Demo: Fixed Log & Console from losing scrolling position with Auto-Scroll when child is clipped. (#5721)
diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt
index 9034917..596448a 100644
--- a/docs/CHANGELOG.txt
+++ b/docs/CHANGELOG.txt
@@ -149,6 +149,7 @@
- Docs: Fixed various typos in comments and documentations. (#5649, #5675, #5679) [@tocic, @lessigsx]
- Demo: Improved "Constrained-resizing window" example, more clearly showcase aspect-ratio. (#5627)
- Demo: Added more explicit "Center window" mode to "Overlay example". (#5618)
+- Demo: Fixed Log & Console from losing scrolling position with Auto-Scroll when child is clipped. (#5721)
- Examples: Added all SDL examples to default VS solution.
- Backends: GLFW: Honor GLFW_CURSOR_DISABLED by not setting mouse position. (#5625) [@scorpion-26]
- Backends: SDL: Disable SDL 2.0.22 new "auto capture" which prevents drag and drop across windows
diff --git a/imgui_demo.cpp b/imgui_demo.cpp
index c1a3bc5..349e702 100644
--- a/imgui_demo.cpp
+++ b/imgui_demo.cpp
@@ -6664,66 +6664,68 @@
// Reserve enough left-over height for 1 separator + 1 input text
const float footer_height_to_reserve = ImGui::GetStyle().ItemSpacing.y + ImGui::GetFrameHeightWithSpacing();
- ImGui::BeginChild("ScrollingRegion", ImVec2(0, -footer_height_to_reserve), false, ImGuiWindowFlags_HorizontalScrollbar);
- if (ImGui::BeginPopupContextWindow())
+ if (ImGui::BeginChild("ScrollingRegion", ImVec2(0, -footer_height_to_reserve), false, ImGuiWindowFlags_HorizontalScrollbar))
{
- if (ImGui::Selectable("Clear")) ClearLog();
- ImGui::EndPopup();
+ if (ImGui::BeginPopupContextWindow())
+ {
+ if (ImGui::Selectable("Clear")) ClearLog();
+ ImGui::EndPopup();
+ }
+
+ // Display every line as a separate entry so we can change their color or add custom widgets.
+ // If you only want raw text you can use ImGui::TextUnformatted(log.begin(), log.end());
+ // NB- if you have thousands of entries this approach may be too inefficient and may require user-side clipping
+ // to only process visible items. The clipper will automatically measure the height of your first item and then
+ // "seek" to display only items in the visible area.
+ // To use the clipper we can replace your standard loop:
+ // for (int i = 0; i < Items.Size; i++)
+ // With:
+ // ImGuiListClipper clipper;
+ // clipper.Begin(Items.Size);
+ // while (clipper.Step())
+ // for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
+ // - That your items are evenly spaced (same height)
+ // - That you have cheap random access to your elements (you can access them given their index,
+ // without processing all the ones before)
+ // You cannot this code as-is if a filter is active because it breaks the 'cheap random-access' property.
+ // We would need random-access on the post-filtered list.
+ // A typical application wanting coarse clipping and filtering may want to pre-compute an array of indices
+ // or offsets of items that passed the filtering test, recomputing this array when user changes the filter,
+ // and appending newly elements as they are inserted. This is left as a task to the user until we can manage
+ // to improve this example code!
+ // If your items are of variable height:
+ // - Split them into same height items would be simpler and facilitate random-seeking into your list.
+ // - Consider using manual call to IsRectVisible() and skipping extraneous decoration from your items.
+ ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(4, 1)); // Tighten spacing
+ if (copy_to_clipboard)
+ ImGui::LogToClipboard();
+ for (int i = 0; i < Items.Size; i++)
+ {
+ const char* item = Items[i];
+ if (!Filter.PassFilter(item))
+ continue;
+
+ // Normally you would store more information in your item than just a string.
+ // (e.g. make Items[] an array of structure, store color/type etc.)
+ ImVec4 color;
+ bool has_color = false;
+ if (strstr(item, "[error]")) { color = ImVec4(1.0f, 0.4f, 0.4f, 1.0f); has_color = true; }
+ else if (strncmp(item, "# ", 2) == 0) { color = ImVec4(1.0f, 0.8f, 0.6f, 1.0f); has_color = true; }
+ if (has_color)
+ ImGui::PushStyleColor(ImGuiCol_Text, color);
+ ImGui::TextUnformatted(item);
+ if (has_color)
+ ImGui::PopStyleColor();
+ }
+ if (copy_to_clipboard)
+ ImGui::LogFinish();
+
+ if (ScrollToBottom || (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY()))
+ ImGui::SetScrollHereY(1.0f);
+ ScrollToBottom = false;
+
+ ImGui::PopStyleVar();
}
-
- // Display every line as a separate entry so we can change their color or add custom widgets.
- // If you only want raw text you can use ImGui::TextUnformatted(log.begin(), log.end());
- // NB- if you have thousands of entries this approach may be too inefficient and may require user-side clipping
- // to only process visible items. The clipper will automatically measure the height of your first item and then
- // "seek" to display only items in the visible area.
- // To use the clipper we can replace your standard loop:
- // for (int i = 0; i < Items.Size; i++)
- // With:
- // ImGuiListClipper clipper;
- // clipper.Begin(Items.Size);
- // while (clipper.Step())
- // for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
- // - That your items are evenly spaced (same height)
- // - That you have cheap random access to your elements (you can access them given their index,
- // without processing all the ones before)
- // You cannot this code as-is if a filter is active because it breaks the 'cheap random-access' property.
- // We would need random-access on the post-filtered list.
- // A typical application wanting coarse clipping and filtering may want to pre-compute an array of indices
- // or offsets of items that passed the filtering test, recomputing this array when user changes the filter,
- // and appending newly elements as they are inserted. This is left as a task to the user until we can manage
- // to improve this example code!
- // If your items are of variable height:
- // - Split them into same height items would be simpler and facilitate random-seeking into your list.
- // - Consider using manual call to IsRectVisible() and skipping extraneous decoration from your items.
- ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(4, 1)); // Tighten spacing
- if (copy_to_clipboard)
- ImGui::LogToClipboard();
- for (int i = 0; i < Items.Size; i++)
- {
- const char* item = Items[i];
- if (!Filter.PassFilter(item))
- continue;
-
- // Normally you would store more information in your item than just a string.
- // (e.g. make Items[] an array of structure, store color/type etc.)
- ImVec4 color;
- bool has_color = false;
- if (strstr(item, "[error]")) { color = ImVec4(1.0f, 0.4f, 0.4f, 1.0f); has_color = true; }
- else if (strncmp(item, "# ", 2) == 0) { color = ImVec4(1.0f, 0.8f, 0.6f, 1.0f); has_color = true; }
- if (has_color)
- ImGui::PushStyleColor(ImGuiCol_Text, color);
- ImGui::TextUnformatted(item);
- if (has_color)
- ImGui::PopStyleColor();
- }
- if (copy_to_clipboard)
- ImGui::LogFinish();
-
- if (ScrollToBottom || (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY()))
- ImGui::SetScrollHereY(1.0f);
- ScrollToBottom = false;
-
- ImGui::PopStyleVar();
ImGui::EndChild();
ImGui::Separator();
@@ -6971,63 +6973,64 @@
Filter.Draw("Filter", -100.0f);
ImGui::Separator();
- ImGui::BeginChild("scrolling", ImVec2(0, 0), false, ImGuiWindowFlags_HorizontalScrollbar);
- if (clear)
- Clear();
- if (copy)
- ImGui::LogToClipboard();
+ if (ImGui::BeginChild("scrolling", ImVec2(0, 0), false, ImGuiWindowFlags_HorizontalScrollbar))
+ {
+ if (clear)
+ Clear();
+ if (copy)
+ ImGui::LogToClipboard();
- ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0));
- const char* buf = Buf.begin();
- const char* buf_end = Buf.end();
- if (Filter.IsActive())
- {
- // In this example we don't use the clipper when Filter is enabled.
- // This is because we don't have random access to the result of our filter.
- // A real application processing logs with ten of thousands of entries may want to store the result of
- // search/filter.. especially if the filtering function is not trivial (e.g. reg-exp).
- for (int line_no = 0; line_no < LineOffsets.Size; line_no++)
+ ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0));
+ const char* buf = Buf.begin();
+ const char* buf_end = Buf.end();
+ if (Filter.IsActive())
{
- const char* line_start = buf + LineOffsets[line_no];
- const char* line_end = (line_no + 1 < LineOffsets.Size) ? (buf + LineOffsets[line_no + 1] - 1) : buf_end;
- if (Filter.PassFilter(line_start, line_end))
- ImGui::TextUnformatted(line_start, line_end);
- }
- }
- else
- {
- // The simplest and easy way to display the entire buffer:
- // ImGui::TextUnformatted(buf_begin, buf_end);
- // And it'll just work. TextUnformatted() has specialization for large blob of text and will fast-forward
- // to skip non-visible lines. Here we instead demonstrate using the clipper to only process lines that are
- // within the visible area.
- // If you have tens of thousands of items and their processing cost is non-negligible, coarse clipping them
- // on your side is recommended. Using ImGuiListClipper requires
- // - A) random access into your data
- // - B) items all being the same height,
- // both of which we can handle since we have an array pointing to the beginning of each line of text.
- // When using the filter (in the block of code above) we don't have random access into the data to display
- // anymore, which is why we don't use the clipper. Storing or skimming through the search result would make
- // it possible (and would be recommended if you want to search through tens of thousands of entries).
- ImGuiListClipper clipper;
- clipper.Begin(LineOffsets.Size);
- while (clipper.Step())
- {
- for (int line_no = clipper.DisplayStart; line_no < clipper.DisplayEnd; line_no++)
+ // In this example we don't use the clipper when Filter is enabled.
+ // This is because we don't have random access to the result of our filter.
+ // A real application processing logs with ten of thousands of entries may want to store the result of
+ // search/filter.. especially if the filtering function is not trivial (e.g. reg-exp).
+ for (int line_no = 0; line_no < LineOffsets.Size; line_no++)
{
const char* line_start = buf + LineOffsets[line_no];
const char* line_end = (line_no + 1 < LineOffsets.Size) ? (buf + LineOffsets[line_no + 1] - 1) : buf_end;
- ImGui::TextUnformatted(line_start, line_end);
+ if (Filter.PassFilter(line_start, line_end))
+ ImGui::TextUnformatted(line_start, line_end);
}
}
- clipper.End();
+ else
+ {
+ // The simplest and easy way to display the entire buffer:
+ // ImGui::TextUnformatted(buf_begin, buf_end);
+ // And it'll just work. TextUnformatted() has specialization for large blob of text and will fast-forward
+ // to skip non-visible lines. Here we instead demonstrate using the clipper to only process lines that are
+ // within the visible area.
+ // If you have tens of thousands of items and their processing cost is non-negligible, coarse clipping them
+ // on your side is recommended. Using ImGuiListClipper requires
+ // - A) random access into your data
+ // - B) items all being the same height,
+ // both of which we can handle since we have an array pointing to the beginning of each line of text.
+ // When using the filter (in the block of code above) we don't have random access into the data to display
+ // anymore, which is why we don't use the clipper. Storing or skimming through the search result would make
+ // it possible (and would be recommended if you want to search through tens of thousands of entries).
+ ImGuiListClipper clipper;
+ clipper.Begin(LineOffsets.Size);
+ while (clipper.Step())
+ {
+ for (int line_no = clipper.DisplayStart; line_no < clipper.DisplayEnd; line_no++)
+ {
+ const char* line_start = buf + LineOffsets[line_no];
+ const char* line_end = (line_no + 1 < LineOffsets.Size) ? (buf + LineOffsets[line_no + 1] - 1) : buf_end;
+ ImGui::TextUnformatted(line_start, line_end);
+ }
+ }
+ clipper.End();
+ }
+ ImGui::PopStyleVar();
+
+ if (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY())
+ ImGui::SetScrollHereY(1.0f);
}
- ImGui::PopStyleVar();
-
- if (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY())
- ImGui::SetScrollHereY(1.0f);
-
ImGui::EndChild();
ImGui::End();
}