Merge branch 'master' into docking

This commit is contained in:
ocornut
2025-09-12 15:05:55 +02:00
7 changed files with 30 additions and 14 deletions

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@@ -55,6 +55,18 @@ Other Changes:
- Nav: fixed Ctrl+Tab window appearing as empty when the sole active and focused
window has the ImGuiWindowFlags_NoNavFocus flag. (#8914)
- Bullet: fixed tesselation amount which looked out of place in very large sizes.
- InputText: added ImGuiInputTextFlags_WordWrap flag to word-wrap multi-line buffers.
(#3237, #952, #1062, #7363)
- This is marked as beta because not being tested enough.
Please report any incorrect cursor movement, selection behavior etc. bug to #3237.
- Vertical scrollbar is made always visible.
- Wrapping points are not ideal. Wrapping of long words/sections (e.g. words
larger than total available width) may be particularly unpleasing.
- It is currently much slower than regular text fields.
- Ballpark estimate of cost on my 2019 desktop PC:
For a 100 KB text buffer: +~0.3 ms/+~1.0 ms (Optimized vs Debug builds).
- The CPU cost is very roughly proportional to text length, so a 10 KB buffer
should cost about ten times less.
- InputText, InputInt, InputFloat: fixed an issue where using Escape to revert
would not write back the reverted value during the IsItemDeactivatedAfterEdit()
frame if the provided input buffer doesn't store temporary edits.
@@ -93,6 +105,7 @@ Other Changes:
io.ConfigDebugBeginReturnValueOnce/ConfigDebugBeginReturnValueLoop. (#8931) [@harrymander]
- Demo: tweaked ShowFontSelector() and ShowStyleSelector() to update selection
while navigating and to not close popup automatically.
- CI: Updates Windows CI to use a more recent VulkanSDK. (#8925, #8778) [@yaz0r]
- Examples: Android: Android+OpenGL3: update Gradle project (#8888, #8878) [@scribam]
- Backends: SDL_GPU: Added ImGui_ImplSDLGPU3_InitInfo::SwapchainComposition and
PresentMode to configure how secondary viewports are created. Currently only used
@@ -213,7 +226,6 @@ Other Changes:
to play nice with -fsanitize=undefined. (#8874) [@i25e]
- CI: Added SDL3 builds to MacOS and Windows. (#8819, #8778) [@scribam]
- CI: Updated Windows CI to use a more recent SDL2. (#8819, #8778) [@scribam]
- CI: Updates Windows CI to use a more recent VulkanSDK. (#8925, #8778) [@yaz0r]
- Examples: SDL3+Metal: added SDL3+Metal example. (#8827, #8825) [@shi-yan]
- Examples: SDL3+SDL_GPU: use SDL_WaitAndAcquireGPUSwapchainTexture() instead
of SDL_AcquireGPUSwapchainTexture(). (#8830) [@itsdanott]

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@@ -87,7 +87,6 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- input text multi-line: line numbers? status bar? (follow up on #200)
- input text multi-line: behave better when user changes input buffer while editing is active (even though it is illegal behavior). namely, the change of buffer can create a scrollbar glitch (#725)
- input text multi-line: better horizontal scrolling support (#383, #1224)
- input text multi-line: single call to AddText() should be coarse clipped on InputTextEx() end.
- input number: optional range min/max for Input*() functions
- input number: holding [-]/[+] buttons could increase the step speed non-linearly (or user-controlled)
- input number: use mouse wheel to step up/down

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@@ -2130,7 +2130,7 @@ void ImStrncpy(char* dst, const char* src, size_t count)
if (count < 1)
return;
if (count > 1)
strncpy(dst, src, count - 1);
strncpy(dst, src, count - 1); // FIXME-OPT: strncpy not only doesn't guarantee 0-termination, it also always writes the whole array
dst[count - 1] = 0;
}

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@@ -1304,6 +1304,15 @@ enum ImGuiInputTextFlags_
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)
ImGuiInputTextFlags_CallbackEdit = 1 << 23, // Callback on any edit. Note that InputText() already returns true on edit + you can always use IsItemEdited(). The callback is useful to manipulate the underlying buffer while focus is active.
// Multi-line Word-Wrapping [BETA]
// - Not well tested yet. Please report any incorrect cursor movement, selection behavior etc. bug to https://github.com/ocornut/imgui/issues/3237.
// - Vertical scrollbar is made always visible.
// - Wrapping points are not ideal. Wrapping of long words/sections (e.g. words larger than total available width) may be particularly unpleasing.
// - It is much slower than regular text fields.
// Ballpark estimate of cost on my 2019 desktop PC: for a 100 KB text buffer: +~0.3 ms (Optimized) / +~1.0 ms (Debug build).
// The CPU cost is very roughly proportional to text length, so a 10 KB buffer should cost about ten times less.
ImGuiInputTextFlags_WordWrap = 1 << 24, // InputTextMultine(): word-wrap lines that are too long.
// Obsolete names
//ImGuiInputTextFlags_AlwaysInsertMode = ImGuiInputTextFlags_AlwaysOverwrite // [renamed in 1.82] name was not matching behavior
};

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@@ -3791,6 +3791,8 @@ static void DemoWindowWidgetsTextInput()
static ImGuiInputTextFlags flags = ImGuiInputTextFlags_AllowTabInput;
HelpMarker("You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputTextMultiline() to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example. (This is not demonstrated in imgui_demo.cpp because we don't want to include <string> in here)");
ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", &flags, ImGuiInputTextFlags_ReadOnly);
ImGui::CheckboxFlags("ImGuiInputTextFlags_WordWrap", &flags, ImGuiInputTextFlags_WordWrap);
ImGui::SameLine(); HelpMarker("Feature is currently in Beta. Please read comments in imgui.h");
ImGui::CheckboxFlags("ImGuiInputTextFlags_AllowTabInput", &flags, ImGuiInputTextFlags_AllowTabInput);
ImGui::SameLine(); HelpMarker("When _AllowTabInput is set, passing through the widget with Tabbing doesn't automatically activate it, in order to also cycling through subsequent widgets.");
ImGui::CheckboxFlags("ImGuiInputTextFlags_CtrlEnterForNewLine", &flags, ImGuiInputTextFlags_CtrlEnterForNewLine);
@@ -3938,10 +3940,13 @@ static void DemoWindowWidgetsTextInput()
// For this demo we are using ImVector as a string container.
// Note that because we need to store a terminating zero character, our size/capacity are 1 more
// than usually reported by a typical string class.
static ImGuiInputTextFlags flags = ImGuiInputTextFlags_None;
ImGui::CheckboxFlags("ImGuiInputTextFlags_WordWrap", &flags, ImGuiInputTextFlags_WordWrap);
static ImVector<char> my_str;
if (my_str.empty())
my_str.push_back(0);
Funcs::MyInputTextMultiline("##MyStr", &my_str, ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16));
Funcs::MyInputTextMultiline("##MyStr", &my_str, ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16), flags);
ImGui::Text("Data: %p\nSize: %d\nCapacity: %d", (void*)my_str.begin(), my_str.size(), my_str.capacity());
ImGui::TreePop();
}

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@@ -1026,15 +1026,6 @@ enum ImGuiHoveredFlagsPrivate_
// Extend ImGuiInputTextFlags_
enum ImGuiInputTextFlagsPrivate_
{
// [Experimental]
// Word-wrapping caveats:
// - Not well tested yet. Please report any incorrect cursor movement, selection behavior etc. bug to https://github.com/ocornut/imgui/issues/3237.
// - With our current design it is _much_ slower than a regular text field. Editing a <50K buffer will generally be ok, but editing a 1MB buffer will waste meaningful amount of CPU.
// We are likely to not make the feature public until this is fixed (which requires bigger changes to InputText will be be generally desirable for this and other features)
// - Wrapping of long words/sections (e.g. words that are larger than available width) is currently visually not pleasing.
// - Vertical scrollbar is currently always visible.
ImGuiInputTextFlags_WordWrap = 1 << 24, // InputTextMultine(): wrap lines that are too long. (Ref #3237, #952, #1062)
// [Internal]
ImGuiInputTextFlags_Multiline = 1 << 26, // For internal use by InputTextMultiline()
ImGuiInputTextFlags_MergedItem = 1 << 27, // For internal use by TempInputText(), will skip calling ItemAdd(). Require bounding-box to strictly match.

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@@ -4600,7 +4600,7 @@ static ImVec2 InputTextLineIndexGetPosOffset(ImGuiContext& g, ImGuiInputTextStat
int* it_end = line_index->Offsets.end();
const int* it = ImLowerBound(it_begin, it_end, cursor_n);
if (it > it_begin)
if (it == it_end || *it != cursor_n || (cursor_ptr[-1] != '\n' && cursor_ptr[-1] != 0 && state != NULL && state->LastMoveDirectionLR == ImGuiDir_Right))
if (it == it_end || *it != cursor_n || (state != NULL && state->WrapWidth > 0.0f && state->LastMoveDirectionLR == ImGuiDir_Right && cursor_ptr[-1] != '\n' && cursor_ptr[-1] != 0))
it--;
const int line_no = (it == it_begin) ? 0 : line_index->Offsets.index_from_ptr(it);