Amend Changelog to better document how changing button behavior of InputInt/InputFloat step buttons affected some mis-uses (#8149)

This commit is contained in:
ocornut 2024-11-13 16:55:06 +01:00
parent e97b97467e
commit 8be0723fb7
2 changed files with 6 additions and 1 deletions

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@ -76,6 +76,11 @@ Other changes:
between _Header and _HeaderHovered which was introduced v1.91 (#8106, #1861) between _Header and _HeaderHovered which was introduced v1.91 (#8106, #1861)
- Buttons: using ImGuiItemFlags_ButtonRepeat makes default button behavior use - Buttons: using ImGuiItemFlags_ButtonRepeat makes default button behavior use
PressedOnClick instead of PressedOnClickRelease when unspecified. PressedOnClick instead of PressedOnClickRelease when unspecified.
- This is intended to make the +/- buttons of InputInt/InputFloat react on the
initial mouse down event.
- Note that it may reveal incorrect usage if you were using InputInt/InputFloat
without persistent storage by relying solely on e.g. IsItemDeactivatedAfterEdit():
this was never supported and didn't work consistantly (see #8149).
- InputText: fixed a bug (regression in 1.91.2) where modifying text buffer within - InputText: fixed a bug (regression in 1.91.2) where modifying text buffer within
a callback would sometimes prevents further appending to the buffer. a callback would sometimes prevents further appending to the buffer.
- Tabs, Style: made ImGuiCol_TabDimmedSelectedOverline alpha 0 (not visible) in default - Tabs, Style: made ImGuiCol_TabDimmedSelectedOverline alpha 0 (not visible) in default

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@ -5788,7 +5788,7 @@ bool ImGui::IsItemDeactivatedAfterEdit()
return IsItemDeactivated() && (g.ActiveIdPreviousFrameHasBeenEditedBefore || (g.ActiveId == 0 && g.ActiveIdHasBeenEditedBefore)); return IsItemDeactivated() && (g.ActiveIdPreviousFrameHasBeenEditedBefore || (g.ActiveId == 0 && g.ActiveIdHasBeenEditedBefore));
} }
// == GetItemID() == GetFocusID() // == (GetItemID() == GetFocusID() && GetFocusID() != 0)
bool ImGui::IsItemFocused() bool ImGui::IsItemFocused()
{ {
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;