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@@ -5562,6 +5562,18 @@ void ImGuiTextEditState::UpdateScrollOffset()
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// Scroll in chunks of quarter width
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const float scroll_x_increment = Width * 0.25f;
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const float cursor_offset_x = Font->CalcTextSizeW(FontSize, FLT_MAX, Text, Text+StbState.cursor, NULL).x;
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+
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+ // If widget became bigger than text (because of a resize), reset horizontal scrolling
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+ if (ScrollX > 0.0f)
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+ {
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+ const float text_width = cursor_offset_x + Font->CalcTextSizeW(FontSize, FLT_MAX, Text+StbState.cursor, NULL, NULL).x;
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+ if (text_width < Width)
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+ {
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+ ScrollX = 0.0f;
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+ return;
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+ }
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+ }
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+
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if (cursor_offset_x < ScrollX)
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ScrollX = ImMax(0.0f, cursor_offset_x - scroll_x_increment);
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else if (cursor_offset_x - Width >= ScrollX)
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@@ -5873,14 +5885,18 @@ bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputT
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bool cancel_edit = false;
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bool enter_pressed = false;
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if (g.ActiveId == id)
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+ //if (edit_state.Id == id) // Works, but double-click to select-all sets cursors to end which in turn tends to scroll toward the right when shrinking widget.
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{
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- // Edit in progress
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+ // Update some data if we are active or last active
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edit_state.Width = w + style.FramePadding.x;
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edit_state.BufSizeA = buf_size;
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edit_state.Font = window->Font();
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edit_state.FontSize = window->FontSize();
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edit_state.UpdateScrollOffset();
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-
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+ }
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+ if (g.ActiveId == id)
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+ {
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+ // Edit in progress
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const float mx = g.IO.MousePos.x - frame_bb.Min.x - style.FramePadding.x;
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const float my = window->FontSize()*0.5f; // Flatten mouse because we are doing a single-line edit
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@@ -6083,8 +6099,8 @@ bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputT
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}
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}
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- const float render_scroll_x = (g.ActiveId == id) ? edit_state.ScrollX : 0.0f;
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- //const float render_scroll_x = (edit_state.Id == id) ? edit_state.ScrollX : 0.0f;
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+ //const float render_scroll_x = (g.ActiveId == id) ? edit_state.ScrollX : 0.0f;
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+ const float render_scroll_x = (edit_state.Id == id) ? edit_state.ScrollX : 0.0f;
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ImGuiTextEditState::RenderTextScrolledClipped(window->Font(), window->FontSize(), buf, frame_bb.Min + style.FramePadding, w + style.FramePadding.x, render_scroll_x);
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if (g.ActiveId == id)
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