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@ -58,6 +58,9 @@ Other changes:
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processing errors outside of the NewFrame()..EndFrame() scope. (#1651)
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- Tables: fixed SetNextWindowScroll() value being ignored by BeginTable() during
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the first frame or when scrolling flags have changed. (#8196)
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- InputText: added ImGuiInputTextFlags_ElideLeft to elide left side and ensure right side
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of contents is visible when whole text is not fitting (useful for paths/filenames).
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(#1442, #1440, #4391, #7208, #8216) [@kucoman, @ocornut]
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- InputText: reactivating last activated InputText() doesn't restore horizontal scrolling
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(which was disabled during deactivation anyway).
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- Misc: changed embedded ProggyClean encoding to save a bit of binary space (~12kb to 9.5kb).
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17
imgui.h
17
imgui.h
@ -29,7 +29,7 @@
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// Library Version
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// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
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#define IMGUI_VERSION "1.91.6 WIP"
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#define IMGUI_VERSION_NUM 19152
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#define IMGUI_VERSION_NUM 19153
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#define IMGUI_HAS_TABLE
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/*
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@ -1171,13 +1171,16 @@ enum ImGuiInputTextFlags_
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ImGuiInputTextFlags_NoHorizontalScroll = 1 << 15, // Disable following the cursor horizontally
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ImGuiInputTextFlags_NoUndoRedo = 1 << 16, // Disable undo/redo. Note that input text owns the text data while active, if you want to provide your own undo/redo stack you need e.g. to call ClearActiveID().
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// Elide display / Alignment
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ImGuiInputTextFlags_ElideLeft = 1 << 17, // When text doesn't fit, elide left side to ensure right side stays visible. Useful for path/filenames. Single-line only!
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// Callback features
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ImGuiInputTextFlags_CallbackCompletion = 1 << 17, // Callback on pressing TAB (for completion handling)
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ImGuiInputTextFlags_CallbackHistory = 1 << 18, // Callback on pressing Up/Down arrows (for history handling)
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ImGuiInputTextFlags_CallbackAlways = 1 << 19, // Callback on each iteration. User code may query cursor position, modify text buffer.
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ImGuiInputTextFlags_CallbackCharFilter = 1 << 20, // Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
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ImGuiInputTextFlags_CallbackResize = 1 << 21, // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this)
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ImGuiInputTextFlags_CallbackEdit = 1 << 22, // Callback on any edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active)
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ImGuiInputTextFlags_CallbackCompletion = 1 << 18, // Callback on pressing TAB (for completion handling)
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ImGuiInputTextFlags_CallbackHistory = 1 << 19, // Callback on pressing Up/Down arrows (for history handling)
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ImGuiInputTextFlags_CallbackAlways = 1 << 20, // Callback on each iteration. User code may query cursor position, modify text buffer.
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ImGuiInputTextFlags_CallbackCharFilter = 1 << 21, // Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
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ImGuiInputTextFlags_CallbackResize = 1 << 22, // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this)
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ImGuiInputTextFlags_CallbackEdit = 1 << 23, // Callback on any edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active)
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// Obsolete names
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//ImGuiInputTextFlags_AlwaysInsertMode = ImGuiInputTextFlags_AlwaysOverwrite // [renamed in 1.82] name was not matching behavior
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@ -1830,6 +1830,16 @@ static void ShowDemoWindowWidgets(ImGuiDemoWindowData* demo_data)
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ImGui::TreePop();
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}
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IMGUI_DEMO_MARKER("Widgets/Text Input/Eliding, Alignment");
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if (ImGui::TreeNode("Eliding, Alignment"))
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{
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static char buf1[128] = "/path/to/some/folder/with/long/filename.cpp";
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static ImGuiInputTextFlags flags = ImGuiInputTextFlags_ElideLeft;
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ImGui::CheckboxFlags("ImGuiInputTextFlags_ElideLeft", &flags, ImGuiInputTextFlags_ElideLeft);
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ImGui::InputText("Path", buf1, IM_ARRAYSIZE(buf1), flags);
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ImGui::TreePop();
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}
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IMGUI_DEMO_MARKER("Widgets/Text Input/Miscellaneous");
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if (ImGui::TreeNode("Miscellaneous"))
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{
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@ -4403,6 +4403,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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IM_ASSERT(buf != NULL && buf_size >= 0);
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IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackHistory) && (flags & ImGuiInputTextFlags_Multiline))); // Can't use both together (they both use up/down keys)
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IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackCompletion) && (flags & ImGuiInputTextFlags_AllowTabInput))); // Can't use both together (they both use tab key)
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IM_ASSERT(!((flags & ImGuiInputTextFlags_ElideLeft) && (flags & ImGuiInputTextFlags_Multiline))); // Multiline will not work with left-trimming
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ImGuiContext& g = *GImGui;
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ImGuiIO& io = g.IO;
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@ -4537,7 +4538,11 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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state->TextA.resize(buf_size + 1); // we use +1 to make sure that .Data is always pointing to at least an empty string.
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state->TextLen = (int)strlen(buf);
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memcpy(state->TextA.Data, buf, state->TextLen + 1);
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// Find initial scroll position for right alignment
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state->Scroll = ImVec2(0.0f, 0.0f);
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if (flags & ImGuiInputTextFlags_ElideLeft)
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state->Scroll.x += ImMax(0.0f, CalcTextSize(buf).x - frame_size.x + style.FramePadding.x * 2.0f);
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if (recycle_state)
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{
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@ -5287,6 +5292,10 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length)
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{
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// Find render position for right alignment
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if (flags & ImGuiInputTextFlags_ElideLeft)
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draw_pos.x = ImMin(draw_pos.x, frame_bb.Max.x - CalcTextSize(buf_display, NULL).x - style.FramePadding.x);
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const ImVec2 draw_scroll = /*state ? ImVec2(state->Scroll.x, 0.0f) :*/ ImVec2(0.0f, 0.0f); // Preserve scroll when inactive?
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ImU32 col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text);
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draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos - draw_scroll, col, buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect);
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