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Demo: Fixed Log & Console from losing scrolling position with Auto-Scroll when child is clipped. (#5721)
This commit is contained in:
parent
12c0246890
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@ -149,6 +149,7 @@ Other Changes:
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- Docs: Fixed various typos in comments and documentations. (#5649, #5675, #5679) [@tocic, @lessigsx]
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- Docs: Fixed various typos in comments and documentations. (#5649, #5675, #5679) [@tocic, @lessigsx]
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- Demo: Improved "Constrained-resizing window" example, more clearly showcase aspect-ratio. (#5627)
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- Demo: Improved "Constrained-resizing window" example, more clearly showcase aspect-ratio. (#5627)
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- Demo: Added more explicit "Center window" mode to "Overlay example". (#5618)
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- Demo: Added more explicit "Center window" mode to "Overlay example". (#5618)
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- Demo: Fixed Log & Console from losing scrolling position with Auto-Scroll when child is clipped. (#5721)
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- Examples: Added all SDL examples to default VS solution.
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- Examples: Added all SDL examples to default VS solution.
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- Backends: GLFW: Honor GLFW_CURSOR_DISABLED by not setting mouse position. (#5625) [@scorpion-26]
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- Backends: GLFW: Honor GLFW_CURSOR_DISABLED by not setting mouse position. (#5625) [@scorpion-26]
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- Backends: SDL: Disable SDL 2.0.22 new "auto capture" which prevents drag and drop across windows
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- Backends: SDL: Disable SDL 2.0.22 new "auto capture" which prevents drag and drop across windows
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215
imgui_demo.cpp
215
imgui_demo.cpp
@ -6664,66 +6664,68 @@ struct ExampleAppConsole
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// Reserve enough left-over height for 1 separator + 1 input text
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// Reserve enough left-over height for 1 separator + 1 input text
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const float footer_height_to_reserve = ImGui::GetStyle().ItemSpacing.y + ImGui::GetFrameHeightWithSpacing();
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const float footer_height_to_reserve = ImGui::GetStyle().ItemSpacing.y + ImGui::GetFrameHeightWithSpacing();
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ImGui::BeginChild("ScrollingRegion", ImVec2(0, -footer_height_to_reserve), false, ImGuiWindowFlags_HorizontalScrollbar);
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if (ImGui::BeginChild("ScrollingRegion", ImVec2(0, -footer_height_to_reserve), false, ImGuiWindowFlags_HorizontalScrollbar))
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if (ImGui::BeginPopupContextWindow())
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{
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{
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if (ImGui::Selectable("Clear")) ClearLog();
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if (ImGui::BeginPopupContextWindow())
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ImGui::EndPopup();
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{
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if (ImGui::Selectable("Clear")) ClearLog();
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ImGui::EndPopup();
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}
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// Display every line as a separate entry so we can change their color or add custom widgets.
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// If you only want raw text you can use ImGui::TextUnformatted(log.begin(), log.end());
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// NB- if you have thousands of entries this approach may be too inefficient and may require user-side clipping
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// to only process visible items. The clipper will automatically measure the height of your first item and then
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// "seek" to display only items in the visible area.
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// To use the clipper we can replace your standard loop:
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// for (int i = 0; i < Items.Size; i++)
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// With:
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// ImGuiListClipper clipper;
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// clipper.Begin(Items.Size);
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// while (clipper.Step())
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// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
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// - That your items are evenly spaced (same height)
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// - That you have cheap random access to your elements (you can access them given their index,
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// without processing all the ones before)
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// You cannot this code as-is if a filter is active because it breaks the 'cheap random-access' property.
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// We would need random-access on the post-filtered list.
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// A typical application wanting coarse clipping and filtering may want to pre-compute an array of indices
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// or offsets of items that passed the filtering test, recomputing this array when user changes the filter,
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// and appending newly elements as they are inserted. This is left as a task to the user until we can manage
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// to improve this example code!
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// If your items are of variable height:
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// - Split them into same height items would be simpler and facilitate random-seeking into your list.
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// - Consider using manual call to IsRectVisible() and skipping extraneous decoration from your items.
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ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(4, 1)); // Tighten spacing
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if (copy_to_clipboard)
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ImGui::LogToClipboard();
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for (int i = 0; i < Items.Size; i++)
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{
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const char* item = Items[i];
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if (!Filter.PassFilter(item))
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continue;
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// Normally you would store more information in your item than just a string.
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// (e.g. make Items[] an array of structure, store color/type etc.)
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ImVec4 color;
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bool has_color = false;
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if (strstr(item, "[error]")) { color = ImVec4(1.0f, 0.4f, 0.4f, 1.0f); has_color = true; }
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else if (strncmp(item, "# ", 2) == 0) { color = ImVec4(1.0f, 0.8f, 0.6f, 1.0f); has_color = true; }
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if (has_color)
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ImGui::PushStyleColor(ImGuiCol_Text, color);
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ImGui::TextUnformatted(item);
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if (has_color)
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ImGui::PopStyleColor();
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}
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if (copy_to_clipboard)
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ImGui::LogFinish();
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if (ScrollToBottom || (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY()))
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ImGui::SetScrollHereY(1.0f);
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ScrollToBottom = false;
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ImGui::PopStyleVar();
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}
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}
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// Display every line as a separate entry so we can change their color or add custom widgets.
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// If you only want raw text you can use ImGui::TextUnformatted(log.begin(), log.end());
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// NB- if you have thousands of entries this approach may be too inefficient and may require user-side clipping
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// to only process visible items. The clipper will automatically measure the height of your first item and then
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// "seek" to display only items in the visible area.
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// To use the clipper we can replace your standard loop:
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// for (int i = 0; i < Items.Size; i++)
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// With:
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// ImGuiListClipper clipper;
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// clipper.Begin(Items.Size);
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// while (clipper.Step())
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// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
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// - That your items are evenly spaced (same height)
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// - That you have cheap random access to your elements (you can access them given their index,
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// without processing all the ones before)
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// You cannot this code as-is if a filter is active because it breaks the 'cheap random-access' property.
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// We would need random-access on the post-filtered list.
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// A typical application wanting coarse clipping and filtering may want to pre-compute an array of indices
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// or offsets of items that passed the filtering test, recomputing this array when user changes the filter,
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// and appending newly elements as they are inserted. This is left as a task to the user until we can manage
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// to improve this example code!
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// If your items are of variable height:
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// - Split them into same height items would be simpler and facilitate random-seeking into your list.
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// - Consider using manual call to IsRectVisible() and skipping extraneous decoration from your items.
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ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(4, 1)); // Tighten spacing
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if (copy_to_clipboard)
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ImGui::LogToClipboard();
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for (int i = 0; i < Items.Size; i++)
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{
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const char* item = Items[i];
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if (!Filter.PassFilter(item))
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continue;
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// Normally you would store more information in your item than just a string.
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// (e.g. make Items[] an array of structure, store color/type etc.)
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ImVec4 color;
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bool has_color = false;
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if (strstr(item, "[error]")) { color = ImVec4(1.0f, 0.4f, 0.4f, 1.0f); has_color = true; }
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else if (strncmp(item, "# ", 2) == 0) { color = ImVec4(1.0f, 0.8f, 0.6f, 1.0f); has_color = true; }
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if (has_color)
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ImGui::PushStyleColor(ImGuiCol_Text, color);
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ImGui::TextUnformatted(item);
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if (has_color)
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ImGui::PopStyleColor();
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}
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if (copy_to_clipboard)
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ImGui::LogFinish();
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if (ScrollToBottom || (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY()))
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ImGui::SetScrollHereY(1.0f);
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ScrollToBottom = false;
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ImGui::PopStyleVar();
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ImGui::EndChild();
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ImGui::EndChild();
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ImGui::Separator();
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ImGui::Separator();
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@ -6971,63 +6973,64 @@ struct ExampleAppLog
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Filter.Draw("Filter", -100.0f);
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Filter.Draw("Filter", -100.0f);
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ImGui::Separator();
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ImGui::Separator();
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ImGui::BeginChild("scrolling", ImVec2(0, 0), false, ImGuiWindowFlags_HorizontalScrollbar);
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if (clear)
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if (ImGui::BeginChild("scrolling", ImVec2(0, 0), false, ImGuiWindowFlags_HorizontalScrollbar))
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Clear();
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{
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if (copy)
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if (clear)
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ImGui::LogToClipboard();
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Clear();
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if (copy)
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ImGui::LogToClipboard();
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ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0));
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ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0));
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const char* buf = Buf.begin();
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const char* buf = Buf.begin();
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const char* buf_end = Buf.end();
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const char* buf_end = Buf.end();
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if (Filter.IsActive())
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if (Filter.IsActive())
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{
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// In this example we don't use the clipper when Filter is enabled.
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// This is because we don't have random access to the result of our filter.
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// A real application processing logs with ten of thousands of entries may want to store the result of
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// search/filter.. especially if the filtering function is not trivial (e.g. reg-exp).
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for (int line_no = 0; line_no < LineOffsets.Size; line_no++)
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{
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{
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const char* line_start = buf + LineOffsets[line_no];
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// In this example we don't use the clipper when Filter is enabled.
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const char* line_end = (line_no + 1 < LineOffsets.Size) ? (buf + LineOffsets[line_no + 1] - 1) : buf_end;
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// This is because we don't have random access to the result of our filter.
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if (Filter.PassFilter(line_start, line_end))
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// A real application processing logs with ten of thousands of entries may want to store the result of
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ImGui::TextUnformatted(line_start, line_end);
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// search/filter.. especially if the filtering function is not trivial (e.g. reg-exp).
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}
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for (int line_no = 0; line_no < LineOffsets.Size; line_no++)
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}
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else
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{
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// The simplest and easy way to display the entire buffer:
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// ImGui::TextUnformatted(buf_begin, buf_end);
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// And it'll just work. TextUnformatted() has specialization for large blob of text and will fast-forward
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// to skip non-visible lines. Here we instead demonstrate using the clipper to only process lines that are
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// within the visible area.
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// If you have tens of thousands of items and their processing cost is non-negligible, coarse clipping them
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// on your side is recommended. Using ImGuiListClipper requires
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// - A) random access into your data
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// - B) items all being the same height,
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// both of which we can handle since we have an array pointing to the beginning of each line of text.
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// When using the filter (in the block of code above) we don't have random access into the data to display
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// anymore, which is why we don't use the clipper. Storing or skimming through the search result would make
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// it possible (and would be recommended if you want to search through tens of thousands of entries).
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ImGuiListClipper clipper;
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clipper.Begin(LineOffsets.Size);
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while (clipper.Step())
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{
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for (int line_no = clipper.DisplayStart; line_no < clipper.DisplayEnd; line_no++)
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{
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{
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const char* line_start = buf + LineOffsets[line_no];
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const char* line_start = buf + LineOffsets[line_no];
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const char* line_end = (line_no + 1 < LineOffsets.Size) ? (buf + LineOffsets[line_no + 1] - 1) : buf_end;
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const char* line_end = (line_no + 1 < LineOffsets.Size) ? (buf + LineOffsets[line_no + 1] - 1) : buf_end;
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ImGui::TextUnformatted(line_start, line_end);
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if (Filter.PassFilter(line_start, line_end))
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ImGui::TextUnformatted(line_start, line_end);
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}
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}
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}
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}
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clipper.End();
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else
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{
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// The simplest and easy way to display the entire buffer:
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// ImGui::TextUnformatted(buf_begin, buf_end);
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// And it'll just work. TextUnformatted() has specialization for large blob of text and will fast-forward
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// to skip non-visible lines. Here we instead demonstrate using the clipper to only process lines that are
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// within the visible area.
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// If you have tens of thousands of items and their processing cost is non-negligible, coarse clipping them
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// on your side is recommended. Using ImGuiListClipper requires
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// - A) random access into your data
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// - B) items all being the same height,
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// both of which we can handle since we have an array pointing to the beginning of each line of text.
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// When using the filter (in the block of code above) we don't have random access into the data to display
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// anymore, which is why we don't use the clipper. Storing or skimming through the search result would make
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// it possible (and would be recommended if you want to search through tens of thousands of entries).
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ImGuiListClipper clipper;
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clipper.Begin(LineOffsets.Size);
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while (clipper.Step())
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{
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for (int line_no = clipper.DisplayStart; line_no < clipper.DisplayEnd; line_no++)
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{
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const char* line_start = buf + LineOffsets[line_no];
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const char* line_end = (line_no + 1 < LineOffsets.Size) ? (buf + LineOffsets[line_no + 1] - 1) : buf_end;
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ImGui::TextUnformatted(line_start, line_end);
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}
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}
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clipper.End();
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}
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ImGui::PopStyleVar();
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if (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY())
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ImGui::SetScrollHereY(1.0f);
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}
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}
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ImGui::PopStyleVar();
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if (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY())
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ImGui::SetScrollHereY(1.0f);
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ImGui::EndChild();
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ImGui::EndChild();
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ImGui::End();
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ImGui::End();
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}
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}
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