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)
|
||||
for (int tab_n = shrink_data_offset; tab_n < shrink_data_offset + shrink_data_count; tab_n++)
|
||||
{
|
||||
ImGuiTabItem* tab = &tab_bar->Tabs[g.ShrinkWidthBuffer[tab_n].Index];
|
||||
float shrinked_width = IM_FLOOR(g.ShrinkWidthBuffer[tab_n].Width);
|
||||
float shrinked_width = IM_TRUNC(g.ShrinkWidthBuffer[tab_n].Width);
|
||||
if (shrinked_width < 0.0f)
|
||||
continue;
|
||||
|
||||
@ -8642,7 +8642,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
|
||||
const bool is_central_section = (tab->Flags & ImGuiTabItemFlags_SectionMask_) == 0;
|
||||
size.x = tab->Width;
|
||||
if (is_central_section)
|
||||
window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2(IM_FLOOR(tab->Offset - tab_bar->ScrollingAnim), 0.0f);
|
||||
window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2(IM_TRUNC(tab->Offset - tab_bar->ScrollingAnim), 0.0f);
|
||||
else
|
||||
window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2(tab->Offset, 0.0f);
|
||||
ImVec2 pos = window->DC.CursorPos;
|
||||
@ -8696,7 +8696,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
|
||||
if (hovered && g.HoveredIdNotActiveTimer > TOOLTIP_DELAY && bb.GetWidth() < tab->ContentWidth)
|
||||
{
|
||||
// Enlarge tab display when hovering
|
||||
bb.Max.x = bb.Min.x + IM_FLOOR(ImLerp(bb.GetWidth(), tab->ContentWidth, ImSaturate((g.HoveredIdNotActiveTimer - 0.40f) * 6.0f)));
|
||||
bb.Max.x = bb.Min.x + IM_TRUNC(ImLerp(bb.GetWidth(), tab->ContentWidth, ImSaturate((g.HoveredIdNotActiveTimer - 0.40f) * 6.0f)));
|
||||
display_draw_list = GetForegroundDrawList(window);
|
||||
TabItemBackground(display_draw_list, bb, flags, GetColorU32(ImGuiCol_TitleBgActive));
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user