Merge remote-tracking branch 'origin' into 2015-06-multiline_textedit
Conflicts: imgui.cpp
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commit
9765559a28
140
imgui.cpp
140
imgui.cpp
@ -6735,76 +6735,6 @@ void ImGuiTextEditState::RenderTextScrolledClipped(ImFont* font, float font_size
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LogText(pos, buf, NULL);
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}
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bool ImGui::InputFloat(const char* label, float *v, float step, float step_fast, int decimal_precision, ImGuiInputTextFlags extra_flags)
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{
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ImGuiState& g = *GImGui;
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ImGuiWindow* window = GetCurrentWindow();
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if (window->SkipItems)
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return false;
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const ImGuiStyle& style = g.Style;
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const float w = ImGui::CalcItemWidth();
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const ImVec2 label_size = CalcTextSize(label, NULL, true);
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const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y) + style.FramePadding*2.0f);
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ImGui::BeginGroup();
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ImGui::PushID(label);
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const ImVec2 button_sz = ImVec2(g.FontSize, g.FontSize) + style.FramePadding * 2;
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if (step > 0.0f)
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ImGui::PushItemWidth(ImMax(1.0f, w - (button_sz.x + style.ItemInnerSpacing.x)*2));
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char buf[64];
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if (decimal_precision < 0)
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ImFormatString(buf, IM_ARRAYSIZE(buf), "%f", *v); // Ideally we'd have a minimum decimal precision of 1 to visually denote that it is a float, while hiding non-significant digits?
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else
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ImFormatString(buf, IM_ARRAYSIZE(buf), "%.*f", decimal_precision, *v);
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bool value_changed = false;
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const ImGuiInputTextFlags flags = extra_flags | (ImGuiInputTextFlags_CharsDecimal|ImGuiInputTextFlags_AutoSelectAll);
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if (ImGui::InputText("", buf, IM_ARRAYSIZE(buf), flags))
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{
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ApplyNumericalTextInput(buf, v);
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value_changed = true;
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}
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// Step buttons
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if (step > 0.0f)
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{
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ImGui::PopItemWidth();
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ImGui::SameLine(0, (int)style.ItemInnerSpacing.x);
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if (ButtonEx("-", button_sz, ImGuiButtonFlags_Repeat | ImGuiButtonFlags_DontClosePopups))
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{
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*v -= g.IO.KeyCtrl && step_fast > 0.0f ? step_fast : step;
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value_changed = true;
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}
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ImGui::SameLine(0, (int)style.ItemInnerSpacing.x);
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if (ButtonEx("+", button_sz, ImGuiButtonFlags_Repeat | ImGuiButtonFlags_DontClosePopups))
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{
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*v += g.IO.KeyCtrl && step_fast > 0.0f ? step_fast : step;
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value_changed = true;
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}
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}
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ImGui::PopID();
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if (label_size.x > 0)
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{
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ImGui::SameLine(0, (int)style.ItemInnerSpacing.x);
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RenderText(ImVec2(window->DC.CursorPos.x, window->DC.CursorPos.y + style.FramePadding.y), label);
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ItemSize(label_size, style.FramePadding.y);
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}
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ImGui::EndGroup();
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return value_changed;
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}
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bool ImGui::InputInt(const char* label, int *v, int step, int step_fast, ImGuiInputTextFlags extra_flags)
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{
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float f = (float)*v;
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const bool value_changed = ImGui::InputFloat(label, &f, (float)step, (float)step_fast, 0, extra_flags);
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if (value_changed)
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*v = (int)f;
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return value_changed;
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}
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// Public API to manipulate UTF-8 text
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// We expose UTF-8 to the user (unlike the STB_TEXTEDIT_* functions which are manipulating wchar)
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void ImGuiTextEditCallbackData::DeleteChars(int pos, int bytes_count)
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@ -7279,6 +7209,76 @@ bool ImGui::InputTextMultiline(const char* label, char* buf, size_t buf_size, co
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return ret;
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}
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bool ImGui::InputFloat(const char* label, float *v, float step, float step_fast, int decimal_precision, ImGuiInputTextFlags extra_flags)
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{
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ImGuiState& g = *GImGui;
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ImGuiWindow* window = GetCurrentWindow();
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if (window->SkipItems)
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return false;
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const ImGuiStyle& style = g.Style;
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const float w = ImGui::CalcItemWidth();
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const ImVec2 label_size = CalcTextSize(label, NULL, true);
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const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y) + style.FramePadding*2.0f);
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ImGui::BeginGroup();
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ImGui::PushID(label);
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const ImVec2 button_sz = ImVec2(g.FontSize, g.FontSize) + style.FramePadding * 2;
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if (step > 0.0f)
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ImGui::PushItemWidth(ImMax(1.0f, w - (button_sz.x + style.ItemInnerSpacing.x)*2));
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char buf[64];
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if (decimal_precision < 0)
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ImFormatString(buf, IM_ARRAYSIZE(buf), "%f", *v); // Ideally we'd have a minimum decimal precision of 1 to visually denote that it is a float, while hiding non-significant digits?
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else
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ImFormatString(buf, IM_ARRAYSIZE(buf), "%.*f", decimal_precision, *v);
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bool value_changed = false;
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const ImGuiInputTextFlags flags = extra_flags | (ImGuiInputTextFlags_CharsDecimal|ImGuiInputTextFlags_AutoSelectAll);
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if (ImGui::InputText("", buf, IM_ARRAYSIZE(buf), flags))
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{
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ApplyNumericalTextInput(buf, v);
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value_changed = true;
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}
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// Step buttons
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if (step > 0.0f)
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{
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ImGui::PopItemWidth();
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ImGui::SameLine(0, (int)style.ItemInnerSpacing.x);
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if (ButtonEx("-", button_sz, ImGuiButtonFlags_Repeat | ImGuiButtonFlags_DontClosePopups))
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{
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*v -= g.IO.KeyCtrl && step_fast > 0.0f ? step_fast : step;
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value_changed = true;
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}
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ImGui::SameLine(0, (int)style.ItemInnerSpacing.x);
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if (ButtonEx("+", button_sz, ImGuiButtonFlags_Repeat | ImGuiButtonFlags_DontClosePopups))
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{
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*v += g.IO.KeyCtrl && step_fast > 0.0f ? step_fast : step;
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value_changed = true;
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}
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}
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ImGui::PopID();
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if (label_size.x > 0)
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{
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ImGui::SameLine(0, (int)style.ItemInnerSpacing.x);
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RenderText(ImVec2(window->DC.CursorPos.x, window->DC.CursorPos.y + style.FramePadding.y), label);
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ItemSize(label_size, style.FramePadding.y);
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}
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ImGui::EndGroup();
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return value_changed;
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}
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bool ImGui::InputInt(const char* label, int *v, int step, int step_fast, ImGuiInputTextFlags extra_flags)
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{
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float f = (float)*v;
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const bool value_changed = ImGui::InputFloat(label, &f, (float)step, (float)step_fast, 0, extra_flags);
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if (value_changed)
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*v = (int)f;
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return value_changed;
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}
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static bool InputFloatN(const char* label, float* v, int components, int decimal_precision, ImGuiInputTextFlags extra_flags)
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{
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ImGuiState& g = *GImGui;
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