mirror of https://github.com/ocornut/imgui
InputText: Merged bits from Navigation branch (inc. g.ActiveIdIsJustActivated is only set on the toggle).
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35e4fa7b85
commit
96d2942373
35
imgui.cpp
35
imgui.cpp
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@ -1868,11 +1868,10 @@ ImGuiWindow* ImGui::GetParentWindow()
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void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
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{
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ImGuiContext& g = *GImGui;
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g.ActiveIdIsJustActivated = (g.ActiveId != id);
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g.ActiveId = id;
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g.ActiveIdAllowOverlap = false;
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g.ActiveIdIsJustActivated = true;
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if (id)
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g.ActiveIdIsAlive = true;
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g.ActiveIdIsAlive |= (id != 0);
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g.ActiveIdWindow = window;
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}
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@ -7829,6 +7828,8 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
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const bool user_clicked = hovered && io.MouseClicked[0];
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const bool user_scrolled = is_multiline && g.ActiveId == 0 && edit_state.Id == id && g.ActiveIdPreviousFrame == draw_window->GetIDNoKeepAlive("#SCROLLY");
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bool clear_active_id = false;
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bool select_all = (g.ActiveId != id) && (flags & ImGuiInputTextFlags_AutoSelectAll) != 0;
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if (focus_requested || user_clicked || user_scrolled)
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{
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@ -7874,8 +7875,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
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else if (io.MouseClicked[0])
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{
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// Release focus when we click outside
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if (g.ActiveId == id)
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ClearActiveID();
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clear_active_id = true;
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}
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bool value_changed = false;
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@ -7948,9 +7948,12 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
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// Consume characters
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memset(g.IO.InputCharacters, 0, sizeof(g.IO.InputCharacters));
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}
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}
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// Handle various key-presses
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bool cancel_edit = false;
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bool cancel_edit = false;
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if (g.ActiveId == id && !g.ActiveIdIsJustActivated && !clear_active_id)
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{
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// Handle key-presses
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const int k_mask = (io.KeyShift ? STB_TEXTEDIT_K_SHIFT : 0);
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const bool is_shortcut_key_only = (io.OSXBehaviors ? (io.KeySuper && !io.KeyCtrl) : (io.KeyCtrl && !io.KeySuper)) && !io.KeyAlt && !io.KeyShift; // OS X style: Shortcuts using Cmd/Super instead of Ctrl
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const bool is_wordmove_key_down = io.OSXBehaviors ? io.KeyAlt : io.KeyCtrl; // OS X style: Text editing cursor movement using Alt instead of Ctrl
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@ -7977,8 +7980,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
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bool ctrl_enter_for_new_line = (flags & ImGuiInputTextFlags_CtrlEnterForNewLine) != 0;
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if (!is_multiline || (ctrl_enter_for_new_line && !io.KeyCtrl) || (!ctrl_enter_for_new_line && io.KeyCtrl))
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{
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ClearActiveID();
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enter_pressed = true;
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enter_pressed = clear_active_id = true;
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}
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else if (is_editable)
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{
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@ -7993,7 +7995,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
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if (InputTextFilterCharacter(&c, flags, callback, user_data))
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edit_state.OnKeyPressed((int)c);
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}
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else if (IsKeyPressedMap(ImGuiKey_Escape)) { ClearActiveID(); 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) { 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) { 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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@ -8047,7 +8049,10 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
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ImGui::MemFree(clipboard_filtered);
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}
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}
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}
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if (g.ActiveId == id)
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{
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if (cancel_edit)
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{
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// Restore initial value
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@ -8057,7 +8062,11 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
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value_changed = true;
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}
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}
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else
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// When using 'ImGuiInputTextFlags_EnterReturnsTrue' as a special case we reapply the live buffer back to the input buffer before clearing ActiveId, even though strictly speaking it wasn't modified on this frame.
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// If we didn't do that, code like InputInt() with ImGuiInputTextFlags_EnterReturnsTrue would fail. Also this allows the user to use InputText() with ImGuiInputTextFlags_EnterReturnsTrue without maintaining any user-side storage.
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bool apply_edit_back_to_user_buffer = !cancel_edit || (enter_pressed && (flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0);
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if (apply_edit_back_to_user_buffer)
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{
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// Apply new value immediately - copy modified buffer back
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// Note that as soon as the input box is active, the in-widget value gets priority over any underlying modification of the input buffer
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@ -8145,6 +8154,10 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
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}
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}
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// Release active ID at the end of the function (so e.g. pressing Return still does a final application of the value)
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if (clear_active_id && g.ActiveId == id)
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ClearActiveID();
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// Render
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// Select which buffer we are going to display. When ImGuiInputTextFlags_NoLiveEdit is set 'buf' might still be the old value. We set buf to NULL to prevent accidental usage from now on.
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const char* buf_display = (g.ActiveId == id && is_editable) ? edit_state.TempTextBuffer.Data : buf; buf = NULL;
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