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Internals: clarified that GetInputTextState(0) can not return a pointer. Replaced a use of __APPLE__ with io.ConfigMacOSXBehaviors.
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@ -1,7 +1,11 @@
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# See http://editorconfig.org to read about the EditorConfig format.
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# See http://editorconfig.org to read about the EditorConfig format.
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# - In theory automatically supported by VS2017+ and most common IDE or text editors.
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# - In theory automatically supported by VS2017+ and most common IDE or text editors.
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# - In practice VS2019 stills gets trailing whitespaces wrong :(
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# - In practice VS2019-VS2022 stills don't trim trailing whitespaces correctly :(
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# - Suggest install to trim whitespaces: https://marketplace.visualstudio.com/items?itemName=MadsKristensen.TrailingWhitespaceVisualizer
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# - Suggest installing this to trim whitespaces:
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# GitHub https://github.com/madskristensen/TrailingWhitespace
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# VS2019 https://marketplace.visualstudio.com/items?itemName=MadsKristensen.TrailingWhitespaceVisualizer
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# VS2022 https://marketplace.visualstudio.com/items?itemName=MadsKristensen.TrailingWhitespace64
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# (in spite of its name doesn't only visualize but also trims)
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# - Alternative for older VS2010 to VS2015: https://marketplace.visualstudio.com/items?itemName=EditorConfigTeam.EditorConfig
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# - Alternative for older VS2010 to VS2015: https://marketplace.visualstudio.com/items?itemName=EditorConfigTeam.EditorConfig
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# top-most EditorConfig file
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# top-most EditorConfig file
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@ -2863,7 +2863,7 @@ namespace ImGui
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IMGUI_API bool TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* buf, int buf_size, ImGuiInputTextFlags flags);
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IMGUI_API bool TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* buf, int buf_size, ImGuiInputTextFlags flags);
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IMGUI_API bool TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format, const void* p_clamp_min = NULL, const void* p_clamp_max = NULL);
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IMGUI_API bool TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format, const void* p_clamp_min = NULL, const void* p_clamp_max = NULL);
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inline bool TempInputIsActive(ImGuiID id) { ImGuiContext& g = *GImGui; return (g.ActiveId == id && g.TempInputId == id); }
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inline bool TempInputIsActive(ImGuiID id) { ImGuiContext& g = *GImGui; return (g.ActiveId == id && g.TempInputId == id); }
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inline ImGuiInputTextState* GetInputTextState(ImGuiID id) { ImGuiContext& g = *GImGui; return (g.InputTextState.ID == id) ? &g.InputTextState : NULL; } // Get input text state if active
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inline ImGuiInputTextState* GetInputTextState(ImGuiID id) { ImGuiContext& g = *GImGui; return (id != 0 && g.InputTextState.ID == id) ? &g.InputTextState : NULL; } // Get input text state if active
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// Color
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// Color
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IMGUI_API void ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags);
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IMGUI_API void ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags);
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@ -1874,6 +1874,7 @@ bool ImGui::Combo(const char* label, int* current_item, const char* items_separa
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// - DataTypeFormatString()
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// - DataTypeFormatString()
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// - DataTypeApplyOp()
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// - DataTypeApplyOp()
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// - DataTypeApplyOpFromText()
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// - DataTypeApplyOpFromText()
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// - DataTypeCompare()
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// - DataTypeClamp()
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// - DataTypeClamp()
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// - GetMinimumStepAtDecimalPrecision
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// - GetMinimumStepAtDecimalPrecision
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// - RoundScalarWithFormat<>()
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// - RoundScalarWithFormat<>()
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@ -2279,6 +2280,7 @@ bool ImGui::DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v
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ImGuiContext& g = *GImGui;
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ImGuiContext& g = *GImGui;
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if (g.ActiveId == id)
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if (g.ActiveId == id)
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{
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{
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// Those are the things we can do easily outside the DragBehaviorT<> template, saves code generation.
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if (g.ActiveIdSource == ImGuiInputSource_Mouse && !g.IO.MouseDown[0])
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if (g.ActiveIdSource == ImGuiInputSource_Mouse && !g.IO.MouseDown[0])
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ClearActiveID();
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ClearActiveID();
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else if (g.ActiveIdSource == ImGuiInputSource_Nav && g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated)
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else if (g.ActiveIdSource == ImGuiInputSource_Nav && g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated)
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@ -2893,6 +2895,7 @@ bool ImGui::SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type
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// Read imgui.cpp "API BREAKING CHANGES" section for 1.78 if you hit this assert.
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// Read imgui.cpp "API BREAKING CHANGES" section for 1.78 if you hit this assert.
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IM_ASSERT((flags == 1 || (flags & ImGuiSliderFlags_InvalidMask_) == 0) && "Invalid ImGuiSliderFlags flag! Has the 'float power' argument been mistakenly cast to flags? Call function with ImGuiSliderFlags_Logarithmic flags instead.");
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IM_ASSERT((flags == 1 || (flags & ImGuiSliderFlags_InvalidMask_) == 0) && "Invalid ImGuiSliderFlags flag! Has the 'float power' argument been mistakenly cast to flags? Call function with ImGuiSliderFlags_Logarithmic flags instead.");
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// Those are the things we can do easily outside the SliderBehaviorT<> template, saves code generation.
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ImGuiContext& g = *GImGui;
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ImGuiContext& g = *GImGui;
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if ((g.LastItemData.InFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly))
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if ((g.LastItemData.InFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly))
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return false;
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return false;
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@ -3686,13 +3689,10 @@ static int is_word_boundary_from_right(ImGuiInputTextState* obj, int idx)
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static int is_word_boundary_from_left(ImGuiInputTextState* obj, int idx) { if (obj->Flags & ImGuiInputTextFlags_Password) return 0; return idx > 0 ? (!is_separator(obj->TextW[idx - 1]) && is_separator(obj->TextW[idx])) : 1; }
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static int is_word_boundary_from_left(ImGuiInputTextState* obj, int idx) { if (obj->Flags & ImGuiInputTextFlags_Password) return 0; return idx > 0 ? (!is_separator(obj->TextW[idx - 1]) && is_separator(obj->TextW[idx])) : 1; }
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static int STB_TEXTEDIT_MOVEWORDLEFT_IMPL(ImGuiInputTextState* obj, int idx) { idx--; while (idx >= 0 && !is_word_boundary_from_right(obj, idx)) idx--; return idx < 0 ? 0 : idx; }
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static int STB_TEXTEDIT_MOVEWORDLEFT_IMPL(ImGuiInputTextState* obj, int idx) { idx--; while (idx >= 0 && !is_word_boundary_from_right(obj, idx)) idx--; return idx < 0 ? 0 : idx; }
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static int STB_TEXTEDIT_MOVEWORDRIGHT_MAC(ImGuiInputTextState* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_left(obj, idx)) idx++; return idx > len ? len : idx; }
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static int STB_TEXTEDIT_MOVEWORDRIGHT_MAC(ImGuiInputTextState* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_left(obj, idx)) idx++; return idx > len ? len : idx; }
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#define STB_TEXTEDIT_MOVEWORDLEFT STB_TEXTEDIT_MOVEWORDLEFT_IMPL // They need to be #define for stb_textedit.h
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#ifdef __APPLE__ // FIXME: Move setting to IO structure
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#define STB_TEXTEDIT_MOVEWORDRIGHT STB_TEXTEDIT_MOVEWORDRIGHT_MAC
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#else
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static int STB_TEXTEDIT_MOVEWORDRIGHT_WIN(ImGuiInputTextState* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_right(obj, idx)) idx++; return idx > len ? len : idx; }
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static int STB_TEXTEDIT_MOVEWORDRIGHT_WIN(ImGuiInputTextState* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_right(obj, idx)) idx++; return idx > len ? len : idx; }
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#define STB_TEXTEDIT_MOVEWORDRIGHT STB_TEXTEDIT_MOVEWORDRIGHT_WIN
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static int STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(ImGuiInputTextState* obj, int idx) { if (ImGui::GetIO().ConfigMacOSXBehaviors) return STB_TEXTEDIT_MOVEWORDRIGHT_MAC(obj, idx); else return STB_TEXTEDIT_MOVEWORDRIGHT_WIN(obj, idx); }
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#endif
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#define STB_TEXTEDIT_MOVEWORDLEFT STB_TEXTEDIT_MOVEWORDLEFT_IMPL // They need to be #define for stb_textedit.h
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#define STB_TEXTEDIT_MOVEWORDRIGHT STB_TEXTEDIT_MOVEWORDRIGHT_IMPL
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static void STB_TEXTEDIT_DELETECHARS(ImGuiInputTextState* obj, int pos, int n)
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static void STB_TEXTEDIT_DELETECHARS(ImGuiInputTextState* obj, int pos, int n)
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{
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{
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@ -4283,7 +4283,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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if (state->SelectedAllMouseLock && !io.MouseDown[0])
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if (state->SelectedAllMouseLock && !io.MouseDown[0])
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state->SelectedAllMouseLock = false;
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state->SelectedAllMouseLock = false;
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// We except backends to emit a Tab key but some also emit a Tab character which we ignore (#2467, #1336)
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// We expect backends to emit a Tab key but some also emit a Tab character which we ignore (#2467, #1336)
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// (For Tab and Enter: Win32/SFML/Allegro are sending both keys and chars, GLFW and SDL are only sending keys. For Space they all send all threes)
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// (For Tab and Enter: Win32/SFML/Allegro are sending both keys and chars, GLFW and SDL are only sending keys. For Space they all send all threes)
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const bool ignore_char_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeySuper);
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const bool ignore_char_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeySuper);
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if ((flags & ImGuiInputTextFlags_AllowTabInput) && IsKeyPressed(ImGuiKey_Tab) && !ignore_char_inputs && !io.KeyShift && !is_readonly)
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if ((flags & ImGuiInputTextFlags_AllowTabInput) && IsKeyPressed(ImGuiKey_Tab) && !ignore_char_inputs && !io.KeyShift && !is_readonly)
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@ -4336,6 +4336,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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const bool is_paste = ((is_shortcut_key && IsKeyPressed(ImGuiKey_V)) || (is_shift_key_only && IsKeyPressed(ImGuiKey_Insert))) && !is_readonly;
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const bool is_paste = ((is_shortcut_key && IsKeyPressed(ImGuiKey_V)) || (is_shift_key_only && IsKeyPressed(ImGuiKey_Insert))) && !is_readonly;
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const bool is_undo = ((is_shortcut_key && IsKeyPressed(ImGuiKey_Z)) && !is_readonly && is_undoable);
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const bool is_undo = ((is_shortcut_key && IsKeyPressed(ImGuiKey_Z)) && !is_readonly && is_undoable);
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const bool is_redo = ((is_shortcut_key && IsKeyPressed(ImGuiKey_Y)) || (is_osx_shift_shortcut && IsKeyPressed(ImGuiKey_Z))) && !is_readonly && is_undoable;
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const bool is_redo = ((is_shortcut_key && IsKeyPressed(ImGuiKey_Y)) || (is_osx_shift_shortcut && IsKeyPressed(ImGuiKey_Z))) && !is_readonly && is_undoable;
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const bool is_select_all = is_shortcut_key && IsKeyPressed(ImGuiKey_A);
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// We allow validate/cancel with Nav source (gamepad) to makes it easier to undo an accidental NavInput press with no keyboard wired, but otherwise it isn't very useful.
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// We allow validate/cancel with Nav source (gamepad) to makes it easier to undo an accidental NavInput press with no keyboard wired, but otherwise it isn't very useful.
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const bool is_enter_pressed = IsKeyPressed(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_KeypadEnter);
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const bool is_enter_pressed = IsKeyPressed(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_KeypadEnter);
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@ -4395,7 +4396,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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state->OnKeyPressed(is_undo ? STB_TEXTEDIT_K_UNDO : STB_TEXTEDIT_K_REDO);
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state->OnKeyPressed(is_undo ? STB_TEXTEDIT_K_UNDO : STB_TEXTEDIT_K_REDO);
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state->ClearSelection();
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state->ClearSelection();
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}
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}
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else if (is_shortcut_key && IsKeyPressed(ImGuiKey_A))
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else if (is_select_all)
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{
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{
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state->SelectAll();
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state->SelectAll();
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state->CursorFollow = true;
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state->CursorFollow = true;
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