InputText: Align caret/cursor to pixel coordinates. (#4080)
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@ -56,6 +56,7 @@ Other Changes:
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- DragScalar: Add default value for v_speed argument to match higher-level functions. (#3922) [@eliasdaler]
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- DragScalar: Add default value for v_speed argument to match higher-level functions. (#3922) [@eliasdaler]
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- ColorEdit4: Alpha default to 255 (instead of 0) when omitted in hex input. (#3973) [@squadack]
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- ColorEdit4: Alpha default to 255 (instead of 0) when omitted in hex input. (#3973) [@squadack]
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- InputText: Do not filter private unicode codepoints (e.g. icons) when pasted from clipboard. (#4005) [@dougbinks]
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- InputText: Do not filter private unicode codepoints (e.g. icons) when pasted from clipboard. (#4005) [@dougbinks]
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- InputText: Align caret/cursor to pixel coordinates. (#4080) [@elvissteinjr]
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- LabelText: Fixed clipping of multi-line value text when label is single-line. (#4004)
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- LabelText: Fixed clipping of multi-line value text when label is single-line. (#4004)
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- LabelText: Fixed vertical alignment of single-line value text when label is multi-line. (#4004)
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- LabelText: Fixed vertical alignment of single-line value text when label is multi-line. (#4004)
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- Popups: Added 'OpenPopup(ImGuiID id)' overload to facilitate calling from nested stacks. (#3993, #331) [@zlash]
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- Popups: Added 'OpenPopup(ImGuiID id)' overload to facilitate calling from nested stacks. (#3993, #331) [@zlash]
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@ -4606,7 +4606,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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{
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{
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state->CursorAnim += io.DeltaTime;
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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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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 = draw_pos + cursor_offset - draw_scroll;
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ImVec2 cursor_screen_pos = ImFloor(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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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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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_Text));
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draw_window->DrawList->AddLine(cursor_screen_rect.Min, cursor_screen_rect.GetBL(), GetColorU32(ImGuiCol_Text));
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