InputTextMultiline() fixed a frame of lag in handling vertical scrolling (#200)

This commit is contained in:
ocornut 2015-06-18 21:20:15 -06:00
parent cd27f8a8e6
commit c4720ec90f

View File

@ -7095,13 +7095,12 @@ static bool InputTextEx(const char* label, char* buf, size_t buf_size, const ImV
if (!is_multiline)
RenderFrame(frame_bb.Min, frame_bb.Max, window->Color(ImGuiCol_FrameBg), true, style.FrameRounding);
const ImVec2 render_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding;
ImVec2 render_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding;
ImVec4 clip_rect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + size.x + style.FramePadding.x*2.0f, frame_bb.Min.y + size.y + style.FramePadding.y*2.0f);
ImVec2 text_size(0.f, 0.f);
if (g.ActiveId == id || (edit_state.Id == id && is_multiline && g.ActiveId == draw_window->GetID("#SCROLLY")))
{
//const ImVec2 render_scroll = (g.ActiveId == id) ? edit_state.Scroll : ImVec2(0.f, 0.f);
ImVec2 render_scroll = ImVec2((edit_state.Id == id) ? edit_state.ScrollX : 0.0f, 0.0f);
edit_state.CursorAnim += g.IO.DeltaTime;
@ -7126,10 +7125,14 @@ static bool InputTextEx(const char* label, char* buf, size_t buf_size, const ImV
// Vertical scroll
if (is_multiline)
{
if (cursor_offset.y - g.FontSize < draw_window->ScrollY)
draw_window->ScrollY = ImMax(0.0f, cursor_offset.y - g.FontSize);
else if (cursor_offset.y - g.FontSize*0 - size.y >= draw_window->ScrollY)
draw_window->ScrollY = cursor_offset.y - size.y;
float scroll_y = draw_window->ScrollY;
if (cursor_offset.y - g.FontSize < scroll_y)
scroll_y = ImMax(0.0f, cursor_offset.y - g.FontSize);
else if (cursor_offset.y - size.y >= scroll_y)
scroll_y = cursor_offset.y - size.y;
draw_window->DC.CursorPos.y += (draw_window->ScrollY - scroll_y); // To avoid a frame of lag
draw_window->ScrollY = scroll_y;
render_pos.y = draw_window->DC.CursorPos.y;
}
}
edit_state.CursorFollow = false;