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InputTextMultiline(): vertical scrolling wip, selection rendering fix (#200)

pull/250/head
ocornut 10 years ago
parent
commit
f75b8c72cf
  1. 67
      imgui.cpp

67
imgui.cpp

@ -1190,7 +1190,7 @@ struct ImGuiTextEditState
size_t CurLenA, CurLenW; // we need to maintain our buffer length in both UTF-8 and wchar format.
size_t BufSizeA; // end-user buffer size
ImVec2 Size; // widget width/height
float ScrollX;
ImVec2 Scroll;
STB_TexteditState StbState;
float CursorAnim;
ImVec2 InputCursorScreenPos; // Cursor position in screen space to be used by IME callback.
@ -1207,7 +1207,6 @@ struct ImGuiTextEditState
void OnKeyPressed(int key);
void UpdateScrollOffset();
ImVec2 CalcDisplayOffsetFromCharIdx(int i) const;
};
// Data saved in imgui.ini file
@ -6668,34 +6667,39 @@ void ImGuiTextEditState::OnKeyPressed(int key)
void ImGuiTextEditState::UpdateScrollOffset()
{
// Scroll in chunks of quarter width
const float scroll_x_increment = Size.x * 0.25f;
ImVec2 cursor_offset;
const ImWchar* text = Text.begin();
CalcTextSizeW(Font, FontSize, FLT_MAX, text, text+StbState.cursor, NULL, &cursor_offset);
// If widget became bigger than text (because of a resize), reset horizontal scrolling
if (ScrollX > 0.0f)
{
const float text_width = CalcTextSizeW(Font, FontSize, FLT_MAX, text, NULL, NULL).x;
if (text_width < Size.x)
{
ScrollX = 0.0f;
// FIXME-OPT
if (Scroll.x > 0.0f || Scroll.y > 0.0f)
{
ImVec2 text_size = CalcTextSizeW(Font, FontSize, FLT_MAX, text, NULL, NULL);
bool ret = false;
if (text_size.x < Size.x) { Scroll.x = 0.0f; ret = true; }
if (text_size.y < Size.y) { Scroll.y = 0.0f; ret = true; }
if (ret)
return;
}
}
if (cursor_offset.x < ScrollX)
ScrollX = ImMax(0.0f, cursor_offset.x - scroll_x_increment);
else if (cursor_offset.x - Size.x >= ScrollX)
ScrollX = cursor_offset.x - Size.x + scroll_x_increment;
}
const ImVec2 scroll_increment(Size.x * 0.25f, FontSize);
if (cursor_offset.x < Scroll.x)
Scroll.x = ImMax(0.0f, cursor_offset.x - scroll_increment.x);
else if (cursor_offset.x - Size.x >= Scroll.x)
Scroll.x = cursor_offset.x - Size.x + scroll_increment.x;
ImVec2 ImGuiTextEditState::CalcDisplayOffsetFromCharIdx(int i) const
{
ImVec2 offset;
CalcTextSizeW(Font, FontSize, FLT_MAX, Text.begin(), Text.begin()+i, NULL, &offset);
offset.x -= ScrollX;
return offset;
//float height_aligned = FontSize * (float)(int)(0.5f + Size.y / FontSize);
if (cursor_offset.y - Scroll.y <= 0.0f)
Scroll.y = ImMax(0.0f, cursor_offset.y - FontSize * 2.0f);
else if (cursor_offset.y - Scroll.y > Size.y + 1)
Scroll.y = cursor_offset.y - Size.y + FontSize * 1.0f;
/*
if (cursor_offset.y <= Scroll.y)
Scroll.y = ImMax(0.0f, cursor_offset.y - FontSize * 2.0f);
else if (cursor_offset.y - height_aligned >= Scroll.y)
Scroll.y = cursor_offset.y - height_aligned + FontSize * 2.0f;
*/
}
// Public API to manipulate UTF-8 text
@ -6855,13 +6859,13 @@ static bool InputTextEx(const char* label, char* buf, size_t buf_size, const ImV
edit_state.CurLenW = ImTextStrFromUtf8(edit_state.Text.begin(), edit_state.Text.size(), buf, NULL, &buf_end);
edit_state.CurLenA = buf_end - buf; // We can't get the result from ImFormatString() above because it is not UTF-8 aware. Here we'll cut off malformed UTF-8.
edit_state.Size = size + style.FramePadding;
edit_state.InputCursorScreenPos = ImVec2(-1.f,-1.f);
edit_state.InputCursorScreenPos = ImVec2(-1.f, -1.f);
edit_state.CursorAnimReset();
if (edit_state.Id != id)
{
edit_state.Id = id;
edit_state.ScrollX = 0.0f;
edit_state.Scroll = ImVec2(0.f, 0.f);
stb_textedit_initialize_state(&edit_state.StbState, !is_multiline);
if (!is_multiline && focus_requested_by_code)
select_all = true;
@ -6918,12 +6922,12 @@ static bool InputTextEx(const char* label, char* buf, size_t buf_size, const ImV
}
else if (io.MouseClicked[0] && !edit_state.SelectedAllMouseLock)
{
stb_textedit_click(&edit_state, &edit_state.StbState, mx + edit_state.ScrollX, my);
stb_textedit_click(&edit_state, &edit_state.StbState, mx + edit_state.Scroll.x, my + edit_state.Scroll.y);
edit_state.CursorAnimReset();
}
else if (io.MouseDown[0] && !edit_state.SelectedAllMouseLock)
{
stb_textedit_drag(&edit_state, &edit_state.StbState, mx + edit_state.ScrollX, my);
stb_textedit_drag(&edit_state, &edit_state.StbState, mx + edit_state.Scroll.x, my + edit_state.Scroll.y);
edit_state.CursorAnimReset();
}
if (edit_state.SelectedAllMouseLock && !io.MouseDown[0])
@ -7124,8 +7128,8 @@ static bool InputTextEx(const char* label, char* buf, size_t buf_size, const ImV
const float font_offy_dn = 2.0f;
const ImVec2 render_pos = frame_bb.Min + style.FramePadding;
//const float render_scroll_x = (g.ActiveId == id) ? edit_state.ScrollX : 0.0f;
const float render_scroll_x = (edit_state.Id == id) ? edit_state.ScrollX : 0.0f;
//const ImVec2 render_scroll = (g.ActiveId == id) ? edit_state.Scroll : ImVec2(0.f, 0.f);
const ImVec2 render_scroll = (edit_state.Id == id) ? edit_state.Scroll : ImVec2(0.f, 0.f);
const ImVec4 clip_rect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + size.x + style.FramePadding.x*2.0f, frame_bb.Min.y + size.y + style.FramePadding.y*2.0f);
if (g.ActiveId == id)
@ -7144,7 +7148,8 @@ static bool InputTextEx(const char* label, char* buf, size_t buf_size, const ImV
for (const ImWchar* p = text_selected_begin; p < text_selected_end; )
{
ImVec2 rect_size = CalcTextSizeW(edit_state.Font, edit_state.FontSize, FLT_MAX, p, text_selected_end, &p, NULL, true);
ImRect rect(render_pos + rect_pos + ImVec2(-edit_state.ScrollX, (p == text_selected_begin) ? -font_offy_up : -g.FontSize), render_pos + rect_pos + ImVec2(rect_size.x - edit_state.ScrollX, (p == text_selected_end) ? +font_offy_dn : 0.0f));
if (rect_size.x <= 0.0f) rect_size.x = 2.0f; // So we can see selected empty lines
ImRect rect(render_pos - render_scroll + rect_pos + ImVec2(0.0f, (p == text_selected_begin) ? -font_offy_up : -g.FontSize), render_pos - render_scroll + rect_pos + ImVec2(rect_size.x, (p == text_selected_end) ? +font_offy_dn : 0.0f));
rect.Clip(clip_rect);
if (rect.Overlaps(clip_rect))
window->DrawList->AddRectFilled(rect.Min, rect.Max, font_color);
@ -7154,7 +7159,7 @@ static bool InputTextEx(const char* label, char* buf, size_t buf_size, const ImV
}
}
window->DrawList->AddText(g.Font, g.FontSize, render_pos - ImVec2(render_scroll_x, 0.0f), window->Color(ImGuiCol_Text), buf, NULL, 0.0f, &clip_rect);
window->DrawList->AddText(g.Font, g.FontSize, render_pos - render_scroll, window->Color(ImGuiCol_Text), buf, NULL, 0.0f, &clip_rect);
// Log as text
if (GImGui->LogEnabled)
@ -7162,7 +7167,9 @@ static bool InputTextEx(const char* label, char* buf, size_t buf_size, const ImV
if (g.ActiveId == id)
{
const ImVec2 cursor_pos = render_pos + edit_state.CalcDisplayOffsetFromCharIdx(edit_state.StbState.cursor);
ImVec2 cursor_pos;
CalcTextSizeW(edit_state.Font, edit_state.FontSize, FLT_MAX, edit_state.Text.begin(), edit_state.Text.begin() + edit_state.StbState.cursor, NULL, &cursor_pos);
cursor_pos += render_pos - edit_state.Scroll;
// Draw blinking cursor
if (g.InputTextState.CursorIsVisible())

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