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Internals: Added GetInputTextState() + comments.
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@ -41,7 +41,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
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- scrolling: allow immediately effective change of scroll after Begin() if we haven't appended items yet.
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- scrolling: forward mouse wheel scrolling to parent window when at the edge of scrolling limits? (useful for listbox,tables?)
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- scrolling/clipping: separator on the initial position of a window is not visible (cursorpos.y <= clippos.y). (2017-08-20: can't repro)
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- scrolling/style: shadows on scrollable areas to denote that there is more contents
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- scrolling/style: shadows on scrollable areas to denote that there is more contents (see e.g. DaVinci Resolve ui)
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- drawdata: make it easy to clone (or swap?) a full ImDrawData so user can easily save that data if they use threaded rendering. (e.g. #2646)
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! drawlist: add calctextsize func to facilitate consistent code from user pov (currently need to use ImGui or ImFont alternatives!)
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@ -294,6 +294,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
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- font: a CalcTextHeight() helper could run faster than CalcTextSize().y
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- font: enforce monospace through ImFontConfig (for icons?) + create dual ImFont output from same input, reusing rasterized data but with different glyphs/AdvanceX
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- font: finish CustomRectRegister() to allow mapping Unicode codepoint to custom texture data
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- font: remove ID from CustomRect registration, it seems unnecessary!
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- font: make it easier to submit own bitmap font (same texture, another texture?). (#2127, #2575)
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- font: PushFontSize API (#1018)
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- font: MemoryTTF taking ownership confusing/not obvious, maybe default should be opposite?
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@ -377,6 +378,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
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- examples: window minimize, maximize (#583)
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- examples: provide a zero frame-rate/idle example.
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- examples: dx11/dx12: try to use new swapchain blit models (#2970)
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- backends: apple: example_apple should be using modern GL3.
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- backends: glfw: could go idle when minimized? if (glfwGetWindowAttrib(window, GLFW_ICONIFIED)) { glfwWaitEvents(); continue; } // issue: DeltaTime will be super high on resume, perhaps provide a way to let impl know (#440)
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- backends: opengl: rename imgui_impl_opengl2 to impl_opengl_legacy and imgui_impl_opengl3 to imgui_impl_opengl? (#1900)
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@ -25,8 +25,9 @@ IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool in
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IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame();
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// InitXXX function with 'install_callbacks=true': install GLFW callbacks. They will call user's previously installed callbacks, if any.
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// InitXXX function with 'install_callbacks=false': do not install GLFW callbacks. You will need to call them yourself from your own GLFW callbacks.
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// GLFW callbacks
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// - When calling Init with 'install_callbacks=true': GLFW callbacks will be installed for you. They will call user's previously installed callbacks, if any.
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// - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call those function yourself from your own GLFW callbacks.
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IMGUI_IMPL_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
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IMGUI_IMPL_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
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IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
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@ -1570,6 +1570,7 @@ ImU64 ImFileWrite(const void* data, ImU64 sz, ImU64 count, ImFileHandle f)
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// Helper: Load file content into memory
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// Memory allocated with IM_ALLOC(), must be freed by user using IM_FREE() == ImGui::MemFree()
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// This can't really be used with "rt" because fseek size won't match read size.
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void* ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size, int padding_bytes)
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{
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IM_ASSERT(filename && mode);
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@ -746,10 +746,11 @@ struct IMGUI_API ImGuiMenuColumns
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};
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// Internal state of the currently focused/edited text input box
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// For a given item ID, access with ImGui::GetInputTextState()
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struct IMGUI_API ImGuiInputTextState
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{
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ImGuiID ID; // widget id owning the text state
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int CurLenW, CurLenA; // we need to maintain our buffer length in both UTF-8 and wchar format. UTF-8 len is valid even if TextA is not.
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int CurLenW, CurLenA; // we need to maintain our buffer length in both UTF-8 and wchar format. UTF-8 length is valid even if TextA is not.
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ImVector<ImWchar> TextW; // edit buffer, we need to persist but can't guarantee the persistence of the user-provided buffer. so we copy into own buffer.
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ImVector<char> TextA; // temporary UTF8 buffer for callbacks and other operations. this is not updated in every code-path! size=capacity.
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ImVector<char> InitialTextA; // backup of end-user buffer at the time of focus (in UTF-8, unaltered)
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@ -1849,7 +1850,8 @@ namespace ImGui
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IMGUI_API bool InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
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IMGUI_API bool TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* buf, int buf_size, ImGuiInputTextFlags flags);
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IMGUI_API bool TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format);
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inline bool TempInputIsActive(ImGuiID id) { ImGuiContext& g = *GImGui; return (g.ActiveId == id && g.TempInputId == id); }
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inline bool TempInputIsActive(ImGuiID id) { ImGuiContext& g = *GImGui; return (g.ActiveId == id && g.TempInputId == id); }
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inline ImGuiInputTextState* GetInputTextState(ImGuiID id) { ImGuiContext& g = *GImGui; return (g.InputTextState.ID == id) ? &g.InputTextState : NULL; } // Get input text state if active
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// Color
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IMGUI_API void ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags);
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@ -3516,10 +3516,8 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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if (hovered)
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g.MouseCursor = ImGuiMouseCursor_TextInput;
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// NB: we are only allowed to access 'edit_state' if we are the active widget.
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ImGuiInputTextState* state = NULL;
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if (g.InputTextState.ID == id)
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state = &g.InputTextState;
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// We are only allowed to access the state if we are already the active widget.
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ImGuiInputTextState* state = GetInputTextState(id);
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const bool focus_requested = FocusableItemRegister(window, id);
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const bool focus_requested_by_code = focus_requested && (g.FocusRequestCurrWindow == window && g.FocusRequestCurrCounterRegular == window->DC.FocusCounterRegular);
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