Renamed ImFloor() to ImTrunc(). Renamed ImFloorSigned() to ImFloor(). (#6861)

This commit is contained in:
ocornut 2023-09-26 11:04:45 +02:00
parent e5ca5351d5
commit 94da5842ef
6 changed files with 146 additions and 143 deletions

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@ -104,6 +104,7 @@ Other changes:
is compiled in MBCS mode and using a non-Unicode window. (#6785, #6782, #5725, #5961) [@sneakyevil] is compiled in MBCS mode and using a non-Unicode window. (#6785, #6782, #5725, #5961) [@sneakyevil]
- Backends: Win32: Synthesize key-down event on key-up for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows - Backends: Win32: Synthesize key-down event on key-up for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows
doesn't emit it (same behavior as GLFW/SDL). (#6859) [@thedmd, @SuperWangKai] doesn't emit it (same behavior as GLFW/SDL). (#6859) [@thedmd, @SuperWangKai]
- Internals: Renamed ImFloor() to ImTrunc(). Renamed ImFloorSigned() to ImFloor(). (#6861)
----------------------------------------------------------------------- -----------------------------------------------------------------------

158
imgui.cpp
View File

@ -1216,30 +1216,30 @@ ImGuiStyle::ImGuiStyle()
// 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. // 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.
void ImGuiStyle::ScaleAllSizes(float scale_factor) void ImGuiStyle::ScaleAllSizes(float scale_factor)
{ {
WindowPadding = ImFloor(WindowPadding * scale_factor); WindowPadding = ImTrunc(WindowPadding * scale_factor);
WindowRounding = ImFloor(WindowRounding * scale_factor); WindowRounding = ImTrunc(WindowRounding * scale_factor);
WindowMinSize = ImFloor(WindowMinSize * scale_factor); WindowMinSize = ImTrunc(WindowMinSize * scale_factor);
ChildRounding = ImFloor(ChildRounding * scale_factor); ChildRounding = ImTrunc(ChildRounding * scale_factor);
PopupRounding = ImFloor(PopupRounding * scale_factor); PopupRounding = ImTrunc(PopupRounding * scale_factor);
FramePadding = ImFloor(FramePadding * scale_factor); FramePadding = ImTrunc(FramePadding * scale_factor);
FrameRounding = ImFloor(FrameRounding * scale_factor); FrameRounding = ImTrunc(FrameRounding * scale_factor);
ItemSpacing = ImFloor(ItemSpacing * scale_factor); ItemSpacing = ImTrunc(ItemSpacing * scale_factor);
ItemInnerSpacing = ImFloor(ItemInnerSpacing * scale_factor); ItemInnerSpacing = ImTrunc(ItemInnerSpacing * scale_factor);
CellPadding = ImFloor(CellPadding * scale_factor); CellPadding = ImTrunc(CellPadding * scale_factor);
TouchExtraPadding = ImFloor(TouchExtraPadding * scale_factor); TouchExtraPadding = ImTrunc(TouchExtraPadding * scale_factor);
IndentSpacing = ImFloor(IndentSpacing * scale_factor); IndentSpacing = ImTrunc(IndentSpacing * scale_factor);
ColumnsMinSpacing = ImFloor(ColumnsMinSpacing * scale_factor); ColumnsMinSpacing = ImTrunc(ColumnsMinSpacing * scale_factor);
ScrollbarSize = ImFloor(ScrollbarSize * scale_factor); ScrollbarSize = ImTrunc(ScrollbarSize * scale_factor);
ScrollbarRounding = ImFloor(ScrollbarRounding * scale_factor); ScrollbarRounding = ImTrunc(ScrollbarRounding * scale_factor);
GrabMinSize = ImFloor(GrabMinSize * scale_factor); GrabMinSize = ImTrunc(GrabMinSize * scale_factor);
GrabRounding = ImFloor(GrabRounding * scale_factor); GrabRounding = ImTrunc(GrabRounding * scale_factor);
LogSliderDeadzone = ImFloor(LogSliderDeadzone * scale_factor); LogSliderDeadzone = ImTrunc(LogSliderDeadzone * scale_factor);
TabRounding = ImFloor(TabRounding * scale_factor); TabRounding = ImTrunc(TabRounding * scale_factor);
TabMinWidthForCloseButton = (TabMinWidthForCloseButton != FLT_MAX) ? ImFloor(TabMinWidthForCloseButton * scale_factor) : FLT_MAX; TabMinWidthForCloseButton = (TabMinWidthForCloseButton != FLT_MAX) ? ImTrunc(TabMinWidthForCloseButton * scale_factor) : FLT_MAX;
SeparatorTextPadding = ImFloor(SeparatorTextPadding * scale_factor); SeparatorTextPadding = ImTrunc(SeparatorTextPadding * scale_factor);
DisplayWindowPadding = ImFloor(DisplayWindowPadding * scale_factor); DisplayWindowPadding = ImTrunc(DisplayWindowPadding * scale_factor);
DisplaySafeAreaPadding = ImFloor(DisplaySafeAreaPadding * scale_factor); DisplaySafeAreaPadding = ImTrunc(DisplaySafeAreaPadding * scale_factor);
MouseCursorScale = ImFloor(MouseCursorScale * scale_factor); MouseCursorScale = ImTrunc(MouseCursorScale * scale_factor);
} }
ImGuiIO::ImGuiIO() ImGuiIO::ImGuiIO()
@ -1527,7 +1527,7 @@ void ImGuiIO::AddMousePosEvent(float x, float y)
return; return;
// Apply same flooring as UpdateMouseInputs() // Apply same flooring as UpdateMouseInputs()
ImVec2 pos((x > -FLT_MAX) ? ImFloorSigned(x) : x, (y > -FLT_MAX) ? ImFloorSigned(y) : y); ImVec2 pos((x > -FLT_MAX) ? ImFloor(x) : x, (y > -FLT_MAX) ? ImFloor(y) : y);
// Filter duplicate // Filter duplicate
const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MousePos); const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MousePos);
@ -3420,7 +3420,7 @@ void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, con
// Render text, render ellipsis // Render text, render ellipsis
RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_ellipsis, &text_size, ImVec2(0.0f, 0.0f)); RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_ellipsis, &text_size, ImVec2(0.0f, 0.0f));
ImVec2 ellipsis_pos = ImFloor(ImVec2(pos_min.x + text_size_clipped_x, pos_min.y)); ImVec2 ellipsis_pos = ImTrunc(ImVec2(pos_min.x + text_size_clipped_x, pos_min.y));
if (ellipsis_pos.x + ellipsis_width <= ellipsis_max_x) if (ellipsis_pos.x + ellipsis_width <= ellipsis_max_x)
for (int i = 0; i < font->EllipsisCharCount; i++, ellipsis_pos.x += font->EllipsisCharStep * font_scale) for (int i = 0; i < font->EllipsisCharCount; i++, ellipsis_pos.x += font->EllipsisCharStep * font_scale)
font->RenderChar(draw_list, font_size, ellipsis_pos, GetColorU32(ImGuiCol_Text), font->EllipsisChar); font->RenderChar(draw_list, font_size, ellipsis_pos, GetColorU32(ImGuiCol_Text), font->EllipsisChar);
@ -5182,7 +5182,7 @@ ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_tex
// FIXME: Investigate using ceilf or e.g. // FIXME: Investigate using ceilf or e.g.
// - https://git.musl-libc.org/cgit/musl/tree/src/math/ceilf.c // - https://git.musl-libc.org/cgit/musl/tree/src/math/ceilf.c
// - https://embarkstudios.github.io/rust-gpu/api/src/libm/math/ceilf.rs.html // - https://embarkstudios.github.io/rust-gpu/api/src/libm/math/ceilf.rs.html
text_size.x = IM_FLOOR(text_size.x + 0.99999f); text_size.x = IM_TRUNC(text_size.x + 0.99999f);
return text_size; return text_size;
} }
@ -5399,7 +5399,7 @@ bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, b
// Size // Size
const ImVec2 content_avail = GetContentRegionAvail(); const ImVec2 content_avail = GetContentRegionAvail();
ImVec2 size = ImFloor(size_arg); ImVec2 size = ImTrunc(size_arg);
const int auto_fit_axises = ((size.x == 0.0f) ? (1 << ImGuiAxis_X) : 0x00) | ((size.y == 0.0f) ? (1 << ImGuiAxis_Y) : 0x00); const int auto_fit_axises = ((size.x == 0.0f) ? (1 << ImGuiAxis_X) : 0x00) | ((size.y == 0.0f) ? (1 << ImGuiAxis_Y) : 0x00);
if (size.x <= 0.0f) if (size.x <= 0.0f)
size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too many issues) size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too many issues)
@ -5547,9 +5547,9 @@ ImGuiWindow* ImGui::FindWindowByName(const char* name)
static void ApplyWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings) static void ApplyWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings)
{ {
window->Pos = ImFloor(ImVec2(settings->Pos.x, settings->Pos.y)); window->Pos = ImTrunc(ImVec2(settings->Pos.x, settings->Pos.y));
if (settings->Size.x > 0 && settings->Size.y > 0) if (settings->Size.x > 0 && settings->Size.y > 0)
window->Size = window->SizeFull = ImFloor(ImVec2(settings->Size.x, settings->Size.y)); window->Size = window->SizeFull = ImTrunc(ImVec2(settings->Size.x, settings->Size.y));
window->Collapsed = settings->Collapsed; window->Collapsed = settings->Collapsed;
} }
@ -5651,8 +5651,8 @@ static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, const ImVec2& s
g.NextWindowData.SizeCallback(&data); g.NextWindowData.SizeCallback(&data);
new_size = data.DesiredSize; new_size = data.DesiredSize;
} }
new_size.x = IM_FLOOR(new_size.x); new_size.x = IM_TRUNC(new_size.x);
new_size.y = IM_FLOOR(new_size.y); new_size.y = IM_TRUNC(new_size.y);
} }
// Minimum size // Minimum size
@ -5680,10 +5680,10 @@ static void CalcWindowContentSizes(ImGuiWindow* window, ImVec2* content_size_cur
return; return;
} }
content_size_current->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_FLOOR(window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x); content_size_current->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_TRUNC(window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x);
content_size_current->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_FLOOR(window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y); content_size_current->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_TRUNC(window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y);
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); 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);
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); 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);
} }
static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_contents) static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_contents)
@ -5835,8 +5835,8 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& s
bool ret_auto_fit = false; bool ret_auto_fit = false;
const int resize_border_count = g.IO.ConfigWindowsResizeFromEdges ? 4 : 0; const int resize_border_count = g.IO.ConfigWindowsResizeFromEdges ? 4 : 0;
const float grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f)); const float grip_draw_size = IM_TRUNC(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));
const float grip_hover_inner_size = IM_FLOOR(grip_draw_size * 0.75f); const float grip_hover_inner_size = IM_TRUNC(grip_draw_size * 0.75f);
const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_HOVER_PADDING : 0.0f; const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_HOVER_PADDING : 0.0f;
ImRect clamp_rect = visibility_rect; ImRect clamp_rect = visibility_rect;
@ -5942,7 +5942,7 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& s
g.NavWindowingToggleLayer = false; g.NavWindowingToggleLayer = false;
g.NavDisableMouseHover = true; g.NavDisableMouseHover = true;
resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive); resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive);
ImVec2 accum_floored = ImFloor(g.NavWindowingAccumDeltaSize); ImVec2 accum_floored = ImTrunc(g.NavWindowingAccumDeltaSize);
if (accum_floored.x != 0.0f || accum_floored.y != 0.0f) if (accum_floored.x != 0.0f || accum_floored.y != 0.0f)
{ {
// FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck. // FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck.
@ -5960,7 +5960,7 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& s
} }
if (pos_target.x != FLT_MAX) if (pos_target.x != FLT_MAX)
{ {
window->Pos = ImFloor(pos_target); window->Pos = ImTrunc(pos_target);
MarkIniSettingsDirty(window); MarkIniSettingsDirty(window);
} }
@ -6579,7 +6579,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow)) if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow))
if (viewport_rect.GetWidth() > 0.0f && viewport_rect.GetHeight() > 0.0f) if (viewport_rect.GetWidth() > 0.0f && viewport_rect.GetHeight() > 0.0f)
ClampWindowPos(window, visibility_rect); ClampWindowPos(window, visibility_rect);
window->Pos = ImFloor(window->Pos); window->Pos = ImTrunc(window->Pos);
// Lock window rounding for the frame (so that altering them doesn't cause inconsistencies) // Lock window rounding for the frame (so that altering them doesn't cause inconsistencies)
// Large values tend to lead to variety of artifacts and are not recommended. // Large values tend to lead to variety of artifacts and are not recommended.
@ -6615,7 +6615,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
int border_held = -1; int border_held = -1;
ImU32 resize_grip_col[4] = {}; ImU32 resize_grip_col[4] = {};
const int resize_grip_count = g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // Allow resize from lower-left if we have the mouse cursor feedback for it. const int resize_grip_count = g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // Allow resize from lower-left if we have the mouse cursor feedback for it.
const float resize_grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.10f, window->WindowRounding + 1.0f + g.FontSize * 0.2f)); const float resize_grip_draw_size = IM_TRUNC(ImMax(g.FontSize * 1.10f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));
if (!window->Collapsed) if (!window->Collapsed)
if (UpdateWindowManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0], visibility_rect)) if (UpdateWindowManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0], visibility_rect))
use_current_size_for_scrollbar_x = use_current_size_for_scrollbar_y = true; use_current_size_for_scrollbar_x = use_current_size_for_scrollbar_y = true;
@ -6680,17 +6680,17 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// Affected by window/frame border size. Used by: // Affected by window/frame border size. Used by:
// - Begin() initial clip rect // - Begin() initial clip rect
float top_border_size = (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize); float top_border_size = (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize);
window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + ImMax(ImFloor(window->WindowPadding.x * 0.5f), window->WindowBorderSize)); window->InnerClipRect.Min.x = ImTrunc(0.5f + window->InnerRect.Min.x + ImMax(ImTrunc(window->WindowPadding.x * 0.5f), window->WindowBorderSize));
window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerRect.Min.y + top_border_size); window->InnerClipRect.Min.y = ImTrunc(0.5f + window->InnerRect.Min.y + top_border_size);
window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerRect.Max.x - ImMax(ImFloor(window->WindowPadding.x * 0.5f), window->WindowBorderSize)); window->InnerClipRect.Max.x = ImTrunc(0.5f + window->InnerRect.Max.x - ImMax(ImTrunc(window->WindowPadding.x * 0.5f), window->WindowBorderSize));
window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerRect.Max.y - window->WindowBorderSize); window->InnerClipRect.Max.y = ImTrunc(0.5f + window->InnerRect.Max.y - window->WindowBorderSize);
window->InnerClipRect.ClipWithFull(host_rect); window->InnerClipRect.ClipWithFull(host_rect);
// Default item width. Make it proportional to window size if window manually resizes // Default item width. Make it proportional to window size if window manually resizes
if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize)) if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize))
window->ItemWidthDefault = ImFloor(window->Size.x * 0.65f); window->ItemWidthDefault = ImTrunc(window->Size.x * 0.65f);
else else
window->ItemWidthDefault = ImFloor(g.FontSize * 16.0f); window->ItemWidthDefault = ImTrunc(g.FontSize * 16.0f);
// SCROLLING // SCROLLING
@ -6751,8 +6751,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
const bool allow_scrollbar_y = !(flags & ImGuiWindowFlags_NoScrollbar); const bool allow_scrollbar_y = !(flags & ImGuiWindowFlags_NoScrollbar);
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))); 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)));
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))); 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)));
window->WorkRect.Min.x = ImFloor(window->InnerRect.Min.x - window->Scroll.x + ImMax(window->WindowPadding.x, window->WindowBorderSize)); window->WorkRect.Min.x = ImTrunc(window->InnerRect.Min.x - window->Scroll.x + ImMax(window->WindowPadding.x, window->WindowBorderSize));
window->WorkRect.Min.y = ImFloor(window->InnerRect.Min.y - window->Scroll.y + ImMax(window->WindowPadding.y, window->WindowBorderSize)); window->WorkRect.Min.y = ImTrunc(window->InnerRect.Min.y - window->Scroll.y + ImMax(window->WindowPadding.y, window->WindowBorderSize));
window->WorkRect.Max.x = window->WorkRect.Min.x + work_rect_size_x; window->WorkRect.Max.x = window->WorkRect.Min.x + work_rect_size_x;
window->WorkRect.Max.y = window->WorkRect.Min.y + work_rect_size_y; window->WorkRect.Max.y = window->WorkRect.Min.y + work_rect_size_y;
window->ParentWorkRect = window->WorkRect; window->ParentWorkRect = window->WorkRect;
@ -7427,7 +7427,7 @@ void ImGui::SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond)
// Set // Set
const ImVec2 old_pos = window->Pos; const ImVec2 old_pos = window->Pos;
window->Pos = ImFloor(pos); window->Pos = ImTrunc(pos);
ImVec2 offset = window->Pos - old_pos; ImVec2 offset = window->Pos - old_pos;
if (offset.x == 0.0f && offset.y == 0.0f) if (offset.x == 0.0f && offset.y == 0.0f)
return; return;
@ -7472,11 +7472,11 @@ void ImGui::SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond con
if (size.x <= 0.0f) if (size.x <= 0.0f)
window->AutoFitOnlyGrows = false; window->AutoFitOnlyGrows = false;
else else
window->SizeFull.x = IM_FLOOR(size.x); window->SizeFull.x = IM_TRUNC(size.x);
if (size.y <= 0.0f) if (size.y <= 0.0f)
window->AutoFitOnlyGrows = false; window->AutoFitOnlyGrows = false;
else else
window->SizeFull.y = IM_FLOOR(size.y); window->SizeFull.y = IM_TRUNC(size.y);
if (old_size.x != window->SizeFull.x || old_size.y != window->SizeFull.y) if (old_size.x != window->SizeFull.x || old_size.y != window->SizeFull.y)
MarkIniSettingsDirty(window); MarkIniSettingsDirty(window);
} }
@ -7591,7 +7591,7 @@ void ImGui::SetNextWindowContentSize(const ImVec2& size)
{ {
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasContentSize; g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasContentSize;
g.NextWindowData.ContentSizeVal = ImFloor(size); g.NextWindowData.ContentSizeVal = ImTrunc(size);
} }
void ImGui::SetNextWindowScroll(const ImVec2& scroll) void ImGui::SetNextWindowScroll(const ImVec2& scroll)
@ -8652,7 +8652,7 @@ static void ImGui::UpdateMouseInputs()
// Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well) // Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well)
if (IsMousePosValid(&io.MousePos)) if (IsMousePosValid(&io.MousePos))
io.MousePos = g.MouseLastValidPos = ImFloorSigned(io.MousePos); io.MousePos = g.MouseLastValidPos = ImFloor(io.MousePos);
// If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta // If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta
if (IsMousePosValid(&io.MousePos) && IsMousePosValid(&io.MousePosPrev)) if (IsMousePosValid(&io.MousePos) && IsMousePosValid(&io.MousePosPrev))
@ -8807,8 +8807,8 @@ void ImGui::UpdateMouseWheel()
{ {
const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size; const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size;
SetWindowPos(window, window->Pos + offset, 0); SetWindowPos(window, window->Pos + offset, 0);
window->Size = ImFloor(window->Size * scale); window->Size = ImTrunc(window->Size * scale);
window->SizeFull = ImFloor(window->SizeFull * scale); window->SizeFull = ImTrunc(window->SizeFull * scale);
} }
return; return;
} }
@ -8844,14 +8844,14 @@ void ImGui::UpdateMouseWheel()
{ {
LockWheelingWindow(window, wheel.x); LockWheelingWindow(window, wheel.x);
float max_step = window->InnerRect.GetWidth() * 0.67f; float max_step = window->InnerRect.GetWidth() * 0.67f;
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); SetScrollX(window, window->Scroll.x - wheel.x * scroll_step);
} }
if (do_scroll[ImGuiAxis_Y]) if (do_scroll[ImGuiAxis_Y])
{ {
LockWheelingWindow(window, wheel.y); LockWheelingWindow(window, wheel.y);
float max_step = window->InnerRect.GetHeight() * 0.67f; 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); 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] //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.x = window->DC.CursorPos.x + size.x;
window->DC.CursorPosPrevLine.y = line_y1; 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.x = IM_TRUNC(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.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.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); 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] //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; ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow; ImGuiWindow* window = g.CurrentWindow;
const ImGuiStyle& style = g.Style; 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_one = ImMax(1.0f, IM_TRUNC((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_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(window->DC.ItemWidth); // Backup current width
window->DC.ItemWidthStack.push_back(w_item_last); window->DC.ItemWidthStack.push_back(w_item_last);
for (int i = 0; i < components - 2; i++) for (int i = 0; i < components - 2; i++)
@ -9746,7 +9746,7 @@ float ImGui::CalcItemWidth()
float region_max_x = GetContentRegionMaxAbs().x; float region_max_x = GetContentRegionMaxAbs().x;
w = ImMax(1.0f, region_max_x - window->DC.CursorPos.x + w); w = ImMax(1.0f, region_max_x - window->DC.CursorPos.x + w);
} }
w = IM_FLOOR(w); w = IM_TRUNC(w);
return 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] = 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) if (!window->Collapsed && !window->SkipItems)
scroll[axis] = ImMin(scroll[axis], window->ScrollMax[axis]); 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)) else if (((flags & ImGuiScrollFlags_KeepVisibleCenterX) && !fully_visible_x) || (flags & ImGuiScrollFlags_AlwaysCenterX))
{ {
if (can_be_fully_visible_x) 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 else
SetScrollFromPosX(window, item_rect.Min.x - window->Pos.x, 0.0f); 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)) else if (((flags & ImGuiScrollFlags_KeepVisibleCenterY) && !fully_visible_y) || (flags & ImGuiScrollFlags_AlwaysCenterY))
{ {
if (can_be_fully_visible_y) 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 else
SetScrollFromPosY(window, item_rect.Min.y - window->Pos.y, 0.0f); 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) void ImGui::SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio)
{ {
IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f); 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->ScrollTargetCenterRatio.x = center_x_ratio;
window->ScrollTargetEdgeSnapDist.x = 0.0f; 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) void ImGui::SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio)
{ {
IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f); 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->ScrollTargetCenterRatio.y = center_y_ratio;
window->ScrollTargetEdgeSnapDist.y = 0.0f; 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())); 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(); 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 (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavWindowHasScrollY && move_dir != ImGuiDir_None)
{ {
if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right) 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) 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 // *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 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; 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) 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) 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); const float move_step = NAV_MOVE_SPEED * io.DeltaTime * ImMin(io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
g.NavWindowingAccumDeltaPos += nav_move_dir * move_step; g.NavWindowingAccumDeltaPos += nav_move_dir * move_step;
g.NavDisableMouseHover = true; 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) if (accum_floored.x != 0.0f || accum_floored.y != 0.0f)
{ {
ImGuiWindow* moving_window = g.NavWindowingTarget->RootWindow; ImGuiWindow* moving_window = g.NavWindowingTarget->RootWindow;
@ -13548,8 +13548,8 @@ void ImGui::DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP*
ImRect thumb_r = thumb_window->Rect(); ImRect thumb_r = thumb_window->Rect();
ImRect title_r = thumb_window->TitleBarRect(); ImRect title_r = thumb_window->TitleBarRect();
thumb_r = ImRect(ImFloor(off + thumb_r.Min * scale), ImFloor(off + thumb_r.Max * scale)); thumb_r = ImRect(ImTrunc(off + thumb_r.Min * scale), ImTrunc(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 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); thumb_r.ClipWithFull(bb);
title_r.ClipWithFull(bb); title_r.ClipWithFull(bb);
const bool window_is_focused = (g.NavWindow && thumb_window->RootWindowForTitleBarHighlight == g.NavWindow->RootWindowForTitleBarHighlight); 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 // Draw bounding boxes
if (show_aabb) 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(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(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(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; out_draw_list->Flags = backup_flags;
} }

View File

@ -135,7 +135,7 @@ namespace IMGUI_STB_NAMESPACE
#define STBTT_sqrt(x) ImSqrt(x) #define STBTT_sqrt(x) ImSqrt(x)
#define STBTT_pow(x,y) ImPow(x,y) #define STBTT_pow(x,y) ImPow(x,y)
#define STBTT_fabs(x) ImFabs(x) #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_iceil(x) ((int)ImCeil(x))
#define STBTT_STATIC #define STBTT_STATIC
#define STB_TRUETYPE_IMPLEMENTATION #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_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 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_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)ImFloorSigned(a_max_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 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; 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') if (font_cfg.Name[0] == '\0')
ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "ProggyClean.ttf, %dpx", (int)font_cfg.SizePixels); ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "ProggyClean.ttf, %dpx", (int)font_cfg.SizePixels);
font_cfg.EllipsisChar = (ImWchar)0x0085; 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 char* ttf_compressed_base85 = GetDefaultCompressedFontDataTTFBase85();
const ImWchar* glyph_ranges = font_cfg.GlyphRanges != NULL ? font_cfg.GlyphRanges : GetGlyphRangesDefault(); 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; int unscaled_ascent, unscaled_descent, unscaled_line_gap;
stbtt_GetFontVMetrics(&src_tmp.FontInfo, &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 ascent = ImTrunc(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 descent = ImTrunc(unscaled_descent * font_scale + ((unscaled_descent > 0.0f) ? +1 : -1));
ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent); ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent);
const float font_off_x = cfg.GlyphOffset.x; const float font_off_x = cfg.GlyphOffset.x;
const float font_off_y = cfg.GlyphOffset.y + IM_ROUND(dst_font->Ascent); 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. // - 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. // - We may support it better later and remove this rounding.
for (ImFontConfig& cfg : atlas->ConfigData) 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 // Register texture region for mouse cursors or standard white pixels
if (atlas->PackIdMouseCursors < 0) 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); advance_x = ImClamp(advance_x, cfg->GlyphMinAdvanceX, cfg->GlyphMaxAdvanceX);
if (advance_x != advance_x_original) 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; x0 += char_off_x;
x1 += 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) if (glyph->Colored)
col |= ~IM_COL32_A_MASK; col |= ~IM_COL32_A_MASK;
float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f; float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f;
float x = IM_FLOOR(pos.x); float x = IM_TRUNC(pos.x);
float y = IM_FLOOR(pos.y); float y = IM_TRUNC(pos.y);
draw_list->PrimReserve(6, 4); 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); 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. 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 // Align to be pixel perfect
float x = IM_FLOOR(pos.x); float x = IM_TRUNC(pos.x);
float y = IM_FLOOR(pos.y); float y = IM_TRUNC(pos.y);
if (y > clip_rect.w) if (y > clip_rect.w)
return; return;

View File

@ -82,7 +82,7 @@ Index of this file:
#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' #pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx'
#endif #endif
#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' #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 "-Wunused-function" // for stb_textedit.h
#pragma clang diagnostic ignored "-Wmissing-prototypes" // for stb_textedit.h #pragma clang diagnostic ignored "-Wmissing-prototypes" // for stb_textedit.h
#pragma clang diagnostic ignored "-Wold-style-cast" #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_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_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_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_ROUND(_VAL) ((float)(int)((_VAL) + 0.5f)) //
#define IM_STRINGIFY_HELPER(_X) #_X #define IM_STRINGIFY_HELPER(_X) #_X
#define IM_STRINGIFY(_X) IM_STRINGIFY_HELPER(_X) // Preprocessor idiom to stringify e.g. an integer. #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 // 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 #ifdef _MSC_VER
@ -438,7 +441,6 @@ IM_MSVC_RUNTIME_CHECKS_OFF
#define ImAcos(X) acosf(X) #define ImAcos(X) acosf(X)
#define ImAtan2(Y, X) atan2f((Y), (X)) #define ImAtan2(Y, X) atan2f((Y), (X))
#define ImAtof(STR) atof(STR) #define ImAtof(STR) atof(STR)
//#define ImFloorStd(X) floorf(X) // We use our own, see ImFloor() and ImFloorSigned()
#define ImCeil(X) ceilf(X) #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 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); } 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 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 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 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 ImTrunc(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 ImTrunc(const ImVec2& v) { return ImVec2((float)(int)(v.x), (float)(int)(v.y)); }
static inline ImVec2 ImFloor(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 ImFloorSigned(const ImVec2& v) { return ImVec2(ImFloorSigned(v.x), ImFloorSigned(v.y)); } 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 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 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); } 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 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 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 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; } 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); } ImVec4 ToVec4() const { return ImVec4(Min.x, Min.y, Max.x, Max.y); }
}; };

View File

@ -937,7 +937,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
if (column->Flags & ImGuiTableColumnFlags_WidthStretch) if (column->Flags & ImGuiTableColumnFlags_WidthStretch)
{ {
float weight_ratio = column->StretchWeight / stretch_sum_weights; 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; width_remaining_for_stretched_columns -= column->WidthRequest;
} }
@ -947,7 +947,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
column->Flags |= ImGuiTableColumnFlags_NoDirectResize_; column->Flags |= ImGuiTableColumnFlags_NoDirectResize_;
// Assign final width, record width in case we will need to shrink // 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; 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. // - 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->WorkMinX = column->MinX + table->CellPaddingX + table->CellSpacingX1;
column->WorkMaxX = column->MaxX - table->CellPaddingX - table->CellSpacingX2; // Expected max 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.x = column->MinX;
column->ClipRect.Min.y = work_rect.Min.y; column->ClipRect.Min.y = work_rect.Min.y;
column->ClipRect.Max.x = column->MaxX; //column->WorkMaxX; column->ClipRect.Max.x = column->MaxX; //column->WorkMaxX;
@ -1378,7 +1378,7 @@ void ImGui::EndTable()
{ {
ImGuiTableColumn* column = &table->Columns[table->ResizedColumn]; 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_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; table->ResizedColumnNextWidth = new_width;
} }
@ -2981,7 +2981,7 @@ void ImGui::TableHeader(const char* label)
const float ARROW_SCALE = 0.65f; const float ARROW_SCALE = 0.65f;
if ((table->Flags & ImGuiTableFlags_Sortable) && !(column->Flags & ImGuiTableColumnFlags_NoSort)) 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) if (column->SortOrder > 0)
{ {
ImFormatString(sort_order_suf, IM_ARRAYSIZE(sort_order_suf), "%d", column->SortOrder + 1); 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 // 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 // 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 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_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; 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); 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; float width = offset_1 - offset_0;
PushItemWidth(width * 0.65f); PushItemWidth(width * 0.65f);
window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f); 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.x = window->Pos.x + offset_1 - column_padding;
window->WorkRect.Max.y = window->ContentRegionRect.Max.y; window->WorkRect.Max.y = window->ContentRegionRect.Max.y;
} }
@ -4018,7 +4018,7 @@ void ImGui::NextColumn()
if (columns->Count == 1) 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); IM_ASSERT(columns->Current == 0);
return; return;
} }
@ -4050,7 +4050,7 @@ void ImGui::NextColumn()
window->DC.IsSameLine = false; window->DC.IsSameLine = false;
columns->LineMinY = columns->LineMaxY; 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.CursorPos.y = columns->LineMinY;
window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);
window->DC.CurrLineTextBaseOffset = 0.0f; window->DC.CurrLineTextBaseOffset = 0.0f;
@ -4114,7 +4114,7 @@ void ImGui::EndColumns()
// Draw column // Draw column
const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator); 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); window->DrawList->AddLine(ImVec2(xi, y1 + 1.0f), ImVec2(xi, y2), col);
} }
@ -4135,7 +4135,7 @@ void ImGui::EndColumns()
window->ParentWorkRect = columns->HostBackupParentWorkRect; window->ParentWorkRect = columns->HostBackupParentWorkRect;
window->DC.CurrentColumns = NULL; window->DC.CurrentColumns = NULL;
window->DC.ColumnsOffset.x = 0.0f; 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(); NavUpdateCurrentWindowIsScrollPushableX();
} }

View File

@ -808,7 +808,7 @@ bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos)
ImRect bb_interact = bb; ImRect bb_interact = bb;
const float area_to_visible_ratio = window->OuterRectClipped.GetArea() / bb.GetArea(); const float area_to_visible_ratio = window->OuterRectClipped.GetArea() / bb.GetArea();
if (area_to_visible_ratio < 1.5f) 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. // 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). // (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); const bool allow_interaction = (alpha >= 1.0f);
ImRect bb = bb_frame; 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) // 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(); 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) // 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) // 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); window->DrawList->AddRectFilled(check_bb.Min + pad, check_bb.Max - pad, check_col, style.FrameRounding);
} }
else if (*v) 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); 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); window->DrawList->AddCircleFilled(center, radius, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), num_segment);
if (active) 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)); 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 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 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 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); ItemSize(min_size, text_baseline_y);
if (!ItemAdd(bb, id)) if (!ItemAdd(bb, id))
return; return;
const float sep1_x1 = pos.x; const float sep1_x1 = pos.x;
const float sep2_x2 = bb.Max.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 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 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; width_excess = 0.0f;
for (int n = 0; n < count; n++) 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; width_excess += items[n].Width - width_rounded;
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 scroll_increment_x = inner_size.x * 0.25f;
const float visible_width = inner_size.x - style.FramePadding.x; const float visible_width = inner_size.x - style.FramePadding.x;
if (cursor_offset.x < state->ScrollX) 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) 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 else
{ {
@ -4943,7 +4943,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
else else
{ {
ImVec2 rect_size = InputTextCalcTextSizeW(&g, p, text_selected_end, &p, NULL, true); 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)); 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); rect.ClipWith(clip_rect);
if (rect.Overlaps(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; state->CursorAnim += io.DeltaTime;
bool cursor_is_visible = (!g.IO.ConfigInputTextCursorBlink) || (state->CursorAnim <= 0.0f) || ImFmod(state->CursorAnim, 1.20f) <= 0.80f; 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); 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)) 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)); 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) if ((flags & (ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV)) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0)
{ {
// RGB/HSV 0..255 Sliders // 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_one = ImMax(1.0f, IM_TRUNC((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_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); 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" }; 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 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 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 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]; float backup_initial_col[4];
memcpy(backup_initial_col, col, components * sizeof(float)); 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 // 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) // (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.Min.x -= IM_TRUNC(window->WindowPadding.x * 0.5f - 1.0f);
frame_bb.Max.x += IM_FLOOR(window->WindowPadding.x * 0.5f); 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 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_x = span_all_columns ? 0.0f : style.ItemSpacing.x;
const float spacing_y = style.ItemSpacing.y; const float spacing_y = style.ItemSpacing.y;
const float spacing_L = IM_FLOOR(spacing_x * 0.50f); const float spacing_L = IM_TRUNC(spacing_x * 0.50f);
const float spacing_U = IM_FLOOR(spacing_y * 0.50f); const float spacing_U = IM_TRUNC(spacing_y * 0.50f);
bb.Min.x -= spacing_L; bb.Min.x -= spacing_L;
bb.Min.y -= spacing_U; bb.Min.y -= spacing_U;
bb.Max.x += (spacing_x - spacing_L); 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. // Size default to hold ~7.25 items.
// Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar. // 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)); ImVec2 frame_size = ImVec2(size.x, ImMax(size.y, label_size.y));
ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size); 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)); 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) if (height_in_items < 0)
height_in_items = ImMin(items_count, 7); height_in_items = ImMin(items_count, 7);
float height_in_items_f = height_in_items + 0.25f; 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)) if (!BeginListBox(label, size))
return false; return false;
@ -7433,15 +7433,15 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled)
// Menu inside an horizontal menu bar // Menu inside an horizontal menu bar
// Selectable extend their highlight by half ItemSpacing in each direction. // 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() // 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()); 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_FLOOR(style.ItemSpacing.x * 0.5f); window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * 0.5f);
PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y)); PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y));
float w = label_size.x; float w = label_size.x;
ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); 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)); pressed = Selectable("", menu_is_open, selectable_flags, ImVec2(w, label_size.y));
RenderText(text_pos, label); RenderText(text_pos, label);
PopStyleVar(); 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 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. // 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); popup_pos = ImVec2(pos.x, pos.y - style.WindowPadding.y);
float icon_w = (icon && icon[0]) ? CalcTextSize(icon, NULL).x : 0.0f; 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 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); 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); 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 // 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. // 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; 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); 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)); PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y));
pressed = Selectable("", selected, selectable_flags, ImVec2(w, 0.0f)); pressed = Selectable("", selected, selectable_flags, ImVec2(w, 0.0f));
PopStyleVar(); PopStyleVar();
if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible)
RenderText(text_pos, label); 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 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. // 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 icon_w = (icon && icon[0]) ? CalcTextSize(icon, NULL).x : 0.0f;
float shortcut_w = (shortcut && shortcut[0]) ? CalcTextSize(shortcut, 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 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); float stretch_w = ImMax(0.0f, GetContentRegionAvail().x - min_w);
pressed = Selectable("", false, selectable_flags | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, label_size.y)); 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); 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); 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->ID = id;
tab_bar->SeparatorMinX = tab_bar->BarRect.Min.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_FLOOR(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); 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++) 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]; 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) if (shrinked_width < 0.0f)
continue; 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; const bool is_central_section = (tab->Flags & ImGuiTabItemFlags_SectionMask_) == 0;
size.x = tab->Width; size.x = tab->Width;
if (is_central_section) 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 else
window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2(tab->Offset, 0.0f); window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2(tab->Offset, 0.0f);
ImVec2 pos = window->DC.CursorPos; 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) if (hovered && g.HoveredIdNotActiveTimer > TOOLTIP_DELAY && bb.GetWidth() < tab->ContentWidth)
{ {
// Enlarge tab display when hovering // 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); display_draw_list = GetForegroundDrawList(window);
TabItemBackground(display_draw_list, bb, flags, GetColorU32(ImGuiCol_TitleBgActive)); TabItemBackground(display_draw_list, bb, flags, GetColorU32(ImGuiCol_TitleBgActive));
} }