InputText: Internals: store Scroll.y as it seems sane to (internally) expose it in a way that's agnostic of our use of a child window (#7913, #383)

This commit is contained in:
ocornut 2024-08-23 12:47:40 +02:00
parent d15da2c47d
commit d474ed7f78
3 changed files with 14 additions and 10 deletions

View File

@ -29,7 +29,7 @@
// Library Version // Library Version
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345') // (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
#define IMGUI_VERSION "1.91.1 WIP" #define IMGUI_VERSION "1.91.1 WIP"
#define IMGUI_VERSION_NUM 19103 #define IMGUI_VERSION_NUM 19104
#define IMGUI_HAS_TABLE #define IMGUI_HAS_TABLE
/* /*

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@ -1121,7 +1121,7 @@ struct IMGUI_API ImGuiInputTextState
ImVector<char> InitialTextA; // value to revert to when pressing Escape = backup of end-user buffer at the time of focus (in UTF-8, unaltered) ImVector<char> InitialTextA; // value to revert to when pressing Escape = backup of end-user buffer at the time of focus (in UTF-8, unaltered)
bool TextAIsValid; // temporary UTF8 buffer is not initially valid before we make the widget active (until then we pull the data from user argument) bool TextAIsValid; // temporary UTF8 buffer is not initially valid before we make the widget active (until then we pull the data from user argument)
int BufCapacityA; // end-user buffer capacity int BufCapacityA; // end-user buffer capacity
float ScrollX; // horizontal scrolling/offset ImVec2 Scroll; // horizontal offset (managed manually) + vertical scrolling (pulled from child window's own Scroll.y)
ImStb::STB_TexteditState Stb; // state for stb_textedit.h ImStb::STB_TexteditState Stb; // state for stb_textedit.h
float CursorAnim; // timer for cursor blink, reset on every user action so the cursor reappears immediately float CursorAnim; // timer for cursor blink, reset on every user action so the cursor reappears immediately
bool CursorFollow; // set when we want scrolling to follow the current cursor position (not always!) bool CursorFollow; // set when we want scrolling to follow the current cursor position (not always!)

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@ -4407,7 +4407,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
} }
else else
{ {
state->ScrollX = 0.0f; state->Scroll = ImVec2(0.0f, 0.0f);
stb_textedit_initialize_state(&state->Stb, !is_multiline); stb_textedit_initialize_state(&state->Stb, !is_multiline);
} }
@ -4459,6 +4459,10 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
// FIXME: May be a problem to always steal Alt on OSX, would ideally still allow an uninterrupted Alt down-up to toggle menu // FIXME: May be a problem to always steal Alt on OSX, would ideally still allow an uninterrupted Alt down-up to toggle menu
if (is_osx) if (is_osx)
SetKeyOwner(ImGuiMod_Alt, id); SetKeyOwner(ImGuiMod_Alt, id);
// Expose scroll in a manner that is agnostic to us using a child window
if (is_multiline)
state->Scroll.y = draw_window->Scroll.y;
} }
// We have an edge case if ActiveId was set through another widget (e.g. widget being swapped), clear id immediately (don't wait until the end of the function) // We have an edge case if ActiveId was set through another widget (e.g. widget being swapped), clear id immediately (don't wait until the end of the function)
@ -4522,7 +4526,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
g.ActiveIdAllowOverlap = !io.MouseDown[0]; g.ActiveIdAllowOverlap = !io.MouseDown[0];
// Edit in progress // Edit in progress
const float mouse_x = (io.MousePos.x - frame_bb.Min.x - style.FramePadding.x) + state->ScrollX; const float mouse_x = (io.MousePos.x - frame_bb.Min.x - style.FramePadding.x) + state->Scroll.x;
const float mouse_y = (is_multiline ? (io.MousePos.y - draw_window->DC.CursorPos.y) : (g.FontSize * 0.5f)); const float mouse_y = (is_multiline ? (io.MousePos.y - draw_window->DC.CursorPos.y) : (g.FontSize * 0.5f));
if (select_all) if (select_all)
@ -5078,14 +5082,14 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
{ {
const float scroll_increment_x = inner_size.x * 0.25f; const float scroll_increment_x = inner_size.x * 0.25f;
const float visible_width = inner_size.x - style.FramePadding.x; const float visible_width = inner_size.x - style.FramePadding.x;
if (cursor_offset.x < state->ScrollX) if (cursor_offset.x < state->Scroll.x)
state->ScrollX = IM_TRUNC(ImMax(0.0f, cursor_offset.x - scroll_increment_x)); state->Scroll.x = IM_TRUNC(ImMax(0.0f, cursor_offset.x - scroll_increment_x));
else if (cursor_offset.x - visible_width >= state->ScrollX) else if (cursor_offset.x - visible_width >= state->Scroll.x)
state->ScrollX = IM_TRUNC(cursor_offset.x - visible_width + scroll_increment_x); state->Scroll.x = IM_TRUNC(cursor_offset.x - visible_width + scroll_increment_x);
} }
else else
{ {
state->ScrollX = 0.0f; state->Scroll.y = 0.0f;
} }
// Vertical scroll // Vertical scroll
@ -5106,7 +5110,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
} }
// Draw selection // Draw selection
const ImVec2 draw_scroll = ImVec2(state->ScrollX, 0.0f); const ImVec2 draw_scroll = ImVec2(state->Scroll.x, 0.0f);
if (render_selection) if (render_selection)
{ {
const ImWchar* text_selected_begin = text_begin + ImMin(state->Stb.select_start, state->Stb.select_end); const ImWchar* text_selected_begin = text_begin + ImMin(state->Stb.select_start, state->Stb.select_end);