Merge branch 'ocornut:master' into cpu
This commit is contained in:
@@ -115,6 +115,9 @@ Other Changes:
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- Implemented a custom tweak to extend hit-testing bounding box when window is sitting
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at the edge of a viewport (e.g. fullscreen or docked window), so that e.g. mouse the
|
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mouse at the extreme of the screen will reach the scrollbar. (#9276)
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- Button:
|
||||
- Moved ImGuiButtonFlags_AllowOverlap from imgui_internal.h to imgui.h,
|
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as a convenience for when using e.g. InvisibleButton().
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||||
- Focus: fixed fallback "Debug" window temporarily taking focus and setting io.WantCaptureKeyboard
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for one frame on e.g. application boot if no other windows are submitted. (#9243)
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- Demo: fixed IMGUI_DEMO_MARKER locations for examples applets. (#9261, #3689) [@pthom]
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@@ -1001,7 +1001,7 @@ namespace ImGui
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||||
IMGUI_API void SetNavCursorVisible(bool visible); // alter visibility of keyboard/gamepad cursor. by default: show when using an arrow key, hide when clicking with mouse.
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||||
// Overlapping mode
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||||
IMGUI_API void SetNextItemAllowOverlap(); // allow next item to be overlapped by a subsequent item. Useful with invisible buttons, selectable, treenode covering an area where subsequent items may need to be added. Note that both Selectable() and TreeNode() have dedicated flags doing this.
|
||||
IMGUI_API void SetNextItemAllowOverlap(); // allow next item to be overlapped by a subsequent item. Typically useful with InvisibleButton(), Selectable(), TreeNode() covering an area where subsequent items may need to be added. Note that both Selectable() and TreeNode() have dedicated flags doing this.
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// Item/Widgets Utilities and Query Functions
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// - Most of the functions are referring to the previous Item that has been submitted.
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@@ -1303,7 +1303,7 @@ enum ImGuiTreeNodeFlags_
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||||
ImGuiTreeNodeFlags_None = 0,
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ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected
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ImGuiTreeNodeFlags_Framed = 1 << 1, // Draw frame with background (e.g. for CollapsingHeader)
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ImGuiTreeNodeFlags_AllowOverlap = 1 << 2, // Hit testing to allow subsequent widgets to overlap this one
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ImGuiTreeNodeFlags_AllowOverlap = 1 << 2, // Hit testing will allow subsequent widgets to overlap this one. Require previous frame HoveredId to match before being usable. Shortcut to calling SetNextItemAllowOverlap().
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ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack
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ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes)
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ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, // Default node to be open
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@@ -1363,7 +1363,7 @@ enum ImGuiSelectableFlags_
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ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Frame will span all columns of its container table (text will still fit in current column)
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ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too
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ImGuiSelectableFlags_Disabled = 1 << 3, // Cannot be selected, display grayed out text
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ImGuiSelectableFlags_AllowOverlap = 1 << 4, // (WIP) Hit testing to allow subsequent widgets to overlap this one
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ImGuiSelectableFlags_AllowOverlap = 1 << 4, // Hit testing will allow subsequent widgets to overlap this one. Require previous frame HoveredId to match before being usable. Shortcut to calling SetNextItemAllowOverlap().
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ImGuiSelectableFlags_Highlight = 1 << 5, // Make the item be displayed as if it is hovered
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ImGuiSelectableFlags_SelectOnNav = 1 << 6, // Auto-select when moved into, unless Ctrl is held. Automatic when in a BeginMultiSelect() block.
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@@ -1870,6 +1870,7 @@ enum ImGuiButtonFlags_
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ImGuiButtonFlags_MouseButtonMiddle = 1 << 2, // React on center mouse button
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ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle, // [Internal]
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ImGuiButtonFlags_EnableNav = 1 << 3, // InvisibleButton(): do not disable navigation/tabbing. Otherwise disabled by default.
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ImGuiButtonFlags_AllowOverlap = 1 << 12, // Hit testing will allow subsequent widgets to overlap this one. Require previous frame HoveredId to match before being usable. Shortcut to calling SetNextItemAllowOverlap().
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};
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|
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// Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton()
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+1
-1
@@ -1038,7 +1038,6 @@ enum ImGuiButtonFlagsPrivate_
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ImGuiButtonFlags_PressedOnDragDropHold = 1 << 9, // return true when held into while we are drag and dropping another item (used by e.g. tree nodes, collapsing headers)
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//ImGuiButtonFlags_Repeat = 1 << 10, // hold to repeat -> use ImGuiItemFlags_ButtonRepeat instead.
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ImGuiButtonFlags_FlattenChildren = 1 << 11, // allow interactions even if a child window is overlapping
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ImGuiButtonFlags_AllowOverlap = 1 << 12, // require previous frame HoveredId to either match id or be null before being usable.
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//ImGuiButtonFlags_DontClosePopups = 1 << 13, // disable automatically closing parent popup on press
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//ImGuiButtonFlags_Disabled = 1 << 14, // disable interactions -> use BeginDisabled() or ImGuiItemFlags_Disabled
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ImGuiButtonFlags_AlignTextBaseLine = 1 << 15, // vertically align button to match text baseline - ButtonEx() only // FIXME: Should be removed and handled by SmallButton(), not possible currently because of DC.CursorPosPrevLine
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@@ -1259,6 +1258,7 @@ struct IMGUI_API ImGuiInputTextState
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void OnKeyPressed(int key); // Cannot be inline because we call in code in stb_textedit.h implementation
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void OnCharPressed(unsigned int c);
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float GetPreferredOffsetX() const;
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const char* GetText() { return TextA.Data ? TextA.Data : ""; }
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|
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// Cursor & Selection
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void CursorAnimReset();
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||||
|
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+108
-111
@@ -3789,24 +3789,30 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* p_data
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g.NextItemData.ItemFlags |= ImGuiItemFlags_NoMarkEdited;
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flags |= ImGuiInputTextFlags_AutoSelectAll | (ImGuiInputTextFlags)ImGuiInputTextFlags_LocalizeDecimalPoint;
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|
||||
bool value_changed = false;
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||||
if (p_step == NULL)
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const bool has_step_buttons = (p_step != NULL);
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const float button_size = has_step_buttons ? GetFrameHeight() : 0.0f;
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bool ret;
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if (has_step_buttons)
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{
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if (InputText(label, buf, IM_COUNTOF(buf), flags))
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value_changed = DataTypeApplyFromText(buf, data_type, p_data, format, (flags & ImGuiInputTextFlags_ParseEmptyRefVal) ? p_data_default : NULL);
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||||
}
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||||
else
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||||
{
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const float button_size = GetFrameHeight();
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// With Step Buttons
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BeginGroup(); // The only purpose of the group here is to allow the caller to query item data e.g. IsItemActive()
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PushID(label);
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SetNextItemWidth(ImMax(1.0f, CalcItemWidth() - (button_size + style.ItemInnerSpacing.x) * 2));
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if (InputText("", buf, IM_COUNTOF(buf), flags)) // PushId(label) + "" gives us the expected ID from outside point of view
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value_changed = DataTypeApplyFromText(buf, data_type, p_data, format, (flags & ImGuiInputTextFlags_ParseEmptyRefVal) ? p_data_default : NULL);
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ret = InputText("", buf, IM_COUNTOF(buf), flags); // PushID(label) + "" gives us the expected ID from outside point of view
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IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Inputable);
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}
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else
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{
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// Without Step Buttons
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ret = InputText(label, buf, IM_COUNTOF(buf), flags);
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}
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// Step buttons
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// Apply
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bool value_changed = ret ? DataTypeApplyFromText(buf, data_type, p_data, format, (flags & ImGuiInputTextFlags_ParseEmptyRefVal) ? p_data_default : NULL) : false;
|
||||
|
||||
// Step buttons
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||||
if (has_step_buttons)
|
||||
{
|
||||
const ImVec2 backup_frame_padding = style.FramePadding;
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||||
style.FramePadding.x = style.FramePadding.y;
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||||
if (flags & ImGuiInputTextFlags_ReadOnly)
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||||
@@ -5211,7 +5217,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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||||
render_selection |= state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor);
|
||||
}
|
||||
|
||||
// Process callbacks and apply result back to user's buffer.
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||||
// Process revert and user callbacks
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||||
const char* apply_new_text = NULL;
|
||||
int apply_new_text_length = 0;
|
||||
if (g.ActiveId == id)
|
||||
@@ -5241,110 +5247,99 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
|
||||
}
|
||||
}
|
||||
|
||||
// FIXME-OPT: We always reapply the live buffer back to the input buffer before clearing ActiveId,
|
||||
// even though strictly speaking it wasn't modified on this frame. Should mark dirty state from the stb_textedit callbacks.
|
||||
// If we do that, need to ensure that as special case, 'validated == true' also writes back.
|
||||
// This also allows the user to use InputText() without maintaining any user-side storage.
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||||
// (please note that if you use this property along ImGuiInputTextFlags_CallbackResize you can end up with your temporary string object
|
||||
// unnecessarily allocating once a frame, either store your string data, either if you don't then don't use ImGuiInputTextFlags_CallbackResize).
|
||||
const bool apply_edit_back_to_user_buffer = true;// !revert_edit || (validated && (flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0);
|
||||
if (apply_edit_back_to_user_buffer)
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||||
// User callback
|
||||
if ((flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory | ImGuiInputTextFlags_CallbackEdit | ImGuiInputTextFlags_CallbackAlways)) != 0)
|
||||
{
|
||||
// Apply current edited text immediately.
|
||||
// Note that as soon as the input box is active, the in-widget value gets priority over any underlying modification of the input buffer
|
||||
IM_ASSERT(callback != NULL);
|
||||
|
||||
// User callback
|
||||
if ((flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory | ImGuiInputTextFlags_CallbackEdit | ImGuiInputTextFlags_CallbackAlways)) != 0)
|
||||
// The reason we specify the usage semantic (Completion/History) is that Completion needs to disable keyboard TABBING at the moment.
|
||||
ImGuiInputTextFlags event_flag = 0;
|
||||
ImGuiKey event_key = ImGuiKey_None;
|
||||
if ((flags & ImGuiInputTextFlags_CallbackCompletion) != 0 && Shortcut(ImGuiKey_Tab, 0, id))
|
||||
{
|
||||
IM_ASSERT(callback != NULL);
|
||||
|
||||
// The reason we specify the usage semantic (Completion/History) is that Completion needs to disable keyboard TABBING at the moment.
|
||||
ImGuiInputTextFlags event_flag = 0;
|
||||
ImGuiKey event_key = ImGuiKey_None;
|
||||
if ((flags & ImGuiInputTextFlags_CallbackCompletion) != 0 && Shortcut(ImGuiKey_Tab, 0, id))
|
||||
{
|
||||
event_flag = ImGuiInputTextFlags_CallbackCompletion;
|
||||
event_key = ImGuiKey_Tab;
|
||||
}
|
||||
else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressed(ImGuiKey_UpArrow))
|
||||
{
|
||||
event_flag = ImGuiInputTextFlags_CallbackHistory;
|
||||
event_key = ImGuiKey_UpArrow;
|
||||
}
|
||||
else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressed(ImGuiKey_DownArrow))
|
||||
{
|
||||
event_flag = ImGuiInputTextFlags_CallbackHistory;
|
||||
event_key = ImGuiKey_DownArrow;
|
||||
}
|
||||
else if ((flags & ImGuiInputTextFlags_CallbackEdit) && state->Edited)
|
||||
{
|
||||
event_flag = ImGuiInputTextFlags_CallbackEdit;
|
||||
}
|
||||
else if (flags & ImGuiInputTextFlags_CallbackAlways)
|
||||
{
|
||||
event_flag = ImGuiInputTextFlags_CallbackAlways;
|
||||
}
|
||||
|
||||
if (event_flag)
|
||||
{
|
||||
ImGuiInputTextCallbackData callback_data;
|
||||
callback_data.Ctx = &g;
|
||||
callback_data.ID = id;
|
||||
callback_data.Flags = flags;
|
||||
callback_data.EventFlag = event_flag;
|
||||
callback_data.EventActivated = (g.ActiveId == state->ID && g.ActiveIdIsJustActivated);
|
||||
callback_data.UserData = callback_user_data;
|
||||
|
||||
// FIXME-OPT: Undo stack reconcile needs a backup of the data until we rework API, see #7925
|
||||
char* callback_buf = is_readonly ? buf : state->TextA.Data;
|
||||
IM_ASSERT(callback_buf == state->TextSrc);
|
||||
state->CallbackTextBackup.resize(state->TextLen + 1);
|
||||
memcpy(state->CallbackTextBackup.Data, callback_buf, state->TextLen + 1);
|
||||
|
||||
callback_data.EventKey = event_key;
|
||||
callback_data.Buf = callback_buf;
|
||||
callback_data.BufTextLen = state->TextLen;
|
||||
callback_data.BufSize = state->BufCapacity;
|
||||
callback_data.BufDirty = false;
|
||||
callback_data.CursorPos = state->Stb->cursor;
|
||||
callback_data.SelectionStart = state->Stb->select_start;
|
||||
callback_data.SelectionEnd = state->Stb->select_end;
|
||||
|
||||
// Call user code
|
||||
callback(&callback_data);
|
||||
|
||||
// Read back what user may have modified
|
||||
callback_buf = is_readonly ? buf : state->TextA.Data; // Pointer may have been invalidated by a resize callback
|
||||
IM_ASSERT(callback_data.Buf == callback_buf); // Invalid to modify those fields
|
||||
IM_ASSERT(callback_data.BufSize == state->BufCapacity);
|
||||
IM_ASSERT(callback_data.Flags == flags);
|
||||
if (callback_data.BufDirty || callback_data.CursorPos != state->Stb->cursor)
|
||||
state->CursorFollow = true;
|
||||
state->Stb->cursor = ImClamp(callback_data.CursorPos, 0, callback_data.BufTextLen);
|
||||
state->Stb->select_start = ImClamp(callback_data.SelectionStart, 0, callback_data.BufTextLen);
|
||||
state->Stb->select_end = ImClamp(callback_data.SelectionEnd, 0, callback_data.BufTextLen);
|
||||
if (callback_data.BufDirty)
|
||||
{
|
||||
// Callback may update buffer and thus set buf_dirty even in read-only mode.
|
||||
IM_ASSERT(callback_data.BufTextLen == (int)ImStrlen(callback_data.Buf)); // You need to maintain BufTextLen if you change the text!
|
||||
InputTextReconcileUndoState(state, state->CallbackTextBackup.Data, state->CallbackTextBackup.Size - 1, callback_data.Buf, callback_data.BufTextLen);
|
||||
state->TextLen = callback_data.BufTextLen; // Assume correct length and valid UTF-8 from user, saves us an extra strlen()
|
||||
state->CursorAnimReset();
|
||||
}
|
||||
}
|
||||
event_flag = ImGuiInputTextFlags_CallbackCompletion;
|
||||
event_key = ImGuiKey_Tab;
|
||||
}
|
||||
else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressed(ImGuiKey_UpArrow))
|
||||
{
|
||||
event_flag = ImGuiInputTextFlags_CallbackHistory;
|
||||
event_key = ImGuiKey_UpArrow;
|
||||
}
|
||||
else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressed(ImGuiKey_DownArrow))
|
||||
{
|
||||
event_flag = ImGuiInputTextFlags_CallbackHistory;
|
||||
event_key = ImGuiKey_DownArrow;
|
||||
}
|
||||
else if ((flags & ImGuiInputTextFlags_CallbackEdit) && state->Edited)
|
||||
{
|
||||
event_flag = ImGuiInputTextFlags_CallbackEdit;
|
||||
}
|
||||
else if (flags & ImGuiInputTextFlags_CallbackAlways)
|
||||
{
|
||||
event_flag = ImGuiInputTextFlags_CallbackAlways;
|
||||
}
|
||||
|
||||
// Will copy result string if modified
|
||||
if (!is_readonly && strcmp(state->TextSrc, buf) != 0)
|
||||
if (event_flag)
|
||||
{
|
||||
apply_new_text = state->TextSrc;
|
||||
apply_new_text_length = state->TextLen;
|
||||
value_changed = true;
|
||||
ImGuiInputTextCallbackData callback_data;
|
||||
callback_data.Ctx = &g;
|
||||
callback_data.ID = id;
|
||||
callback_data.Flags = flags;
|
||||
callback_data.EventFlag = event_flag;
|
||||
callback_data.EventActivated = (g.ActiveId == state->ID && g.ActiveIdIsJustActivated);
|
||||
callback_data.UserData = callback_user_data;
|
||||
|
||||
// FIXME-OPT: Undo stack reconcile needs a backup of the data until we rework API, see #7925
|
||||
char* callback_buf = is_readonly ? buf : state->TextA.Data;
|
||||
IM_ASSERT(callback_buf == state->TextSrc);
|
||||
state->CallbackTextBackup.resize(state->TextLen + 1);
|
||||
memcpy(state->CallbackTextBackup.Data, callback_buf, state->TextLen + 1);
|
||||
|
||||
callback_data.EventKey = event_key;
|
||||
callback_data.Buf = callback_buf;
|
||||
callback_data.BufTextLen = state->TextLen;
|
||||
callback_data.BufSize = state->BufCapacity;
|
||||
callback_data.BufDirty = false;
|
||||
callback_data.CursorPos = state->Stb->cursor;
|
||||
callback_data.SelectionStart = state->Stb->select_start;
|
||||
callback_data.SelectionEnd = state->Stb->select_end;
|
||||
|
||||
// Call user code
|
||||
callback(&callback_data);
|
||||
|
||||
// Read back what user may have modified
|
||||
callback_buf = is_readonly ? buf : state->TextA.Data; // Pointer may have been invalidated by a resize callback
|
||||
IM_ASSERT(callback_data.Buf == callback_buf); // Invalid to modify those fields
|
||||
IM_ASSERT(callback_data.BufSize == state->BufCapacity);
|
||||
IM_ASSERT(callback_data.Flags == flags);
|
||||
if (callback_data.BufDirty || callback_data.CursorPos != state->Stb->cursor)
|
||||
state->CursorFollow = true;
|
||||
state->Stb->cursor = ImClamp(callback_data.CursorPos, 0, callback_data.BufTextLen);
|
||||
state->Stb->select_start = ImClamp(callback_data.SelectionStart, 0, callback_data.BufTextLen);
|
||||
state->Stb->select_end = ImClamp(callback_data.SelectionEnd, 0, callback_data.BufTextLen);
|
||||
if (callback_data.BufDirty)
|
||||
{
|
||||
// Callback may update buffer and thus set buf_dirty even in read-only mode.
|
||||
IM_ASSERT(callback_data.BufTextLen == (int)ImStrlen(callback_data.Buf)); // You need to maintain BufTextLen if you change the text!
|
||||
InputTextReconcileUndoState(state, state->CallbackTextBackup.Data, state->CallbackTextBackup.Size - 1, callback_data.Buf, callback_data.BufTextLen);
|
||||
state->TextLen = callback_data.BufTextLen; // Assume correct length and valid UTF-8 from user, saves us an extra strlen()
|
||||
state->CursorAnimReset();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Will copy result string if modified.
|
||||
// FIXME-OPT: Could mark dirty state from the stb_textedit callbacks
|
||||
if (!is_readonly && strcmp(state->TextSrc, buf) != 0)
|
||||
{
|
||||
apply_new_text = state->TextSrc;
|
||||
apply_new_text_length = state->TextLen;
|
||||
value_changed = true;
|
||||
}
|
||||
}
|
||||
|
||||
// Handle reapplying final data on deactivation (see InputTextDeactivateHook() for details)
|
||||
// This is used when e.g. losing focus or tabbing out into another InputText() which may already be using the temp buffer.
|
||||
if (g.InputTextDeactivatedState.ID == id)
|
||||
{
|
||||
if (g.ActiveId != id && IsItemDeactivatedAfterEdit() && !is_readonly && strcmp(g.InputTextDeactivatedState.TextA.Data, buf) != 0)
|
||||
@@ -5357,12 +5352,14 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
|
||||
g.InputTextDeactivatedState.ID = 0;
|
||||
}
|
||||
|
||||
// Copy result to user buffer. This can currently only happen when (g.ActiveId == id)
|
||||
// Write back result to user buffer. This can currently only happen when (g.ActiveId == id) or when just deactivated.
|
||||
// - As soon as the InputText() is active, our stored in-widget value gets priority over any underlying modification of the user buffer.
|
||||
// - Make sure we always reapply the live buffer back to the input/user buffer before clearing ActiveId, even thought strictly speaking
|
||||
// it was not modified on this frame. This allows the user to use InputText() without maintaining any user-side storage.
|
||||
// (PS: if you use this property together with ImGuiInputTextFlags_CallbackResize, you are at the risk of recreating a temporary
|
||||
// allocated/string object every frame. Which in the grand scheme of scheme is nothing, but isn't dear imgui vibe).
|
||||
if (apply_new_text != NULL)
|
||||
{
|
||||
//// We cannot test for 'backup_current_text_length != apply_new_text_length' here because we have no guarantee that the size
|
||||
//// of our owned buffer matches the size of the string object held by the user, and by design we allow InputText() to be used
|
||||
//// without any storage on user's side.
|
||||
IM_ASSERT(apply_new_text_length >= 0);
|
||||
if (is_resizable)
|
||||
{
|
||||
@@ -10549,7 +10546,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
|
||||
|
||||
// Click to Select a tab
|
||||
// Allow the close button to overlap
|
||||
ImGuiButtonFlags button_flags = ((is_tab_button ? ImGuiButtonFlags_PressedOnClickRelease : ImGuiButtonFlags_PressedOnClick) | ImGuiButtonFlags_AllowOverlap);
|
||||
ImGuiButtonFlags button_flags = ((ImGuiButtonFlags)(is_tab_button ? ImGuiButtonFlags_PressedOnClickRelease : ImGuiButtonFlags_PressedOnClick) | ImGuiButtonFlags_AllowOverlap);
|
||||
if (g.DragDropActive)
|
||||
button_flags |= ImGuiButtonFlags_PressedOnDragDropHold;
|
||||
bool hovered, held, pressed;
|
||||
|
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Reference in New Issue
Block a user