ParseFormatPrecision() returns -1 for scientific noation 'e'/'E', RoundScalar() doesn't alter those.
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0d4b08a851
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7a7327adde
20
imgui.cpp
20
imgui.cpp
@ -936,6 +936,18 @@ const char* ImStristr(const char* haystack, const char* haystack_end, const char
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return NULL;
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}
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static const char* ImAtoi(const char* src, int* output)
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{
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int negative = 0;
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if (*src == '-') { negative = 1; src++; }
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if (*src == '+') { src++; }
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int v = 0;
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while (*src >= '0' && *src <= '9')
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v = (v * 10) + (*src++ - '0');
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*output = negative ? -v : v;
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return src;
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}
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// MSVC version appears to return -1 on overflow, whereas glibc appears to return total count (which may be >= buf_size).
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// Ideally we would test for only one of those limits at runtime depending on the behavior the vsnprintf(), but trying to deduct it at compile time sounds like a pandora can of worm.
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int ImFormatString(char* buf, int buf_size, const char* fmt, ...)
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@ -6462,10 +6474,12 @@ int ImGui::ParseFormatPrecision(const char* fmt, int default_precision)
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fmt++;
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if (*fmt == '.')
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{
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precision = atoi(fmt + 1);
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fmt = ImAtoi(fmt + 1, &precision);
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if (precision < 0 || precision > 10)
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precision = default_precision;
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}
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if (*fmt == 'e' || *fmt == 'E') // Maximum precision with scientific notation
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precision = -1;
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break;
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}
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return precision;
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@ -6482,6 +6496,8 @@ float ImGui::RoundScalar(float value, int decimal_precision)
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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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if (decimal_precision < 0)
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return value;
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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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@ -6533,7 +6549,7 @@ bool ImGui::SliderBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v
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const float grab_padding = 2.0f;
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const float slider_sz = is_horizontal ? (frame_bb.GetWidth() - grab_padding * 2.0f) : (frame_bb.GetHeight() - grab_padding * 2.0f);
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float grab_sz;
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if (decimal_precision > 0)
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if (decimal_precision != 0)
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grab_sz = ImMin(style.GrabMinSize, slider_sz);
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else
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grab_sz = ImMin(ImMax(1.0f * (slider_sz / ((v_min < v_max ? v_max - v_min : v_min - v_max) + 1.0f)), style.GrabMinSize), slider_sz); // Integer sliders, if possible have the grab size represent 1 unit
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