TempInputText: amends. Rename ImGuiInputTextFlags_MergedItem to ImGuiInputTextFlags_TempInput for explicitness. (#2718)

This commit is contained in:
ocornut
2026-03-25 14:29:54 +01:00
parent 51f590a2a8
commit 0b82487fed
2 changed files with 5 additions and 5 deletions

View File

@@ -1023,7 +1023,7 @@ enum ImGuiInputTextFlagsPrivate_
{
// [Internal]
ImGuiInputTextFlags_Multiline = 1 << 26, // For internal use by InputTextMultiline()
ImGuiInputTextFlags_MergedItem = 1 << 27, // For internal use by TempInputText(), will skip calling ItemAdd(). Require bounding-box to strictly match.
ImGuiInputTextFlags_TempInput = 1 << 27, // For internal use by TempInputText(), will skip calling ItemAdd(). Require bounding-box to strictly match.
ImGuiInputTextFlags_LocalizeDecimalPoint= 1 << 28, // For internal use by InputScalar() and TempInputScalar()
};

View File

@@ -3695,7 +3695,6 @@ int ImParseFormatPrecision(const char* fmt, int default_precision)
// Create text input in place of another active widget (e.g. used when doing a Ctrl+Click on drag/slider widgets)
// - This must be submitted right after the item it is overlaying.
// - 'id' must be == 'window->GetID(label)'. See #2718 for a custom use of this.
// FIXME: Facilitate using this in variety of other situations.
bool ImGui::TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* buf, int buf_size, ImGuiInputTextFlags flags)
{
@@ -3711,7 +3710,8 @@ bool ImGui::TempInputText(const ImRect& bb, ImGuiID id, const char* label, char*
ImVec2 backup_pos = window->DC.CursorPos;
window->DC.CursorPos = bb.Min;
g.LastItemData.ItemFlags |= ImGuiItemFlags_AllowDuplicateId; // Using ImGuiInputTextFlags_MergedItem above will skip ItemAdd() so we poke here.
bool value_changed = InputTextEx(label, NULL, buf, buf_size, bb.GetSize(), flags | ImGuiInputTextFlags_MergedItem | ImGuiInputTextFlags_AutoSelectAll);
bool value_changed = InputTextEx(label, NULL, buf, buf_size, bb.GetSize(), flags | ImGuiInputTextFlags_TempInput | ImGuiInputTextFlags_AutoSelectAll);
KeepAliveID(id); // Not done because of ImGuiInputTextFlags_TempInput
if (init)
{
// First frame we started displaying the InputText widget, we expect it to take the active id.
@@ -4755,7 +4755,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
{
// Support for internal ImGuiInputTextFlags_MergedItem flag, which could be redesigned as an ItemFlags if needed (with test performed in ItemAdd)
ItemSize(total_bb, style.FramePadding.y);
if (!(flags & ImGuiInputTextFlags_MergedItem))
if (!(flags & ImGuiInputTextFlags_TempInput))
if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_Inputable))
return false;
}
@@ -4789,7 +4789,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
const bool user_clicked = hovered && io.MouseClicked[0];
const bool input_requested_by_nav = (g.ActiveId != id) && (g.NavActivateId == id);
const bool input_requested_by_reactivate = (g.InputTextReactivateId == id); // for io.ConfigInputTextEnterKeepActive
const bool input_requested_by_user = (user_clicked) || (g.ActiveId == 0 && (flags & ImGuiInputTextFlags_MergedItem));
const bool input_requested_by_user = (user_clicked) || (g.ActiveId == 0 && (flags & ImGuiInputTextFlags_TempInput));
const ImGuiID scrollbar_id = (is_multiline && state != NULL) ? GetWindowScrollbarID(draw_window, ImGuiAxis_Y) : 0;
const bool user_scroll_finish = is_multiline && state != NULL && g.ActiveId == 0 && g.ActiveIdPreviousFrame == scrollbar_id;
const bool user_scroll_active = is_multiline && state != NULL && g.ActiveId == scrollbar_id;