@@ -47,6 +47,13 @@ Index of this file:
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// System includes
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#include <stdint.h> // intptr_t
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+ // [ADAPT_IMGUI_BUNDLE]
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+ // for InputTextMultiline tooltip within node editor
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+ #include <string>
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+ #include <vector>
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+ #include <sstream>
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+ // [/ADAPT_IMGUI_BUNDLE]
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+
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//-------------------------------------------------------------------------
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// Warnings
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//-------------------------------------------------------------------------
@@ -3926,9 +3933,137 @@ bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputT
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return InputTextEx(label, NULL, buf, (int)buf_size, ImVec2(0, 0), flags, callback, user_data);
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}
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+ // [ADAPT_IMGUI_BUNDLE] cf
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+ bool Priv_ImGuiNodeEditor_IsInCanvas();
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+ // [/ADAPT_IMGUI_BUNDLE]
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+
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+
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bool ImGui::InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data)
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{
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- return InputTextEx(label, NULL, buf, (int)buf_size, size, flags | ImGuiInputTextFlags_Multiline, callback, user_data);
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+ // [ADAPT_IMGUI_BUNDLE] cf
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+ // When inside imgui-node-editor canvas, we cannot open child windows
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+ // In this case, we present a one line version of the input text,
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+ // and offer the possibility to open a popup to edit the text in a multiline widget
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+ if (Priv_ImGuiNodeEditor_IsInCanvas())
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+ {
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+ // Helper function to split and format the text for a tooltip
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+ // to show an extract of the full text when hovering the button,
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+ auto fn_format_tooltip = [](
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+ const char* text, size_t max_line_length, size_t max_lines) -> std::string
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+ {
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+ auto fn_cut_string_after_max_length = [](const std::string& text, size_t max_length) -> std::string
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+ {
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+ if (text.size() <= max_length)
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+ return text;
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+ std::string r = text.substr(0, max_length - 3) + "...";
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+ return r;
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+ };
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+ auto fn_split_lines = [](const std::string& s) -> std::vector<std::string>
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+ {
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+ std::vector<std::string> lines;
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+ std::istringstream f(s);
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+ std::string line;
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+ while (std::getline(f, line))
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+ lines.push_back(line);
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+ return lines;
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+ };
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+ std::string r = "";
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+ auto lines = fn_split_lines(text);
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+ size_t n = 0;
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+ for (const auto& line : lines)
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+ {
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+ if (n >= max_lines)
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+ {
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+ r += "...\n";
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+ break;
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+ }
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+ r += fn_cut_string_after_max_length(line, max_line_length) + "\n";
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+ n++;
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+ }
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+ return r;
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+ };
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+
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+ // Helper function to make the text color more red
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+ auto fn_redify_color = [](const ImVec4& color) -> ImVec4
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+ {
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+ ImVec4 redified_color;
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+ redified_color.x = color.x;
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+ redified_color.y = 0.6f * color.y;
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+ redified_color.z = 0.6f * color.z;
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+ redified_color.w = color.w;
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+ return redified_color;
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+ };
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+
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+ // Intro
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+ PushID(label); // make sure to use unique ids
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+ bool changed = false;
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+ ImGui::BeginGroup();
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+
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+ // A- One line version text, without the label
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+ ImGuiStyle& style = ImGui::GetStyle();
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+ ImVec2 pos = ImGui::GetCursorScreenPos();
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+ float btn_additional_width = CalcTextSize("...").x + style.FramePadding.x * 2.0f;// + style.ItemInnerSpacing.x;
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+ float one_line_widget_width = size.x > 0.f ? size.x : CalcItemWidth();
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+ one_line_widget_width -= btn_additional_width;
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+ ImGui::SetNextItemWidth(one_line_widget_width);
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+ if (InputText("##hidden_label", buf, buf_size, flags, callback, user_data))
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+ changed = true;
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+
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+ // B- Add a button to open a popup to edit the text
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+ // i. First, move the cursor to the left, so that the button appears right next to the input text
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+ //ImVec2 pos = ImGui::GetCursorScreenPos();
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+ //pos.x = pos.x - style.ItemSpacing.x; // + style.ItemInnerSpacing.x;
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+ pos.x += one_line_widget_width - 1.f;
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+ ImGui::SetCursorScreenPos(pos);
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+ // ii. Then add the button
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+ bool shall_display_tooltip = strchr(buf, '\n') != NULL;
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+ if (shall_display_tooltip)
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+ {
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+ ImVec4 color = ImGui::GetStyleColorVec4(ImGuiCol_Text);
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+ ImGui::PushStyleColor(ImGuiCol_Text, fn_redify_color(color));
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+ }
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+ bool was_button_pressed = false;
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+ if (Button("..."))
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+ {
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+ was_button_pressed = true;
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+ OpenPopup("InputTextMultilinePopup");
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+ }
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+ if (shall_display_tooltip)
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+ ImGui::PopStyleColor();
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+
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+ if (shall_display_tooltip && ! was_button_pressed)
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+ ImGui::SetItemTooltip("%s", fn_format_tooltip(buf, 60, 3).c_str());
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+
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+ // C. Finally, add the label (up until "##")
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+ const char* label_end = FindRenderedTextEnd(label);
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+ pos.x += style.ItemInnerSpacing.x + btn_additional_width;
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+ ImGui::SetCursorScreenPos(pos);
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+ TextUnformatted(label, label_end);
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+
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+ ImGui::EndGroup();
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+
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+ // D. Handle the popup
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+ if (ImGui::BeginPopup("InputTextMultilinePopup"))
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+ {
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+ // Note: there is no infinite recursion here, since we are not inside the canvas anymore
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+ // (as soon as BeginPopup return true, we are outside the canvas)
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+ // (iif the patches https://github.com/thedmd/imgui-node-editor/issues/242#issuecomment-1681806764
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+ // and https://github.com/thedmd/imgui-node-editor/issues/242#issuecomment-2404714757 are applied)
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+ ImVec2 size_multiline = size;
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+ size_multiline.x = one_line_widget_width;
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+ if (InputTextMultiline("##edit", buf, buf_size, size_multiline, flags, callback, user_data))
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+ changed = true;
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+ EndPopup();
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+ }
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+ PopID();
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+ return changed;
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+ }
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+ // [/ADAPT_IMGUI_BUNDLE]
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+ else
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+ {
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+ // Standard behavior outside of imgui-node-editor canvas
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+ return InputTextEx(label, NULL, buf, (int)buf_size, size, flags | ImGuiInputTextFlags_Multiline, callback, user_data);
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+ }
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}
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bool ImGui::InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data)
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