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Internals: Added GetInputTextState() + comments.
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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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