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InputText: calling ReloadUserBuf doesn't clear undo stack. (#2890)
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@ -1133,7 +1133,7 @@ struct IMGUI_API ImGuiInputTextState
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bool CursorFollow; // set when we want scrolling to follow the current cursor position (not always!)
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bool SelectedAllMouseLock; // after a double-click to select all, we ignore further mouse drags to update selection
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bool Edited; // edited this frame
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bool ReloadUserBuf; // force a reload of user buf so it may be modified externally. may be automatic in future version.
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bool WantReloadUserBuf; // force a reload of user buf so it may be modified externally. may be automatic in future version.
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int ReloadSelectionStart;
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int ReloadSelectionEnd;
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@ -1159,7 +1159,6 @@ struct IMGUI_API ImGuiInputTextState
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// strcpy(my_buf, "hello");
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// if (ImGuiInputTextState* state = ImGui::GetInputTextState(id)) // id may be ImGui::GetItemID() is last item
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// state->ReloadUserBufAndSelectAll();
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// THIS CURRENTLY RESETS THE UNDO STACK.
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void ReloadUserBufAndSelectAll();
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void ReloadUserBufAndKeepSelection();
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void ReloadUserBufAndMoveToEnd();
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@ -4169,9 +4169,9 @@ int ImGuiInputTextState::GetCursorPos() const { return Stb->cursor
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int ImGuiInputTextState::GetSelectionStart() const { return Stb->select_start; }
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int ImGuiInputTextState::GetSelectionEnd() const { return Stb->select_end; }
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void ImGuiInputTextState::SelectAll() { Stb->select_start = 0; Stb->cursor = Stb->select_end = TextLen; Stb->has_preferred_x = 0; }
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void ImGuiInputTextState::ReloadUserBufAndSelectAll() { ReloadUserBuf = true; ReloadSelectionStart = 0; ReloadSelectionEnd = INT_MAX; }
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void ImGuiInputTextState::ReloadUserBufAndKeepSelection() { ReloadUserBuf = true; ReloadSelectionStart = Stb->select_start; ReloadSelectionEnd = Stb->select_end; }
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void ImGuiInputTextState::ReloadUserBufAndMoveToEnd() { ReloadUserBuf = true; ReloadSelectionStart = ReloadSelectionEnd = INT_MAX; }
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void ImGuiInputTextState::ReloadUserBufAndSelectAll() { WantReloadUserBuf = true; ReloadSelectionStart = 0; ReloadSelectionEnd = INT_MAX; }
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void ImGuiInputTextState::ReloadUserBufAndKeepSelection() { WantReloadUserBuf = true; ReloadSelectionStart = Stb->select_start; ReloadSelectionEnd = Stb->select_end; }
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void ImGuiInputTextState::ReloadUserBufAndMoveToEnd() { WantReloadUserBuf = true; ReloadSelectionStart = ReloadSelectionEnd = INT_MAX; }
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ImGuiInputTextCallbackData::ImGuiInputTextCallbackData()
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{
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@ -4503,32 +4503,40 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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float scroll_y = is_multiline ? draw_window->Scroll.y : FLT_MAX;
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const bool init_reload_from_user_buf = (state != NULL && state->ReloadUserBuf);
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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);
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const bool init_state = (init_make_active || user_scroll_active);
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if ((init_state && g.ActiveId != id) || init_changed_specs || init_reload_from_user_buf)
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if (init_reload_from_user_buf)
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{
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int new_len = (int)strlen(buf);
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state->WantReloadUserBuf = false;
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InputTextReconcileUndoState(state, state->TextA.Data, state->TextLen, buf, new_len);
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state->TextA.resize(buf_size + 1); // we use +1 to make sure that .Data is always pointing to at least an empty string.
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state->TextLen = new_len;
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memcpy(state->TextA.Data, buf, state->TextLen + 1);
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state->Stb->select_start = state->ReloadSelectionStart;
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state->Stb->cursor = state->Stb->select_end = state->ReloadSelectionEnd;
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state->CursorClamp();
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}
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else if ((init_state && g.ActiveId != id) || init_changed_specs)
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{
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// Access state even if we don't own it yet.
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state = &g.InputTextState;
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state->CursorAnimReset();
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state->ReloadUserBuf = false;
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// Backup state of deactivating item so they'll have a chance to do a write to output buffer on the same frame they report IsItemDeactivatedAfterEdit (#4714)
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InputTextDeactivateHook(state->ID);
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// Take a copy of the initial buffer value.
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// From the moment we focused we are normally ignoring the content of 'buf' (unless we are in read-only mode)
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const int buf_len = (int)strlen(buf);
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if (!init_reload_from_user_buf)
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{
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// Take a copy of the initial buffer value.
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state->TextToRevertTo.resize(buf_len + 1); // UTF-8. we use +1 to make sure that .Data is always pointing to at least an empty string.
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memcpy(state->TextToRevertTo.Data, buf, buf_len + 1);
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}
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// Preserve cursor position and undo/redo stack if we come back to same widget
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// FIXME: Since we reworked this on 2022/06, may want to differentiate recycle_cursor vs recycle_undostate?
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bool recycle_state = (state->ID == id && !init_changed_specs && !init_reload_from_user_buf);
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bool recycle_state = (state->ID == id && !init_changed_specs);
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if (recycle_state && (state->TextLen != buf_len || (strncmp(state->TextA.Data, buf, buf_len) != 0)))
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recycle_state = false;
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@ -4550,13 +4558,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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else
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stb_textedit_initialize_state(state->Stb, !is_multiline);
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if (init_reload_from_user_buf)
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{
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state->Stb->select_start = state->ReloadSelectionStart;
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state->Stb->cursor = state->Stb->select_end = state->ReloadSelectionEnd;
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state->CursorClamp();
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}
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else if (!is_multiline)
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if (!is_multiline)
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{
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if (flags & ImGuiInputTextFlags_AutoSelectAll)
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select_all = true;
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