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TempInputText, InputText: enforce making active via ImGuiInputTextFlags_MergedItem. Restore cursor as Rect is provided + comments. (#2718, #6690)
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@@ -3694,27 +3694,33 @@ int ImParseFormatPrecision(const char* fmt, int default_precision)
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}
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// Create text input in place of another active widget (e.g. used when doing a Ctrl+Click on drag/slider widgets)
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// - This must be submitted right after the item it is overlaying.
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// - 'id' must be == 'window->GetID(label)'. See #2718 for a custom use of this.
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// FIXME: Facilitate using this in variety of other situations.
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// FIXME: Among other things, setting ImGuiItemFlags_AllowDuplicateId in LastItemData is currently correct but
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// the expected relationship between TempInputXXX functions and LastItemData is a little fishy.
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bool ImGui::TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* buf, int buf_size, ImGuiInputTextFlags flags)
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{
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// On the first frame, g.TempInputTextId == 0, then on subsequent frames it becomes == id.
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// We clear ActiveID on the first frame to allow the InputText() taking it back.
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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const bool init = (g.TempInputId != id);
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if (init)
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ClearActiveID();
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g.CurrentWindow->DC.CursorPos = bb.Min;
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g.LastItemData.ItemFlags |= ImGuiItemFlags_AllowDuplicateId;
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bool value_changed = InputTextEx(label, NULL, buf, buf_size, bb.GetSize(), flags | ImGuiInputTextFlags_MergedItem);
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ImVec2 backup_pos = window->DC.CursorPos;
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window->DC.CursorPos = bb.Min;
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g.LastItemData.ItemFlags |= ImGuiItemFlags_AllowDuplicateId; // Using ImGuiInputTextFlags_MergedItem above will skip ItemAdd() so we poke here.
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bool value_changed = InputTextEx(label, NULL, buf, buf_size, bb.GetSize(), flags | ImGuiInputTextFlags_MergedItem | ImGuiInputTextFlags_AutoSelectAll);
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if (init)
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{
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// First frame we started displaying the InputText widget, we expect it to take the active id.
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IM_ASSERT(g.ActiveId == id);
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g.TempInputId = g.ActiveId;
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}
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if (g.ActiveId != id)
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g.TempInputId = 0;
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window->DC.CursorPos = backup_pos;
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return value_changed;
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}
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@@ -4780,9 +4786,10 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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if (is_wordwrap)
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wrap_width = ImMax(1.0f, GetContentRegionAvail().x + (draw_window->ScrollbarY ? 0.0f : -g.Style.ScrollbarSize));
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const bool user_clicked = hovered && io.MouseClicked[0];
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const bool input_requested_by_nav = (g.ActiveId != id) && (g.NavActivateId == id);
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const bool input_requested_by_reactivate = (g.InputTextReactivateId == id); // for io.ConfigInputTextEnterKeepActive
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const bool user_clicked = hovered && io.MouseClicked[0];
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const bool input_requested_by_user = (user_clicked) || (g.ActiveId == 0 && (flags & ImGuiInputTextFlags_MergedItem));
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const ImGuiID scrollbar_id = (is_multiline && state != NULL) ? GetWindowScrollbarID(draw_window, ImGuiAxis_Y) : 0;
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const bool user_scroll_finish = is_multiline && state != NULL && g.ActiveId == 0 && g.ActiveIdPreviousFrame == scrollbar_id;
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const bool user_scroll_active = is_multiline && state != NULL && g.ActiveId == scrollbar_id;
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@@ -4793,7 +4800,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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const bool init_reload_from_user_buf = (state != NULL && state->WantReloadUserBuf);
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const bool init_changed_specs = (state != NULL && state->Stb->single_line != !is_multiline); // state != NULL means its our state.
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const bool init_make_active = (user_clicked || user_scroll_finish || input_requested_by_nav || input_requested_by_reactivate);
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const bool init_make_active = (input_requested_by_user || input_requested_by_nav || input_requested_by_reactivate || user_scroll_finish);
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if (init_reload_from_user_buf)
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{
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int new_len = (int)ImStrlen(buf);
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