mirror of
https://github.com/Drezil/imgui.git
synced 2024-12-24 00:26:36 +00:00
Internal: InputText: Tweaks (including a large indentation change, compare ignoring space) to make next commit more digestible.
This commit is contained in:
parent
be593f2c16
commit
f988618ebe
@ -3223,50 +3223,51 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
|
||||
bool clear_active_id = false;
|
||||
bool select_all = (g.ActiveId != id) && ((flags & ImGuiInputTextFlags_AutoSelectAll) != 0 || user_nav_input_start) && (!is_multiline);
|
||||
|
||||
if (focus_requested || user_clicked || user_scroll_finish || user_nav_input_start)
|
||||
const bool init_make_active = (focus_requested || user_clicked || user_scroll_finish || user_nav_input_start);
|
||||
if (init_make_active && g.ActiveId != id)
|
||||
{
|
||||
if (g.ActiveId != id)
|
||||
// Access state even if we don't own it yet.
|
||||
state = &g.InputTextState;
|
||||
state->CursorAnimReset();
|
||||
|
||||
// Take a copy of the initial buffer value (both in original UTF-8 format and converted to wchar)
|
||||
// From the moment we focused we are ignoring the content of 'buf' (unless we are in read-only mode)
|
||||
const int buf_len = (int)strlen(buf);
|
||||
state->InitialTextA.resize(buf_len + 1); // UTF-8. we use +1 to make sure that .Data is always pointing to at least an empty string.
|
||||
memcpy(state->InitialTextA.Data, buf, buf_len + 1);
|
||||
|
||||
// Start edition
|
||||
const int prev_len_w = state->CurLenW;
|
||||
const char* buf_end = NULL;
|
||||
state->TextW.resize(buf_size + 1); // wchar count <= UTF-8 count. we use +1 to make sure that .Data is always pointing to at least an empty string.
|
||||
state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, buf_size, buf, NULL, &buf_end);
|
||||
state->CurLenA = (int)(buf_end - buf); // We can't get the result from ImStrncpy() above because it is not UTF-8 aware. Here we'll cut off malformed UTF-8.
|
||||
|
||||
// Preserve cursor position and undo/redo stack if we come back to same widget
|
||||
// FIXME: We should probably compare the whole buffer to be on the safety side. Comparing buf (utf8) and edit_state.Text (wchar).
|
||||
const bool recycle_state = (state->ID == id) && (prev_len_w == state->CurLenW);
|
||||
if (recycle_state)
|
||||
{
|
||||
// Access state even if we don't own it yet.
|
||||
state = &g.InputTextState;
|
||||
|
||||
// Take a copy of the initial buffer value (both in original UTF-8 format and converted to wchar)
|
||||
// From the moment we focused we are ignoring the content of 'buf' (unless we are in read-only mode)
|
||||
const int buf_len = (int)strlen(buf);
|
||||
state->InitialTextA.resize(buf_len + 1); // UTF-8. we use +1 to make sure that .Data is always pointing to at least an empty string.
|
||||
memcpy(state->InitialTextA.Data, buf, buf_len + 1);
|
||||
|
||||
// Start edition
|
||||
const int prev_len_w = state->CurLenW;
|
||||
const char* buf_end = NULL;
|
||||
state->TextW.resize(buf_size+1); // wchar count <= UTF-8 count. we use +1 to make sure that .Data is always pointing to at least an empty string.
|
||||
state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, buf_size, buf, NULL, &buf_end);
|
||||
state->CurLenA = (int)(buf_end - buf); // We can't get the result from ImStrncpy() above because it is not UTF-8 aware. Here we'll cut off malformed UTF-8.
|
||||
state->CursorAnimReset();
|
||||
|
||||
// Preserve cursor position and undo/redo stack if we come back to same widget
|
||||
// FIXME: We should probably compare the whole buffer to be on the safety side. Comparing buf (utf8) and edit_state.Text (wchar).
|
||||
const bool recycle_state = (state->ID == id) && (prev_len_w == state->CurLenW);
|
||||
if (recycle_state)
|
||||
{
|
||||
// Recycle existing cursor/selection/undo stack but clamp position
|
||||
// Note a single mouse click will override the cursor/position immediately by calling stb_textedit_click handler.
|
||||
state->CursorClamp();
|
||||
}
|
||||
else
|
||||
{
|
||||
state->ID = id;
|
||||
state->ScrollX = 0.0f;
|
||||
stb_textedit_initialize_state(&state->Stb, !is_multiline);
|
||||
if (!is_multiline && focus_requested_by_code)
|
||||
select_all = true;
|
||||
}
|
||||
if (flags & ImGuiInputTextFlags_AlwaysInsertMode)
|
||||
state->Stb.insert_mode = 1;
|
||||
if (!is_multiline && (focus_requested_by_tab || (user_clicked && io.KeyCtrl)))
|
||||
// Recycle existing cursor/selection/undo stack but clamp position
|
||||
// Note a single mouse click will override the cursor/position immediately by calling stb_textedit_click handler.
|
||||
state->CursorClamp();
|
||||
}
|
||||
else
|
||||
{
|
||||
state->ID = id;
|
||||
state->ScrollX = 0.0f;
|
||||
stb_textedit_initialize_state(&state->Stb, !is_multiline);
|
||||
if (!is_multiline && focus_requested_by_code)
|
||||
select_all = true;
|
||||
}
|
||||
if (flags & ImGuiInputTextFlags_AlwaysInsertMode)
|
||||
state->Stb.insert_mode = 1;
|
||||
if (!is_multiline && (focus_requested_by_tab || (user_clicked && io.KeyCtrl)))
|
||||
select_all = true;
|
||||
}
|
||||
|
||||
if (init_make_active)
|
||||
{
|
||||
IM_ASSERT(state && state->ID == id);
|
||||
SetActiveID(id, window);
|
||||
SetFocusID(id, window);
|
||||
@ -3275,11 +3276,10 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
|
||||
if (!is_multiline && !(flags & ImGuiInputTextFlags_CallbackHistory))
|
||||
g.ActiveIdAllowNavDirFlags = ((1 << ImGuiDir_Up) | (1 << ImGuiDir_Down));
|
||||
}
|
||||
else if (io.MouseClicked[0])
|
||||
{
|
||||
// Release focus when we click outside
|
||||
|
||||
// Release focus when we click outside
|
||||
if (!init_make_active && io.MouseClicked[0])
|
||||
clear_active_id = true;
|
||||
}
|
||||
|
||||
// We have an edge case if ActiveId was set through another widget (e.g. widget being swapped)
|
||||
if (g.ActiveId == id && state == NULL)
|
||||
@ -3630,17 +3630,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
|
||||
if (clear_active_id && g.ActiveId == id)
|
||||
ClearActiveID();
|
||||
|
||||
// Set upper limit of single-line InputTextEx() at 2 million characters strings. The current pathological worst case is a long line
|
||||
// without any carriage return, which would makes ImFont::RenderText() reserve too many vertices and probably crash. Avoid it altogether.
|
||||
// Note that we only use this limit on single-line InputText(), so a pathologically large line on a InputTextMultiline() would still crash.
|
||||
const int buf_display_max_length = 2 * 1024 * 1024;
|
||||
|
||||
// Select which buffer we are going to display. We set buf to NULL to prevent accidental usage from now on.
|
||||
const char* buf_display = (state != NULL && !is_readonly) ? state->TextA.Data : buf;
|
||||
IM_ASSERT(buf_display);
|
||||
buf = NULL;
|
||||
|
||||
// Render
|
||||
// Render frame
|
||||
if (!is_multiline)
|
||||
{
|
||||
RenderNavHighlight(frame_bb, id);
|
||||
@ -3651,7 +3641,17 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
|
||||
ImVec2 draw_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding;
|
||||
ImVec2 text_size(0.0f, 0.0f);
|
||||
|
||||
// We currently only render selection when the widget is active or while scrolling.
|
||||
// Set upper limit of single-line InputTextEx() at 2 million characters strings. The current pathological worst case is a long line
|
||||
// without any carriage return, which would makes ImFont::RenderText() reserve too many vertices and probably crash. Avoid it altogether.
|
||||
// Note that we only use this limit on single-line InputText(), so a pathologically large line on a InputTextMultiline() would still crash.
|
||||
const int buf_display_max_length = 2 * 1024 * 1024;
|
||||
|
||||
// Select which buffer we are going to display. We set buf to NULL to prevent accidental usage from now on.
|
||||
const char* buf_display = (state != NULL && !is_readonly) ? state->TextA.Data : buf;
|
||||
IM_ASSERT(buf_display);
|
||||
buf = NULL;
|
||||
|
||||
// Render text. We currently only render selection when the widget is active or while scrolling.
|
||||
// FIXME: We could remove the '&& render_cursor' to keep rendering selection when inactive.
|
||||
const bool render_cursor = (g.ActiveId == id) || user_scroll_active;
|
||||
const bool render_selection = state && state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor);
|
||||
|
Loading…
Reference in New Issue
Block a user