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InputText: Fixed swiching from single to multi-line while preserving same ID.
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@ -69,6 +69,7 @@ Other Changes:
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- Checkbox: Added CheckboxFlags() helper with int* type.
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- InputText: Fixed updating cursor/selection position when a callback altered the buffer in a way
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where the byte count is unchanged but the decoded character count changes. (#3587) [@gqw]
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- InputText: Fixed swiching from single to multi-line while preserving same ID.
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- Nav: Fixed IsItemFocused() from returning false when Nav highlight is hidden because mouse has moved.
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It's essentially been always the case but it doesn't make much sense. Instead we will aim at exposing
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feedback and control of keyboard/gamepad navigation highlight and mouse hover disable flag. (#787, #2048)
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@ -3857,9 +3857,10 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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float scroll_y = is_multiline ? draw_window->Scroll.y : FLT_MAX;
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const bool init_changed_specs = (state != NULL && state->Stb.single_line != !is_multiline);
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const bool init_make_active = (focus_requested || user_clicked || user_scroll_finish || user_nav_input_start);
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const bool init_state = (init_make_active || user_scroll_active);
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if (init_state && g.ActiveId != id)
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if ((init_state && g.ActiveId != id) || init_changed_specs)
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{
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// Access state even if we don't own it yet.
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state = &g.InputTextState;
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@ -3881,7 +3882,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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// Preserve cursor position and undo/redo stack if we come back to same widget
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// FIXME: For non-readonly widgets we might be able to require that TextAIsValid && TextA == buf ? (untested) and discard undo stack if user buffer has changed.
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const bool recycle_state = (state->ID == id);
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const bool recycle_state = (state->ID == id && !init_changed_specs);
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if (recycle_state)
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{
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// Recycle existing cursor/selection/undo stack but clamp position
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