InputText: Fixed a tricky edge case, ensuring value is always written back on the frame where IsItemDeactivated() returns true (#4714)

Altered ItemAdd() clipping rule to keep previous-frame ActiveId unclipped to support that late commit.

Also, MarkItemEdited() may in theory need to do:
if (g.ActiveIdPreviousFrame == id)
        g.ActiveIdPreviousFrameHasBeenEditedBefore = true;
But this should already be set so not adding now.
This commit is contained in:
ocornut
2021-12-08 20:54:04 +01:00
parent 314e6443c9
commit 5a2b1e8482
5 changed files with 79 additions and 13 deletions

View File

@ -3587,6 +3587,7 @@ void ImGui::Shutdown()
g.ClipboardHandlerData.clear();
g.MenusIdSubmittedThisFrame.clear();
g.InputTextState.ClearFreeMemory();
g.InputTextDeactivatedState.ClearFreeMemory();
g.SettingsWindows.clear();
g.SettingsHandlers.clear();
@ -3759,13 +3760,23 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
// While most behaved code would make an effort to not steal active id during window move/drag operations,
// we at least need to be resilient to it. Cancelling the move is rather aggressive and users of 'master' branch
// may prefer the weird ill-defined half working situation ('docking' did assert), so may need to rework that.
if (g.MovingWindow != NULL && g.ActiveId == g.MovingWindow->MoveId)
// Clear previous active id
if (g.ActiveId != 0)
{
IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() cancel MovingWindow\n");
g.MovingWindow = NULL;
// While most behaved code would make an effort to not steal active id during window move/drag operations,
// we at least need to be resilient to it. Canceling the move is rather aggressive and users of 'master' branch
// may prefer the weird ill-defined half working situation ('docking' did assert), so may need to rework that.
if (g.MovingWindow != NULL && g.ActiveId == g.MovingWindow->MoveId)
{
IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() cancel MovingWindow\n");
g.MovingWindow = NULL;
}
// This could be written in a more general way (e.g associate a hook to ActiveId),
// but since this is currently quite an exception we'll leave it as is.
// One common scenario leading to this is: pressing Key ->NavMoveRequestApplyResult() -> ClearActiveId()
if (g.InputTextState.ID == g.ActiveId)
InputTextDeactivateHook(g.ActiveId);
}
// Set active id
@ -3840,11 +3851,17 @@ void ImGui::MarkItemEdited(ImGuiID id)
// This marking is solely to be able to provide info for IsItemDeactivatedAfterEdit().
// ActiveId might have been released by the time we call this (as in the typical press/release button behavior) but still need to fill the data.
ImGuiContext& g = *GImGui;
IM_ASSERT(g.ActiveId == id || g.ActiveId == 0 || g.DragDropActive);
IM_UNUSED(id); // Avoid unused variable warnings when asserts are compiled out.
if (g.ActiveId == id || g.ActiveId == 0)
{
g.ActiveIdHasBeenEditedThisFrame = true;
g.ActiveIdHasBeenEditedBefore = true;
}
// We accept a MarkItemEdited() on drag and drop targets (see https://github.com/ocornut/imgui/issues/1875#issuecomment-978243343)
// We accept 'ActiveIdPreviousFrame == id' for InputText() returning an edit after it has been taken ActiveId away (#4714)
IM_ASSERT(g.DragDropActive || g.ActiveId == id || g.ActiveId == 0 || g.ActiveIdPreviousFrame == id);
//IM_ASSERT(g.CurrentWindow->DC.LastItemId == id);
g.ActiveIdHasBeenEditedThisFrame = true;
g.ActiveIdHasBeenEditedBefore = true;
g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited;
}
@ -9293,7 +9310,7 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGu
// return false;
const bool is_rect_visible = bb.Overlaps(window->ClipRect);
if (!is_rect_visible)
if (id == 0 || (id != g.ActiveId && id != g.NavId))
if (id == 0 || (id != g.ActiveId && id != g.ActiveIdPreviousFrame && id != g.NavId))
if (!g.LogEnabled)
return false;