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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.
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@ -39,6 +39,11 @@ Breaking Changes:
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Other changes:
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- InputText: Fixed a tricky edge case, ensuring value is always written back on the
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frame where IsItemDeactivated() returns true, in order to allow usage without user
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retaining underlying data. While we don't really want to encourage user not retaining
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underlying data, in the absence of a "late commit" behavior/flag we understand it may
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be desirable to take advantage of this trick. (#4714)
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- Backends: OpenGL3: Fixed GL loader crash when GL_VERSION returns NULL. (#6154, #4445, #3530)
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- Backends: GLFW: Fixed key modifiers handling on secondary viewports. (#6248, #6034) [@aiekick]
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- Examples: Windows: Added 'misc/debuggers/imgui.natstepfilter' file to all Visual Studio projects,
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27
imgui.cpp
27
imgui.cpp
@ -3587,6 +3587,7 @@ void ImGui::Shutdown()
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g.ClipboardHandlerData.clear();
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g.MenusIdSubmittedThisFrame.clear();
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g.InputTextState.ClearFreeMemory();
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g.InputTextDeactivatedState.ClearFreeMemory();
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g.SettingsWindows.clear();
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g.SettingsHandlers.clear();
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@ -3759,8 +3760,11 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
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{
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ImGuiContext& g = *GImGui;
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// Clear previous active id
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if (g.ActiveId != 0)
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{
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// While most behaved code would make an effort to not steal active id during window move/drag operations,
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// we at least need to be resilient to it. Cancelling the move is rather aggressive and users of 'master' branch
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// we at least need to be resilient to it. Canceling the move is rather aggressive and users of 'master' branch
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// may prefer the weird ill-defined half working situation ('docking' did assert), so may need to rework that.
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if (g.MovingWindow != NULL && g.ActiveId == g.MovingWindow->MoveId)
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{
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@ -3768,6 +3772,13 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
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g.MovingWindow = NULL;
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}
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// This could be written in a more general way (e.g associate a hook to ActiveId),
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// but since this is currently quite an exception we'll leave it as is.
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// One common scenario leading to this is: pressing Key ->NavMoveRequestApplyResult() -> ClearActiveId()
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if (g.InputTextState.ID == g.ActiveId)
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InputTextDeactivateHook(g.ActiveId);
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}
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// Set active id
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g.ActiveIdIsJustActivated = (g.ActiveId != id);
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if (g.ActiveIdIsJustActivated)
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@ -3840,11 +3851,17 @@ void ImGui::MarkItemEdited(ImGuiID id)
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// This marking is solely to be able to provide info for IsItemDeactivatedAfterEdit().
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// 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.
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ImGuiContext& g = *GImGui;
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IM_ASSERT(g.ActiveId == id || g.ActiveId == 0 || g.DragDropActive);
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IM_UNUSED(id); // Avoid unused variable warnings when asserts are compiled out.
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//IM_ASSERT(g.CurrentWindow->DC.LastItemId == id);
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if (g.ActiveId == id || g.ActiveId == 0)
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{
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g.ActiveIdHasBeenEditedThisFrame = true;
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g.ActiveIdHasBeenEditedBefore = true;
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}
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// We accept a MarkItemEdited() on drag and drop targets (see https://github.com/ocornut/imgui/issues/1875#issuecomment-978243343)
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// We accept 'ActiveIdPreviousFrame == id' for InputText() returning an edit after it has been taken ActiveId away (#4714)
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IM_ASSERT(g.DragDropActive || g.ActiveId == id || g.ActiveId == 0 || g.ActiveIdPreviousFrame == id);
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//IM_ASSERT(g.CurrentWindow->DC.LastItemId == id);
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g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited;
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}
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@ -9293,7 +9310,7 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGu
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// return false;
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const bool is_rect_visible = bb.Overlaps(window->ClipRect);
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if (!is_rect_visible)
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if (id == 0 || (id != g.ActiveId && id != g.NavId))
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if (id == 0 || (id != g.ActiveId && id != g.ActiveIdPreviousFrame && id != g.NavId))
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if (!g.LogEnabled)
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return false;
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2
imgui.h
2
imgui.h
@ -23,7 +23,7 @@
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// Library Version
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// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM > 12345')
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#define IMGUI_VERSION "1.89.5 WIP"
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#define IMGUI_VERSION_NUM 18941
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#define IMGUI_VERSION_NUM 18942
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#define IMGUI_HAS_TABLE
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/*
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@ -130,6 +130,7 @@ struct ImGuiDataVarInfo; // Variable information (e.g. to avoid style
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struct ImGuiDataTypeInfo; // Type information associated to a ImGuiDataType enum
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struct ImGuiGroupData; // Stacked storage data for BeginGroup()/EndGroup()
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struct ImGuiInputTextState; // Internal state of the currently focused/edited text input box
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struct ImGuiInputTextDeactivateData;// Short term storage to backup text of a deactivating InputText() while another is stealing active id
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struct ImGuiLastItemData; // Status storage for last submitted items
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struct ImGuiLocEntry; // A localization entry.
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struct ImGuiMenuColumns; // Simple column measurement, currently used for MenuItem() only
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@ -1048,6 +1049,15 @@ struct IMGUI_API ImGuiMenuColumns
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void CalcNextTotalWidth(bool update_offsets);
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};
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// Internal temporary state for deactivating InputText() instances.
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struct IMGUI_API ImGuiInputTextDeactivatedState
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{
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ImGuiID ID; // widget id owning the text state (which just got deactivated)
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ImVector<char> TextA; // text buffer
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ImGuiInputTextDeactivatedState() { memset(this, 0, sizeof(*this)); }
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void ClearFreeMemory() { ID = 0; TextA.clear(); }
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};
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// Internal state of the currently focused/edited text input box
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// For a given item ID, access with ImGui::GetInputTextState()
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struct IMGUI_API ImGuiInputTextState
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@ -1935,6 +1945,7 @@ struct ImGuiContext
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// Widget state
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ImVec2 MouseLastValidPos;
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ImGuiInputTextState InputTextState;
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ImGuiInputTextDeactivatedState InputTextDeactivatedState;
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ImFont InputTextPasswordFont;
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ImGuiID TempInputId; // Temporary text input when CTRL+clicking on a slider, etc.
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ImGuiColorEditFlags ColorEditOptions; // Store user options for color edit widgets
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@ -3131,6 +3142,7 @@ namespace ImGui
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// InputText
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IMGUI_API bool InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
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IMGUI_API void InputTextDeactivateHook(ImGuiID id);
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IMGUI_API bool TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* buf, int buf_size, ImGuiInputTextFlags flags);
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IMGUI_API bool TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format, const void* p_clamp_min = NULL, const void* p_clamp_max = NULL);
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inline bool TempInputIsActive(ImGuiID id) { ImGuiContext& g = *GImGui; return (g.ActiveId == id && g.TempInputId == id); }
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@ -3999,6 +3999,21 @@ static void InputTextReconcileUndoStateAfterUserCallback(ImGuiInputTextState* st
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p[i] = ImStb::STB_TEXTEDIT_GETCHAR(state, first_diff + i);
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}
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// As InputText() retain textual data and we currently provide a path for user to not retain it (via local variables)
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// we need some form of hook to reapply data back to user buffer on deactivation frame. (#4714)
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// It would be more desirable that we discourage users from taking advantage of the "user not retaining data" trick,
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// but that more likely be attractive when we do have _NoLiveEdit flag available.
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void ImGui::InputTextDeactivateHook(ImGuiID id)
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{
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ImGuiContext& g = *GImGui;
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ImGuiInputTextState* state = &g.InputTextState;
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if (id == 0 || state->ID != id)
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return;
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g.InputTextDeactivatedState.ID = state->ID;
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g.InputTextDeactivatedState.TextA.resize(state->CurLenA + 1);
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memcpy(g.InputTextDeactivatedState.TextA.Data, state->TextA.Data, state->CurLenA + 1);
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}
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// Edit a string of text
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// - buf_size account for the zero-terminator, so a buf_size of 6 can hold "Hello" but not "Hello!".
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// This is so we can easily call InputText() on static arrays using ARRAYSIZE() and to match
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@ -4113,6 +4128,9 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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state = &g.InputTextState;
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state->CursorAnimReset();
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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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const int buf_len = (int)strlen(buf);
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@ -4525,6 +4543,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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// Push records into the undo stack so we can CTRL+Z the revert operation itself
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apply_new_text = state->InitialTextA.Data;
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apply_new_text_length = state->InitialTextA.Size - 1;
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value_changed = true;
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ImVector<ImWchar> w_text;
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if (apply_new_text_length > 0)
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{
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@ -4638,10 +4657,24 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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{
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apply_new_text = state->TextA.Data;
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apply_new_text_length = state->CurLenA;
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value_changed = true;
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}
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}
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}
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// Handle reapplying final data on deactivation (see InputTextDeactivateHook() for details)
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if (g.InputTextDeactivatedState.ID == id)
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{
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if (g.ActiveId != id && IsItemDeactivatedAfterEdit() && !is_readonly)
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{
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apply_new_text = g.InputTextDeactivatedState.TextA.Data;
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apply_new_text_length = g.InputTextDeactivatedState.TextA.Size - 1;
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value_changed |= (strcmp(g.InputTextDeactivatedState.TextA.Data, buf) != 0);
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//IMGUI_DEBUG_LOG("InputText(): apply Deactivated data for 0x%08X: \"%.*s\".\n", id, apply_new_text_length, apply_new_text);
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}
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g.InputTextDeactivatedState.ID = 0;
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}
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// Copy result to user buffer. This can currently only happen when (g.ActiveId == id)
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if (apply_new_text != NULL)
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{
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@ -4669,7 +4702,6 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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// If the underlying buffer resize was denied or not carried to the next frame, apply_new_text_length+1 may be >= buf_size.
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ImStrncpy(buf, apply_new_text, ImMin(apply_new_text_length + 1, buf_size));
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value_changed = true;
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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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