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InputTextMultiline: fixed an issue where edit buffer wouldn't be reapplied to back buffer on the IsItemDeactivatedAfterEdit() frame. (#9308, #8915, #8273)
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@@ -88,6 +88,10 @@ Other Changes:
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large amount of text.
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- InputTextMultiline: avoid going through reactivation code and fixed losing revert value
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when activating scrollbar.
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- InputTextMultiline: fixed an issue where edit buffer wouldn't be reapplied to back
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buffer on the IsItemDeactivatedAfterEdit() frame. This could create issues when
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using the idiom of not applying edits before IsItemDeactivatedAfterEdit().
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(#9308, #8915, #8273)
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- Style:
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- Border sizes are now scaled (and rounded) by ScaleAllSizes().
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- When using large values with ScallAllSizes(), the following items thickness
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@@ -4731,6 +4731,11 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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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.
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draw_window->DC.CursorPos += style.FramePadding;
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inner_size.x -= draw_window->ScrollbarSizes.x;
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// FIXME: Could this be a ImGuiChildFlags to affect the SetLastItemDataForWindow() call?
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g.LastItemData.ID = id;
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g.LastItemData.ItemFlags = item_data_backup.ItemFlags;
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g.LastItemData.StatusFlags = item_data_backup.StatusFlags;
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}
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else
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{
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