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InputText: moved blocks so same text rendering code is now used for active and inactive states.
(ignore whitespace to visualize this change easily)
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@@ -5493,57 +5493,44 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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draw_window->DrawList->AddRectFilled(rect.Min, rect.Max, bg_color);
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}
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}
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// Render text
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// We test for 'buf_display_max_length' as a way to avoid some pathological cases (e.g. single-line 1 MB string) which would make ImDrawList crash.
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// FIXME-OPT: Multiline could submit a smaller amount of contents to AddText() since we already iterated through it.
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if ((is_multiline || (buf_display_end - buf_display) < buf_display_max_length) && (text_col & IM_COL32_A_MASK) && (line_visible_n0 < line_visible_n1))
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g.Font->RenderText(draw_window->DrawList, g.FontSize,
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draw_pos - draw_scroll + ImVec2(0.0f, line_visible_n0 * g.FontSize),
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text_col, clip_rect.AsVec4(),
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line_index->get_line_begin(buf_display, line_visible_n0),
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line_index->get_line_end(buf_display, line_visible_n1 - 1),
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wrap_width, ImDrawTextFlags_WrapKeepBlanks);
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// Draw blinking cursor
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if (render_cursor)
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{
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state->CursorAnim += io.DeltaTime;
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bool cursor_is_visible = (!g.IO.ConfigInputTextCursorBlink) || (state->CursorAnim <= 0.0f) || ImFmod(state->CursorAnim, 1.20f) <= 0.80f;
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ImVec2 cursor_screen_pos = ImTrunc(draw_pos + cursor_offset - draw_scroll);
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ImRect cursor_screen_rect(cursor_screen_pos.x, cursor_screen_pos.y - g.FontSize + 0.5f, cursor_screen_pos.x + 1.0f, cursor_screen_pos.y - 1.5f);
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if (cursor_is_visible && cursor_screen_rect.Overlaps(clip_rect))
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draw_window->DrawList->AddLine(cursor_screen_rect.Min, cursor_screen_rect.GetBL(), GetColorU32(ImGuiCol_InputTextCursor), 1.0f); // FIXME-DPI: Cursor thickness (#7031)
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// Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.)
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// This is required for some backends (SDL3) to start emitting character/text inputs.
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// As per #6341, make sure we don't set that on the deactivating frame.
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if (!is_readonly && g.ActiveId == id)
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{
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ImGuiPlatformImeData* ime_data = &g.PlatformImeData; // (this is a public struct, passed to io.Platform_SetImeDataFn() handler)
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ime_data->WantVisible = true;
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ime_data->WantTextInput = true;
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ime_data->InputPos = ImVec2(cursor_screen_pos.x - 1.0f, cursor_screen_pos.y - g.FontSize);
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ime_data->InputLineHeight = g.FontSize;
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ime_data->ViewportId = window->Viewport->ID;
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}
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}
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}
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else
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{
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// Find render position for right alignment (single-line only)
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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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// Render text only (no selection, no cursor)
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//draw_scroll.x = state->Scroll.x; // Preserve scroll when inactive?
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if ((is_multiline || (buf_display_end - buf_display) < buf_display_max_length) && (text_col & IM_COL32_A_MASK) && (line_visible_n0 < line_visible_n1))
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g.Font->RenderText(draw_window->DrawList, g.FontSize,
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draw_pos - draw_scroll + ImVec2(0.0f, line_visible_n0 * g.FontSize),
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text_col, clip_rect.AsVec4(),
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line_index->get_line_begin(buf_display, line_visible_n0),
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line_index->get_line_end(buf_display, line_visible_n1 - 1),
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wrap_width, ImDrawTextFlags_WrapKeepBlanks);
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// Find render position for right alignment (single-line only)
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if (g.ActiveId != id && 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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//draw_scroll.x = state->Scroll.x; // Preserve scroll when inactive?
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// Render text
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if ((is_multiline || (buf_display_end - buf_display) < buf_display_max_length) && (text_col & IM_COL32_A_MASK) && (line_visible_n0 < line_visible_n1))
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g.Font->RenderText(draw_window->DrawList, g.FontSize,
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draw_pos - draw_scroll + ImVec2(0.0f, line_visible_n0 * g.FontSize),
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text_col, clip_rect.AsVec4(),
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line_index->get_line_begin(buf_display, line_visible_n0),
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line_index->get_line_end(buf_display, line_visible_n1 - 1),
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wrap_width, ImDrawTextFlags_WrapKeepBlanks);
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// Render blinking cursor
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if (render_cursor)
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{
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state->CursorAnim += io.DeltaTime;
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bool cursor_is_visible = (!g.IO.ConfigInputTextCursorBlink) || (state->CursorAnim <= 0.0f) || ImFmod(state->CursorAnim, 1.20f) <= 0.80f;
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ImVec2 cursor_screen_pos = ImTrunc(draw_pos + cursor_offset - draw_scroll);
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ImRect cursor_screen_rect(cursor_screen_pos.x, cursor_screen_pos.y - g.FontSize + 0.5f, cursor_screen_pos.x + 1.0f, cursor_screen_pos.y - 1.5f);
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if (cursor_is_visible && cursor_screen_rect.Overlaps(clip_rect))
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draw_window->DrawList->AddLine(cursor_screen_rect.Min, cursor_screen_rect.GetBL(), GetColorU32(ImGuiCol_InputTextCursor), 1.0f); // FIXME-DPI: Cursor thickness (#7031)
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// Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.)
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// This is required for some backends (SDL3) to start emitting character/text inputs.
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// As per #6341, make sure we don't set that on the deactivating frame.
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if (!is_readonly && g.ActiveId == id)
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{
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ImGuiPlatformImeData* ime_data = &g.PlatformImeData; // (this is a public struct, passed to io.Platform_SetImeDataFn() handler)
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ime_data->WantVisible = true;
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ime_data->WantTextInput = true;
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ime_data->InputPos = ImVec2(cursor_screen_pos.x - 1.0f, cursor_screen_pos.y - g.FontSize);
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ime_data->InputLineHeight = g.FontSize;
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ime_data->ViewportId = window->Viewport->ID;
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}
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}
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if (is_password && !is_displaying_hint)
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