InputTextMultiline: fixed an issue where edit buffer wouldn't be reapplied to back buffer on the IsItemDeactivatedAfterEdit() frame. (#9308, #8915, #8273)

This commit is contained in:
ocornut
2026-03-20 15:47:26 +01:00
parent 04dfcd838b
commit 2315b9f33d
2 changed files with 9 additions and 0 deletions

View File

@@ -88,6 +88,10 @@ Other Changes:
large amount of text.
- InputTextMultiline: avoid going through reactivation code and fixed losing revert value
when activating scrollbar.
- InputTextMultiline: fixed an issue where edit buffer wouldn't be reapplied to back
buffer on the IsItemDeactivatedAfterEdit() frame. This could create issues when
using the idiom of not applying edits before IsItemDeactivatedAfterEdit().
(#9308, #8915, #8273)
- Style:
- Border sizes are now scaled (and rounded) by ScaleAllSizes().
- When using large values with ScallAllSizes(), the following items thickness

View File

@@ -4731,6 +4731,11 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
draw_window->DC.NavLayersActiveMaskNext |= (1 << draw_window->DC.NavLayerCurrent); // This is to ensure that EndChild() will display a navigation highlight so we can "enter" into it.
draw_window->DC.CursorPos += style.FramePadding;
inner_size.x -= draw_window->ScrollbarSizes.x;
// FIXME: Could this be a ImGuiChildFlags to affect the SetLastItemDataForWindow() call?
g.LastItemData.ID = id;
g.LastItemData.ItemFlags = item_data_backup.ItemFlags;
g.LastItemData.StatusFlags = item_data_backup.StatusFlags;
}
else
{