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InputTextMultiline: Tabbing through a multi-line text editor using ImGuiInputTextFlags_AllowTabInput doesn't activate it. (#3092, #5759, #787)
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@ -65,6 +65,9 @@ Other changes:
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(namely Selectables and Treenodes using SpanAllColumn flag) so the highlight properly covers
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(namely Selectables and Treenodes using SpanAllColumn flag) so the highlight properly covers
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all columns. (#7049, #4281, #3272)
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all columns. (#7049, #4281, #3272)
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- InputTextMultiline: Fixed Tab character input not repeating (1.89.4 regression).
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- InputTextMultiline: Fixed Tab character input not repeating (1.89.4 regression).
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- InputTextMultiline: Tabbing through a multi-line text editor which allows Tab character inputs
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(using the ImGuiInputTextFlags_AllowTabInput flag) doesn't automatically activate it, in order
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to allow passing through multiple widgets easily. (#3092, #5759, #787)
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- DragScalarN, SliderScalarN, InputScalarN, PushMultiItemsWidths: improve multi-components
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- DragScalarN, SliderScalarN, InputScalarN, PushMultiItemsWidths: improve multi-components
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width computation to better distribute the error. (#7120, #7121) [@Nahor]
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width computation to better distribute the error. (#7120, #7121) [@Nahor]
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- Menus: Tweaked hover slack logic, adding a timer to avoid situations where a slow vertical
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- Menus: Tweaked hover slack logic, adding a timer to avoid situations where a slow vertical
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@ -12034,7 +12034,7 @@ void ImGui::NavMoveRequestApplyResult()
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g.NavNextActivateId = result->ID;
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g.NavNextActivateId = result->ID;
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g.NavNextActivateFlags = ImGuiActivateFlags_None;
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g.NavNextActivateFlags = ImGuiActivateFlags_None;
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if (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing)
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if (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing)
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g.NavNextActivateFlags |= ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_TryToPreserveState;
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g.NavNextActivateFlags |= ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_TryToPreserveState | ImGuiActivateFlags_FromTabbing;
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}
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}
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// Enable nav highlight
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// Enable nav highlight
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@ -1479,6 +1479,7 @@ static void ShowDemoWindowWidgets()
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HelpMarker("You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputTextMultiline() to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example. (This is not demonstrated in imgui_demo.cpp because we don't want to include <string> in here)");
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HelpMarker("You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputTextMultiline() to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example. (This is not demonstrated in imgui_demo.cpp because we don't want to include <string> in here)");
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ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", &flags, ImGuiInputTextFlags_ReadOnly);
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ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", &flags, ImGuiInputTextFlags_ReadOnly);
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ImGui::CheckboxFlags("ImGuiInputTextFlags_AllowTabInput", &flags, ImGuiInputTextFlags_AllowTabInput);
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ImGui::CheckboxFlags("ImGuiInputTextFlags_AllowTabInput", &flags, ImGuiInputTextFlags_AllowTabInput);
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ImGui::SameLine(); HelpMarker("When _AllowTabInput is set, passing through the widget with Tabbing doesn't automatically activate it, in order to also cycling through subsequent widgets.");
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ImGui::CheckboxFlags("ImGuiInputTextFlags_CtrlEnterForNewLine", &flags, ImGuiInputTextFlags_CtrlEnterForNewLine);
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ImGui::CheckboxFlags("ImGuiInputTextFlags_CtrlEnterForNewLine", &flags, ImGuiInputTextFlags_CtrlEnterForNewLine);
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ImGui::InputTextMultiline("##source", text, IM_ARRAYSIZE(text), ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16), flags);
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ImGui::InputTextMultiline("##source", text, IM_ARRAYSIZE(text), ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16), flags);
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ImGui::TreePop();
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ImGui::TreePop();
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@ -1488,6 +1488,7 @@ enum ImGuiActivateFlags_
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ImGuiActivateFlags_PreferInput = 1 << 0, // Favor activation that requires keyboard text input (e.g. for Slider/Drag). Default for Enter key.
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ImGuiActivateFlags_PreferInput = 1 << 0, // Favor activation that requires keyboard text input (e.g. for Slider/Drag). Default for Enter key.
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ImGuiActivateFlags_PreferTweak = 1 << 1, // Favor activation for tweaking with arrows or gamepad (e.g. for Slider/Drag). Default for Space key and if keyboard is not used.
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ImGuiActivateFlags_PreferTweak = 1 << 1, // Favor activation for tweaking with arrows or gamepad (e.g. for Slider/Drag). Default for Space key and if keyboard is not used.
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ImGuiActivateFlags_TryToPreserveState = 1 << 2, // Request widget to preserve state if it can (e.g. InputText will try to preserve cursor/selection)
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ImGuiActivateFlags_TryToPreserveState = 1 << 2, // Request widget to preserve state if it can (e.g. InputText will try to preserve cursor/selection)
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ImGuiActivateFlags_FromTabbing = 1 << 3, // Activation requested by a tabbing request
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};
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};
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// Early work-in-progress API for ScrollToItem()
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// Early work-in-progress API for ScrollToItem()
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@ -4126,7 +4126,11 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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item_data_backup = g.LastItemData;
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item_data_backup = g.LastItemData;
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window->DC.CursorPos = backup_pos;
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window->DC.CursorPos = backup_pos;
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// Prevent NavActivate reactivating in BeginChild().
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// Prevent NavActivation from Tabbing when our widget accepts Tab inputs: this allows cycling through widgets without stopping.
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if (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_FromTabbing) && (flags & ImGuiInputTextFlags_AllowTabInput))
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g.NavActivateId = 0;
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// Prevent NavActivate reactivating in BeginChild() when we are already active.
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const ImGuiID backup_activate_id = g.NavActivateId;
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const ImGuiID backup_activate_id = g.NavActivateId;
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if (g.ActiveId == id) // Prevent reactivation
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if (g.ActiveId == id) // Prevent reactivation
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g.NavActivateId = 0;
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g.NavActivateId = 0;
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