InputText: Fixed selection rectangle appearing one frame late when selecting all.
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@ -54,6 +54,7 @@ Other Changes:
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- InputTextMultiline: Fixed label size not being included into window contents rect unless
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the whole widget is clipped.
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- InputText: Allow activating/cancelling/validating input with gamepad nav events. (#2321, #4552)
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- InputText: Fixed selection rectangle appearing one frame late when selecting all.
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- TextUnformatted: Accept null ranges including (NULL,NULL) without asserting, in order to conform
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to common idioms (e.g. passing .data(), .data() + .size() from a null string). (#3615)
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- Disabled: Added assert guard for mismatching BeginDisabled()/EndDisabled() blocks. (#211)
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@ -4118,7 +4118,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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// Lock the decision of whether we are going to take the path displaying the cursor or selection
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const bool render_cursor = (g.ActiveId == id) || (state && user_scroll_active);
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bool render_selection = state && state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor);
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bool render_selection = state && (state->HasSelection() || select_all) && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor);
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bool value_changed = false;
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bool enter_pressed = false;
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