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Internals: InputTextEx() renames for correctness. enter_pressed -> validated, is_validate_enter -> is_enter_pressed
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@ -757,6 +757,7 @@ struct ImDrawDataBuilder
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// This is going to be exposed in imgui.h when stabilized enough.
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enum ImGuiItemFlags_
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{
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// Controlled by user
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ImGuiItemFlags_None = 0,
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ImGuiItemFlags_NoTabStop = 1 << 0, // false // Disable keyboard tabbing (FIXME: should merge with _NoNav)
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ImGuiItemFlags_ButtonRepeat = 1 << 1, // false // Button() will return true multiple times based on io.KeyRepeatDelay and io.KeyRepeatRate settings.
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@ -766,6 +767,8 @@ enum ImGuiItemFlags_
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ImGuiItemFlags_SelectableDontClosePopup = 1 << 5, // false // Disable MenuItem/Selectable() automatically closing their popup window
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ImGuiItemFlags_MixedValue = 1 << 6, // false // [BETA] Represent a mixed/indeterminate value, generally multi-selection where values differ. Currently only supported by Checkbox() (later should support all sorts of widgets)
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ImGuiItemFlags_ReadOnly = 1 << 7, // false // [ALPHA] Allow hovering interactions but underlying value is not changed.
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// Controlled by widget code
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ImGuiItemFlags_Inputable = 1 << 8 // false // [WIP] Auto-activate input mode when tab focused. Currently only used and supported by a few items before it becomes a generic feature.
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};
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@ -3595,7 +3595,7 @@ bool ImGui::InputTextMultiline(const char* label, char* buf, size_t buf_size, co
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bool ImGui::InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data)
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{
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IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline()
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IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline() or InputTextEx() manually if you need multi-line + hint.
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return InputTextEx(label, hint, buf, (int)buf_size, ImVec2(0, 0), flags, callback, user_data);
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}
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@ -4171,7 +4171,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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const bool render_cursor = (g.ActiveId == id) || (state && user_scroll_active);
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bool render_selection = state && (state->HasSelection() || select_all) && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor);
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bool value_changed = false;
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bool enter_pressed = false;
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bool validated = false;
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// When read-only we always use the live data passed to the function
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// FIXME-OPT: Because our selection/cursor code currently needs the wide text we need to convert it when active, which is not ideal :(
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@ -4338,7 +4338,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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const bool is_redo = ((is_shortcut_key && IsKeyPressed(ImGuiKey_Y)) || (is_osx_shift_shortcut && IsKeyPressed(ImGuiKey_Z))) && !is_readonly && is_undoable;
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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 = IsKeyPressed(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_KeypadEnter);
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const bool is_enter_pressed = IsKeyPressed(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_KeypadEnter);
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const bool is_validate_nav = (IsNavInputTest(ImGuiNavInput_Activate, ImGuiNavReadMode_Pressed) && !IsKeyPressed(ImGuiKey_Space)) || IsNavInputTest(ImGuiNavInput_Input, ImGuiNavReadMode_Pressed);
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const bool is_cancel = IsKeyPressed(ImGuiKey_Escape) || IsNavInputTest(ImGuiNavInput_Cancel, ImGuiNavReadMode_Pressed);
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@ -4362,12 +4362,13 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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}
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state->OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask);
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}
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else if (is_validate_enter)
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else if (is_enter_pressed)
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{
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// Determine if we turn Enter into a \n character
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bool ctrl_enter_for_new_line = (flags & ImGuiInputTextFlags_CtrlEnterForNewLine) != 0;
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if (!is_multiline || (ctrl_enter_for_new_line && !io.KeyCtrl) || (!ctrl_enter_for_new_line && io.KeyCtrl))
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{
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enter_pressed = clear_active_id = true;
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validated = clear_active_id = true;
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}
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else if (!is_readonly)
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{
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@ -4378,8 +4379,8 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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}
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else if (is_validate_nav)
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{
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IM_ASSERT(!is_validate_enter);
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enter_pressed = clear_active_id = true;
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IM_ASSERT(!is_enter_pressed);
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validated = clear_active_id = true;
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}
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else if (is_cancel)
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{
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@ -4483,7 +4484,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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// When using 'ImGuiInputTextFlags_EnterReturnsTrue' as a special case we reapply the live buffer back to the input buffer before clearing ActiveId, even though strictly speaking it wasn't modified on this frame.
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// If we didn't do that, code like InputInt() with ImGuiInputTextFlags_EnterReturnsTrue would fail.
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// This also allows the user to use InputText() with ImGuiInputTextFlags_EnterReturnsTrue without maintaining any user-side storage (please note that if you use this property along ImGuiInputTextFlags_CallbackResize you can end up with your temporary string object unnecessarily allocating once a frame, either store your string data, either if you don't then don't use ImGuiInputTextFlags_CallbackResize).
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const bool apply_edit_back_to_user_buffer = !cancel_edit || (enter_pressed && (flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0);
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const bool apply_edit_back_to_user_buffer = !cancel_edit || (validated && (flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0);
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if (apply_edit_back_to_user_buffer)
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{
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// Apply new value immediately - copy modified buffer back
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@ -4859,7 +4860,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags);
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if ((flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0)
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return enter_pressed;
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return validated;
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else
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return value_changed;
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}
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