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@@ -1,4 +1,4 @@
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-// dear imgui, v1.68
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+// dear imgui, v1.69 WIP
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// (widgets code)
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/*
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@@ -710,11 +710,9 @@ bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos)
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return pressed;
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}
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-ImGuiID ImGui::GetScrollbarID(ImGuiLayoutType direction)
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+ImGuiID ImGui::GetScrollbarID(ImGuiWindow* window, ImGuiAxis axis)
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{
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- ImGuiContext& g = *GImGui;
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- ImGuiWindow* window = g.CurrentWindow;
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- return window->GetID((direction == ImGuiLayoutType_Horizontal) ? "#SCROLLX" : "#SCROLLY");
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+ return window->GetIDNoKeepAlive(axis == ImGuiAxis_X ? "#SCROLLX" : "#SCROLLY");
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}
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// Vertical/Horizontal scrollbar
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@@ -722,14 +720,15 @@ ImGuiID ImGui::GetScrollbarID(ImGuiLayoutType direction)
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// - We handle absolute seeking (when first clicking outside the grab) and relative manipulation (afterward or when clicking inside the grab)
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// - We store values as normalized ratio and in a form that allows the window content to change while we are holding on a scrollbar
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// - We handle both horizontal and vertical scrollbars, which makes the terminology not ideal.
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-void ImGui::Scrollbar(ImGuiLayoutType direction)
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+void ImGui::Scrollbar(ImGuiAxis axis)
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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- const bool horizontal = (direction == ImGuiLayoutType_Horizontal);
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+ const bool horizontal = (axis == ImGuiAxis_X);
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const ImGuiStyle& style = g.Style;
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- const ImGuiID id = GetScrollbarID(direction);
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+ const ImGuiID id = GetScrollbarID(window, axis);
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+ KeepAliveID(id);
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// Render background
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bool other_scrollbar = (horizontal ? window->ScrollbarY : window->ScrollbarX);
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@@ -748,7 +747,7 @@ void ImGui::Scrollbar(ImGuiLayoutType direction)
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// When we are too small, start hiding and disabling the grab (this reduce visual noise on very small window and facilitate using the resize grab)
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float alpha = 1.0f;
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- if ((direction == ImGuiLayoutType_Vertical) && bb_height < g.FontSize + g.Style.FramePadding.y * 2.0f)
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+ if ((axis == ImGuiAxis_Y) && bb_height < g.FontSize + g.Style.FramePadding.y * 2.0f)
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{
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alpha = ImSaturate((bb_height - g.FontSize) / (g.Style.FramePadding.y * 2.0f));
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if (alpha <= 0.0f)
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@@ -2664,7 +2663,7 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* data_p
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return false;
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ImGuiContext& g = *GImGui;
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- const ImGuiStyle& style = g.Style;
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+ ImGuiStyle& style = g.Style;
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IM_ASSERT(data_type >= 0 && data_type < ImGuiDataType_COUNT);
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if (format == NULL)
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@@ -2690,6 +2689,8 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* data_p
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PopItemWidth();
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// Step buttons
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+ const ImVec2 backup_frame_padding = style.FramePadding;
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+ style.FramePadding.x = style.FramePadding.y;
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ImGuiButtonFlags button_flags = ImGuiButtonFlags_Repeat | ImGuiButtonFlags_DontClosePopups;
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if (flags & ImGuiInputTextFlags_ReadOnly)
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button_flags |= ImGuiButtonFlags_Disabled;
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@@ -2707,6 +2708,7 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* data_p
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}
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SameLine(0, style.ItemInnerSpacing.x);
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TextUnformatted(label, FindRenderedTextEnd(label));
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+ style.FramePadding = backup_frame_padding;
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PopID();
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EndGroup();
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@@ -3225,13 +3227,14 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
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const bool focus_requested_by_tab = focus_requested && !focus_requested_by_code;
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const bool user_clicked = hovered && io.MouseClicked[0];
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- const bool user_scrolled = is_multiline && g.ActiveId == 0 && edit_state.ID == id && g.ActiveIdPreviousFrame == draw_window->GetIDNoKeepAlive("#SCROLLY");
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const bool user_nav_input_start = (g.ActiveId != id) && ((g.NavInputId == id) || (g.NavActivateId == id && g.NavInputSource == ImGuiInputSource_NavKeyboard));
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+ const bool user_scroll_finish = is_multiline && edit_state.ID == id && g.ActiveId == 0 && g.ActiveIdPreviousFrame == GetScrollbarID(draw_window, ImGuiAxis_Y);
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+ const bool user_scroll_active = is_multiline && edit_state.ID == id && g.ActiveId == GetScrollbarID(draw_window, ImGuiAxis_Y);
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bool clear_active_id = false;
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bool select_all = (g.ActiveId != id) && ((flags & ImGuiInputTextFlags_AutoSelectAll) != 0 || user_nav_input_start) && (!is_multiline);
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- if (focus_requested || user_clicked || user_scrolled || user_nav_input_start)
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+ if (focus_requested || user_clicked || user_scroll_finish || user_nav_input_start)
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{
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if (g.ActiveId != id)
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{
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@@ -3637,9 +3640,9 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
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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
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ImVec2 render_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding;
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ImVec2 text_size(0.f, 0.f);
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- const bool is_currently_scrolling = (edit_state.ID == id && is_multiline && g.ActiveId == draw_window->GetIDNoKeepAlive("#SCROLLY"));
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- if (g.ActiveId == id || is_currently_scrolling)
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+ if (g.ActiveId == id || user_scroll_active)
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{
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+ // Animate cursor
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edit_state.CursorAnim += io.DeltaTime;
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// This is going to be messy. We need to:
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@@ -3720,7 +3723,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
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scroll_y = ImMax(0.0f, cursor_offset.y - g.FontSize);
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else if (cursor_offset.y - size.y >= scroll_y)
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scroll_y = cursor_offset.y - size.y;
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- draw_window->DC.CursorPos.y += (draw_window->Scroll.y - scroll_y); // To avoid a frame of lag
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+ draw_window->DC.CursorPos.y += (draw_window->Scroll.y - scroll_y); // Manipulate cursor pos immediately avoid a frame of lag
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draw_window->Scroll.y = scroll_y;
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render_pos.y = draw_window->DC.CursorPos.y;
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}
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@@ -3764,6 +3767,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
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}
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}
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+ // 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.
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const int buf_display_len = edit_state.CurLenA;
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if (is_multiline || buf_display_len < buf_display_max_length)
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draw_window->DrawList->AddText(g.Font, g.FontSize, render_pos - render_scroll, GetColorU32(ImGuiCol_Text), buf_display, buf_display + buf_display_len, 0.0f, is_multiline ? NULL : &clip_rect);
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