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InputTextEx: comments (related to #725)

ocornut há 9 anos atrás
pai
commit
88721118fd
1 ficheiros alterados com 3 adições e 1 exclusões
  1. 3 1
      imgui.cpp

+ 3 - 1
imgui.cpp

@@ -7960,7 +7960,8 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
     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
     ImVec2 render_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding;
     ImVec2 text_size(0.f, 0.f);
-    if (g.ActiveId == id || (edit_state.Id == id && is_multiline && g.ActiveId == draw_window->GetIDNoKeepAlive("#SCROLLY")))
+    const bool is_currently_scrolling = (edit_state.Id == id && is_multiline && g.ActiveId == draw_window->GetIDNoKeepAlive("#SCROLLY"));
+    if (g.ActiveId == id || is_currently_scrolling)
     {
         edit_state.CursorAnim += g.IO.DeltaTime;
 
@@ -7969,6 +7970,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
         // - Handle scrolling, highlight selection, display cursor (those all requires some form of 1d->2d cursor position calculation)
         // - Measure text height (for scrollbar)
         // We are attempting to do most of that in **one main pass** to minimize the computation cost (non-negligible for large amount of text) + 2nd pass for selection rendering (we could merge them by an extra refactoring effort)
+        // FIXME: This should occur on buf_display but we'd need to maintain cursor/select_start/select_end for UTF-8.
         const ImWchar* text_begin = edit_state.Text.Data;
         ImVec2 cursor_offset, select_start_offset;