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InputText: Tweak ImGuiInputTextFlags_EscapeClearsAll handling so decision is taken on input buffer + Showcase a few more InputText() flags. (#5688, #2620)
This makes is more obvious that value_change==true when apply_new_text != NULL.
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@ -50,6 +50,7 @@ Other changes:
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(what now obsoleted io.ClearInputCharacters() did), as this is effectively the
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desirable behavior.
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- Demo: Better showcase use of SetNextItemAllowOverlap(). (#6574, #6512, #3909, #517)
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- Demo: Showcase a few more InputText() flags.
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-----------------------------------------------------------------------
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@ -1484,6 +1484,7 @@ static void ShowDemoWindowWidgets()
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ImGui::TreePop();
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}
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IMGUI_DEMO_MARKER("Widgets/Text Input/Completion, History, Edit Callbacks");
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if (ImGui::TreeNode("Completion, History, Edit Callbacks"))
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{
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struct Funcs
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@ -1583,6 +1584,18 @@ static void ShowDemoWindowWidgets()
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ImGui::TreePop();
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}
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IMGUI_DEMO_MARKER("Widgets/Text Input/Miscellaneous");
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if (ImGui::TreeNode("Miscellaneous"))
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{
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static char buf1[16];
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static ImGuiInputTextFlags flags = ImGuiInputTextFlags_EscapeClearsAll;
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ImGui::CheckboxFlags("ImGuiInputTextFlags_EscapeClearsAll", &flags, ImGuiInputTextFlags_EscapeClearsAll);
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ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", &flags, ImGuiInputTextFlags_ReadOnly);
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ImGui::CheckboxFlags("ImGuiInputTextFlags_NoUndoRedo", &flags, ImGuiInputTextFlags_NoUndoRedo);
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ImGui::InputText("Hello", buf1, IM_ARRAYSIZE(buf1), flags);
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ImGui::TreePop();
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}
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ImGui::TreePop();
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}
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@ -4493,7 +4493,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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{
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if (flags & ImGuiInputTextFlags_EscapeClearsAll)
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{
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if (state->CurLenA > 0)
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if (buf[0] != 0)
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{
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revert_edit = true;
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}
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@ -4581,9 +4581,10 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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if (flags & ImGuiInputTextFlags_EscapeClearsAll)
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{
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// Clear input
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IM_ASSERT(buf[0] != 0);
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apply_new_text = "";
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apply_new_text_length = 0;
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value_changed |= (buf[0] != 0);
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value_changed = true;
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STB_TEXTEDIT_CHARTYPE empty_string;
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stb_textedit_replace(state, &state->Stb, &empty_string, 0);
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}
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@ -4612,9 +4613,12 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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ImTextStrToUtf8(state->TextA.Data, state->TextA.Size, state->TextW.Data, NULL);
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}
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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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// When using 'ImGuiInputTextFlags_EnterReturnsTrue' as a special case we reapply the live buffer back to the input buffer
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// 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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// This also allows the user to use InputText() with ImGuiInputTextFlags_EnterReturnsTrue without maintaining any user-side storage
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// (please note that if you use this property along ImGuiInputTextFlags_CallbackResize you can end up with your temporary string object
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// 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 = !revert_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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