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InputText: Internals: moved "apply_new_text" application code to reduce noise in a future commit (will be for #4714) + removed unused fields.
The move would ideally be no-op. technically we now clear state->Flags before calling ResizeCallback but those are unrelated. The 2 unused fields were incorrectly added by 24ff25981
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@ -4165,8 +4165,6 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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state->Edited = false;
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state->BufCapacityA = buf_size;
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state->Flags = flags;
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state->UserCallback = callback;
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state->UserCallbackData = callback_user_data;
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// Although we are active we don't prevent mouse from hovering other elements unless we are interacting right now with the widget.
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// Down the line we should have a cleaner library-wide concept of Selected vs Active.
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@ -4404,11 +4402,11 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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}
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// Process callbacks and apply result back to user's buffer.
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const char* apply_new_text = NULL;
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int apply_new_text_length = 0;
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if (g.ActiveId == id)
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{
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IM_ASSERT(state != NULL);
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const char* apply_new_text = NULL;
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int apply_new_text_length = 0;
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if (cancel_edit)
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{
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// Restore initial value. Only return true if restoring to the initial value changes the current buffer contents.
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@ -4528,39 +4526,37 @@ 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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// Copy result to user buffer
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if (apply_new_text)
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{
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// We cannot test for 'backup_current_text_length != apply_new_text_length' here because we have no guarantee that the size
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// of our owned buffer matches the size of the string object held by the user, and by design we allow InputText() to be used
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// without any storage on user's side.
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IM_ASSERT(apply_new_text_length >= 0);
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if (is_resizable)
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{
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ImGuiInputTextCallbackData callback_data;
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callback_data.EventFlag = ImGuiInputTextFlags_CallbackResize;
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callback_data.Flags = flags;
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callback_data.Buf = buf;
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callback_data.BufTextLen = apply_new_text_length;
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callback_data.BufSize = ImMax(buf_size, apply_new_text_length + 1);
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callback_data.UserData = callback_user_data;
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callback(&callback_data);
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buf = callback_data.Buf;
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buf_size = callback_data.BufSize;
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apply_new_text_length = ImMin(callback_data.BufTextLen, buf_size - 1);
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IM_ASSERT(apply_new_text_length <= buf_size);
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}
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//IMGUI_DEBUG_LOG("InputText(\"%s\"): apply_new_text length %d\n", label, apply_new_text_length);
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// If the underlying buffer resize was denied or not carried to the next frame, apply_new_text_length+1 may be >= buf_size.
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ImStrncpy(buf, apply_new_text, ImMin(apply_new_text_length + 1, buf_size));
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value_changed = true;
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}
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// Clear temporary user storage
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state->Flags = ImGuiInputTextFlags_None;
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state->UserCallback = NULL;
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state->UserCallbackData = NULL;
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}
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// Copy result to user buffer. This can currently only happen when (g.ActiveId == id)
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if (apply_new_text != NULL)
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{
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// We cannot test for 'backup_current_text_length != apply_new_text_length' here because we have no guarantee that the size
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// of our owned buffer matches the size of the string object held by the user, and by design we allow InputText() to be used
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// without any storage on user's side.
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IM_ASSERT(apply_new_text_length >= 0);
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if (is_resizable)
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{
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ImGuiInputTextCallbackData callback_data;
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callback_data.EventFlag = ImGuiInputTextFlags_CallbackResize;
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callback_data.Flags = flags;
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callback_data.Buf = buf;
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callback_data.BufTextLen = apply_new_text_length;
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callback_data.BufSize = ImMax(buf_size, apply_new_text_length + 1);
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callback_data.UserData = callback_user_data;
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callback(&callback_data);
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buf = callback_data.Buf;
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buf_size = callback_data.BufSize;
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apply_new_text_length = ImMin(callback_data.BufTextLen, buf_size - 1);
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IM_ASSERT(apply_new_text_length <= buf_size);
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}
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//IMGUI_DEBUG_LOG("InputText(\"%s\"): apply_new_text length %d\n", label, apply_new_text_length);
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// If the underlying buffer resize was denied or not carried to the next frame, apply_new_text_length+1 may be >= buf_size.
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ImStrncpy(buf, apply_new_text, ImMin(apply_new_text_length + 1, buf_size));
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value_changed = true;
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}
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// Release active ID at the end of the function (so e.g. pressing Return still does a final application of the value)
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