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	InputText: Fixed selection rectangle appearing one frame late when selecting all.
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		| @@ -54,6 +54,7 @@ Other Changes: | ||||
| - InputTextMultiline: Fixed label size not being included into window contents rect unless | ||||
|   the whole widget is clipped. | ||||
| - InputText: Allow activating/cancelling/validating input with gamepad nav events. (#2321, #4552) | ||||
| - InputText: Fixed selection rectangle appearing one frame late when selecting all. | ||||
| - TextUnformatted: Accept null ranges including (NULL,NULL) without asserting, in order to conform | ||||
|   to common idioms (e.g. passing .data(), .data() + .size() from a null string). (#3615) | ||||
| - Disabled: Added assert guard for mismatching BeginDisabled()/EndDisabled() blocks. (#211) | ||||
|   | ||||
| @@ -4118,7 +4118,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ | ||||
|  | ||||
|     // Lock the decision of whether we are going to take the path displaying the cursor or selection | ||||
|     const bool render_cursor = (g.ActiveId == id) || (state && user_scroll_active); | ||||
|     bool render_selection = state && state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor); | ||||
|     bool render_selection = state && (state->HasSelection() || select_all) && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor); | ||||
|     bool value_changed = false; | ||||
|     bool enter_pressed = false; | ||||
|  | ||||
|   | ||||
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