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InputText(): removed extraneous CalcTextSizeW call for tracking cursor/scrolling, remove spike (#200)
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25
imgui.cpp
25
imgui.cpp
@ -1314,7 +1314,7 @@ struct ImGuiState
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int LogAutoExpandMaxDepth;
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// Misc
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float FramerateSecPerFrame[120]; // calculate estimate of framerate for user
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float FramerateSecPerFrame[10]; // calculate estimate of framerate for user
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int FramerateSecPerFrameIdx;
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float FramerateSecPerFrameAccum;
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char TempBuffer[1024*3+1]; // temporary text buffer
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@ -7107,13 +7107,15 @@ static bool InputTextEx(const char* label, char* buf, size_t buf_size, const ImV
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{
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edit_state.CursorAnim += g.IO.DeltaTime;
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// Scroll
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// 1. Display the text (this can be more easily clipped)
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// 2. Handle scrolling, highlight selection, display cursor: those all requires some form of 1d->2d cursor position calculation, which we will try to merge to minimize the cost.
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ImVec2 cursor_offset;
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CalcTextSizeW(g.Font, g.FontSize, FLT_MAX, edit_state.Text.begin(), edit_state.Text.begin() + edit_state.StbState.cursor, NULL, &cursor_offset);
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// Scroll
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if (edit_state.CursorFollow)
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{
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// Horizontal scroll in chunks of quarter width
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ImVec2 cursor_offset;
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CalcTextSizeW(g.Font, g.FontSize, FLT_MAX, edit_state.Text.begin(), edit_state.Text.begin() + edit_state.StbState.cursor, NULL, &cursor_offset);
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const float scroll_increment_x = size.x * 0.25f;
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if (cursor_offset.x < edit_state.ScrollX)
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edit_state.ScrollX = ImMax(0.0f, cursor_offset.x - scroll_increment_x);
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@ -7158,19 +7160,16 @@ static bool InputTextEx(const char* label, char* buf, size_t buf_size, const ImV
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draw_window->DrawList->AddText(g.Font, g.FontSize, render_pos - render_scroll, draw_window->Color(ImGuiCol_Text), buf, NULL, 0.0f, is_multiline ? NULL : &clip_rect);
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ImVec2 cursor_pos;
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CalcTextSizeW(g.Font, g.FontSize, FLT_MAX, edit_state.Text.begin(), edit_state.Text.begin() + edit_state.StbState.cursor, NULL, &cursor_pos);
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cursor_pos += render_pos - ImVec2(edit_state.ScrollX, 0.0f);
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// Draw blinking cursor
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ImVec2 cursor_screen_pos = render_pos + cursor_offset - ImVec2(edit_state.ScrollX, 0.0f);
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if (g.InputTextState.CursorIsVisible())
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draw_window->DrawList->AddLine(cursor_pos + ImVec2(0,2-font_offy_up), cursor_pos + ImVec2(0,-3+font_offy_dn), window->Color(ImGuiCol_Text));
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draw_window->DrawList->AddLine(cursor_screen_pos + ImVec2(0,2-font_offy_up), cursor_screen_pos + ImVec2(0,-3+font_offy_dn), window->Color(ImGuiCol_Text));
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// Notify OS of text input position for advanced IME
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if (io.ImeSetInputScreenPosFn && ImLengthSqr(edit_state.InputCursorScreenPos - cursor_pos) > 0.0001f)
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io.ImeSetInputScreenPosFn((int)cursor_pos.x - 1, (int)(cursor_pos.y - g.FontSize)); // -1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.
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if (io.ImeSetInputScreenPosFn && ImLengthSqr(edit_state.InputCursorScreenPos - cursor_screen_pos) > 0.0001f)
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io.ImeSetInputScreenPosFn((int)cursor_screen_pos.x - 1, (int)(cursor_screen_pos.y - g.FontSize)); // -1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.
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edit_state.InputCursorScreenPos = cursor_pos;
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edit_state.InputCursorScreenPos = cursor_screen_pos;
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}
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else
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{
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