Data types: DragScalar: Fixed speed of integer values tweaking with keyboard/gamepad when speed < 1. Enforce min/max bounds when power curves are used. SliderScalar: Fixed integer/slow tweaking. (#643)

This commit is contained in:
omar 2018-05-12 16:48:21 +02:00
parent fc7fc83f9e
commit 7475c1e7dd
2 changed files with 7 additions and 7 deletions

View file

@ -51,6 +51,9 @@ Breaking Changes:
Other Changes:
(IN PROGRESS, WILL ADD TO THIS LIST AS WE WORK ON 1.61)
- Added DragScalar, DragScalarN: supports signed/unsigned, 32/64 bits, float/double data types. (#643, #320, #708, #1011)
- Added InputScalar, InputScalarN: supports signed/unsigned, 32/64 bits, float/double data types. (#643, #320, #708, #1011)
- Added SliderScalar, SliderScalarN: supports signed/unsigned, 32/64 bits, float/double data types. (#643, #320, #708, #1011)
- Window: Fixed default proportional item width lagging by one frame on resize.
- Window: Fixed pop-ups/tooltips/menus not honoring style.DisplaySafeAreaPadding as well as it should have (part of menus displayed outside the safe area, etc.).
- Window: Fixed windows using the ImGuiWindowFlags_NoSavedSettings flag from not using the same default position as other windows. (#1760)
@ -66,9 +69,6 @@ Other Changes:
- InputText: Fixed returning true when edition is canceled with ESC and the current buffer matches the initial value.
- InputFloat,InputFloat2,InputFloat3,InputFloat4: Added variations taking a more flexible and consistent optional "const char* format" parameter instead of "int decimal_precision".
This allow using custom formats to display values in scientific notation, and is generally more consistent with other API. Obsoleted functions using the optional "int decimal_precision" parameter. (#648)
- Added DragScalar, DragScalarN: supports signed/unsigned, 32/64 bits, float/double data types. (#320, #643, #708, #1011)
- Added InputScalar, InputScalarN: supports signed/unsigned, 32/64 bits, float/double data types. (#320, #643, #708, #1011)
- Added SliderScalar, SliderScalarN: supports signed/unsigned, 32/64 bits, float/double data types. (#320, #643, #708, #1011)
- DragFloat, DragInt: Cancel mouse tweak when current value is initially past the min/max boundaries and mouse is pushing in the same direction (keyboard/gamepad version already did this).
- DragFloat, DragInt: Honor natural type limits (e.g. INT_MAX, FLT_MAX) instead of wrapping around. (#708, #320)
- DragFloat, SliderFloat: Fixes to allow input of scientific notation numbers when using CTRL+Click to input the value. (~#648, #1011)

View file

@ -8891,8 +8891,8 @@ static bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType d
}
else
{
if (v_max - v_min <= 100.0f || v_max - v_min >= -100.0f || IsNavInputDown(ImGuiNavInput_TweakSlow))
delta = ((delta < 0.0f) ? -1.0f : +1.0f) / (float)(v_max - v_min); // Gamepad/keyboard tweak speeds in integer steps
if ((v_range >= -100.0f && v_range <= 100.0f) || IsNavInputDown(ImGuiNavInput_TweakSlow))
delta = ((delta < 0.0f) ? -1.0f : +1.0f) / (float)v_range; // Gamepad/keyboard tweak speeds in integer steps
else
delta /= 100.0f;
}
@ -9257,7 +9257,7 @@ static bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed
}
if (g.ActiveIdSource == ImGuiInputSource_Nav)
{
int decimal_precision = ImParseFormatPrecision(format, 3);
int decimal_precision = (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) ? ImParseFormatPrecision(format, 3) : 0;
adjust_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard|ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_RepeatFast, 1.0f/10.0f, 10.0f).x;
v_speed = ImMax(v_speed, GetMinimumStepAtDecimalPrecision(decimal_precision));
}
@ -9367,7 +9367,7 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* v, floa
return false;
if (power != 1.0f)
IM_ASSERT(v_min != v_max); // When using a power curve the drag needs to have known bounds
IM_ASSERT(v_min != NULL && v_max != NULL); // When using a power curve the drag needs to have known bounds
ImGuiContext& g = *GImGui;
const ImGuiStyle& style = g.Style;