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Internal: InputText: Minor changes (intended to have side-effect but clarify next commit, however there is rarely such a thing as zero side effect in InputText land!)
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@ -104,6 +104,8 @@ namespace ImStb
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#define STB_TEXTEDIT_STRING ImGuiInputTextState
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#define STB_TEXTEDIT_STRING ImGuiInputTextState
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#define STB_TEXTEDIT_CHARTYPE ImWchar
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#define STB_TEXTEDIT_CHARTYPE ImWchar
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#define STB_TEXTEDIT_GETWIDTH_NEWLINE -1.0f
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#define STB_TEXTEDIT_GETWIDTH_NEWLINE -1.0f
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#define STB_TEXTEDIT_UNDOSTATECOUNT 99
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#define STB_TEXTEDIT_UNDOCHARCOUNT 999
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#include "imstb_textedit.h"
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#include "imstb_textedit.h"
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} // namespace ImStb
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} // namespace ImStb
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@ -593,6 +595,8 @@ struct IMGUI_API ImGuiInputTextState
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bool HasSelection() const { return Stb.select_start != Stb.select_end; }
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bool HasSelection() const { return Stb.select_start != Stb.select_end; }
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void ClearSelection() { Stb.select_start = Stb.select_end = Stb.cursor; }
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void ClearSelection() { Stb.select_start = Stb.select_end = Stb.cursor; }
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void SelectAll() { Stb.select_start = 0; Stb.cursor = Stb.select_end = CurLenW; Stb.has_preferred_x = 0; }
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void SelectAll() { Stb.select_start = 0; Stb.cursor = Stb.select_end = CurLenW; Stb.has_preferred_x = 0; }
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int GetUndoAvailCount() const { return Stb.undostate.undo_point; }
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int GetRedoAvailCount() const { return STB_TEXTEDIT_UNDOSTATECOUNT - Stb.undostate.redo_point; }
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void OnKeyPressed(int key); // Cannot be inline because we call in code in stb_textedit.h implementation
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void OnKeyPressed(int key); // Cannot be inline because we call in code in stb_textedit.h implementation
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};
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};
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@ -3277,32 +3277,33 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
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g.ActiveIdAllowNavDirFlags = ((1 << ImGuiDir_Up) | (1 << ImGuiDir_Down));
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g.ActiveIdAllowNavDirFlags = ((1 << ImGuiDir_Up) | (1 << ImGuiDir_Down));
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}
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}
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// We have an edge case if ActiveId was set through another widget (e.g. widget being swapped), clear id immediately (don't wait until the end of the function)
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if (g.ActiveId == id && state == NULL)
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ClearActiveID();
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// Release focus when we click outside
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// Release focus when we click outside
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if (!init_make_active && io.MouseClicked[0])
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if (!init_make_active && io.MouseClicked[0])
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clear_active_id = true;
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clear_active_id = true;
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// We have an edge case if ActiveId was set through another widget (e.g. widget being swapped)
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if (g.ActiveId == id && state == NULL)
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ClearActiveID();
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bool value_changed = false;
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bool value_changed = false;
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bool enter_pressed = false;
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bool enter_pressed = false;
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int backup_current_text_length = 0;
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int backup_current_text_length = 0;
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// Process mouse inputs and character inputs
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// When read-only we always use the live data passed to the function
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if (g.ActiveId == id)
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if (g.ActiveId == id && is_readonly && !g.ActiveIdIsJustActivated)
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{
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{
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IM_ASSERT(state != NULL);
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IM_ASSERT(state != NULL);
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if (is_readonly && !g.ActiveIdIsJustActivated)
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{
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// When read-only we always use the live data passed to the function
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const char* buf_end = NULL;
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const char* buf_end = NULL;
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state->TextW.resize(buf_size+1);
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state->TextW.resize(buf_size + 1);
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state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, state->TextW.Size, buf, NULL, &buf_end);
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state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, state->TextW.Size, buf, NULL, &buf_end);
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state->CurLenA = (int)(buf_end - buf);
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state->CurLenA = (int)(buf_end - buf);
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state->CursorClamp();
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state->CursorClamp();
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}
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}
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// Process mouse inputs and character inputs
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if (g.ActiveId == id)
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{
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IM_ASSERT(state != NULL);
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backup_current_text_length = state->CurLenA;
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backup_current_text_length = state->CurLenA;
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state->BufCapacityA = buf_size;
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state->BufCapacityA = buf_size;
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state->UserFlags = flags;
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state->UserFlags = flags;
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@ -3653,7 +3654,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
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// Render text. We currently only render selection when the widget is active or while scrolling.
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// Render text. We currently only render selection when the widget is active or while scrolling.
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// FIXME: We could remove the '&& render_cursor' to keep rendering selection when inactive.
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// FIXME: We could remove the '&& render_cursor' to keep rendering selection when inactive.
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const bool render_cursor = (g.ActiveId == id) || user_scroll_active;
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const bool render_cursor = (g.ActiveId == id) || (state && user_scroll_active);
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const bool render_selection = state && state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor);
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const bool render_selection = state && state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor);
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if (render_cursor || render_selection)
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if (render_cursor || render_selection)
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{
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{
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@ -3811,13 +3812,13 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
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else
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else
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{
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{
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// Render text only (no selection, no cursor)
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// Render text only (no selection, no cursor)
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const char* buf_end = NULL;
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const char* buf_display_end = NULL;
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if (is_multiline)
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if (is_multiline)
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text_size = ImVec2(size.x, InputTextCalcTextLenAndLineCount(buf_display, &buf_end) * g.FontSize); // We don't need width
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text_size = ImVec2(size.x, InputTextCalcTextLenAndLineCount(buf_display, &buf_display_end) * g.FontSize); // We don't need width
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else
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else
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buf_end = buf_display + strlen(buf_display);
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buf_display_end = buf_display + strlen(buf_display);
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if (is_multiline || (buf_end - buf_display) < buf_display_max_length)
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if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length)
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draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos, GetColorU32(ImGuiCol_Text), buf_display, buf_end, 0.0f, is_multiline ? NULL : &clip_rect);
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draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos, GetColorU32(ImGuiCol_Text), buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect);
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}
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}
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if (is_multiline)
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if (is_multiline)
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