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InputText: Fixed not calling CallbackEdit on revert/clear with Escape key. (#8273) + rework comments.
Seems like there is no reason to not run that path. Amend ancient 9501cd99, f3ab5e625
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@ -62,6 +62,8 @@ Other changes:
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value is being modified. (#8242)
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- InputText: Added sanity check to detect some cases of passing a non
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zero-terminated input buffer.
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- InputText: Fixed not calling CallbackEdit on revert/clear with Escape key,
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although IsItemEdited() was behaving correctly. (#8273)
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- Tables: Fixed TableAngledHeadersRow() creating an infinite horizontal
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scrolling region when the table is hosted in a viewport with negative
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coordinates.
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4
imgui.h
4
imgui.h
@ -1182,7 +1182,7 @@ enum ImGuiInputTextFlags_
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ImGuiInputTextFlags_CallbackAlways = 1 << 20, // Callback on each iteration. User code may query cursor position, modify text buffer.
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ImGuiInputTextFlags_CallbackCharFilter = 1 << 21, // Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
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ImGuiInputTextFlags_CallbackResize = 1 << 22, // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this)
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ImGuiInputTextFlags_CallbackEdit = 1 << 23, // Callback on any edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active)
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ImGuiInputTextFlags_CallbackEdit = 1 << 23, // Callback on any edit. Note that InputText() already returns true on edit + you can always use IsItemEdited(). The callback is useful to manipulate the underlying buffer while focus is active.
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// Obsolete names
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//ImGuiInputTextFlags_AlwaysInsertMode = ImGuiInputTextFlags_AlwaysOverwrite // [renamed in 1.82] name was not matching behavior
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@ -2442,7 +2442,7 @@ struct ImGuiIO
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// Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used.
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// The callback function should return 0 by default.
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// Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details)
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// - ImGuiInputTextFlags_CallbackEdit: Callback on buffer edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active)
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// - ImGuiInputTextFlags_CallbackEdit: Callback on buffer edit. Note that InputText() already returns true on edit + you can always use IsItemEdited(). The callback is useful to manipulate the underlying buffer while focus is active.
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// - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration
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// - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB
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// - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows
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@ -4977,19 +4977,17 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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}
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}
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// When using 'ImGuiInputTextFlags_EnterReturnsTrue' as a special case we reapply the live buffer back to the input buffer
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// before clearing ActiveId, even though strictly speaking it wasn't modified on this frame.
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// If we didn't do that, code like InputInt() with ImGuiInputTextFlags_EnterReturnsTrue would fail.
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// This also allows the user to use InputText() with ImGuiInputTextFlags_EnterReturnsTrue without maintaining any user-side storage
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// FIXME-OPT: We always reapply the live buffer back to the input buffer before clearing ActiveId,
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// even though strictly speaking it wasn't modified on this frame. Should mark dirty state from the stb_textedit callbacks.
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// If we do that, need to ensure that as special case, 'validated == true' also writes back.
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// This also allows the user to use InputText() without maintaining any user-side storage.
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// (please note that if you use this property along ImGuiInputTextFlags_CallbackResize you can end up with your temporary string object
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// unnecessarily allocating once a frame, either store your string data, either if you don't then don't use ImGuiInputTextFlags_CallbackResize).
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const bool apply_edit_back_to_user_buffer = !revert_edit || (validated && (flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0);
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const bool apply_edit_back_to_user_buffer = true;// !revert_edit || (validated && (flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0);
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if (apply_edit_back_to_user_buffer)
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{
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// Apply new value immediately - copy modified buffer back
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// Apply current edited text immediately.
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// Note that as soon as the input box is active, the in-widget value gets priority over any underlying modification of the input buffer
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// FIXME: We actually always render 'buf' when calling DrawList->AddText, making the comment above incorrect.
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// FIXME-OPT: CPU waste to do this every time the widget is active, should mark dirty state from the stb_textedit callbacks.
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// User callback
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if ((flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory | ImGuiInputTextFlags_CallbackEdit | ImGuiInputTextFlags_CallbackAlways)) != 0)
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