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@ -8405,7 +8405,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
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const bool is_multiline = (flags & ImGuiInputTextFlags_Multiline) != 0;
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const bool is_multiline = (flags & ImGuiInputTextFlags_Multiline) != 0;
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const bool is_editable = (flags & ImGuiInputTextFlags_ReadOnly) == 0;
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const bool is_editable = (flags & ImGuiInputTextFlags_ReadOnly) == 0;
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const bool is_password = (flags & ImGuiInputTextFlags_Password) != 0;
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const bool is_password = (flags & ImGuiInputTextFlags_Password) != 0;
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const bool disable_undo = (flags & ImGuiInputTextFlags_DisableUndo) != 0;
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const bool is_undoable = (flags & ImGuiInputTextFlags_NoUndoRedo) == 0;
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if (is_multiline) // Open group before calling GetID() because groups tracks id created during their spawn
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if (is_multiline) // Open group before calling GetID() because groups tracks id created during their spawn
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BeginGroup();
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BeginGroup();
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@ -8633,8 +8633,8 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
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edit_state.OnKeyPressed((int)c);
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edit_state.OnKeyPressed((int)c);
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}
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}
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else if (IsKeyPressedMap(ImGuiKey_Escape)) { clear_active_id = cancel_edit = true; }
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else if (IsKeyPressedMap(ImGuiKey_Escape)) { clear_active_id = cancel_edit = true; }
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else if (is_shortcut_key_only && IsKeyPressedMap(ImGuiKey_Z) && is_editable && !disable_undo) { edit_state.OnKeyPressed(STB_TEXTEDIT_K_UNDO); edit_state.ClearSelection(); }
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else if (is_shortcut_key_only && IsKeyPressedMap(ImGuiKey_Z) && is_editable && is_undoable) { edit_state.OnKeyPressed(STB_TEXTEDIT_K_UNDO); edit_state.ClearSelection(); }
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else if (is_shortcut_key_only && IsKeyPressedMap(ImGuiKey_Y) && is_editable && !disable_undo) { edit_state.OnKeyPressed(STB_TEXTEDIT_K_REDO); edit_state.ClearSelection(); }
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else if (is_shortcut_key_only && IsKeyPressedMap(ImGuiKey_Y) && is_editable && is_undoable) { edit_state.OnKeyPressed(STB_TEXTEDIT_K_REDO); edit_state.ClearSelection(); }
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else if (is_shortcut_key_only && IsKeyPressedMap(ImGuiKey_A)) { edit_state.SelectAll(); edit_state.CursorFollow = true; }
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else if (is_shortcut_key_only && IsKeyPressedMap(ImGuiKey_A)) { edit_state.SelectAll(); edit_state.CursorFollow = true; }
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else if (is_shortcut_key_only && !is_password && ((IsKeyPressedMap(ImGuiKey_X) && is_editable) || IsKeyPressedMap(ImGuiKey_C)) && (!is_multiline || edit_state.HasSelection()))
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else if (is_shortcut_key_only && !is_password && ((IsKeyPressedMap(ImGuiKey_X) && is_editable) || IsKeyPressedMap(ImGuiKey_C)) && (!is_multiline || edit_state.HasSelection()))
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{
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{
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2
imgui.h
2
imgui.h
@ -566,7 +566,7 @@ enum ImGuiInputTextFlags_
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ImGuiInputTextFlags_AlwaysInsertMode = 1 << 13, // Insert mode
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ImGuiInputTextFlags_AlwaysInsertMode = 1 << 13, // Insert mode
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ImGuiInputTextFlags_ReadOnly = 1 << 14, // Read-only mode
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ImGuiInputTextFlags_ReadOnly = 1 << 14, // Read-only mode
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ImGuiInputTextFlags_Password = 1 << 15, // Password mode, display all characters as '*'
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ImGuiInputTextFlags_Password = 1 << 15, // Password mode, display all characters as '*'
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ImGuiInputTextFlags_DisableUndo = 1 << 16, // Disable undo / redo
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ImGuiInputTextFlags_NoUndoRedo = 1 << 16, // Disable undo/redo. Note that input text owns the text data while active, if you want to provide your own undo/redo stack you need e.g. to call ClearActiveID().
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// [Internal]
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// [Internal]
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ImGuiInputTextFlags_Multiline = 1 << 20 // For internal use by InputTextMultiline()
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ImGuiInputTextFlags_Multiline = 1 << 20 // For internal use by InputTextMultiline()
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};
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};
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