Пользователь
- Статус
- Оффлайн
- Регистрация
- 10 Июл 2019
- Сообщения
- 207
- Реакции
- 36
Кароч, такая поебота, название слайдера уезжает в грецию, что делать?
вот код слайдера
C++:
ImGuiContext& g = *GImGui;
ImGuiWindow* window = GetCurrentWindow();
const ImGuiStyle& style = g.Style;
// Draw frame
window->DrawList->AddRectFilled(frame_bb.Min - ImVec2(0, 3) + ImVec2(0, 2), frame_bb.Max - ImVec2(0, 5) + ImVec2(0, 2), GetColorU32(ImGuiCol_Border), style.FrameRounding);
window->DrawList->AddRectFilled(frame_bb.Min + ImVec2(1, -2) + ImVec2(0, 2), frame_bb.Max - ImVec2(1, 6) + ImVec2(0, 2), GetColorU32(ImGuiCol_FrameBg), style.FrameRounding);
const bool is_non_linear = (power < 1.0f - 0.00001f) || (power > 1.0f + 0.00001f);
const bool is_horizontal = (flags & ImGuiSliderFlags_Vertical) == 0;
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)
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
const float slider_usable_sz = slider_sz - grab_sz;
const float slider_usable_pos_min = (is_horizontal ? frame_bb.Min.x : frame_bb.Min.y) + grab_padding + grab_sz * 0.5f;
const float slider_usable_pos_max = (is_horizontal ? frame_bb.Max.x : frame_bb.Max.y) - grab_padding - grab_sz * 0.5f;
// For logarithmic sliders that cross over sign boundary we want the exponential increase to be symmetric around 0.0f
float linear_zero_pos = 0.0f; // 0.0->1.0f
if (v_min * v_max < 0.0f) {
// Different sign
const float linear_dist_min_to_0 = powf(fabsf(0.0f - v_min), 1.0f / power);
const float linear_dist_max_to_0 = powf(fabsf(v_max - 0.0f), 1.0f / power);
linear_zero_pos = linear_dist_min_to_0 / (linear_dist_min_to_0 + linear_dist_max_to_0);
}
else {
// Same sign
linear_zero_pos = v_min < 0.0f ? 1.0f : 0.0f;
}
// Process clicking on the slider
bool value_changed = false;
if (g.ActiveId == id) {
bool set_new_value = false;
float clicked_t = 0.0f;
if (g.IO.MouseDown[0]) {
const float mouse_abs_pos = is_horizontal ? g.IO.MousePos.x : g.IO.MousePos.y;
clicked_t = (slider_usable_sz > 0.0f) ? ImClamp((mouse_abs_pos - slider_usable_pos_min) / slider_usable_sz, 0.0f, 1.0f) : 0.0f;
if (!is_horizontal)
clicked_t = 1.0f - clicked_t;
set_new_value = true;
}
else {
ClearActiveID();
}
if (set_new_value) {
float new_value;
if (is_non_linear) {
// Account for logarithmic scale on both sides of the zero
if (clicked_t < linear_zero_pos) {
// Negative: rescale to the negative range before powering
float a = 1.0f - (clicked_t / linear_zero_pos);
a = powf(a, power);
new_value = ImLerp(ImMin(v_max, 0.0f), v_min, a);
}
else {
// Positive: rescale to the positive range before powering
float a;
if (fabsf(linear_zero_pos - 1.0f) > 1.e-6f)
a = (clicked_t - linear_zero_pos) / (1.0f - linear_zero_pos);
else
a = clicked_t;
a = powf(a, power);
new_value = ImLerp(ImMax(v_min, 0.0f), v_max, a);
}
}
else {
// Linear slider
new_value = ImLerp(v_min, v_max, clicked_t);
}
// Round past decimal precision
new_value = RoundScalar(new_value, decimal_precision);
if (*v != new_value) {
*v = new_value;
value_changed = true;
}
}
}
// Draw
float grab_t = SliderBehaviorCalcRatioFromValue(*v, v_min, v_max, power, linear_zero_pos);
if (!is_horizontal)
grab_t = 1.0f - grab_t;
const float grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t);
ImRect grab_bb;
if (is_horizontal)
grab_bb = ImRect(ImVec2(grab_pos - grab_sz * 0.5f, frame_bb.Min.y), ImVec2(grab_pos + grab_sz * 0.5f, frame_bb.Max.y));
else
grab_bb = ImRect(ImVec2(frame_bb.Min.x + grab_padding, grab_pos - grab_sz * 0.5f), ImVec2(frame_bb.Max.x - grab_padding, grab_pos + grab_sz * 0.5f));
window->DrawList->AddRectFilled(frame_bb.Min + ImVec2(1, -2) + ImVec2(0, 2), grab_bb.Max - ImVec2(-1, 6) + ImVec2(0, 2), GetColorU32(ImGuiCol_CheckMark), style.FrameRounding); // Main gradient.
window->DrawList->AddRectFilledMultiColor(frame_bb.Min + ImVec2(1, -2) + ImVec2(0, 2), grab_bb.Max - ImVec2(-1, 6) + ImVec2(0, 2), GetColorU32(ImVec4(0.0f, 0.0f, 0.0f, 0.05f)), GetColorU32(ImVec4(0.0f, 0.0f, 0.0f, 0.05f)), GetColorU32(ImVec4(0.0f, 0.0f, 0.0f, 0.38f)), GetColorU32(ImVec4(0.0f, 0.0f, 0.0f, 0.38f))); // Main gradient.
return value_changed;