|
|
@@ -868,7 +868,8 @@ void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars)
|
|
|
// HELPERS
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
|
-#define IM_F32_TO_INT8(_VAL) ((int)((_VAL) * 255.0f + 0.5f))
|
|
|
+#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
|
|
|
|
|
|
// Play it nice with Windows users. Notepad in 2015 still doesn't display text data with Unix-style \n.
|
|
|
#ifdef _WIN32
|
|
|
@@ -1189,10 +1190,10 @@ ImVec4 ImGui::ColorConvertU32ToFloat4(ImU32 in)
|
|
|
ImU32 ImGui::ColorConvertFloat4ToU32(const ImVec4& in)
|
|
|
{
|
|
|
ImU32 out;
|
|
|
- out = ((ImU32)IM_F32_TO_INT8(ImSaturate(in.x)));
|
|
|
- out |= ((ImU32)IM_F32_TO_INT8(ImSaturate(in.y))) << 8;
|
|
|
- out |= ((ImU32)IM_F32_TO_INT8(ImSaturate(in.z))) << 16;
|
|
|
- out |= ((ImU32)IM_F32_TO_INT8(ImSaturate(in.w))) << 24;
|
|
|
+ out = ((ImU32)IM_F32_TO_INT8_SAT(in.x));
|
|
|
+ out |= ((ImU32)IM_F32_TO_INT8_SAT(in.y)) << 8;
|
|
|
+ out |= ((ImU32)IM_F32_TO_INT8_SAT(in.z)) << 16;
|
|
|
+ out |= ((ImU32)IM_F32_TO_INT8_SAT(in.w)) << 24;
|
|
|
return out;
|
|
|
}
|
|
|
|
|
|
@@ -4270,7 +4271,8 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us
|
|
|
if (style.WindowTitleAlign & ImGuiAlign_Center) pad_right = pad_left;
|
|
|
if (pad_left) text_min.x += g.FontSize + style.ItemInnerSpacing.x;
|
|
|
if (pad_right) text_max.x -= g.FontSize + style.ItemInnerSpacing.x;
|
|
|
- RenderTextClipped(text_min, text_max, name, NULL, &text_size, style.WindowTitleAlign, NULL, &clip_max);
|
|
|
+ ImVec2 clip_min = ImVec2(text_min.x, window->Pos.y);
|
|
|
+ RenderTextClipped(text_min, text_max, name, NULL, &text_size, style.WindowTitleAlign, &clip_min, &clip_max);
|
|
|
}
|
|
|
|
|
|
// Save clipped aabb so we can access it in constant-time in FindHoveredWindow()
|
|
|
@@ -7949,8 +7951,8 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
|
|
|
{
|
|
|
edit_state.CursorAnim += g.IO.DeltaTime;
|
|
|
|
|
|
- // We need to:
|
|
|
- // - Display the text (this can be more easily clipped)
|
|
|
+ // This is going to be messy. We need to:
|
|
|
+ // - Display the text (this alone can be more easily clipped)
|
|
|
// - Handle scrolling, highlight selection, display cursor (those all requires some form of 1d->2d cursor position calculation)
|
|
|
// - Measure text height (for scrollbar)
|
|
|
// We are attempting to do most of that in **one main pass** to minimize the computation cost (non-negligible for large amount of text) + 2nd pass for selection rendering (we could merge them by an extra refactoring effort)
|
|
|
@@ -8115,14 +8117,12 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
|
|
|
bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiTextEditCallback callback, void* user_data)
|
|
|
{
|
|
|
IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline()
|
|
|
- bool ret = InputTextEx(label, buf, (int)buf_size, ImVec2(0,0), flags, callback, user_data);
|
|
|
- return ret;
|
|
|
+ return InputTextEx(label, buf, (int)buf_size, ImVec2(0,0), flags, callback, user_data);
|
|
|
}
|
|
|
|
|
|
bool ImGui::InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size, ImGuiInputTextFlags flags, ImGuiTextEditCallback callback, void* user_data)
|
|
|
{
|
|
|
- bool ret = InputTextEx(label, buf, (int)buf_size, size, flags | ImGuiInputTextFlags_Multiline, callback, user_data);
|
|
|
- return ret;
|
|
|
+ return InputTextEx(label, buf, (int)buf_size, size, flags | ImGuiInputTextFlags_Multiline, callback, user_data);
|
|
|
}
|
|
|
|
|
|
// NB: scalar_format here must be a simple "%xx" format string with no prefix/suffix (unlike the Drag/Slider functions "display_format" argument)
|
|
|
@@ -8856,7 +8856,7 @@ bool ImGui::ColorButton(const ImVec4& col, bool small_height, bool outline_borde
|
|
|
RenderFrame(bb.Min, bb.Max, GetColorU32(col), outline_border, style.FrameRounding);
|
|
|
|
|
|
if (hovered)
|
|
|
- SetTooltip("Color:\n(%.2f,%.2f,%.2f,%.2f)\n#%02X%02X%02X%02X", col.x, col.y, col.z, col.w, IM_F32_TO_INT8(col.x), IM_F32_TO_INT8(col.y), IM_F32_TO_INT8(col.z), IM_F32_TO_INT8(col.z));
|
|
|
+ SetTooltip("Color:\n(%.2f,%.2f,%.2f,%.2f)\n#%02X%02X%02X%02X", col.x, col.y, col.z, col.w, IM_F32_TO_INT8_SAT(col.x), IM_F32_TO_INT8_SAT(col.y), IM_F32_TO_INT8_SAT(col.z), IM_F32_TO_INT8_SAT(col.z));
|
|
|
|
|
|
return pressed;
|
|
|
}
|
|
|
@@ -8897,7 +8897,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], bool alpha)
|
|
|
if (edit_mode == ImGuiColorEditMode_HSV)
|
|
|
ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]);
|
|
|
|
|
|
- int i[4] = { IM_F32_TO_INT8(f[0]), IM_F32_TO_INT8(f[1]), IM_F32_TO_INT8(f[2]), IM_F32_TO_INT8(f[3]) };
|
|
|
+ int i[4] = { IM_F32_TO_INT8_UNBOUND(f[0]), IM_F32_TO_INT8_UNBOUND(f[1]), IM_F32_TO_INT8_UNBOUND(f[2]), IM_F32_TO_INT8_UNBOUND(f[3]) };
|
|
|
|
|
|
int components = alpha ? 4 : 3;
|
|
|
bool value_changed = false;
|
|
|
@@ -8974,7 +8974,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], bool alpha)
|
|
|
|
|
|
// Recreate our own tooltip over's ColorButton() one because we want to display correct alpha here
|
|
|
if (IsItemHovered())
|
|
|
- SetTooltip("Color:\n(%.2f,%.2f,%.2f,%.2f)\n#%02X%02X%02X%02X", col[0], col[1], col[2], col[3], IM_F32_TO_INT8(col[0]), IM_F32_TO_INT8(col[1]), IM_F32_TO_INT8(col[2]), IM_F32_TO_INT8(col[3]));
|
|
|
+ SetTooltip("Color:\n(%.2f,%.2f,%.2f,%.2f)\n#%02X%02X%02X%02X", col[0], col[1], col[2], col[3], IM_F32_TO_INT8_SAT(col[0]), IM_F32_TO_INT8_SAT(col[1]), IM_F32_TO_INT8_SAT(col[2]), IM_F32_TO_INT8_SAT(col[3]));
|
|
|
|
|
|
if (window->DC.ColorEditMode == ImGuiColorEditMode_UserSelectShowButton)
|
|
|
{
|