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InputText: Fixed swiching from single to multi-line while preserving same ID.

This commit is contained in:
ocornut 2020-11-19 18:30:14 +01:00
parent 97265602c4
commit d4f08d893e
2 changed files with 4 additions and 2 deletions

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@ -69,6 +69,7 @@ Other Changes:
- Checkbox: Added CheckboxFlags() helper with int* type. - Checkbox: Added CheckboxFlags() helper with int* type.
- InputText: Fixed updating cursor/selection position when a callback altered the buffer in a way - InputText: Fixed updating cursor/selection position when a callback altered the buffer in a way
where the byte count is unchanged but the decoded character count changes. (#3587) [@gqw] where the byte count is unchanged but the decoded character count changes. (#3587) [@gqw]
- InputText: Fixed swiching from single to multi-line while preserving same ID.
- Nav: Fixed IsItemFocused() from returning false when Nav highlight is hidden because mouse has moved. - Nav: Fixed IsItemFocused() from returning false when Nav highlight is hidden because mouse has moved.
It's essentially been always the case but it doesn't make much sense. Instead we will aim at exposing It's essentially been always the case but it doesn't make much sense. Instead we will aim at exposing
feedback and control of keyboard/gamepad navigation highlight and mouse hover disable flag. (#787, #2048) feedback and control of keyboard/gamepad navigation highlight and mouse hover disable flag. (#787, #2048)

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@ -3857,9 +3857,10 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
float scroll_y = is_multiline ? draw_window->Scroll.y : FLT_MAX; float scroll_y = is_multiline ? draw_window->Scroll.y : FLT_MAX;
const bool init_changed_specs = (state != NULL && state->Stb.single_line != !is_multiline);
const bool init_make_active = (focus_requested || user_clicked || user_scroll_finish || user_nav_input_start); const bool init_make_active = (focus_requested || user_clicked || user_scroll_finish || user_nav_input_start);
const bool init_state = (init_make_active || user_scroll_active); const bool init_state = (init_make_active || user_scroll_active);
if (init_state && g.ActiveId != id) if ((init_state && g.ActiveId != id) || init_changed_specs)
{ {
// Access state even if we don't own it yet. // Access state even if we don't own it yet.
state = &g.InputTextState; state = &g.InputTextState;
@ -3881,7 +3882,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
// Preserve cursor position and undo/redo stack if we come back to same widget // Preserve cursor position and undo/redo stack if we come back to same widget
// FIXME: For non-readonly widgets we might be able to require that TextAIsValid && TextA == buf ? (untested) and discard undo stack if user buffer has changed. // FIXME: For non-readonly widgets we might be able to require that TextAIsValid && TextA == buf ? (untested) and discard undo stack if user buffer has changed.
const bool recycle_state = (state->ID == id); const bool recycle_state = (state->ID == id && !init_changed_specs);
if (recycle_state) if (recycle_state)
{ {
// Recycle existing cursor/selection/undo stack but clamp position // Recycle existing cursor/selection/undo stack but clamp position