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InputTextEx: comments (related to #725)
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@ -7960,7 +7960,8 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
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const ImVec4 clip_rect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + size.x, frame_bb.Min.y + size.y); // Not using frame_bb.Max because we have adjusted size
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ImVec2 render_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding;
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ImVec2 text_size(0.f, 0.f);
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if (g.ActiveId == id || (edit_state.Id == id && is_multiline && g.ActiveId == draw_window->GetIDNoKeepAlive("#SCROLLY")))
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const bool is_currently_scrolling = (edit_state.Id == id && is_multiline && g.ActiveId == draw_window->GetIDNoKeepAlive("#SCROLLY"));
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if (g.ActiveId == id || is_currently_scrolling)
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{
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edit_state.CursorAnim += g.IO.DeltaTime;
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@ -7969,6 +7970,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
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// - Handle scrolling, highlight selection, display cursor (those all requires some form of 1d->2d cursor position calculation)
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// - Measure text height (for scrollbar)
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// We are attempting to do most of that in **one main pass** to minimize the computation cost (non-negligible for large amount of text) + 2nd pass for selection rendering (we could merge them by an extra refactoring effort)
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// FIXME: This should occur on buf_display but we'd need to maintain cursor/select_start/select_end for UTF-8.
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const ImWchar* text_begin = edit_state.Text.Data;
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ImVec2 cursor_offset, select_start_offset;
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