Internal: InputTextEx: tweaked a bit of code (should be a no-op)
diff --git a/imgui.cpp b/imgui.cpp
index 4e95e01..7bf2bf5 100644
--- a/imgui.cpp
+++ b/imgui.cpp
@@ -4303,7 +4303,7 @@
}
// Calculate text size. Text can be multi-line. Optionally ignore text after a ## marker.
-// CalcTextSize("") should return ImVec2(0.0f, GImGui->FontSize)
+// CalcTextSize("") should return ImVec2(0.0f, g.FontSize)
ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_text_after_double_hash, float wrap_width)
{
ImGuiContext& g = *GImGui;
diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp
index d6631a1..1561c15 100644
--- a/imgui_widgets.cpp
+++ b/imgui_widgets.cpp
@@ -3404,11 +3404,14 @@
BeginGroup();
const ImGuiID id = window->GetID(label);
const ImVec2 label_size = CalcTextSize(label, NULL, true);
- ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), (is_multiline ? g.FontSize * 8.0f : label_size.y) + style.FramePadding.y*2.0f); // Arbitrary default of 8 lines high for multi-line
- const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + size);
- const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? (style.ItemInnerSpacing.x + label_size.x) : 0.0f, 0.0f));
+ const ImVec2 frame_size = CalcItemSize(size_arg, CalcItemWidth(), (is_multiline ? g.FontSize * 8.0f : label_size.y) + style.FramePadding.y*2.0f); // Arbitrary default of 8 lines high for multi-line
+ const ImVec2 total_size = ImVec2(frame_size.x + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), frame_size.y);
+
+ const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size);
+ const ImRect total_bb(frame_bb.Min, frame_bb.Min + total_size);
ImGuiWindow* draw_window = window;
+ ImVec2 inner_size = frame_size;
if (is_multiline)
{
if (!ItemAdd(total_bb, id, &frame_bb))
@@ -3423,9 +3426,9 @@
EndGroup();
return false;
}
- draw_window = GetCurrentWindow();
+ draw_window = g.CurrentWindow; // Child window
draw_window->DC.NavLayerActiveMaskNext |= draw_window->DC.NavLayerCurrentMask; // This is to ensure that EndChild() will display a navigation highlight
- size.x -= draw_window->ScrollbarSizes.x;
+ inner_size.x -= draw_window->ScrollbarSizes.x;
}
else
{
@@ -3914,7 +3917,7 @@
RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);
}
- 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
+ const ImVec4 clip_rect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + inner_size.x, frame_bb.Min.y + inner_size.y); // Not using frame_bb.Max because we have adjusted size
ImVec2 draw_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding;
ImVec2 text_size(0.0f, 0.0f);
@@ -3995,7 +3998,7 @@
// Store text height (note that we haven't calculated text width at all, see GitHub issues #383, #1224)
if (is_multiline)
- text_size = ImVec2(size.x, line_count * g.FontSize);
+ text_size = ImVec2(inner_size.x, line_count * g.FontSize);
}
// Scroll
@@ -4004,11 +4007,11 @@
// Horizontal scroll in chunks of quarter width
if (!(flags & ImGuiInputTextFlags_NoHorizontalScroll))
{
- const float scroll_increment_x = size.x * 0.25f;
+ const float scroll_increment_x = inner_size.x * 0.25f;
if (cursor_offset.x < state->ScrollX)
state->ScrollX = (float)(int)ImMax(0.0f, cursor_offset.x - scroll_increment_x);
- else if (cursor_offset.x - size.x >= state->ScrollX)
- state->ScrollX = (float)(int)(cursor_offset.x - size.x + scroll_increment_x);
+ else if (cursor_offset.x - inner_size.x >= state->ScrollX)
+ state->ScrollX = (float)(int)(cursor_offset.x - inner_size.x + scroll_increment_x);
}
else
{
@@ -4021,8 +4024,8 @@
float scroll_y = draw_window->Scroll.y;
if (cursor_offset.y - g.FontSize < scroll_y)
scroll_y = ImMax(0.0f, cursor_offset.y - g.FontSize);
- else if (cursor_offset.y - size.y >= scroll_y)
- scroll_y = cursor_offset.y - size.y;
+ else if (cursor_offset.y - inner_size.y >= scroll_y)
+ scroll_y = cursor_offset.y - inner_size.y;
draw_pos.y += (draw_window->Scroll.y - scroll_y); // Manipulate cursor pos immediately avoid a frame of lag
draw_window->Scroll.y = scroll_y;
}
@@ -4093,7 +4096,7 @@
{
// Render text only (no selection, no cursor)
if (is_multiline)
- text_size = ImVec2(size.x, InputTextCalcTextLenAndLineCount(buf_display, &buf_display_end) * g.FontSize); // We don't need width
+ text_size = ImVec2(inner_size.x, InputTextCalcTextLenAndLineCount(buf_display, &buf_display_end) * g.FontSize); // We don't need width
else if (!is_displaying_hint && g.ActiveId == id)
buf_display_end = buf_display + state->CurLenA;
else if (!is_displaying_hint)