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InputText: do not set WantTextInputNextFrame during the frame InputText is deactivated. (#6341)
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@ -44,6 +44,8 @@ Other changes:
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- Tables: Fixed a small miscalculation in TableHeader() leading to an empty tooltip
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showing when a sorting column has no visible name. (#6342) [@lukaasm]
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- InputText: Avoid setting io.WantTextInputNextFrame during the deactivation frame.
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(#6341) [@lukaasm]
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- Backends: Clear bits sets io.BackendFlags on backend Shutdown(). (#6334, #6335] [@GereonV]
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Potentially this would facilitate switching runtime backend mid-session.
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@ -4296,7 +4296,6 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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// Although we are active we don't prevent mouse from hovering other elements unless we are interacting right now with the widget.
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// Down the line we should have a cleaner library-wide concept of Selected vs Active.
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g.ActiveIdAllowOverlap = !io.MouseDown[0];
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g.WantTextInputNextFrame = 1;
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// Edit in progress
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const float mouse_x = (io.MousePos.x - frame_bb.Min.x - style.FramePadding.x) + state->ScrollX;
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@ -4735,8 +4734,11 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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}
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// Release active ID at the end of the function (so e.g. pressing Return still does a final application of the value)
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if (clear_active_id && g.ActiveId == id)
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// Otherwise request text input ahead for next frame.
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if (g.ActiveId == id && clear_active_id)
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ClearActiveID();
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else if (g.ActiveId == id)
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g.WantTextInputNextFrame = 1;
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// Render frame
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if (!is_multiline)
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