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InputText: calling ReloadUserBuf doesn't clear undo stack. (#2890)

This commit is contained in:
ocornut 2024-12-12 17:19:56 +01:00
parent 8237ab450e
commit 324d4bb140
2 changed files with 23 additions and 22 deletions

View File

@ -1133,7 +1133,7 @@ struct IMGUI_API ImGuiInputTextState
bool CursorFollow; // set when we want scrolling to follow the current cursor position (not always!)
bool SelectedAllMouseLock; // after a double-click to select all, we ignore further mouse drags to update selection
bool Edited; // edited this frame
bool ReloadUserBuf; // force a reload of user buf so it may be modified externally. may be automatic in future version.
bool WantReloadUserBuf; // force a reload of user buf so it may be modified externally. may be automatic in future version.
int ReloadSelectionStart;
int ReloadSelectionEnd;
@ -1159,7 +1159,6 @@ struct IMGUI_API ImGuiInputTextState
// strcpy(my_buf, "hello");
// if (ImGuiInputTextState* state = ImGui::GetInputTextState(id)) // id may be ImGui::GetItemID() is last item
// state->ReloadUserBufAndSelectAll();
// THIS CURRENTLY RESETS THE UNDO STACK.
void ReloadUserBufAndSelectAll();
void ReloadUserBufAndKeepSelection();
void ReloadUserBufAndMoveToEnd();

View File

@ -4169,9 +4169,9 @@ int ImGuiInputTextState::GetCursorPos() const { return Stb->cursor
int ImGuiInputTextState::GetSelectionStart() const { return Stb->select_start; }
int ImGuiInputTextState::GetSelectionEnd() const { return Stb->select_end; }
void ImGuiInputTextState::SelectAll() { Stb->select_start = 0; Stb->cursor = Stb->select_end = TextLen; Stb->has_preferred_x = 0; }
void ImGuiInputTextState::ReloadUserBufAndSelectAll() { ReloadUserBuf = true; ReloadSelectionStart = 0; ReloadSelectionEnd = INT_MAX; }
void ImGuiInputTextState::ReloadUserBufAndKeepSelection() { ReloadUserBuf = true; ReloadSelectionStart = Stb->select_start; ReloadSelectionEnd = Stb->select_end; }
void ImGuiInputTextState::ReloadUserBufAndMoveToEnd() { ReloadUserBuf = true; ReloadSelectionStart = ReloadSelectionEnd = INT_MAX; }
void ImGuiInputTextState::ReloadUserBufAndSelectAll() { WantReloadUserBuf = true; ReloadSelectionStart = 0; ReloadSelectionEnd = INT_MAX; }
void ImGuiInputTextState::ReloadUserBufAndKeepSelection() { WantReloadUserBuf = true; ReloadSelectionStart = Stb->select_start; ReloadSelectionEnd = Stb->select_end; }
void ImGuiInputTextState::ReloadUserBufAndMoveToEnd() { WantReloadUserBuf = true; ReloadSelectionStart = ReloadSelectionEnd = INT_MAX; }
ImGuiInputTextCallbackData::ImGuiInputTextCallbackData()
{
@ -4503,32 +4503,40 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
float scroll_y = is_multiline ? draw_window->Scroll.y : FLT_MAX;
const bool init_reload_from_user_buf = (state != NULL && state->ReloadUserBuf);
const bool init_reload_from_user_buf = (state != NULL && state->WantReloadUserBuf);
const bool init_changed_specs = (state != NULL && state->Stb->single_line != !is_multiline); // state != NULL means its our state.
const bool init_make_active = (user_clicked || user_scroll_finish || input_requested_by_nav);
const bool init_state = (init_make_active || user_scroll_active);
if ((init_state && g.ActiveId != id) || init_changed_specs || init_reload_from_user_buf)
if (init_reload_from_user_buf)
{
int new_len = (int)strlen(buf);
state->WantReloadUserBuf = false;
InputTextReconcileUndoState(state, state->TextA.Data, state->TextLen, buf, new_len);
state->TextA.resize(buf_size + 1); // we use +1 to make sure that .Data is always pointing to at least an empty string.
state->TextLen = new_len;
memcpy(state->TextA.Data, buf, state->TextLen + 1);
state->Stb->select_start = state->ReloadSelectionStart;
state->Stb->cursor = state->Stb->select_end = state->ReloadSelectionEnd;
state->CursorClamp();
}
else if ((init_state && g.ActiveId != id) || init_changed_specs)
{
// Access state even if we don't own it yet.
state = &g.InputTextState;
state->CursorAnimReset();
state->ReloadUserBuf = false;
// 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)
InputTextDeactivateHook(state->ID);
// Take a copy of the initial buffer value.
// From the moment we focused we are normally ignoring the content of 'buf' (unless we are in read-only mode)
const int buf_len = (int)strlen(buf);
if (!init_reload_from_user_buf)
{
// Take a copy of the initial buffer value.
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.
memcpy(state->TextToRevertTo.Data, buf, buf_len + 1);
}
// Preserve cursor position and undo/redo stack if we come back to same widget
// FIXME: Since we reworked this on 2022/06, may want to differentiate recycle_cursor vs recycle_undostate?
bool recycle_state = (state->ID == id && !init_changed_specs && !init_reload_from_user_buf);
bool recycle_state = (state->ID == id && !init_changed_specs);
if (recycle_state && (state->TextLen != buf_len || (strncmp(state->TextA.Data, buf, buf_len) != 0)))
recycle_state = false;
@ -4550,13 +4558,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
else
stb_textedit_initialize_state(state->Stb, !is_multiline);
if (init_reload_from_user_buf)
{
state->Stb->select_start = state->ReloadSelectionStart;
state->Stb->cursor = state->Stb->select_end = state->ReloadSelectionEnd;
state->CursorClamp();
}
else if (!is_multiline)
if (!is_multiline)
{
if (flags & ImGuiInputTextFlags_AutoSelectAll)
select_all = true;