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https://github.com/Drezil/imgui.git
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Replace OS IME (Input Method Editor) cursor on top-left when we are not text editing.
This commit is contained in:
parent
3aebddc4ac
commit
6269859315
22
imgui.cpp
22
imgui.cpp
@ -1988,6 +1988,7 @@ void ImGui::NewFrame()
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g.IO.WantTextInput = (g.ActiveId != 0 && g.InputTextState.Id == g.ActiveId);
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g.IO.WantTextInput = (g.ActiveId != 0 && g.InputTextState.Id == g.ActiveId);
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g.MouseCursor = ImGuiMouseCursor_Arrow;
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g.MouseCursor = ImGuiMouseCursor_Arrow;
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g.CaptureMouseNextFrame = g.CaptureKeyboardNextFrame = false;
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g.CaptureMouseNextFrame = g.CaptureKeyboardNextFrame = false;
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g.OsImePosRequest = ImVec2(1.0f, 1.0f); // OS Input Method Editor showing on top-left of our window by default
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// If mouse was first clicked outside of ImGui bounds we also cancel out hovering.
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// If mouse was first clicked outside of ImGui bounds we also cancel out hovering.
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if (mouse_owned_by_application)
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if (mouse_owned_by_application)
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@ -2336,6 +2337,13 @@ void ImGui::EndFrame()
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ImGui::EndTooltip();
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ImGui::EndTooltip();
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}
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}
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// Notify OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME)
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if (g.IO.ImeSetInputScreenPosFn && ImLengthSqr(g.OsImePosRequest - g.OsImePosSet) > 0.0001f)
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{
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g.IO.ImeSetInputScreenPosFn((int)g.OsImePosRequest.x, (int)g.OsImePosRequest.y);
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g.OsImePosSet = g.OsImePosRequest;
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}
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// Hide implicit "Debug" window if it hasn't been used
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// Hide implicit "Debug" window if it hasn't been used
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IM_ASSERT(g.CurrentWindowStack.Size == 1); // Mismatched Begin/End
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IM_ASSERT(g.CurrentWindowStack.Size == 1); // Mismatched Begin/End
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if (g.CurrentWindow && !g.CurrentWindow->Accessed)
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if (g.CurrentWindow && !g.CurrentWindow->Accessed)
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@ -2373,9 +2381,8 @@ void ImGui::EndFrame()
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for (int i = 0; i != g.Windows.Size; i++)
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for (int i = 0; i != g.Windows.Size; i++)
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{
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{
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ImGuiWindow* window = g.Windows[i];
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ImGuiWindow* window = g.Windows[i];
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if (window->Flags & ImGuiWindowFlags_ChildWindow) // if a child is active its parent will add it
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if (window->Active && (window->Flags & ImGuiWindowFlags_ChildWindow)) // if a child is active its parent will add it
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if (window->Active)
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continue;
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continue;
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AddWindowToSortedBuffer(g.WindowsSortBuffer, window);
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AddWindowToSortedBuffer(g.WindowsSortBuffer, window);
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}
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}
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IM_ASSERT(g.Windows.Size == g.WindowsSortBuffer.Size); // we done something wrong
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IM_ASSERT(g.Windows.Size == g.WindowsSortBuffer.Size); // we done something wrong
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@ -7209,7 +7216,6 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
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const char* buf_end = NULL;
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const char* buf_end = NULL;
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edit_state.CurLenW = ImTextStrFromUtf8(edit_state.Text.Data, edit_state.Text.Size, buf, NULL, &buf_end);
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edit_state.CurLenW = ImTextStrFromUtf8(edit_state.Text.Data, edit_state.Text.Size, buf, NULL, &buf_end);
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edit_state.CurLenA = (int)(buf_end - buf); // We can't get the result from ImFormatString() above because it is not UTF-8 aware. Here we'll cut off malformed UTF-8.
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edit_state.CurLenA = (int)(buf_end - buf); // We can't get the result from ImFormatString() above because it is not UTF-8 aware. Here we'll cut off malformed UTF-8.
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edit_state.InputCursorScreenPos = ImVec2(-1.f, -1.f);
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edit_state.CursorAnimReset();
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edit_state.CursorAnimReset();
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// Preserve cursor position and undo/redo stack if we come back to same widget
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// Preserve cursor position and undo/redo stack if we come back to same widget
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@ -7628,11 +7634,9 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
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if (cursor_is_visible)
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if (cursor_is_visible)
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draw_window->DrawList->AddLine(cursor_screen_pos + ImVec2(0.0f,-g.FontSize+0.5f), cursor_screen_pos + ImVec2(0.0f,-1.5f), window->Color(ImGuiCol_Text));
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draw_window->DrawList->AddLine(cursor_screen_pos + ImVec2(0.0f,-g.FontSize+0.5f), cursor_screen_pos + ImVec2(0.0f,-1.5f), window->Color(ImGuiCol_Text));
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// Notify OS of text input position for advanced IME
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// Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.)
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if (is_editable && io.ImeSetInputScreenPosFn && ImLengthSqr(edit_state.InputCursorScreenPos - cursor_screen_pos) > 0.0001f)
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if (is_editable)
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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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g.OsImePosRequest = ImVec2(cursor_screen_pos.x - 1, cursor_screen_pos.y - g.FontSize);
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edit_state.InputCursorScreenPos = cursor_screen_pos;
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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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@ -294,7 +294,6 @@ struct IMGUI_API ImGuiTextEditState
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ImGuiStb::STB_TexteditState StbState;
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ImGuiStb::STB_TexteditState StbState;
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float CursorAnim;
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float CursorAnim;
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bool CursorFollow;
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bool CursorFollow;
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ImVec2 InputCursorScreenPos; // Cursor position in screen space to be used by IME callback.
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bool SelectedAllMouseLock;
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bool SelectedAllMouseLock;
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ImGuiTextEditState() { memset(this, 0, sizeof(*this)); }
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ImGuiTextEditState() { memset(this, 0, sizeof(*this)); }
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@ -414,6 +413,7 @@ struct ImGuiState
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ImVec2 ScrollbarClickDeltaToGrabCenter; // Distance between mouse and center of grab box, normalized in parent space. Use storage?
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ImVec2 ScrollbarClickDeltaToGrabCenter; // Distance between mouse and center of grab box, normalized in parent space. Use storage?
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char Tooltip[1024];
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char Tooltip[1024];
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char* PrivateClipboard; // If no custom clipboard handler is defined
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char* PrivateClipboard; // If no custom clipboard handler is defined
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ImVec2 OsImePosRequest, OsImePosSet; // Cursor position request & last passed to the OS Input Method Editor
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// Logging
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// Logging
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bool LogEnabled;
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bool LogEnabled;
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@ -477,6 +477,7 @@ struct ImGuiState
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ScrollbarClickDeltaToGrabCenter = ImVec2(0.0f, 0.0f);
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ScrollbarClickDeltaToGrabCenter = ImVec2(0.0f, 0.0f);
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memset(Tooltip, 0, sizeof(Tooltip));
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memset(Tooltip, 0, sizeof(Tooltip));
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PrivateClipboard = NULL;
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PrivateClipboard = NULL;
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OsImePosRequest = OsImePosSet = ImVec2(-1.0f, -1.0f);
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ModalWindowDarkeningRatio = 0.0f;
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ModalWindowDarkeningRatio = 0.0f;
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OverlayDrawList._OwnerName = "##Overlay"; // Give it a name for debugging
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OverlayDrawList._OwnerName = "##Overlay"; // Give it a name for debugging
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