Internals: refactor RenderRectFilledRangeH() into RenderRectFilledInRangeH() to take absolute coordinates instead of normalized ones.
Amend 01d4bf299a (#1296)
diff --git a/imgui.h b/imgui.h
index facb999..788061c 100644
--- a/imgui.h
+++ b/imgui.h
@@ -1927,7 +1927,7 @@
ImGuiSliderFlags_ClampZeroRange = 1 << 10, // Clamp even if min==max==0.0f. Otherwise due to legacy reason DragXXX functions don't clamp with those values. When your clamping limits are dynamic you almost always want to use it.
ImGuiSliderFlags_NoSpeedTweaks = 1 << 11, // Disable keyboard modifiers altering tweak speed. Useful if you want to alter tweak speed yourself based on your own logic.
ImGuiSliderFlags_AlwaysClamp = ImGuiSliderFlags_ClampOnInput | ImGuiSliderFlags_ClampZeroRange,
- ImGuiSliderFlags_InvalidMask_ = 0x7000000F, // [Internal] We treat using those bits as being potentially a 'float power' argument from the previous API that has got miscast to this enum, and will trigger an assert if needed.
+ ImGuiSliderFlags_InvalidMask_ = 0x7000000F, // [Internal] We treat using those bits as being potentially a 'float power' argument from legacy API (obsoleted 2020-08) that has got miscast to this enum, and will trigger an assert if needed.
};
// Identify a mouse button.
diff --git a/imgui_demo.cpp b/imgui_demo.cpp
index 1d914b3..a131680 100644
--- a/imgui_demo.cpp
+++ b/imgui_demo.cpp
@@ -2045,10 +2045,12 @@
if (ImGui::TreeNode("Progress Bars"))
{
// Animate a simple progress bar
- static float progress = 0.0f, progress_dir = 1.0f;
- progress += progress_dir * 0.4f * ImGui::GetIO().DeltaTime;
- if (progress >= +1.1f) { progress = +1.1f; progress_dir *= -1.0f; }
- if (progress <= -0.1f) { progress = -0.1f; progress_dir *= -1.0f; }
+ static float progress_accum = 0.0f, progress_dir = 1.0f;
+ progress_accum += progress_dir * 0.4f * ImGui::GetIO().DeltaTime;
+ if (progress_accum >= +1.1f) { progress_accum = +1.1f; progress_dir *= -1.0f; }
+ if (progress_accum <= -0.1f) { progress_accum = -0.1f; progress_dir *= -1.0f; }
+
+ const float progress = IM_CLAMP(progress_accum, 0.0f, 1.0f);
// Typically we would use ImVec2(-1.0f,0.0f) or ImVec2(-FLT_MIN,0.0f) to use all available width,
// or ImVec2(width,0.0f) for a specified width. ImVec2(0.0f,0.0f) uses ItemWidth.
@@ -2056,9 +2058,8 @@
ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x);
ImGui::Text("Progress Bar");
- float progress_saturated = IM_CLAMP(progress, 0.0f, 1.0f);
char buf[32];
- sprintf(buf, "%d/%d", (int)(progress_saturated * 1753), 1753);
+ sprintf(buf, "%d/%d", (int)(progress * 1753), 1753);
ImGui::ProgressBar(progress, ImVec2(0.f, 0.f), buf);
// Pass an animated negative value, e.g. -1.0f * (float)ImGui::GetTime() is the recommended value.
diff --git a/imgui_draw.cpp b/imgui_draw.cpp
index b01e573..64e88fb 100644
--- a/imgui_draw.cpp
+++ b/imgui_draw.cpp
@@ -5830,7 +5830,7 @@
// - RenderBullet()
// - RenderCheckMark()
// - RenderArrowPointingAt()
-// - RenderRectFilledRangeH()
+// - RenderRectFilledInRangeH()
// - RenderRectFilledWithHole()
//-----------------------------------------------------------------------------
// Function in need of a redesign (legacy mess)
@@ -5913,15 +5913,15 @@
}
// FIXME: Cleanup and move code to ImDrawList.
-void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding)
+// - Before 2025-12-04: RenderRectFilledRangeH() with 'float x_start_norm, float x_end_norm` <- normalized
+// - After 2025-12-04: RenderRectFilledInRangeH() with 'float x1, float x2' <- absolute coords!!
+void ImGui::RenderRectFilledInRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x1, float x2, float rounding)
{
- if (x_end_norm == x_start_norm)
+ if (x1 == x2)
return;
- if (x_start_norm > x_end_norm)
- ImSwap(x_start_norm, x_end_norm);
- ImVec2 p0 = ImVec2(ImLerp(rect.Min.x, rect.Max.x, x_start_norm), rect.Min.y);
- ImVec2 p1 = ImVec2(ImLerp(rect.Min.x, rect.Max.x, x_end_norm), rect.Max.y);
+ ImVec2 p0 = ImVec2(x1, rect.Min.y);
+ ImVec2 p1 = ImVec2(x2, rect.Max.y);
if (rounding == 0.0f)
{
draw_list->AddRectFilled(p0, p1, col, 0.0f);
diff --git a/imgui_internal.h b/imgui_internal.h
index 318d013..2da8810 100644
--- a/imgui_internal.h
+++ b/imgui_internal.h
@@ -3587,7 +3587,7 @@
IMGUI_API void RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col);
IMGUI_API void RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float sz);
IMGUI_API void RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col);
- IMGUI_API void RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding);
+ IMGUI_API void RenderRectFilledInRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x1, float x2, float rounding);
IMGUI_API void RenderRectFilledWithHole(ImDrawList* draw_list, const ImRect& outer, const ImRect& inner, ImU32 col, float rounding);
// Widgets: Text
diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp
index 2e05af1..85e77f0 100644
--- a/imgui_widgets.cpp
+++ b/imgui_widgets.cpp
@@ -1440,7 +1440,10 @@
// Render
RenderFrame(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);
bb.Expand(ImVec2(-style.FrameBorderSize, -style.FrameBorderSize));
- RenderRectFilledRangeH(window->DrawList, bb, GetColorU32(ImGuiCol_PlotHistogram), fill_n0, fill_n1, style.FrameRounding);
+ float fill_x0 = ImLerp(bb.Min.x, bb.Max.x, fill_n0);
+ float fill_x1 = ImLerp(bb.Min.x, bb.Max.x, fill_n1);
+ if (fill_x0 < fill_x1)
+ RenderRectFilledInRangeH(window->DrawList, bb, GetColorU32(ImGuiCol_PlotHistogram), fill_x0, fill_x1, style.FrameRounding);
// Default displaying the fraction as percentage string, but user can override it
// Don't display text for indeterminate bars by default
@@ -1456,7 +1459,7 @@
ImVec2 overlay_size = CalcTextSize(overlay, NULL);
if (overlay_size.x > 0.0f)
{
- float text_x = is_indeterminate ? (bb.Min.x + bb.Max.x - overlay_size.x) * 0.5f : ImLerp(bb.Min.x, bb.Max.x, fill_n1) + style.ItemSpacing.x;
+ float text_x = is_indeterminate ? (bb.Min.x + bb.Max.x - overlay_size.x) * 0.5f : fill_x1 + style.ItemSpacing.x;
RenderTextClipped(ImVec2(ImClamp(text_x, bb.Min.x, bb.Max.x - overlay_size.x - style.ItemInnerSpacing.x), bb.Min.y), bb.Max, overlay, NULL, &overlay_size, ImVec2(0.0f, 0.5f), &bb);
}
}