InputTextMultiline: Fixed vertical scrolling tracking glitch.

Fixed Travis-CI banner address.
This commit is contained in:
omar 2019-07-22 18:11:06 -07:00
parent 835b50b773
commit 34cf00566f
3 changed files with 5 additions and 5 deletions

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@ -62,10 +62,11 @@ Other Changes:
worth of asymmetrical/extraneous padding, note that there's another half that conservatively has to offset worth of asymmetrical/extraneous padding, note that there's another half that conservatively has to offset
the right-most column, otherwise it's clipping width won't match the other column). (#125, #2666) the right-most column, otherwise it's clipping width won't match the other column). (#125, #2666)
- Columns: Improved honoring alignment with various values of ItemSpacing.x and WindowPadding.x. (#125, #2666) - Columns: Improved honoring alignment with various values of ItemSpacing.x and WindowPadding.x. (#125, #2666)
- Word-wrapping: Fixed overzealous word-wrapping when glyph edge lands exactly on the limit. Because
of this, auto-fitting exactly unwrapped text would make it wrap. (fixes initial 1.15 commit, 78645a7d).
- Columns: Made GetColumnOffset() and GetColumnWidth() behave when there's no column set, consistently with - Columns: Made GetColumnOffset() and GetColumnWidth() behave when there's no column set, consistently with
other column functions. (#2683) other column functions. (#2683)
- InputTextMultiline: Fixed vertical scrolling tracking glitch.
- Word-wrapping: Fixed overzealous word-wrapping when glyph edge lands exactly on the limit. Because
of this, auto-fitting exactly unwrapped text would make it wrap. (fixes initial 1.15 commit, 78645a7d).
- Scrolling: Added SetScrollHereX(), SetScrollFromPosX() for completeness. (#1580) [@kevreco] - Scrolling: Added SetScrollHereX(), SetScrollFromPosX() for completeness. (#1580) [@kevreco]
- Style: Attenuated default opacity of ImGuiCol_Separator in Classic and Light styles. - Style: Attenuated default opacity of ImGuiCol_Separator in Classic and Light styles.
- Style: Added style.ColorButtonPosition (left/right, defaults to ImGuiDir_Right) to move the color button - Style: Added style.ColorButtonPosition (left/right, defaults to ImGuiDir_Right) to move the color button

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@ -1,6 +1,6 @@
dear imgui dear imgui
===== =====
[![Build Status](https://travis-ci.org/ocornut/imgui.svg?branch=master)](https://travis-ci.org/ocornut/imgui) [![Build Status](https://api.travis-ci.com/ocornut/imgui.svg?branch=master)](https://travis-ci.com/ocornut/imgui)
[![Coverity Status](https://scan.coverity.com/projects/4720/badge.svg)](https://scan.coverity.com/projects/4720) [![Coverity Status](https://scan.coverity.com/projects/4720/badge.svg)](https://scan.coverity.com/projects/4720)
_(This library is free as in freedom, but needs your support to sustain its development. In addition to maintenance and stability there are many desirable features yet to be added. If your company is using dear imgui, please consider reaching out for invoiced financial support. If you are an individual using dear imgui, please consider donating via Patreon or PayPal.)_ _(This library is free as in freedom, but needs your support to sustain its development. In addition to maintenance and stability there are many desirable features yet to be added. If your company is using dear imgui, please consider reaching out for invoiced financial support. If you are an individual using dear imgui, please consider donating via Patreon or PayPal.)_

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@ -3993,9 +3993,8 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
scroll_y = ImMax(0.0f, cursor_offset.y - g.FontSize); scroll_y = ImMax(0.0f, cursor_offset.y - g.FontSize);
else if (cursor_offset.y - size.y >= scroll_y) else if (cursor_offset.y - size.y >= scroll_y)
scroll_y = cursor_offset.y - size.y; scroll_y = cursor_offset.y - size.y;
draw_window->DC.CursorPos.y += (draw_window->Scroll.y - scroll_y); // Manipulate cursor pos immediately avoid a frame of lag draw_pos.y += (draw_window->Scroll.y - scroll_y); // Manipulate cursor pos immediately avoid a frame of lag
draw_window->Scroll.y = scroll_y; draw_window->Scroll.y = scroll_y;
draw_pos.y = draw_window->DC.CursorPos.y;
} }
state->CursorFollow = false; state->CursorFollow = false;