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InputText: comments.
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bc34ac882f
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214e87d59c
21
imgui.cpp
21
imgui.cpp
@ -7087,6 +7087,7 @@ static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags f
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}
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// Edit a string of text
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// FIXME: This is rather complex partly because we are doing UTF8 > u16 > UTF8 conversions on the go to more easily handle stb_textedit calls. Ideally we should stay in UTF8 space all the time.
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bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiTextEditCallback callback, void* user_data)
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{
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ImGuiWindow* window = GetCurrentWindow();
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@ -7256,6 +7257,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
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memset(g.IO.InputCharacters, 0, sizeof(g.IO.InputCharacters));
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}
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// Handle various key-presses
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const int k_mask = (is_shift_down ? STB_TEXTEDIT_K_SHIFT : 0);
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const bool is_ctrl_only = is_ctrl_down && !is_alt_down && !is_shift_down;
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if (IsKeyPressedMap(ImGuiKey_LeftArrow)) { edit_state.OnKeyPressed(is_ctrl_down ? STB_TEXTEDIT_K_WORDLEFT | k_mask : STB_TEXTEDIT_K_LEFT | k_mask); }
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@ -7264,8 +7266,8 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
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else if (is_multiline && IsKeyPressedMap(ImGuiKey_DownArrow)) { if (is_ctrl_down) SetWindowScrollY(draw_window, draw_window->Scroll.y + g.FontSize); else edit_state.OnKeyPressed(STB_TEXTEDIT_K_DOWN| k_mask); }
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else if (IsKeyPressedMap(ImGuiKey_Home)) { edit_state.OnKeyPressed(is_ctrl_down ? STB_TEXTEDIT_K_TEXTSTART | k_mask : STB_TEXTEDIT_K_LINESTART | k_mask); }
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else if (IsKeyPressedMap(ImGuiKey_End)) { edit_state.OnKeyPressed(is_ctrl_down ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask); }
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else if (IsKeyPressedMap(ImGuiKey_Delete) && is_editable) { edit_state.OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask); }
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else if (IsKeyPressedMap(ImGuiKey_Backspace) && is_editable) { edit_state.OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask); }
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else if (IsKeyPressedMap(ImGuiKey_Delete) && is_editable) { edit_state.OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask); }
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else if (IsKeyPressedMap(ImGuiKey_Backspace) && is_editable) { edit_state.OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask); }
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else if (IsKeyPressedMap(ImGuiKey_Enter))
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{
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bool ctrl_enter_for_new_line = (flags & ImGuiInputTextFlags_CtrlEnterForNewLine) != 0;
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@ -7274,16 +7276,16 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
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SetActiveID(0);
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enter_pressed = true;
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}
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else if (is_editable) // New line
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else if (is_editable)
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{
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unsigned int c = '\n';
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unsigned int c = '\n'; // Insert new line
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if (InputTextFilterCharacter(&c, flags, callback, user_data))
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edit_state.OnKeyPressed((int)c);
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}
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}
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else if ((flags & ImGuiInputTextFlags_AllowTabInput) && IsKeyPressedMap(ImGuiKey_Tab) && !is_ctrl_down && !is_shift_down && !is_alt_down && is_editable)
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{
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unsigned int c = '\t';
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unsigned int c = '\t'; // Insert TAB
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if (InputTextFilterCharacter(&c, flags, callback, user_data))
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edit_state.OnKeyPressed((int)c);
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}
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@ -7358,7 +7360,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
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{
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// Apply new value immediately - copy modified buffer back
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// Note that as soon as we can focus into the input box, the in-widget value gets priority over any underlying modification of the input buffer
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// FIXME: We actually always render 'buf' in RenderTextScrolledClipped
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// FIXME: We actually always render 'buf' when calling DrawList->AddText
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// FIXME-OPT: CPU waste to do this every time the widget is active, should mark dirty state from the stb_textedit callbacks
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if (is_editable)
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{
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@ -7428,6 +7430,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
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}
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}
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// Copy back to user buffer
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if (is_editable && strcmp(edit_state.TempTextBuffer.Data, buf) != 0)
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{
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ImFormatString(buf, buf_size, "%s", edit_state.TempTextBuffer.Data);
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@ -7439,9 +7442,9 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
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if (!is_multiline)
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RenderFrame(frame_bb.Min, frame_bb.Max, window->Color(ImGuiCol_FrameBg), true, style.FrameRounding);
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// Render
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const 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);
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ImVec2 render_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding;
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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);
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ImVec2 text_size(0.f, 0.f);
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if (g.ActiveId == id || (edit_state.Id == id && is_multiline && g.ActiveId == draw_window->GetID("#SCROLLY")))
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{
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@ -7528,7 +7531,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
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}
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}
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edit_state.CursorFollow = false;
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ImVec2 render_scroll = ImVec2(edit_state.ScrollX, 0.0f);
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const ImVec2 render_scroll = ImVec2(edit_state.ScrollX, 0.0f);
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// Draw selection
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if (edit_state.StbState.select_start != edit_state.StbState.select_end)
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2
imgui.h
2
imgui.h
@ -953,7 +953,7 @@ struct ImGuiTextEditCallbackData
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ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only
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char* Buf; // Current text // Read-write (pointed data only)
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int BufSize; // // Read-only
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bool BufDirty; // Set if you modify Buf directly // Write
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bool BufDirty; // Must set if you modify Buf directly // Write
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int CursorPos; // // Read-write
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int SelectionStart; // // Read-write (== to SelectionEnd when no selection)
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int SelectionEnd; // // Read-write
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