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Untested WIP (1844)
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@ -7565,6 +7565,7 @@ static const char* const GKeyNames[] =
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"GamepadL1", "GamepadR1", "GamepadL2", "GamepadR2", "GamepadL3", "GamepadR3",
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"GamepadLStickUp", "GamepadLStickDown", "GamepadLStickLeft", "GamepadLStickRight",
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"GamepadRStickUp", "GamepadRStickDown", "GamepadRStickLeft", "GamepadRStickRight",
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"Copy", "Cut", "Paste", "Undo", "Redo", "SelectAll",
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"ModCtrl", "ModShift", "ModAlt", "ModSuper"
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};
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IM_STATIC_ASSERT(ImGuiKey_NamedKey_COUNT == IM_ARRAYSIZE(GKeyNames));
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8
imgui.h
8
imgui.h
@ -1421,6 +1421,14 @@ enum ImGuiKey_
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ImGuiKey_GamepadRStickLeft, // [Analog]
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ImGuiKey_GamepadRStickRight, // [Analog]
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// High-level/virtual keys (for e.g. web apps events)
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ImGuiKey_Copy,
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ImGuiKey_Cut,
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ImGuiKey_Paste,
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ImGuiKey_Undo,
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ImGuiKey_Redo,
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ImGuiKey_SelectAll,
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// Keyboard Modifiers
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// - This is mirroring the data also written to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper, in a format allowing
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// them to be accessed via standard key API, allowing calls such as IsKeyPressed(), IsKeyReleased(), querying duration etc.
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@ -4248,11 +4248,11 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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const bool is_shift_key_only = (io.KeyMods == ImGuiKeyModFlags_Shift);
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const bool is_shortcut_key = g.IO.ConfigMacOSXBehaviors ? (io.KeyMods == ImGuiKeyModFlags_Super) : (io.KeyMods == ImGuiKeyModFlags_Ctrl);
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const bool is_cut = ((is_shortcut_key && IsKeyPressed(ImGuiKey_X)) || (is_shift_key_only && IsKeyPressed(ImGuiKey_Delete))) && !is_readonly && !is_password && (!is_multiline || state->HasSelection());
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const bool is_copy = ((is_shortcut_key && IsKeyPressed(ImGuiKey_C)) || (is_ctrl_key_only && IsKeyPressed(ImGuiKey_Insert))) && !is_password && (!is_multiline || state->HasSelection());
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const bool is_paste = ((is_shortcut_key && IsKeyPressed(ImGuiKey_V)) || (is_shift_key_only && IsKeyPressed(ImGuiKey_Insert))) && !is_readonly;
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const bool is_undo = ((is_shortcut_key && IsKeyPressed(ImGuiKey_Z)) && !is_readonly && is_undoable);
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const bool is_redo = ((is_shortcut_key && IsKeyPressed(ImGuiKey_Y)) || (is_osx_shift_shortcut && IsKeyPressed(ImGuiKey_Z))) && !is_readonly && is_undoable;
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const bool is_cut = ((is_shortcut_key && IsKeyPressed(ImGuiKey_X)) || (is_shift_key_only && IsKeyPressed(ImGuiKey_Delete)) || IsKeyPressed(ImGuiKey_Cut)) && !is_readonly && !is_password && (!is_multiline || state->HasSelection());
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const bool is_copy = ((is_shortcut_key && IsKeyPressed(ImGuiKey_C)) || (is_ctrl_key_only && IsKeyPressed(ImGuiKey_Insert)) || IsKeyPressed(ImGuiKey_Copy)) && !is_password && (!is_multiline || state->HasSelection());
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const bool is_paste = ((is_shortcut_key && IsKeyPressed(ImGuiKey_V)) || (is_shift_key_only && IsKeyPressed(ImGuiKey_Insert)) || IsKeyPressed(ImGuiKey_Paste)) && !is_readonly;
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const bool is_undo = ((is_shortcut_key && IsKeyPressed(ImGuiKey_Z)) || IsKeyPressed(ImGuiKey_Undo)) && !is_readonly && is_undoable;
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const bool is_redo = ((is_shortcut_key && IsKeyPressed(ImGuiKey_Y)) || (is_osx_shift_shortcut && IsKeyPressed(ImGuiKey_Z)) || IsKeyPressed(ImGuiKey_Redo)) && !is_readonly && is_undoable;
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// We allow validate/cancel with Nav source (gamepad) to makes it easier to undo an accidental NavInput press with no keyboard wired, but otherwise it isn't very useful.
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const bool is_validate_enter = IsKeyPressed(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_KeypadEnter);
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@ -4307,7 +4307,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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state->OnKeyPressed(is_undo ? STB_TEXTEDIT_K_UNDO : STB_TEXTEDIT_K_REDO);
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state->ClearSelection();
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}
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else if (is_shortcut_key && IsKeyPressed(ImGuiKey_A))
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else if ((is_shortcut_key && IsKeyPressed(ImGuiKey_A)) || IsKeyPressed(ImGuiKey_SelectAll))
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{
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state->SelectAll();
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state->CursorFollow = true;
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