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InputText: Internals: store Scroll.y as it seems sane to (internally) expose it in a way that's agnostic of our use of a child window (#7913, #383)
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imgui.h
2
imgui.h
@ -29,7 +29,7 @@
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// Library Version
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// Library Version
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// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
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// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
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#define IMGUI_VERSION "1.91.1 WIP"
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#define IMGUI_VERSION "1.91.1 WIP"
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#define IMGUI_VERSION_NUM 19103
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#define IMGUI_VERSION_NUM 19104
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#define IMGUI_HAS_TABLE
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#define IMGUI_HAS_TABLE
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/*
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/*
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@ -1121,7 +1121,7 @@ struct IMGUI_API ImGuiInputTextState
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ImVector<char> InitialTextA; // value to revert to when pressing Escape = backup of end-user buffer at the time of focus (in UTF-8, unaltered)
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ImVector<char> InitialTextA; // value to revert to when pressing Escape = backup of end-user buffer at the time of focus (in UTF-8, unaltered)
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bool TextAIsValid; // temporary UTF8 buffer is not initially valid before we make the widget active (until then we pull the data from user argument)
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bool TextAIsValid; // temporary UTF8 buffer is not initially valid before we make the widget active (until then we pull the data from user argument)
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int BufCapacityA; // end-user buffer capacity
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int BufCapacityA; // end-user buffer capacity
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float ScrollX; // horizontal scrolling/offset
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ImVec2 Scroll; // horizontal offset (managed manually) + vertical scrolling (pulled from child window's own Scroll.y)
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ImStb::STB_TexteditState Stb; // state for stb_textedit.h
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ImStb::STB_TexteditState Stb; // state for stb_textedit.h
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float CursorAnim; // timer for cursor blink, reset on every user action so the cursor reappears immediately
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float CursorAnim; // timer for cursor blink, reset on every user action so the cursor reappears immediately
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bool CursorFollow; // set when we want scrolling to follow the current cursor position (not always!)
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bool CursorFollow; // set when we want scrolling to follow the current cursor position (not always!)
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@ -4407,7 +4407,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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}
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}
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else
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else
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{
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{
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state->ScrollX = 0.0f;
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state->Scroll = ImVec2(0.0f, 0.0f);
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stb_textedit_initialize_state(&state->Stb, !is_multiline);
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stb_textedit_initialize_state(&state->Stb, !is_multiline);
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}
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}
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@ -4459,6 +4459,10 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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// FIXME: May be a problem to always steal Alt on OSX, would ideally still allow an uninterrupted Alt down-up to toggle menu
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// FIXME: May be a problem to always steal Alt on OSX, would ideally still allow an uninterrupted Alt down-up to toggle menu
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if (is_osx)
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if (is_osx)
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SetKeyOwner(ImGuiMod_Alt, id);
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SetKeyOwner(ImGuiMod_Alt, id);
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// Expose scroll in a manner that is agnostic to us using a child window
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if (is_multiline)
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state->Scroll.y = draw_window->Scroll.y;
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}
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}
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// We have an edge case if ActiveId was set through another widget (e.g. widget being swapped), clear id immediately (don't wait until the end of the function)
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// We have an edge case if ActiveId was set through another widget (e.g. widget being swapped), clear id immediately (don't wait until the end of the function)
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@ -4522,7 +4526,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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g.ActiveIdAllowOverlap = !io.MouseDown[0];
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g.ActiveIdAllowOverlap = !io.MouseDown[0];
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// Edit in progress
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// Edit in progress
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const float mouse_x = (io.MousePos.x - frame_bb.Min.x - style.FramePadding.x) + state->ScrollX;
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const float mouse_x = (io.MousePos.x - frame_bb.Min.x - style.FramePadding.x) + state->Scroll.x;
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const float mouse_y = (is_multiline ? (io.MousePos.y - draw_window->DC.CursorPos.y) : (g.FontSize * 0.5f));
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const float mouse_y = (is_multiline ? (io.MousePos.y - draw_window->DC.CursorPos.y) : (g.FontSize * 0.5f));
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if (select_all)
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if (select_all)
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@ -5078,14 +5082,14 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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{
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{
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const float scroll_increment_x = inner_size.x * 0.25f;
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const float scroll_increment_x = inner_size.x * 0.25f;
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const float visible_width = inner_size.x - style.FramePadding.x;
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const float visible_width = inner_size.x - style.FramePadding.x;
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if (cursor_offset.x < state->ScrollX)
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if (cursor_offset.x < state->Scroll.x)
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state->ScrollX = IM_TRUNC(ImMax(0.0f, cursor_offset.x - scroll_increment_x));
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state->Scroll.x = IM_TRUNC(ImMax(0.0f, cursor_offset.x - scroll_increment_x));
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else if (cursor_offset.x - visible_width >= state->ScrollX)
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else if (cursor_offset.x - visible_width >= state->Scroll.x)
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state->ScrollX = IM_TRUNC(cursor_offset.x - visible_width + scroll_increment_x);
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state->Scroll.x = IM_TRUNC(cursor_offset.x - visible_width + scroll_increment_x);
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}
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}
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else
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else
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{
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{
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state->ScrollX = 0.0f;
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state->Scroll.y = 0.0f;
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}
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}
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// Vertical scroll
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// Vertical scroll
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@ -5106,7 +5110,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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}
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}
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// Draw selection
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// Draw selection
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const ImVec2 draw_scroll = ImVec2(state->ScrollX, 0.0f);
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const ImVec2 draw_scroll = ImVec2(state->Scroll.x, 0.0f);
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if (render_selection)
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if (render_selection)
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{
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{
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const ImWchar* text_selected_begin = text_begin + ImMin(state->Stb.select_start, state->Stb.select_end);
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const ImWchar* text_selected_begin = text_begin + ImMin(state->Stb.select_start, state->Stb.select_end);
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