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InputText: Internal: ReloadUserBufXXX functions don't override revert value. (#2890) + rename
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@ -4199,11 +4199,14 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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// Backup state of deactivating item so they'll have a chance to do a write to output buffer on the same frame they report IsItemDeactivatedAfterEdit (#4714)
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InputTextDeactivateHook(state->ID);
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// Take a copy of the initial buffer value (both in original UTF-8 format and converted to wchar)
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// From the moment we focused we are ignoring the content of 'buf' (unless we are in read-only mode)
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// From the moment we focused we are normally ignoring the content of 'buf' (unless we are in read-only mode)
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const int buf_len = (int)strlen(buf);
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state->InitialTextA.resize(buf_len + 1); // UTF-8. we use +1 to make sure that .Data is always pointing to at least an empty string.
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memcpy(state->InitialTextA.Data, buf, buf_len + 1);
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//if (!init_reload_from_user_buf)
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{
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// Take a copy of the initial buffer value.
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state->InitialTextA.resize(buf_len + 1); // UTF-8. we use +1 to make sure that .Data is always pointing to at least an empty string.
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memcpy(state->InitialTextA.Data, buf, buf_len + 1);
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}
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// Preserve cursor position and undo/redo stack if we come back to same widget
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// FIXME: Since we reworked this on 2022/06, may want to differentiate recycle_cursor vs recycle_undostate?
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