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InputText: Internals: moved "apply_new_text" application code to reduce noise in a future commit (will be for #4714) + removed unused fields.
The move would ideally be no-op. technically we now clear state->Flags before calling ResizeCallback but those are unrelated. The 2 unused fields were incorrectly added by 24ff25981
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4
imgui.h
4
imgui.h
@ -64,7 +64,7 @@ Index of this file:
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// Version
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// Version
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// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
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// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
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#define IMGUI_VERSION "1.86 WIP"
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#define IMGUI_VERSION "1.86 WIP"
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#define IMGUI_VERSION_NUM 18510
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#define IMGUI_VERSION_NUM 18511
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#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
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#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
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#define IMGUI_HAS_TABLE
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#define IMGUI_HAS_TABLE
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@ -974,7 +974,7 @@ enum ImGuiWindowFlags_
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ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
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ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
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// [Internal]
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// [Internal]
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ImGuiWindowFlags_NavFlattened = 1 << 23, // [BETA] Allow gamepad/keyboard navigation to cross over parent border to this child (only use on child that have no scrolling!)
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ImGuiWindowFlags_NavFlattened = 1 << 23, // [BETA] On child window: allow gamepad/keyboard navigation to cross over parent border to this child or between sibling child windows.
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ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild()
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ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild()
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ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip()
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ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip()
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ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup()
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ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup()
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@ -1027,8 +1027,6 @@ struct IMGUI_API ImGuiInputTextState
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bool SelectedAllMouseLock; // after a double-click to select all, we ignore further mouse drags to update selection
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bool SelectedAllMouseLock; // after a double-click to select all, we ignore further mouse drags to update selection
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bool Edited; // edited this frame
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bool Edited; // edited this frame
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ImGuiInputTextFlags Flags; // copy of InputText() flags
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ImGuiInputTextFlags Flags; // copy of InputText() flags
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ImGuiInputTextCallback UserCallback; // "
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void* UserCallbackData; // "
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ImGuiInputTextState() { memset(this, 0, sizeof(*this)); }
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ImGuiInputTextState() { memset(this, 0, sizeof(*this)); }
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void ClearText() { CurLenW = CurLenA = 0; TextW[0] = 0; TextA[0] = 0; CursorClamp(); }
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void ClearText() { CurLenW = CurLenA = 0; TextW[0] = 0; TextA[0] = 0; CursorClamp(); }
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@ -4165,8 +4165,6 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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state->Edited = false;
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state->Edited = false;
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state->BufCapacityA = buf_size;
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state->BufCapacityA = buf_size;
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state->Flags = flags;
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state->Flags = flags;
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state->UserCallback = callback;
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state->UserCallbackData = callback_user_data;
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// Although we are active we don't prevent mouse from hovering other elements unless we are interacting right now with the widget.
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// Although we are active we don't prevent mouse from hovering other elements unless we are interacting right now with the widget.
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// Down the line we should have a cleaner library-wide concept of Selected vs Active.
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// Down the line we should have a cleaner library-wide concept of Selected vs Active.
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@ -4404,11 +4402,11 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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}
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}
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// Process callbacks and apply result back to user's buffer.
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// Process callbacks and apply result back to user's buffer.
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const char* apply_new_text = NULL;
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int apply_new_text_length = 0;
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if (g.ActiveId == id)
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if (g.ActiveId == id)
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{
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{
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IM_ASSERT(state != NULL);
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IM_ASSERT(state != NULL);
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const char* apply_new_text = NULL;
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int apply_new_text_length = 0;
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if (cancel_edit)
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if (cancel_edit)
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{
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{
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// Restore initial value. Only return true if restoring to the initial value changes the current buffer contents.
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// Restore initial value. Only return true if restoring to the initial value changes the current buffer contents.
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@ -4528,8 +4526,12 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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}
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}
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}
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}
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// Copy result to user buffer
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// Clear temporary user storage
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if (apply_new_text)
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state->Flags = ImGuiInputTextFlags_None;
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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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{
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// We cannot test for 'backup_current_text_length != apply_new_text_length' here because we have no guarantee that the size
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// We cannot test for 'backup_current_text_length != apply_new_text_length' here because we have no guarantee that the size
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// of our owned buffer matches the size of the string object held by the user, and by design we allow InputText() to be used
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// of our owned buffer matches the size of the string object held by the user, and by design we allow InputText() to be used
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@ -4557,12 +4559,6 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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value_changed = true;
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value_changed = true;
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}
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}
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// Clear temporary user storage
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state->Flags = ImGuiInputTextFlags_None;
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state->UserCallback = NULL;
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state->UserCallbackData = NULL;
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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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// 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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if (clear_active_id && g.ActiveId == id)
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if (clear_active_id && g.ActiveId == id)
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ClearActiveID();
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ClearActiveID();
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