1
0
mirror of https://github.com/ocornut/imgui.git synced 2024-11-12 02:00:58 +01:00

Nav: Made Enter key submit the same type of Activation event as Space key. (#5606)

Instead of adding NavActivateInputId support in ButtonBehavior() started untangling the mess.
This commit is contained in:
ocornut 2023-03-07 18:38:05 +01:00
parent b4b79584d1
commit c9a53aa74d
5 changed files with 34 additions and 32 deletions

View File

@ -47,6 +47,10 @@ Breaking Changes:
Other changes: Other changes:
- Nav: Made Enter key submit the same type of Activation event as Space key,
allowing to press buttons with Enter. (#5606)
(Enter emulates a "prefer text input" activation vs.
Space emulates a "prefer tweak" activation which is to closer to gamepad controls).
- Drag and Drop: Fixed handling of overlapping targets when smaller one is submitted - Drag and Drop: Fixed handling of overlapping targets when smaller one is submitted
before and can accept the same data type. (#6183). before and can accept the same data type. (#6183).
- Drag and Drop: Clear drag and drop state as soon as delivery is accepted in order to - Drag and Drop: Clear drag and drop state as soon as delivery is accepted in order to

View File

@ -46,7 +46,7 @@ DOCUMENTATION
- GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE - GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE
- HOW A SIMPLE APPLICATION MAY LOOK LIKE - HOW A SIMPLE APPLICATION MAY LOOK LIKE
- HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE - HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE
- USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS - USING KEYBOARD/GAMEPAD NAVIGATION CONTROLS
- API BREAKING CHANGES (read me when you update!) - API BREAKING CHANGES (read me when you update!)
- FREQUENTLY ASKED QUESTIONS (FAQ) - FREQUENTLY ASKED QUESTIONS (FAQ)
- Read all answers online: https://www.dearimgui.org/faq, or in docs/FAQ.md (with a Markdown viewer) - Read all answers online: https://www.dearimgui.org/faq, or in docs/FAQ.md (with a Markdown viewer)
@ -344,13 +344,14 @@ CODE
} }
USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS USING KEYBOARD/GAMEPAD NAVIGATION CONTROLS
------------------------------------------ ------------------------------------------
- The gamepad/keyboard navigation is fairly functional and keeps being improved. - The keyboard/gamepad navigation is fairly functional and keeps being improved.
- Gamepad support is particularly useful to use Dear ImGui on a console system (e.g. PlayStation, Switch, Xbox) without a mouse! - Gamepad support is particularly useful to use Dear ImGui on a console system (e.g. PlayStation, Switch, Xbox) without a mouse!
- The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable. - The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable.
- Keyboard: - Keyboard:
- Application: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. - Application: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable.
- Arrow keys to move. Space or Enter to activate (on a slider/drag: Space will tweak with arrow, Enter will input text).
- When keyboard navigation is active (io.NavActive + ImGuiConfigFlags_NavEnableKeyboard), - When keyboard navigation is active (io.NavActive + ImGuiConfigFlags_NavEnableKeyboard),
the io.WantCaptureKeyboard flag will be set. For more advanced uses, you may want to read from: the io.WantCaptureKeyboard flag will be set. For more advanced uses, you may want to read from:
- io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set. - io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set.
@ -3765,7 +3766,7 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
if (id) if (id)
{ {
g.ActiveIdIsAlive = id; g.ActiveIdIsAlive = id;
g.ActiveIdSource = (g.NavActivateId == id || g.NavActivateInputId == id || g.NavJustMovedToId == id) ? (ImGuiInputSource)ImGuiInputSource_Nav : ImGuiInputSource_Mouse; g.ActiveIdSource = (g.NavActivateId == id || g.NavJustMovedToId == id) ? (ImGuiInputSource)ImGuiInputSource_Nav : ImGuiInputSource_Mouse;
} }
// Clear declaration of inputs claimed by the widget // Clear declaration of inputs claimed by the widget
@ -11074,7 +11075,7 @@ static void ImGui::NavUpdate()
NavUpdateCancelRequest(); NavUpdateCancelRequest();
// Process manual activation request // Process manual activation request
g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavActivateInputId = 0; g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = 0;
g.NavActivateFlags = ImGuiActivateFlags_None; g.NavActivateFlags = ImGuiActivateFlags_None;
if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
{ {
@ -11089,12 +11090,12 @@ static void ImGui::NavUpdate()
} }
if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && input_pressed) if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && input_pressed)
{ {
g.NavActivateInputId = g.NavId; g.NavActivateId = g.NavId;
g.NavActivateFlags = ImGuiActivateFlags_PreferInput; g.NavActivateFlags = ImGuiActivateFlags_PreferInput;
} }
if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_down) if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_down || input_down))
g.NavActivateDownId = g.NavId; g.NavActivateDownId = g.NavId;
if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_pressed) if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_pressed || input_pressed))
g.NavActivatePressedId = g.NavId; g.NavActivatePressedId = g.NavId;
} }
if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
@ -11106,10 +11107,7 @@ static void ImGui::NavUpdate()
// FIXME-NAV: Those should eventually be queued (unlike focus they don't cancel each others) // FIXME-NAV: Those should eventually be queued (unlike focus they don't cancel each others)
if (g.NavNextActivateId != 0) if (g.NavNextActivateId != 0)
{ {
if (g.NavNextActivateFlags & ImGuiActivateFlags_PreferInput) g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavNextActivateId;
g.NavActivateInputId = g.NavNextActivateId;
else
g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavNextActivateId;
g.NavActivateFlags = g.NavNextActivateFlags; g.NavActivateFlags = g.NavNextActivateFlags;
} }
g.NavNextActivateId = 0; g.NavNextActivateId = 0;
@ -13693,7 +13691,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
DebugLocateItemOnHover(g.NavId); DebugLocateItemOnHover(g.NavId);
Text("NavInputSource: %s", GetInputSourceName(g.NavInputSource)); Text("NavInputSource: %s", GetInputSourceName(g.NavInputSource));
Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible); Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible);
Text("NavActivateId/DownId/PressedId/InputId: %08X/%08X/%08X/%08X", g.NavActivateId, g.NavActivateDownId, g.NavActivatePressedId, g.NavActivateInputId); Text("NavActivateId/DownId/PressedId: %08X/%08X/%08X", g.NavActivateId, g.NavActivateDownId, g.NavActivatePressedId);
Text("NavActivateFlags: %04X", g.NavActivateFlags); Text("NavActivateFlags: %04X", g.NavActivateFlags);
Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover); Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover);
Text("NavFocusScopeId = 0x%08X", g.NavFocusScopeId); Text("NavFocusScopeId = 0x%08X", g.NavFocusScopeId);

View File

@ -23,7 +23,7 @@
// Library Version // Library Version
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM > 12345') // (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM > 12345')
#define IMGUI_VERSION "1.89.4 WIP" #define IMGUI_VERSION "1.89.4 WIP"
#define IMGUI_VERSION_NUM 18934 #define IMGUI_VERSION_NUM 18935
#define IMGUI_HAS_TABLE #define IMGUI_HAS_TABLE
/* /*

View File

@ -1415,8 +1415,8 @@ struct ImGuiListClipperData
enum ImGuiActivateFlags_ enum ImGuiActivateFlags_
{ {
ImGuiActivateFlags_None = 0, ImGuiActivateFlags_None = 0,
ImGuiActivateFlags_PreferInput = 1 << 0, // Favor activation that requires keyboard text input (e.g. for Slider/Drag). Default if keyboard is available. ImGuiActivateFlags_PreferInput = 1 << 0, // Favor activation that requires keyboard text input (e.g. for Slider/Drag). Default for Enter key.
ImGuiActivateFlags_PreferTweak = 1 << 1, // Favor activation for tweaking with arrows or gamepad (e.g. for Slider/Drag). Default if keyboard is not available. ImGuiActivateFlags_PreferTweak = 1 << 1, // Favor activation for tweaking with arrows or gamepad (e.g. for Slider/Drag). Default for Space key and if keyboard is not used.
ImGuiActivateFlags_TryToPreserveState = 1 << 2, // Request widget to preserve state if it can (e.g. InputText will try to preserve cursor/selection) ImGuiActivateFlags_TryToPreserveState = 1 << 2, // Request widget to preserve state if it can (e.g. InputText will try to preserve cursor/selection)
}; };
@ -1833,10 +1833,9 @@ struct ImGuiContext
ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusedWindow' ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusedWindow'
ImGuiID NavId; // Focused item for navigation ImGuiID NavId; // Focused item for navigation
ImGuiID NavFocusScopeId; // Identify a selection scope (selection code often wants to "clear other items" when landing on an item of the selection set) ImGuiID NavFocusScopeId; // Identify a selection scope (selection code often wants to "clear other items" when landing on an item of the selection set)
ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && (IsKeyPressed(ImGuiKey_Space) || IsKeyPressed(ImGuiKey_NavGamepadActivate)) ? NavId : 0, also set when calling ActivateItem() ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && (IsKeyPressed(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate)) ? NavId : 0, also set when calling ActivateItem()
ImGuiID NavActivateDownId; // ~~ IsKeyDown(ImGuiKey_Space) || IsKeyDown(ImGuiKey_NavGamepadActivate) ? NavId : 0 ImGuiID NavActivateDownId; // ~~ IsKeyDown(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyDown(ImGuiKey_NavGamepadActivate) ? NavId : 0
ImGuiID NavActivatePressedId; // ~~ IsKeyPressed(ImGuiKey_Space) || IsKeyPressed(ImGuiKey_NavGamepadActivate) ? NavId : 0 (no repeat) ImGuiID NavActivatePressedId; // ~~ IsKeyPressed(ImGuiKey_Space) || IsKeyPressed(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate) ? NavId : 0 (no repeat)
ImGuiID NavActivateInputId; // ~~ IsKeyPressed(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadInput) ? NavId : 0; ImGuiActivateFlags_PreferInput will be set and NavActivateId will be 0.
ImGuiActivateFlags NavActivateFlags; ImGuiActivateFlags NavActivateFlags;
ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest). ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest).
ImGuiID NavJustMovedToFocusScopeId; // Just navigated to this focus scope id (result of a successfully MoveRequest). ImGuiID NavJustMovedToFocusScopeId; // Just navigated to this focus scope id (result of a successfully MoveRequest).
@ -2074,7 +2073,7 @@ struct ImGuiContext
BeginMenuCount = 0; BeginMenuCount = 0;
NavWindow = NULL; NavWindow = NULL;
NavId = NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavActivateInputId = 0; NavId = NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = 0;
NavJustMovedToId = NavJustMovedToFocusScopeId = NavNextActivateId = 0; NavJustMovedToId = NavJustMovedToFocusScopeId = NavNextActivateId = 0;
NavActivateFlags = NavNextActivateFlags = ImGuiActivateFlags_None; NavActivateFlags = NavNextActivateFlags = ImGuiActivateFlags_None;
NavJustMovedToKeyMods = ImGuiMod_None; NavJustMovedToKeyMods = ImGuiMod_None;
@ -3190,7 +3189,7 @@ namespace ImGui
// Refactored focus/nav/tabbing system in 1.82 and 1.84. If you have old/custom copy-and-pasted widgets that used FocusableItemRegister(): // Refactored focus/nav/tabbing system in 1.82 and 1.84. If you have old/custom copy-and-pasted widgets that used FocusableItemRegister():
// (Old) IMGUI_VERSION_NUM < 18209: using 'ItemAdd(....)' and 'bool tab_focused = FocusableItemRegister(...)' // (Old) IMGUI_VERSION_NUM < 18209: using 'ItemAdd(....)' and 'bool tab_focused = FocusableItemRegister(...)'
// (Old) IMGUI_VERSION_NUM >= 18209: using 'ItemAdd(..., ImGuiItemAddFlags_Focusable)' and 'bool tab_focused = (GetItemStatusFlags() & ImGuiItemStatusFlags_Focused) != 0' // (Old) IMGUI_VERSION_NUM >= 18209: using 'ItemAdd(..., ImGuiItemAddFlags_Focusable)' and 'bool tab_focused = (GetItemStatusFlags() & ImGuiItemStatusFlags_Focused) != 0'
// (New) IMGUI_VERSION_NUM >= 18413: using 'ItemAdd(..., ImGuiItemFlags_Inputable)' and 'bool tab_focused = (GetItemStatusFlags() & ImGuiItemStatusFlags_FocusedTabbing) != 0 || g.NavActivateInputId == id' (WIP) // (New) IMGUI_VERSION_NUM >= 18413: using 'ItemAdd(..., ImGuiItemFlags_Inputable)' and 'bool tab_focused = (GetItemStatusFlags() & ImGuiItemStatusFlags_FocusedTabbing) != 0 || (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput))' (WIP)
// Widget code are simplified as there's no need to call FocusableItemUnregister() while managing the transition from regular widget to TempInputText() // Widget code are simplified as there's no need to call FocusableItemUnregister() while managing the transition from regular widget to TempInputText()
inline bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id) { IM_ASSERT(0); IM_UNUSED(window); IM_UNUSED(id); return false; } // -> pass ImGuiItemAddFlags_Inputable flag to ItemAdd() inline bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id) { IM_ASSERT(0); IM_UNUSED(window); IM_UNUSED(id); return false; } // -> pass ImGuiItemAddFlags_Inputable flag to ItemAdd()
inline void FocusableItemUnregister(ImGuiWindow* window) { IM_ASSERT(0); IM_UNUSED(window); } // -> unnecessary: TempInputText() uses ImGuiInputTextFlags_MergedItem inline void FocusableItemUnregister(ImGuiWindow* window) { IM_ASSERT(0); IM_UNUSED(window); } // -> unnecessary: TempInputText() uses ImGuiInputTextFlags_MergedItem

View File

@ -610,10 +610,11 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
bool nav_activated_by_inputs = (g.NavActivatePressedId == id); bool nav_activated_by_inputs = (g.NavActivatePressedId == id);
if (!nav_activated_by_inputs && (flags & ImGuiButtonFlags_Repeat)) if (!nav_activated_by_inputs && (flags & ImGuiButtonFlags_Repeat))
{ {
// Avoid pressing both keys from triggering double amount of repeat events // Avoid pressing multiple keys from triggering excessive amount of repeat events
const ImGuiKeyData* key1 = GetKeyData(ImGuiKey_Space); const ImGuiKeyData* key1 = GetKeyData(ImGuiKey_Space);
const ImGuiKeyData* key2 = GetKeyData(ImGuiKey_NavGamepadActivate); const ImGuiKeyData* key2 = GetKeyData(ImGuiKey_Enter);
const float t1 = ImMax(key1->DownDuration, key2->DownDuration); const ImGuiKeyData* key3 = GetKeyData(ImGuiKey_NavGamepadActivate);
const float t1 = ImMax(ImMax(key1->DownDuration, key2->DownDuration), key3->DownDuration);
nav_activated_by_inputs = CalcTypematicRepeatAmount(t1 - g.IO.DeltaTime, t1, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0; nav_activated_by_inputs = CalcTypematicRepeatAmount(t1 - g.IO.DeltaTime, t1, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0;
} }
if (nav_activated_by_code || nav_activated_by_inputs) if (nav_activated_by_code || nav_activated_by_inputs)
@ -2411,18 +2412,18 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data,
const bool input_requested_by_tabbing = temp_input_allowed && (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_FocusedByTabbing) != 0; const bool input_requested_by_tabbing = temp_input_allowed && (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_FocusedByTabbing) != 0;
const bool clicked = hovered && IsMouseClicked(0, id); const bool clicked = hovered && IsMouseClicked(0, id);
const bool double_clicked = (hovered && g.IO.MouseClickedCount[0] == 2 && TestKeyOwner(ImGuiKey_MouseLeft, id)); const bool double_clicked = (hovered && g.IO.MouseClickedCount[0] == 2 && TestKeyOwner(ImGuiKey_MouseLeft, id));
const bool make_active = (input_requested_by_tabbing || clicked || double_clicked || g.NavActivateId == id || g.NavActivateInputId == id); const bool make_active = (input_requested_by_tabbing || clicked || double_clicked || g.NavActivateId == id);
if (make_active && (clicked || double_clicked)) if (make_active && (clicked || double_clicked))
SetKeyOwner(ImGuiKey_MouseLeft, id); SetKeyOwner(ImGuiKey_MouseLeft, id);
if (make_active && temp_input_allowed) if (make_active && temp_input_allowed)
if (input_requested_by_tabbing || (clicked && g.IO.KeyCtrl) || double_clicked || g.NavActivateInputId == id) if (input_requested_by_tabbing || (clicked && g.IO.KeyCtrl) || double_clicked || (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput)))
temp_input_is_active = true; temp_input_is_active = true;
// (Optional) simple click (without moving) turns Drag into an InputText // (Optional) simple click (without moving) turns Drag into an InputText
if (g.IO.ConfigDragClickToInputText && temp_input_allowed && !temp_input_is_active) if (g.IO.ConfigDragClickToInputText && temp_input_allowed && !temp_input_is_active)
if (g.ActiveId == id && hovered && g.IO.MouseReleased[0] && !IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR)) if (g.ActiveId == id && hovered && g.IO.MouseReleased[0] && !IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR))
{ {
g.NavActivateId = g.NavActivateInputId = id; g.NavActivateId = id;
g.NavActivateFlags = ImGuiActivateFlags_PreferInput; g.NavActivateFlags = ImGuiActivateFlags_PreferInput;
temp_input_is_active = true; temp_input_is_active = true;
} }
@ -3003,11 +3004,11 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_dat
// Tabbing or CTRL-clicking on Slider turns it into an input box // Tabbing or CTRL-clicking on Slider turns it into an input box
const bool input_requested_by_tabbing = temp_input_allowed && (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_FocusedByTabbing) != 0; const bool input_requested_by_tabbing = temp_input_allowed && (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_FocusedByTabbing) != 0;
const bool clicked = hovered && IsMouseClicked(0, id); const bool clicked = hovered && IsMouseClicked(0, id);
const bool make_active = (input_requested_by_tabbing || clicked || g.NavActivateId == id || g.NavActivateInputId == id); const bool make_active = (input_requested_by_tabbing || clicked || g.NavActivateId == id);
if (make_active && clicked) if (make_active && clicked)
SetKeyOwner(ImGuiKey_MouseLeft, id); SetKeyOwner(ImGuiKey_MouseLeft, id);
if (make_active && temp_input_allowed) if (make_active && temp_input_allowed)
if (input_requested_by_tabbing || (clicked && g.IO.KeyCtrl) || g.NavActivateInputId == id) if (input_requested_by_tabbing || (clicked && g.IO.KeyCtrl) || (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput)))
temp_input_is_active = true; temp_input_is_active = true;
if (make_active && !temp_input_is_active) if (make_active && !temp_input_is_active)
@ -3165,7 +3166,7 @@ bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType d
const bool hovered = ItemHoverable(frame_bb, id); const bool hovered = ItemHoverable(frame_bb, id);
const bool clicked = hovered && IsMouseClicked(0, id); const bool clicked = hovered && IsMouseClicked(0, id);
if (clicked || g.NavActivateId == id || g.NavActivateInputId == id) if (clicked || g.NavActivateId == id)
{ {
if (clicked) if (clicked)
SetKeyOwner(ImGuiKey_MouseLeft, id); SetKeyOwner(ImGuiKey_MouseLeft, id);
@ -4092,7 +4093,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
ImGuiInputTextState* state = GetInputTextState(id); ImGuiInputTextState* state = GetInputTextState(id);
const bool input_requested_by_tabbing = (item_status_flags & ImGuiItemStatusFlags_FocusedByTabbing) != 0; const bool input_requested_by_tabbing = (item_status_flags & ImGuiItemStatusFlags_FocusedByTabbing) != 0;
const bool input_requested_by_nav = (g.ActiveId != id) && ((g.NavActivateInputId == id) || (g.NavActivateId == id && g.NavInputSource == ImGuiInputSource_Keyboard)); const bool input_requested_by_nav = (g.ActiveId != id) && ((g.NavActivateId == id) && ((g.NavActivateFlags & ImGuiActivateFlags_PreferInput) || (g.NavInputSource == ImGuiInputSource_Keyboard)));
const bool user_clicked = hovered && io.MouseClicked[0]; const bool user_clicked = hovered && io.MouseClicked[0];
const bool user_scroll_finish = is_multiline && state != NULL && g.ActiveId == 0 && g.ActiveIdPreviousFrame == GetWindowScrollbarID(draw_window, ImGuiAxis_Y); const bool user_scroll_finish = is_multiline && state != NULL && g.ActiveId == 0 && g.ActiveIdPreviousFrame == GetWindowScrollbarID(draw_window, ImGuiAxis_Y);