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Using Tab keys entirely now, ignoring Tab character. Technically affect who owns the repeat rate.
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@ -55,6 +55,8 @@ Other Changes:
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clipper instance. High-level languages (Lua,Rust etc.) would typically be affected. (#4822)
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clipper instance. High-level languages (Lua,Rust etc.) would typically be affected. (#4822)
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- IsItemHovered(): added ImGuiHoveredFlags_NoNavOverride to disable the behavior where the
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- IsItemHovered(): added ImGuiHoveredFlags_NoNavOverride to disable the behavior where the
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return value is overriden by focus when gamepad/keyboard navigation is active.
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return value is overriden by focus when gamepad/keyboard navigation is active.
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- InputText: Fixed pressing Tab emitting two tabs characters because of dual Keys/Chars events being
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trickled with the new input queue (happened on some backends only). (#2467, #1336)
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- Tables: Fixed incorrect border height used for logic when resizing one of several synchronized
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- Tables: Fixed incorrect border height used for logic when resizing one of several synchronized
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instance of a same table ID, when instances have a different height. (#3955).
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instance of a same table ID, when instances have a different height. (#3955).
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- Inputs: Fixed IsMouseClicked() repeat mode rate being half of keyboard repeat rate.
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- Inputs: Fixed IsMouseClicked() repeat mode rate being half of keyboard repeat rate.
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@ -3815,7 +3815,7 @@ static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags f
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if (c < 0x20)
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if (c < 0x20)
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{
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{
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bool pass = false;
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bool pass = false;
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pass |= (c == '\n' && (flags & ImGuiInputTextFlags_Multiline));
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pass |= (c == '\n' && (flags & ImGuiInputTextFlags_Multiline)); // Note that an Enter KEY will emit \r and be ignored (we poll for KEY in InputText() code)
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pass |= (c == '\t' && (flags & ImGuiInputTextFlags_AllowTabInput));
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pass |= (c == '\t' && (flags & ImGuiInputTextFlags_AllowTabInput));
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if (!pass)
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if (!pass)
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return false;
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return false;
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@ -4201,16 +4201,15 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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if (state->SelectedAllMouseLock && !io.MouseDown[0])
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if (state->SelectedAllMouseLock && !io.MouseDown[0])
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state->SelectedAllMouseLock = false;
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state->SelectedAllMouseLock = false;
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// It is ill-defined whether the backend needs to send a \t character when pressing the TAB keys.
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// We except backends to emit a Tab key but some also emit a Tab character which we ignore (#2467, #1336)
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// Win32 and GLFW naturally do it but not SDL.
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// (For Tab and Enter: Win32/SFML/Allegro are sending both keys and chars, GLFW and SDL are only sending keys. For Space they all send all threes)
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const bool ignore_char_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeySuper);
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const bool ignore_char_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeySuper);
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if ((flags & ImGuiInputTextFlags_AllowTabInput) && IsKeyPressed(ImGuiKey_Tab) && !ignore_char_inputs && !io.KeyShift && !is_readonly)
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if ((flags & ImGuiInputTextFlags_AllowTabInput) && IsKeyPressed(ImGuiKey_Tab) && !ignore_char_inputs && !io.KeyShift && !is_readonly)
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if (!io.InputQueueCharacters.contains('\t'))
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{
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{
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unsigned int c = '\t'; // Insert TAB
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unsigned int c = '\t'; // Insert TAB
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if (InputTextFilterCharacter(&c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard))
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if (InputTextFilterCharacter(&c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard))
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state->OnKeyPressed((int)c);
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state->OnKeyPressed((int)c);
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}
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}
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// Process regular text input (before we check for Return because using some IME will effectively send a Return?)
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// Process regular text input (before we check for Return because using some IME will effectively send a Return?)
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// We ignore CTRL inputs, but need to allow ALT+CTRL as some keyboards (e.g. German) use AltGR (which _is_ Alt+Ctrl) to input certain characters.
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// We ignore CTRL inputs, but need to allow ALT+CTRL as some keyboards (e.g. German) use AltGR (which _is_ Alt+Ctrl) to input certain characters.
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@ -4221,7 +4220,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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{
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{
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// Insert character if they pass filtering
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// Insert character if they pass filtering
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unsigned int c = (unsigned int)io.InputQueueCharacters[n];
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unsigned int c = (unsigned int)io.InputQueueCharacters[n];
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if (c == '\t' && io.KeyShift)
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if (c == '\t') // Skip Tab, see above.
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continue;
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continue;
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if (InputTextFilterCharacter(&c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard))
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if (InputTextFilterCharacter(&c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard))
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state->OnKeyPressed((int)c);
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state->OnKeyPressed((int)c);
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