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+ Fix some output filename in SDL build batch files.
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@ -80,6 +80,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
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- input text: force scroll to end or scroll to a given line/contents (so user can implement a log or a search feature)
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- input text: force scroll to end or scroll to a given line/contents (so user can implement a log or a search feature)
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- input text: a side bar that could e.g. preview where errors are. probably left to the user to draw but we'd need to give them the info there.
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- input text: a side bar that could e.g. preview where errors are. probably left to the user to draw but we'd need to give them the info there.
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- input text: a way for the user to provide syntax coloring.
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- input text: a way for the user to provide syntax coloring.
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- input text: Shift+TAB with ImGuiInputTextFlags_AllowTabInput works inconsistently depending on whether back-end emits actual Tab Key + \t Char or not (SDL doesn't).
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- input text multi-line: don't directly call AddText() which does an unnecessary vertex reserve for character count prior to clipping. and/or more line-based clipping to AddText(). and/or reorganize TextUnformatted/RenderText for more efficiency for large text (e.g TextUnformatted could clip and log separately, etc).
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- input text multi-line: don't directly call AddText() which does an unnecessary vertex reserve for character count prior to clipping. and/or more line-based clipping to AddText(). and/or reorganize TextUnformatted/RenderText for more efficiency for large text (e.g TextUnformatted could clip and log separately, etc).
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- input text multi-line: support for cut/paste without selection (cut/paste the current line)
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- input text multi-line: support for cut/paste without selection (cut/paste the current line)
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- input text multi-line: line numbers? status bar? (follow up on #200)
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- input text multi-line: line numbers? status bar? (follow up on #200)
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@ -1,8 +1,8 @@
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@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
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@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
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set OUT_DIR=Debug
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set OUT_DIR=Debug
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set OUT_EXE=example_sdl_opengl2.exe
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set OUT_EXE=example_sdl_opengl2
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set INCLUDES=/I.. /I..\.. /I%SDL2_DIR%\include
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set INCLUDES=/I.. /I..\.. /I%SDL2_DIR%\include
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set SOURCES=main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_opengl2.cpp ..\..\imgui*.cpp
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set SOURCES=main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_opengl2.cpp ..\..\imgui*.cpp
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set LIBS=/libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib
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set LIBS=/libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib
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mkdir %OUT_DIR%
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mkdir %OUT_DIR%
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cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_DIR%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
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cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
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@ -1,6 +1,6 @@
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@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
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@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
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set OUT_DIR=Debug
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set OUT_DIR=Debug
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set OUT_EXE=example_sdl_opengl3.exe
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set OUT_EXE=example_sdl_opengl3
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set INCLUDES=/I.. /I..\.. /I%SDL2_DIR%\include /I..\libs\gl3w
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set INCLUDES=/I.. /I..\.. /I%SDL2_DIR%\include /I..\libs\gl3w
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set SOURCES=main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_opengl3.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c
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set SOURCES=main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_opengl3.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c
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set LIBS=/libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib
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set LIBS=/libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib
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@ -3435,12 +3435,22 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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if (state->SelectedAllMouseLock && !io.MouseDown[0])
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if (state->SelectedAllMouseLock && !io.MouseDown[0])
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state->SelectedAllMouseLock = false;
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state->SelectedAllMouseLock = false;
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// It is ill-defined whether the back-end needs to send a \t character when pressing the TAB keys.
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// Win32 and GLFW naturally do it but not SDL.
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const bool ignore_char_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeySuper);
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if ((flags & ImGuiInputTextFlags_AllowTabInput) && IsKeyPressedMap(ImGuiKey_Tab) && !ignore_char_inputs && !io.KeyShift && !is_readonly)
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if (!io.InputQueueCharacters.contains('\t'))
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{
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unsigned int c = '\t'; // Insert TAB
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if (InputTextFilterCharacter(&c, flags, callback, callback_user_data))
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state->OnKeyPressed((int)c);
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}
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// Process regular text input (before we check for Return because using some IME will effectively send a Return?)
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// We ignore CTRL inputs, but need to allow ALT+CTRL as some keyboards (e.g. German) use AltGR (which _is_ Alt+Ctrl) to input certain characters.
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if (io.InputQueueCharacters.Size > 0)
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if (io.InputQueueCharacters.Size > 0)
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{
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{
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// Process text input (before we check for Return because using some IME will effectively send a Return?)
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if (!ignore_char_inputs && !is_readonly && !user_nav_input_start)
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// We ignore CTRL inputs, but need to allow ALT+CTRL as some keyboards (e.g. German) use AltGR (which _is_ Alt+Ctrl) to input certain characters.
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bool ignore_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeySuper);
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if (!ignore_inputs && !is_readonly && !user_nav_input_start)
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for (int n = 0; n < io.InputQueueCharacters.Size; n++)
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for (int n = 0; n < io.InputQueueCharacters.Size; n++)
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{
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{
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// Insert character if they pass filtering
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// Insert character if they pass filtering
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