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Added ImGuiInputTextFlags_EnterReturnsTrue
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@ -162,7 +162,6 @@
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- text edit: flag to disable live update of the user buffer.
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- text edit: flag to disable live update of the user buffer.
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- text edit: field resize behaviour - field could stretch when being edited? hover tooltip shows more text?
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- text edit: field resize behaviour - field could stretch when being edited? hover tooltip shows more text?
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- text edit: pasting text into a number box should filter the characters the same way direct input does
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- text edit: pasting text into a number box should filter the characters the same way direct input does
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- text edit: allow code to catch user pressing Return (perhaps through disable live edit? so only Return apply the final value, also allow catching Return if value didn't changed)
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- settings: write more decent code to allow saving/loading new fields
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- settings: write more decent code to allow saving/loading new fields
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- settings: api for per-tool simple persistant data (bool,int,float) in .ini file
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- settings: api for per-tool simple persistant data (bool,int,float) in .ini file
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- log: be able to right-click and log a window or tree-node into tty/file/clipboard?
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- log: be able to right-click and log a window or tree-node into tty/file/clipboard?
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@ -3962,6 +3961,7 @@ bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlag
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bool value_changed = false;
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bool value_changed = false;
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bool cancel_edit = false;
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bool cancel_edit = false;
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bool enter_pressed = false;
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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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// Edit in progress
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// Edit in progress
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@ -4001,7 +4001,7 @@ bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlag
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else if (IsKeyPressedMap(ImGuiKey_End)) edit_state.OnKeyboardPressed(is_ctrl_down ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask);
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else if (IsKeyPressedMap(ImGuiKey_End)) edit_state.OnKeyboardPressed(is_ctrl_down ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask);
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else if (IsKeyPressedMap(ImGuiKey_Delete)) edit_state.OnKeyboardPressed(STB_TEXTEDIT_K_DELETE | k_mask);
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else if (IsKeyPressedMap(ImGuiKey_Delete)) edit_state.OnKeyboardPressed(STB_TEXTEDIT_K_DELETE | k_mask);
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else if (IsKeyPressedMap(ImGuiKey_Backspace)) edit_state.OnKeyboardPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask);
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else if (IsKeyPressedMap(ImGuiKey_Backspace)) edit_state.OnKeyboardPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask);
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else if (IsKeyPressedMap(ImGuiKey_Enter)) { g.ActiveId = 0; }
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else if (IsKeyPressedMap(ImGuiKey_Enter)) { g.ActiveId = 0; enter_pressed = true; }
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else if (IsKeyPressedMap(ImGuiKey_Escape)) { g.ActiveId = 0; cancel_edit = true; }
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else if (IsKeyPressedMap(ImGuiKey_Escape)) { g.ActiveId = 0; cancel_edit = true; }
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else if (is_ctrl_down && IsKeyPressedMap(ImGuiKey_Z)) edit_state.OnKeyboardPressed(STB_TEXTEDIT_K_UNDO); // I don't want to use shortcuts but we should probably have an Input-catch stack
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else if (is_ctrl_down && IsKeyPressedMap(ImGuiKey_Z)) edit_state.OnKeyboardPressed(STB_TEXTEDIT_K_UNDO); // I don't want to use shortcuts but we should probably have an Input-catch stack
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else if (is_ctrl_down && IsKeyPressedMap(ImGuiKey_Y)) edit_state.OnKeyboardPressed(STB_TEXTEDIT_K_REDO);
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else if (is_ctrl_down && IsKeyPressedMap(ImGuiKey_Y)) edit_state.OnKeyboardPressed(STB_TEXTEDIT_K_REDO);
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@ -4122,6 +4122,9 @@ bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlag
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RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
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RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
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if ((flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0)
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return enter_pressed;
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else
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return value_changed;
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return value_changed;
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}
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}
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1
imgui.h
1
imgui.h
@ -294,6 +294,7 @@ enum ImGuiInputTextFlags_
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ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, // Allow 0123456789ABCDEFabcdef
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ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, // Allow 0123456789ABCDEFabcdef
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ImGuiInputTextFlags_AutoSelectAll = 1 << 2,
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ImGuiInputTextFlags_AutoSelectAll = 1 << 2,
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ImGuiInputTextFlags_AlignCenter = 1 << 3,
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ImGuiInputTextFlags_AlignCenter = 1 << 3,
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ImGuiInputTextFlags_EnterReturnsTrue = 1 << 4,
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};
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};
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// User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] array
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// User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] array
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