InputTextMultiline() fixed a frame of lag in handling vertical scrolling (#200)
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15
imgui.cpp
15
imgui.cpp
@ -7095,13 +7095,12 @@ static bool InputTextEx(const char* label, char* buf, size_t buf_size, const ImV
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if (!is_multiline)
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RenderFrame(frame_bb.Min, frame_bb.Max, window->Color(ImGuiCol_FrameBg), true, style.FrameRounding);
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const ImVec2 render_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding;
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ImVec2 render_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding;
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ImVec4 clip_rect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + size.x + style.FramePadding.x*2.0f, frame_bb.Min.y + size.y + style.FramePadding.y*2.0f);
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ImVec2 text_size(0.f, 0.f);
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if (g.ActiveId == id || (edit_state.Id == id && is_multiline && g.ActiveId == draw_window->GetID("#SCROLLY")))
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{
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//const ImVec2 render_scroll = (g.ActiveId == id) ? edit_state.Scroll : ImVec2(0.f, 0.f);
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ImVec2 render_scroll = ImVec2((edit_state.Id == id) ? edit_state.ScrollX : 0.0f, 0.0f);
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edit_state.CursorAnim += g.IO.DeltaTime;
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@ -7126,10 +7125,14 @@ static bool InputTextEx(const char* label, char* buf, size_t buf_size, const ImV
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// Vertical scroll
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if (is_multiline)
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{
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if (cursor_offset.y - g.FontSize < draw_window->ScrollY)
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draw_window->ScrollY = ImMax(0.0f, cursor_offset.y - g.FontSize);
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else if (cursor_offset.y - g.FontSize*0 - size.y >= draw_window->ScrollY)
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draw_window->ScrollY = cursor_offset.y - size.y;
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float scroll_y = draw_window->ScrollY;
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if (cursor_offset.y - g.FontSize < scroll_y)
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scroll_y = ImMax(0.0f, cursor_offset.y - g.FontSize);
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else if (cursor_offset.y - size.y >= scroll_y)
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scroll_y = cursor_offset.y - size.y;
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draw_window->DC.CursorPos.y += (draw_window->ScrollY - scroll_y); // To avoid a frame of lag
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draw_window->ScrollY = scroll_y;
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render_pos.y = draw_window->DC.CursorPos.y;
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}
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}
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edit_state.CursorFollow = false;
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