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InputText, ColorEdit, ColorPicker: better support for undocumented ImGuiItemFlags_ReadOnly flag. (#7079, #211)

Amend fdc526e8f
ocornut 1 rok temu
rodzic
commit
5768de79e2
1 zmienionych plików z 15 dodań i 11 usunięć
  1. 15 11
      imgui_widgets.cpp

+ 15 - 11
imgui_widgets.cpp

@@ -4105,12 +4105,6 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
 
     const bool RENDER_SELECTION_WHEN_INACTIVE = false;
     const bool is_multiline = (flags & ImGuiInputTextFlags_Multiline) != 0;
-    const bool is_readonly = (flags & ImGuiInputTextFlags_ReadOnly) != 0;
-    const bool is_password = (flags & ImGuiInputTextFlags_Password) != 0;
-    const bool is_undoable = (flags & ImGuiInputTextFlags_NoUndoRedo) == 0;
-    const bool is_resizable = (flags & ImGuiInputTextFlags_CallbackResize) != 0;
-    if (is_resizable)
-        IM_ASSERT(callback != NULL); // Must provide a callback if you set the ImGuiInputTextFlags_CallbackResize flag!
 
     if (is_multiline) // Open group before calling GetID() because groups tracks id created within their scope (including the scrollbar)
         BeginGroup();
@@ -4180,6 +4174,15 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
     // We are only allowed to access the state if we are already the active widget.
     ImGuiInputTextState* state = GetInputTextState(id);
 
+    if (g.LastItemData.InFlags & ImGuiItemFlags_ReadOnly)
+        flags |= ImGuiInputTextFlags_ReadOnly;
+    const bool is_readonly = (flags & ImGuiInputTextFlags_ReadOnly) != 0;
+    const bool is_password = (flags & ImGuiInputTextFlags_Password) != 0;
+    const bool is_undoable = (flags & ImGuiInputTextFlags_NoUndoRedo) == 0;
+    const bool is_resizable = (flags & ImGuiInputTextFlags_CallbackResize) != 0;
+    if (is_resizable)
+        IM_ASSERT(callback != NULL); // Must provide a callback if you set the ImGuiInputTextFlags_CallbackResize flag!
+
     const bool input_requested_by_tabbing = (item_status_flags & ImGuiItemStatusFlags_FocusedByTabbing) != 0;
     const bool input_requested_by_nav = (g.ActiveId != id) && ((g.NavActivateId == id) && ((g.NavActivateFlags & ImGuiActivateFlags_PreferInput) || (g.NavInputSource == ImGuiInputSource_Keyboard)));
 
@@ -4716,7 +4719,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
                     if (callback_data.SelectionEnd != utf8_selection_end || buf_dirty)      { state->Stb.select_end = (callback_data.SelectionEnd == callback_data.SelectionStart) ? state->Stb.select_start : ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionEnd); }
                     if (buf_dirty)
                     {
-                        IM_ASSERT((flags & ImGuiInputTextFlags_ReadOnly) == 0);
+                        IM_ASSERT(!is_readonly);
                         IM_ASSERT(callback_data.BufTextLen == (int)strlen(callback_data.Buf)); // You need to maintain BufTextLen if you change the text!
                         InputTextReconcileUndoStateAfterUserCallback(state, callback_data.Buf, callback_data.BufTextLen); // FIXME: Move the rest of this block inside function and rename to InputTextReconcileStateAfterUserCallback() ?
                         if (callback_data.BufTextLen > backup_current_text_length && is_resizable)
@@ -5337,7 +5340,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag
 
     // Drag and Drop Target
     // NB: The flag test is merely an optional micro-optimization, BeginDragDropTarget() does the same test.
-    if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropTarget())
+    if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) && !(g.LastItemData.InFlags & ImGuiItemFlags_ReadOnly) && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropTarget())
     {
         bool accepted_drag_drop = false;
         if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F))
@@ -5402,6 +5405,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
     ImGuiIO& io = g.IO;
 
     const float width = CalcItemWidth();
+    const bool is_readonly = ((g.NextItemData.ItemFlags | g.CurrentItemFlags) & ImGuiItemFlags_ReadOnly) != 0;
     g.NextItemData.ClearFlags();
 
     PushID(label);
@@ -5472,7 +5476,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
     {
         // Hue wheel + SV triangle logic
         InvisibleButton("hsv", ImVec2(sv_picker_size + style.ItemInnerSpacing.x + bars_width, sv_picker_size));
-        if (IsItemActive())
+        if (IsItemActive() && !is_readonly)
         {
             ImVec2 initial_off = g.IO.MouseClickedPos[0] - wheel_center;
             ImVec2 current_off = g.IO.MousePos - wheel_center;
@@ -5507,7 +5511,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
     {
         // SV rectangle logic
         InvisibleButton("sv", ImVec2(sv_picker_size, sv_picker_size));
-        if (IsItemActive())
+        if (IsItemActive() && !is_readonly)
         {
             S = ImSaturate((io.MousePos.x - picker_pos.x) / (sv_picker_size - 1));
             V = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1));
@@ -5520,7 +5524,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
         // Hue bar logic
         SetCursorScreenPos(ImVec2(bar0_pos_x, picker_pos.y));
         InvisibleButton("hue", ImVec2(bars_width, sv_picker_size));
-        if (IsItemActive())
+        if (IsItemActive() && !is_readonly)
         {
             H = ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1));
             value_changed = value_changed_h = true;