InputText: Internal renaming of some fields + final copy uses edit_state.CurLenA+1 instead of buf_size.
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0fd6e9bc0d
commit
4de6e1f7e4
32
imgui.cpp
32
imgui.cpp
@ -10541,7 +10541,7 @@ static bool STB_TEXTEDIT_INSERTCHARS(STB_TEXTEDIT_STRING* obj, int pos, const Im
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return false;
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const int new_text_len_utf8 = ImTextCountUtf8BytesFromStr(new_text, new_text + new_text_len);
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if (new_text_len_utf8 + obj->CurLenA + 1 > obj->BufSizeA)
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if (new_text_len_utf8 + obj->CurLenA + 1 > obj->BufCapacityA)
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return false;
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ImWchar* text = obj->Text.Data;
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@ -10685,7 +10685,7 @@ static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags f
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// Edit a string of text
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// NB: when active, hold on a privately held copy of the text (and apply back to 'buf'). So changing 'buf' while active has no effect.
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// FIXME: Rather messy function partly because we are doing UTF8 > u16 > UTF8 conversions on the go to more easily handle stb_textedit calls. Ideally we should stay in UTF-8 all the time. See https://github.com/nothings/stb/issues/188
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bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiTextEditCallback callback, void* user_data)
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bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiTextEditCallback callback, void* callback_user_data)
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{
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ImGuiWindow* window = GetCurrentWindow();
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if (window->SkipItems)
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@ -10760,7 +10760,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
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const bool focus_requested_by_tab = focus_requested && !focus_requested_by_code;
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const bool user_clicked = hovered && io.MouseClicked[0];
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const bool user_scrolled = is_multiline && g.ActiveId == 0 && edit_state.Id == id && g.ActiveIdPreviousFrame == draw_window->GetIDNoKeepAlive("#SCROLLY");
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const bool user_scrolled = is_multiline && g.ActiveId == 0 && edit_state.ID == id && g.ActiveIdPreviousFrame == draw_window->GetIDNoKeepAlive("#SCROLLY");
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const bool user_nav_input_start = (g.ActiveId != id) && ((g.NavInputId == id) || (g.NavActivateId == id && g.NavInputSource == ImGuiInputSource_NavKeyboard));
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bool clear_active_id = false;
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@ -10779,12 +10779,12 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
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ImStrncpy(edit_state.InitialText.Data, buf, buf_size);
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const char* buf_end = NULL;
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edit_state.CurLenW = ImTextStrFromUtf8(edit_state.Text.Data, buf_size, buf, NULL, &buf_end);
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edit_state.CurLenA = (int)(buf_end - buf); // We can't get the result from ImFormatString() above because it is not UTF-8 aware. Here we'll cut off malformed UTF-8.
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edit_state.CurLenA = (int)(buf_end - buf); // We can't get the result from ImStrncpy() above because it is not UTF-8 aware. Here we'll cut off malformed UTF-8.
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edit_state.CursorAnimReset();
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// Preserve cursor position and undo/redo stack if we come back to same widget
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// FIXME: We should probably compare the whole buffer to be on the safety side. Comparing buf (utf8) and edit_state.Text (wchar).
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const bool recycle_state = (edit_state.Id == id) && (prev_len_w == edit_state.CurLenW);
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const bool recycle_state = (edit_state.ID == id) && (prev_len_w == edit_state.CurLenW);
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if (recycle_state)
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{
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// Recycle existing cursor/selection/undo stack but clamp position
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@ -10793,7 +10793,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
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}
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else
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{
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edit_state.Id = id;
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edit_state.ID = id;
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edit_state.ScrollX = 0.0f;
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stb_textedit_initialize_state(&edit_state.StbState, !is_multiline);
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if (!is_multiline && focus_requested_by_code)
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@ -10831,7 +10831,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
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edit_state.CursorClamp();
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}
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edit_state.BufSizeA = buf_size;
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edit_state.BufCapacityA = buf_size;
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// Although we are active we don't prevent mouse from hovering other elements unless we are interacting right now with the widget.
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// Down the line we should have a cleaner library-wide concept of Selected vs Active.
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@ -10881,7 +10881,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
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{
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// Insert character if they pass filtering
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unsigned int c = (unsigned int)io.InputCharacters[n];
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if (InputTextFilterCharacter(&c, flags, callback, user_data))
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if (InputTextFilterCharacter(&c, flags, callback, callback_user_data))
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edit_state.OnKeyPressed((int)c);
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}
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@ -10935,14 +10935,14 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
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else if (is_editable)
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{
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unsigned int c = '\n'; // Insert new line
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if (InputTextFilterCharacter(&c, flags, callback, user_data))
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if (InputTextFilterCharacter(&c, flags, callback, callback_user_data))
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edit_state.OnKeyPressed((int)c);
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}
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}
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else if ((flags & ImGuiInputTextFlags_AllowTabInput) && IsKeyPressedMap(ImGuiKey_Tab) && !io.KeyCtrl && !io.KeyShift && !io.KeyAlt && is_editable)
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{
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unsigned int c = '\t'; // Insert TAB
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if (InputTextFilterCharacter(&c, flags, callback, user_data))
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if (InputTextFilterCharacter(&c, flags, callback, callback_user_data))
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edit_state.OnKeyPressed((int)c);
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}
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else if (IsKeyPressedMap(ImGuiKey_Escape))
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@ -10992,7 +10992,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
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s += ImTextCharFromUtf8(&c, s, NULL);
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if (c == 0)
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break;
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if (c >= 0x10000 || !InputTextFilterCharacter(&c, flags, callback, user_data))
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if (c >= 0x10000 || !InputTextFilterCharacter(&c, flags, callback, callback_user_data))
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continue;
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clipboard_filtered[clipboard_filtered_len++] = (ImWchar)c;
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}
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@ -11066,12 +11066,12 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
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memset(&callback_data, 0, sizeof(ImGuiTextEditCallbackData));
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callback_data.EventFlag = event_flag;
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callback_data.Flags = flags;
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callback_data.UserData = user_data;
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callback_data.UserData = callback_user_data;
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callback_data.EventKey = event_key;
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callback_data.Buf = edit_state.TempTextBuffer.Data;
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callback_data.BufTextLen = edit_state.CurLenA;
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callback_data.BufSize = edit_state.BufSizeA;
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callback_data.BufSize = edit_state.BufCapacityA;
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callback_data.BufDirty = false;
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// We have to convert from wchar-positions to UTF-8-positions, which can be pretty slow (an incentive to ditch the ImWchar buffer, see https://github.com/nothings/stb/issues/188)
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@ -11085,7 +11085,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
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// Read back what user may have modified
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IM_ASSERT(callback_data.Buf == edit_state.TempTextBuffer.Data); // Invalid to modify those fields
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IM_ASSERT(callback_data.BufSize == edit_state.BufSizeA);
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IM_ASSERT(callback_data.BufSize == edit_state.BufCapacityA);
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IM_ASSERT(callback_data.Flags == flags);
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if (callback_data.CursorPos != utf8_cursor_pos) edit_state.StbState.cursor = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.CursorPos);
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if (callback_data.SelectionStart != utf8_selection_start) edit_state.StbState.select_start = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionStart);
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@ -11103,7 +11103,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
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// Copy back to user buffer
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if (is_editable && strcmp(edit_state.TempTextBuffer.Data, buf) != 0)
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{
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ImStrncpy(buf, edit_state.TempTextBuffer.Data, buf_size);
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ImStrncpy(buf, edit_state.TempTextBuffer.Data, edit_state.CurLenA + 1);
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value_changed = true;
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}
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}
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@ -11126,7 +11126,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
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const ImVec4 clip_rect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + size.x, frame_bb.Min.y + size.y); // Not using frame_bb.Max because we have adjusted size
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ImVec2 render_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding;
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ImVec2 text_size(0.f, 0.f);
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const bool is_currently_scrolling = (edit_state.Id == id && is_multiline && g.ActiveId == draw_window->GetIDNoKeepAlive("#SCROLLY"));
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const bool is_currently_scrolling = (edit_state.ID == id && is_multiline && g.ActiveId == draw_window->GetIDNoKeepAlive("#SCROLLY"));
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if (g.ActiveId == id || is_currently_scrolling)
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{
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edit_state.CursorAnim += io.DeltaTime;
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2
imgui.h
2
imgui.h
@ -1429,7 +1429,7 @@ struct ImGuiTextEditCallbackData
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ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only
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char* Buf; // Current text buffer // Read-write (pointed data only, can't replace the actual pointer)
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int BufTextLen; // Current text length in bytes // Read-write
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int BufSize; // Maximum text length in bytes // Read-only
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int BufSize; // Capacity (maximum text length + 1) // Read-only
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bool BufDirty; // Set if you modify Buf/BufTextLen!! // Write
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int CursorPos; // // Read-write
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int SelectionStart; // // Read-write (== to SelectionEnd when no selection)
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@ -2959,7 +2959,8 @@ struct ExampleAppConsole
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// A better implementation would preserve the data on the current input line along with cursor position.
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if (prev_history_pos != HistoryPos)
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{
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data->CursorPos = data->SelectionStart = data->SelectionEnd = data->BufTextLen = (int)snprintf(data->Buf, (size_t)data->BufSize, "%s", (HistoryPos >= 0) ? History[HistoryPos] : "");
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int sz = (int)snprintf(data->Buf, (size_t)data->BufSize, "%s", (HistoryPos >= 0) ? History[HistoryPos] : "");
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data->CursorPos = data->SelectionStart = data->SelectionEnd = data->BufTextLen = sz;
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data->BufDirty = true;
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}
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}
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@ -431,17 +431,17 @@ struct IMGUI_API ImGuiMenuColumns
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// Internal state of the currently focused/edited text input box
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struct IMGUI_API ImGuiTextEditState
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{
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ImGuiID Id; // widget id owning the text state
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ImVector<ImWchar> Text; // edit buffer, we need to persist but can't guarantee the persistence of the user-provided buffer. so we copy into own buffer.
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ImVector<char> InitialText; // backup of end-user buffer at the time of focus (in UTF-8, unaltered)
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ImVector<char> TempTextBuffer;
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int CurLenA, CurLenW; // we need to maintain our buffer length in both UTF-8 and wchar format.
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int BufSizeA; // end-user buffer size
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float ScrollX;
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ImGuiStb::STB_TexteditState StbState;
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float CursorAnim;
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bool CursorFollow;
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bool SelectedAllMouseLock;
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ImGuiID ID; // widget id owning the text state
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ImVector<ImWchar> Text; // edit buffer, we need to persist but can't guarantee the persistence of the user-provided buffer. so we copy into own buffer.
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ImVector<char> InitialText; // backup of end-user buffer at the time of focus (in UTF-8, unaltered)
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ImVector<char> TempTextBuffer;
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int CurLenA, CurLenW; // we need to maintain our buffer length in both UTF-8 and wchar format.
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int BufCapacityA; // end-user buffer capacity
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float ScrollX;
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ImGuiStb::STB_TexteditState StbState;
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float CursorAnim;
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bool CursorFollow;
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bool SelectedAllMouseLock;
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ImGuiTextEditState() { memset(this, 0, sizeof(*this)); }
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void CursorAnimReset() { CursorAnim = -0.30f; } // After a user-input the cursor stays on for a while without blinking
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