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@ -4257,7 +4257,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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// We allow validate/cancel with Nav source (gamepad) to makes it easier to undo an accidental NavInput press with no keyboard wired, but otherwise it isn't very useful.
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// We allow validate/cancel with Nav source (gamepad) to makes it easier to undo an accidental NavInput press with no keyboard wired, but otherwise it isn't very useful.
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const bool is_validate_enter = IsKeyPressedMap(ImGuiKey_Enter) || IsKeyPressedMap(ImGuiKey_KeyPadEnter);
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const bool is_validate_enter = IsKeyPressedMap(ImGuiKey_Enter) || IsKeyPressedMap(ImGuiKey_KeyPadEnter);
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const bool is_validate_nav = (g.NavInputSource == ImGuiInputSource_Gamepad && IsNavInputTest(ImGuiNavInput_Activate, ImGuiInputReadMode_Pressed)) || IsNavInputTest(ImGuiNavInput_Input, ImGuiInputReadMode_Pressed);
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const bool is_validate_nav = (IsNavInputTest(ImGuiNavInput_Activate, ImGuiInputReadMode_Pressed) && !IsKeyPressedMap(ImGuiKey_Space)) || IsNavInputTest(ImGuiNavInput_Input, ImGuiInputReadMode_Pressed);
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const bool is_cancel = IsKeyPressedMap(ImGuiKey_Escape) || IsNavInputTest(ImGuiNavInput_Cancel, ImGuiInputReadMode_Pressed);
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const bool is_cancel = IsKeyPressedMap(ImGuiKey_Escape) || IsNavInputTest(ImGuiNavInput_Cancel, ImGuiInputReadMode_Pressed);
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if (IsKeyPressedMap(ImGuiKey_LeftArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINESTART : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDLEFT : STB_TEXTEDIT_K_LEFT) | k_mask); }
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if (IsKeyPressedMap(ImGuiKey_LeftArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINESTART : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDLEFT : STB_TEXTEDIT_K_LEFT) | k_mask); }
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