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This will be part of 1.89.7 Tagged relase.
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parent
40aac5875a
commit
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@ -92,6 +92,7 @@ Other changes:
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- CollapsingHeader/TreeNode: Fixed text padding when using _Framed+_Leaf flags. (#6549) [@BobbyAnguelov]
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- CollapsingHeader/TreeNode: Fixed text padding when using _Framed+_Leaf flags. (#6549) [@BobbyAnguelov]
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- InputText: Fixed not returning true when buffer is cleared while using the
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- InputText: Fixed not returning true when buffer is cleared while using the
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ImGuiInputTextFlags_EscapeClearsAll flag. (#5688, #2620)
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ImGuiInputTextFlags_EscapeClearsAll flag. (#5688, #2620)
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- InputText: Fixed a crash on deactivating a ReadOnly buffer. (#6570, #6292, #4714)
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- InputText: ImGuiInputTextCallbackData::InsertChars() accept (NULL,NULL) range, in order to conform
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- InputText: ImGuiInputTextCallbackData::InsertChars() accept (NULL,NULL) range, in order to conform
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to common idioms (e.g. passing .data(), .data() + .size() from a null string). (#6565, #6566, #3615)
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to common idioms (e.g. passing .data(), .data() + .size() from a null string). (#6565, #6566, #3615)
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- Combo: Made simple/legacy Combo() function not returns true when picking already selected item.
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- Combo: Made simple/legacy Combo() function not returns true when picking already selected item.
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2
imgui.h
2
imgui.h
@ -25,7 +25,7 @@
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// Library Version
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// Library Version
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// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
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// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
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#define IMGUI_VERSION "1.89.7"
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#define IMGUI_VERSION "1.89.7"
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#define IMGUI_VERSION_NUM 18970
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#define IMGUI_VERSION_NUM 18971
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#define IMGUI_HAS_TABLE
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#define IMGUI_HAS_TABLE
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/*
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/*
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@ -4052,8 +4052,16 @@ void ImGui::InputTextDeactivateHook(ImGuiID id)
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if (id == 0 || state->ID != id)
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if (id == 0 || state->ID != id)
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return;
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return;
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g.InputTextDeactivatedState.ID = state->ID;
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g.InputTextDeactivatedState.ID = state->ID;
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g.InputTextDeactivatedState.TextA.resize(state->CurLenA + 1);
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if (state->Flags & ImGuiInputTextFlags_ReadOnly)
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memcpy(g.InputTextDeactivatedState.TextA.Data, state->TextA.Data ? state->TextA.Data : "", state->CurLenA + 1);
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{
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g.InputTextDeactivatedState.TextA.resize(0); // In theory this data won't be used, but clear to be neat.
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}
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else
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{
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IM_ASSERT(state->TextA.Data != 0);
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g.InputTextDeactivatedState.TextA.resize(state->CurLenA + 1);
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memcpy(g.InputTextDeactivatedState.TextA.Data, state->TextA.Data, state->CurLenA + 1);
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}
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}
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}
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// Edit a string of text
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// Edit a string of text
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