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InputText: Fixed an edge case crash that would happen if another widget sharing the same ID is being swapped with an InputText that has yet to be activated.
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@ -38,6 +38,8 @@ Other Changes:
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- InputInt, InputFloat, InputScalar: Fix to keep the label of the +/- buttons centered when
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- InputInt, InputFloat, InputScalar: Fix to keep the label of the +/- buttons centered when
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style.FramePadding.x is abnormally larger than style.FramePadding.y. Since the buttons are
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style.FramePadding.x is abnormally larger than style.FramePadding.y. Since the buttons are
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meant to be square (to align with e.g. color button) we always use FramePadding.y. (#2367)
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meant to be square (to align with e.g. color button) we always use FramePadding.y. (#2367)
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- InputText: Fixed an edge case crash that would happen if another widget sharing the same ID
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is being swapped with an InputText that has yet to be activated.
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- Examples: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN
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- Examples: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN
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even if the OpenGL headers/loader happens to define the value. (#2366, #2186)
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even if the OpenGL headers/loader happens to define the value. (#2366, #2186)
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@ -3278,6 +3278,10 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
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clear_active_id = true;
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clear_active_id = true;
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}
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}
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// We have an edge case if ActiveId was set through another widget (e.g. widget being swapped)
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if (g.ActiveId == id && state == NULL)
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ClearActiveID();
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bool value_changed = false;
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bool value_changed = false;
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bool enter_pressed = false;
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bool enter_pressed = false;
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int backup_current_text_length = 0;
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int backup_current_text_length = 0;
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