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https://github.com/ocornut/imgui.git
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Merge branch 'master' into docking
# Conflicts: # backends/imgui_impl_win32.cpp # imgui.cpp # imgui_demo.cpp # imgui_internal.h
This commit is contained in:
@@ -619,7 +619,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
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if (flags & (ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere))
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{
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SetActiveID(id, window);
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g.ActiveIdMouseButton = mouse_button_clicked;
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g.ActiveIdMouseButton = (ImS8)mouse_button_clicked;
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if (!(flags & ImGuiButtonFlags_NoNavFocus))
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{
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SetFocusID(id, window);
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@@ -637,7 +637,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
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ClearActiveID();
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else
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SetActiveID(id, window); // Hold on ID
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g.ActiveIdMouseButton = mouse_button_clicked;
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g.ActiveIdMouseButton = (ImS8)mouse_button_clicked;
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if (!(flags & ImGuiButtonFlags_NoNavFocus))
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{
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SetFocusID(id, window);
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@@ -675,32 +675,35 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
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// Keyboard/Gamepad navigation handling
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// We report navigated and navigation-activated items as hovered but we don't set g.HoveredId to not interfere with mouse.
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if (g.NavId == id && g.NavCursorVisible && g.NavHighlightItemUnderNav)
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if (!(flags & ImGuiButtonFlags_NoHoveredOnFocus))
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hovered = true;
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if (g.NavActivateDownId == id)
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if ((item_flags & ImGuiItemFlags_Disabled) == 0)
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{
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bool nav_activated_by_code = (g.NavActivateId == id);
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bool nav_activated_by_inputs = (g.NavActivatePressedId == id);
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if (!nav_activated_by_inputs && (item_flags & ImGuiItemFlags_ButtonRepeat))
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if (g.NavId == id && g.NavCursorVisible && g.NavHighlightItemUnderNav)
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if (!(flags & ImGuiButtonFlags_NoHoveredOnFocus))
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hovered = true;
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if (g.NavActivateDownId == id)
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{
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// Avoid pressing multiple keys from triggering excessive amount of repeat events
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const ImGuiKeyData* key1 = GetKeyData(ImGuiKey_Space);
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const ImGuiKeyData* key2 = GetKeyData(ImGuiKey_Enter);
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const ImGuiKeyData* key3 = GetKeyData(ImGuiKey_NavGamepadActivate);
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const float t1 = ImMax(ImMax(key1->DownDuration, key2->DownDuration), key3->DownDuration);
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nav_activated_by_inputs = CalcTypematicRepeatAmount(t1 - g.IO.DeltaTime, t1, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0;
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}
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if (nav_activated_by_code || nav_activated_by_inputs)
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{
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// Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button.
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pressed = true;
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SetActiveID(id, window);
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g.ActiveIdSource = g.NavInputSource;
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if (!(flags & ImGuiButtonFlags_NoNavFocus) && !(g.NavActivateFlags & ImGuiActivateFlags_FromShortcut))
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SetFocusID(id, window);
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if (g.NavActivateFlags & ImGuiActivateFlags_FromShortcut)
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g.ActiveIdFromShortcut = true;
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bool nav_activated_by_code = (g.NavActivateId == id);
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bool nav_activated_by_inputs = (g.NavActivatePressedId == id);
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if (!nav_activated_by_inputs && (item_flags & ImGuiItemFlags_ButtonRepeat))
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{
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// Avoid pressing multiple keys from triggering excessive amount of repeat events
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const ImGuiKeyData* key1 = GetKeyData(ImGuiKey_Space);
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const ImGuiKeyData* key2 = GetKeyData(ImGuiKey_Enter);
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const ImGuiKeyData* key3 = GetKeyData(ImGuiKey_NavGamepadActivate);
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const float t1 = ImMax(ImMax(key1->DownDuration, key2->DownDuration), key3->DownDuration);
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nav_activated_by_inputs = CalcTypematicRepeatAmount(t1 - g.IO.DeltaTime, t1, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0;
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}
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if (nav_activated_by_code || nav_activated_by_inputs)
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{
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// Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button.
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pressed = true;
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SetActiveID(id, window);
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g.ActiveIdSource = g.NavInputSource;
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if (!(flags & ImGuiButtonFlags_NoNavFocus) && !(g.NavActivateFlags & ImGuiActivateFlags_FromShortcut))
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SetFocusID(id, window);
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if (g.NavActivateFlags & ImGuiActivateFlags_FromShortcut)
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g.ActiveIdFromShortcut = true;
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}
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}
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}
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@@ -754,7 +757,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
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}
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// Activation highlight (this may be a remote activation)
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if (g.NavHighlightActivatedId == id)
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if (g.NavHighlightActivatedId == id && (item_flags & ImGuiItemFlags_Disabled) == 0)
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hovered = true;
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if (out_hovered) *out_hovered = hovered;
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@@ -3926,6 +3929,7 @@ namespace ImStb
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#include "imstb_textedit.h"
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}
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// If you want to use InputText() with std::string or any custom dynamic string type, use the wrapper in misc/cpp/imgui_stdlib.h/.cpp!
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bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data)
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{
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IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline()
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@@ -4157,7 +4161,7 @@ static int STB_TEXTEDIT_INSERTCHARS(ImGuiInputTextState* obj, int pos, const cha
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// We support partial insertion (with a mod in stb_textedit.h)
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const int avail = obj->BufCapacity - 1 - obj->TextLen;
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if (!is_resizable && new_text_len > avail)
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new_text_len = avail; // 0
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new_text_len = (int)(ImTextFindValidUtf8CodepointEnd(new_text, new_text + new_text_len, new_text + avail) - new_text); // Truncate to closest UTF-8 codepoint. Alternative: return 0 to cancel insertion.
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if (new_text_len == 0)
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return 0;
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@@ -4316,7 +4320,7 @@ void ImGuiInputTextCallbackData::InsertChars(int pos, const char* new_text, cons
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// We support partial insertion (with a mod in stb_textedit.h)
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const int avail = BufSize - 1 - BufTextLen;
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if (!is_resizable && new_text_len > avail)
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new_text_len = avail; // 0
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new_text_len = (int)(ImTextFindValidUtf8CodepointEnd(new_text, new_text + new_text_len, new_text + avail) - new_text); // Truncate to closest UTF-8 codepoint. Alternative: return 0 to cancel insertion.
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if (new_text_len == 0)
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return;
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@@ -4626,9 +4630,7 @@ static ImVec2 InputTextLineIndexGetPosOffset(ImGuiContext& g, ImGuiInputTextStat
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// This is so we can easily call InputText() on static arrays using ARRAYSIZE() and to match
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// Note that in std::string world, capacity() would omit 1 byte used by the zero-terminator.
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// - When active, hold on a privately held copy of the text (and apply back to 'buf'). So changing 'buf' while the InputText is active has no effect.
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// - If you want to use ImGui::InputText() with std::string, see misc/cpp/imgui_stdlib.h
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// (FIXME: Rather confusing and messy function, among the worse part of our codebase, expecting to rewrite a V2 at some point.. Partly because we are
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// doing UTF8 > U16 > UTF8 conversions on the go to easily interface with stb_textedit. Ideally should stay in UTF-8 all the time. See https://github.com/nothings/stb/issues/188)
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// - If you want to use InputText() with std::string or any custom dynamic string type, use the wrapper in misc/cpp/imgui_stdlib.h/.cpp!
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bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* callback_user_data)
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{
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ImGuiWindow* window = GetCurrentWindow();
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@@ -5155,12 +5157,13 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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{
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// Filter pasted buffer
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const int clipboard_len = (int)ImStrlen(clipboard);
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const char* clipboard_end = clipboard + clipboard_len;
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ImVector<char> clipboard_filtered;
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clipboard_filtered.reserve(clipboard_len + 1);
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for (const char* s = clipboard; *s != 0; )
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{
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unsigned int c;
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int in_len = ImTextCharFromUtf8(&c, s, NULL);
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int in_len = ImTextCharFromUtf8(&c, s, clipboard_end);
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s += in_len;
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if (!InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data, true))
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continue;
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