SliderFloat(): When using keyboard/gamepad and a zero precision format string (e.g. "%.0f"), always step in integer units. (#1866)

This commit is contained in:
omar 2018-06-07 13:29:54 +02:00
parent b3a5b8debd
commit 929529a0db
2 changed files with 3 additions and 1 deletions

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@ -52,6 +52,7 @@ Other Changes:
- Popup: Improved handling of (erroneously) repeating calls to OpenPopup() to not fully close/re-open the popup so its child popups won't get closed. (#1497, #1533, #1865). - Popup: Improved handling of (erroneously) repeating calls to OpenPopup() to not fully close/re-open the popup so its child popups won't get closed. (#1497, #1533, #1865).
- InputTextMultiline(): Fixed double navigation highlight when scrollbar is active. (#787) - InputTextMultiline(): Fixed double navigation highlight when scrollbar is active. (#787)
- InputText(): Fixed Undo after pasting large amount of text (Redo will still fail when undo buffers are exhausted, but text won't be corrupted). - InputText(): Fixed Undo after pasting large amount of text (Redo will still fail when undo buffers are exhausted, but text won't be corrupted).
- SliderFloat(): When using keyboard/gamepad and a zero precision format string (e.g. "%.0f"), always step in integer units. (#1866)
- ImFontAtlas: Added GetGlyphRangesChineseSimplifiedCommon() helper that returns a list of ~2500 most common Simplified Chinese characters. (#1859) [@JX-Master, @ocornut] - ImFontAtlas: Added GetGlyphRangesChineseSimplifiedCommon() helper that returns a list of ~2500 most common Simplified Chinese characters. (#1859) [@JX-Master, @ocornut]
- Examples: GLFW: Made it possible to Shutdown/Init the backend again (by reseting the time storage properly). (#1827) [@ice1000] - Examples: GLFW: Made it possible to Shutdown/Init the backend again (by reseting the time storage properly). (#1827) [@ice1000]
- Misc: Updated stb_textedit from 1.09 + patches to 1.12 + minor patches. - Misc: Updated stb_textedit from 1.09 + patches to 1.12 + minor patches.

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@ -9112,7 +9112,8 @@ static bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType d
else if (delta != 0.0f) else if (delta != 0.0f)
{ {
clicked_t = SliderBehaviorCalcRatioFromValue<TYPE,FLOATTYPE>(data_type, *v, v_min, v_max, power, linear_zero_pos); clicked_t = SliderBehaviorCalcRatioFromValue<TYPE,FLOATTYPE>(data_type, *v, v_min, v_max, power, linear_zero_pos);
if (is_decimal || is_power) const int decimal_precision = is_decimal ? ImParseFormatPrecision(format, 3) : 0;
if ((decimal_precision > 0) || is_power)
{ {
delta /= 100.0f; // Gamepad/keyboard tweak speeds in % of slider bounds delta /= 100.0f; // Gamepad/keyboard tweak speeds in % of slider bounds
if (IsNavInputDown(ImGuiNavInput_TweakSlow)) if (IsNavInputDown(ImGuiNavInput_TweakSlow))