ParseFormatPrecision() returns -1 for scientific noation 'e'/'E', RoundScalar() doesn't alter those.

docking
omar 7 years ago
parent 0d4b08a851
commit 7a7327adde

@ -936,6 +936,18 @@ const char* ImStristr(const char* haystack, const char* haystack_end, const char
return NULL;
}
static const char* ImAtoi(const char* src, int* output)
{
int negative = 0;
if (*src == '-') { negative = 1; src++; }
if (*src == '+') { src++; }
int v = 0;
while (*src >= '0' && *src <= '9')
v = (v * 10) + (*src++ - '0');
*output = negative ? -v : v;
return src;
}
// MSVC version appears to return -1 on overflow, whereas glibc appears to return total count (which may be >= buf_size).
// Ideally we would test for only one of those limits at runtime depending on the behavior the vsnprintf(), but trying to deduct it at compile time sounds like a pandora can of worm.
int ImFormatString(char* buf, int buf_size, const char* fmt, ...)
@ -6462,10 +6474,12 @@ int ImGui::ParseFormatPrecision(const char* fmt, int default_precision)
fmt++;
if (*fmt == '.')
{
precision = atoi(fmt + 1);
fmt = ImAtoi(fmt + 1, &precision);
if (precision < 0 || precision > 10)
precision = default_precision;
}
if (*fmt == 'e' || *fmt == 'E') // Maximum precision with scientific notation
precision = -1;
break;
}
return precision;
@ -6482,6 +6496,8 @@ float ImGui::RoundScalar(float value, int decimal_precision)
// Round past decimal precision
// So when our value is 1.99999 with a precision of 0.001 we'll end up rounding to 2.0
// FIXME: Investigate better rounding methods
if (decimal_precision < 0)
return value;
const float min_step = GetMinimumStepAtDecimalPrecision(decimal_precision);
bool negative = value < 0.0f;
value = fabsf(value);
@ -6533,7 +6549,7 @@ bool ImGui::SliderBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v
const float grab_padding = 2.0f;
const float slider_sz = is_horizontal ? (frame_bb.GetWidth() - grab_padding * 2.0f) : (frame_bb.GetHeight() - grab_padding * 2.0f);
float grab_sz;
if (decimal_precision > 0)
if (decimal_precision != 0)
grab_sz = ImMin(style.GrabMinSize, slider_sz);
else
grab_sz = ImMin(ImMax(1.0f * (slider_sz / ((v_min < v_max ? v_max - v_min : v_min - v_max) + 1.0f)), style.GrabMinSize), slider_sz); // Integer sliders, if possible have the grab size represent 1 unit

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