Przeglądaj źródła

InputText: moved blocks so same text rendering code is now used for active and inactive states.

(ignore whitespace to visualize this change easily)
ocornut 4 dni temu
rodzic
commit
ae832ce532
1 zmienionych plików z 36 dodań i 49 usunięć
  1. 36 49
      imgui_widgets.cpp

+ 36 - 49
imgui_widgets.cpp

@@ -5493,58 +5493,45 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
                 draw_window->DrawList->AddRectFilled(rect.Min, rect.Max, bg_color);
             }
         }
+    }
 
-        // Render text
-        // We test for 'buf_display_max_length' as a way to avoid some pathological cases (e.g. single-line 1 MB string) which would make ImDrawList crash.
-        // FIXME-OPT: Multiline could submit a smaller amount of contents to AddText() since we already iterated through it.
-        if ((is_multiline || (buf_display_end - buf_display) < buf_display_max_length) && (text_col & IM_COL32_A_MASK) && (line_visible_n0 < line_visible_n1))
-            g.Font->RenderText(draw_window->DrawList, g.FontSize,
-                draw_pos - draw_scroll + ImVec2(0.0f, line_visible_n0 * g.FontSize),
-                text_col, clip_rect.AsVec4(),
-                line_index->get_line_begin(buf_display, line_visible_n0),
-                line_index->get_line_end(buf_display, line_visible_n1 - 1),
-                wrap_width, ImDrawTextFlags_WrapKeepBlanks);
-
-        // Draw blinking cursor
-        if (render_cursor)
-        {
-            state->CursorAnim += io.DeltaTime;
-            bool cursor_is_visible = (!g.IO.ConfigInputTextCursorBlink) || (state->CursorAnim <= 0.0f) || ImFmod(state->CursorAnim, 1.20f) <= 0.80f;
-            ImVec2 cursor_screen_pos = ImTrunc(draw_pos + cursor_offset - draw_scroll);
-            ImRect cursor_screen_rect(cursor_screen_pos.x, cursor_screen_pos.y - g.FontSize + 0.5f, cursor_screen_pos.x + 1.0f, cursor_screen_pos.y - 1.5f);
-            if (cursor_is_visible && cursor_screen_rect.Overlaps(clip_rect))
-                draw_window->DrawList->AddLine(cursor_screen_rect.Min, cursor_screen_rect.GetBL(), GetColorU32(ImGuiCol_InputTextCursor), 1.0f); // FIXME-DPI: Cursor thickness (#7031)
-
-            // Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.)
-            // This is required for some backends (SDL3) to start emitting character/text inputs.
-            // As per #6341, make sure we don't set that on the deactivating frame.
-            if (!is_readonly && g.ActiveId == id)
-            {
-                ImGuiPlatformImeData* ime_data = &g.PlatformImeData; // (this is a public struct, passed to io.Platform_SetImeDataFn() handler)
-                ime_data->WantVisible = true;
-                ime_data->WantTextInput = true;
-                ime_data->InputPos = ImVec2(cursor_screen_pos.x - 1.0f, cursor_screen_pos.y - g.FontSize);
-                ime_data->InputLineHeight = g.FontSize;
-                ime_data->ViewportId = window->Viewport->ID;
-            }
+    // Find render position for right alignment (single-line only)
+    if (g.ActiveId != id && flags & ImGuiInputTextFlags_ElideLeft)
+        draw_pos.x = ImMin(draw_pos.x, frame_bb.Max.x - CalcTextSize(buf_display, NULL).x - style.FramePadding.x);
+    //draw_scroll.x = state->Scroll.x; // Preserve scroll when inactive?
+
+    // Render text
+    if ((is_multiline || (buf_display_end - buf_display) < buf_display_max_length) && (text_col & IM_COL32_A_MASK) && (line_visible_n0 < line_visible_n1))
+        g.Font->RenderText(draw_window->DrawList, g.FontSize,
+            draw_pos - draw_scroll + ImVec2(0.0f, line_visible_n0 * g.FontSize),
+            text_col, clip_rect.AsVec4(),
+            line_index->get_line_begin(buf_display, line_visible_n0),
+            line_index->get_line_end(buf_display, line_visible_n1 - 1),
+            wrap_width, ImDrawTextFlags_WrapKeepBlanks);
+
+    // Render blinking cursor
+    if (render_cursor)
+    {
+        state->CursorAnim += io.DeltaTime;
+        bool cursor_is_visible = (!g.IO.ConfigInputTextCursorBlink) || (state->CursorAnim <= 0.0f) || ImFmod(state->CursorAnim, 1.20f) <= 0.80f;
+        ImVec2 cursor_screen_pos = ImTrunc(draw_pos + cursor_offset - draw_scroll);
+        ImRect cursor_screen_rect(cursor_screen_pos.x, cursor_screen_pos.y - g.FontSize + 0.5f, cursor_screen_pos.x + 1.0f, cursor_screen_pos.y - 1.5f);
+        if (cursor_is_visible && cursor_screen_rect.Overlaps(clip_rect))
+            draw_window->DrawList->AddLine(cursor_screen_rect.Min, cursor_screen_rect.GetBL(), GetColorU32(ImGuiCol_InputTextCursor), 1.0f); // FIXME-DPI: Cursor thickness (#7031)
+
+        // Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.)
+        // This is required for some backends (SDL3) to start emitting character/text inputs.
+        // As per #6341, make sure we don't set that on the deactivating frame.
+        if (!is_readonly && g.ActiveId == id)
+        {
+            ImGuiPlatformImeData* ime_data = &g.PlatformImeData; // (this is a public struct, passed to io.Platform_SetImeDataFn() handler)
+            ime_data->WantVisible = true;
+            ime_data->WantTextInput = true;
+            ime_data->InputPos = ImVec2(cursor_screen_pos.x - 1.0f, cursor_screen_pos.y - g.FontSize);
+            ime_data->InputLineHeight = g.FontSize;
+            ime_data->ViewportId = window->Viewport->ID;
         }
     }
-    else
-    {
-        // Find render position for right alignment (single-line only)
-        if (flags & ImGuiInputTextFlags_ElideLeft)
-            draw_pos.x = ImMin(draw_pos.x, frame_bb.Max.x - CalcTextSize(buf_display, NULL).x - style.FramePadding.x);
-
-        // Render text only (no selection, no cursor)
-        //draw_scroll.x = state->Scroll.x; // Preserve scroll when inactive?
-        if ((is_multiline || (buf_display_end - buf_display) < buf_display_max_length) && (text_col & IM_COL32_A_MASK) && (line_visible_n0 < line_visible_n1))
-            g.Font->RenderText(draw_window->DrawList, g.FontSize,
-                draw_pos - draw_scroll + ImVec2(0.0f, line_visible_n0 * g.FontSize),
-                text_col, clip_rect.AsVec4(),
-                line_index->get_line_begin(buf_display, line_visible_n0),
-                line_index->get_line_end(buf_display, line_visible_n1 - 1),
-                wrap_width, ImDrawTextFlags_WrapKeepBlanks);
-    }
 
     if (is_password && !is_displaying_hint)
         PopPasswordFont();