Merge branch 'master' into docking

# Conflicts:
#	imgui.cpp
This commit is contained in:
omar 2019-01-31 19:19:35 +01:00
commit f906d53f7d
7 changed files with 88 additions and 37 deletions

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@ -99,7 +99,10 @@ Other changes:
Other Changes:
- Added .editorconfig file for text editors to standardize using spaces. (#2038) [@kudaba]
- InputText: Fixed a bug where ESCAPE would not restore the initial value in all situations. (#2321) [@relick]
- InputText: Fixed a bug where ESCAPE would be first captured by the Keyboard Navigation code. (#2321, #787)
- Fixed range-version of PushID() and GetID() not honoring the ### operator to restart from the seed value.
- Fixed CloseCurrentPopup() on a child-menu of a modal incorrectly closing the modal. (#2308)
- Window: When resizing from an edge, the border is more visible and better follow the rounded corners.
- ImDrawList: Fixed AddCircle(), AddCircleFilled() angle step being off, which was visible when drawing a "circle"
with a small number of segments (e.g. an hexagon). (#2287) [@baktery]
@ -107,6 +110,7 @@ Other Changes:
- ImFontAtlas: Added 0x2000-0x206F general punctuation range to default ChineseFull/ChineseSimplifiedCommon ranges. (#2093)
- ImFontAtlas: FreeType: Added support for imgui allocators + custom FreeType only SetAllocatorFunctions. (#2285) [@Vuhdo]
- ImFontAtlas: FreeType: Fixed using imgui_freetype.cpp in unity builds. (#2302)
- Demo: Fixed "Log" demo not initializing properly, leading to the first line not showing before a Clear. (#2318) [@bluescan]
- Examples: Win32: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created
in a different thread or parent. (#1951, #2087, #2156, #2232) [many people]
- Examples: Win32: Added support for XInput games (if ImGuiConfigFlags_NavEnableGamepad is enabled).

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@ -126,7 +126,7 @@ Languages: (third-party bindings)
- Odin: [odin-dear_imgui](https://github.com/ThisDrunkDane/odin-dear_imgui)
- Pascal: [imgui-pas](https://github.com/dpethes/imgui-pas)
- PureBasic: [pb-cimgui](https://github.com/hippyau/pb-cimgui)
- Python: [pyimgui](https://github.com/swistakm/pyimgui) or [CyImGui](https://github.com/chromy/cyimgui)
- Python: [pyimgui](https://github.com/swistakm/pyimgui) or [bimpy](https://github.com/podgorskiy/bimpy)
- Ruby: [ruby-imgui](https://github.com/vaiorabbit/ruby-imgui)
- Rust: [imgui-rs](https://github.com/Gekkio/imgui-rs) or [imgui-rust](https://github.com/nsf/imgui-rust)
- Swift [swift-imgui](https://github.com/mnmly/Swift-imgui)
@ -294,21 +294,21 @@ Individuals/hobbyists: support continued maintenance and development via PayPal:
Businesses: support continued maintenance and development via support contracts or sponsoring:
<br>&nbsp;&nbsp;_E-mail: omarcornut at gmail dot com_
Ongoing dear imgui development is financially supported by users and private sponsors (past and present):
Ongoing dear imgui development is financially supported by users and private sponsors, recently:
**Platinum-chocolate sponsors**
- **Blizzard Entertainment**.
**Double-chocolate sponsors**
- Media Molecule, Mobigame, Insomniac Games, Aras Pranckevičius, Lizardcube, Greggman, DotEmu, Nadeo, Supercell, Runner, Aiden Koss, Kylotonn.
- Media Molecule, Mobigame, Aras Pranckevičius, Greggman, DotEmu, Nadeo, Supercell, Runner, Aiden Koss, Kylotonn.
**Salty caramel supporters**
- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru, Harfang 3D, Jeff Roberts, Rainway inc.
- Recognition Robotics, ikrima, Geoffrey Evans, Mercury Labs, Singularity Demo Group, Lionel Landwerlin, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru, Harfang 3D, Jeff Roberts, Rainway inc, Ondra Voves, Mesh Consultants.
**Caramel supporters**
- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić, Jonas Bernemann, Johan Andersson, Nathan Hartman, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Felipe Alfonso, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Edsel Malasig, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey, Astrofra, Jonas Lehmann, Steven Kah Hien Wong, Bartosz Bielecki, Oscar Penas, A M, Liam Moynihan, Artometa, Mark Lee, Dimitri Diakopoulos.
- Jerome Lanquetot, Daniel Collin, Ctrl Alt Ninja, Neil Henning, Neil Blakey-Milner, Aleksei, NeiloGD, Eric, Game Atelier, Vincent Hamm, Colin Riley, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Josh Faust, Martin Donlon, Codecat, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Jonas Bernemann, Johan Andersson, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey, Steven Kah Hien Wong, Bartosz Bielecki, Oscar Penas, A M, Liam Moynihan, Artometa, Mark Lee, Dimitri Diakopoulos, Pete Goodwin.
And all other supporters; THANK YOU!
And all other past and present supporters; THANK YOU!
(Please contact me if you would like to be added or removed from this list)
Credits

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@ -1314,6 +1314,7 @@ ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c,
return proj_ca;
}
// Consider using _stricmp/_strnicmp under Windows or strcasecmp/strncasecmp. We don't actually use either ImStricmp/ImStrnicmp in the codebase any more.
int ImStricmp(const char* str1, const char* str2)
{
int d;
@ -1330,9 +1331,11 @@ int ImStrnicmp(const char* str1, const char* str2, size_t count)
void ImStrncpy(char* dst, const char* src, size_t count)
{
if (count < 1) return;
strncpy(dst, src, count);
dst[count-1] = 0;
if (count < 1)
return;
if (count > 1)
strncpy(dst, src, count - 1);
dst[count - 1] = 0;
}
char* ImStrdup(const char* str)
@ -2697,6 +2700,7 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
}
g.ActiveId = id;
g.ActiveIdAllowNavDirFlags = 0;
g.ActiveIdBlockNavInputFlags = 0;
g.ActiveIdAllowOverlap = false;
g.ActiveIdWindow = window;
if (id)
@ -2856,7 +2860,7 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg)
#ifdef IMGUI_ENABLE_TEST_ENGINE
if (id != 0)
ImGuiTestEngineHook_ItemAdd(&g, bb, id);
ImGuiTestEngineHook_ItemAdd(&g, nav_bb_arg ? *nav_bb_arg : bb, id);
#endif
// Clipping test
@ -4450,6 +4454,9 @@ ImVec2 ImGui::GetMousePosOnOpeningCurrentPopup()
// We typically use ImVec2(-FLT_MAX,-FLT_MAX) to denote an invalid mouse position.
bool ImGui::IsMousePosValid(const ImVec2* mouse_pos)
{
// The assert is only to silence a false-positive in XCode Static Analysis.
// Because GImGui is not dereferenced in every code path, the static analyzer assume that it may be NULL (which it doesn't for other functions).
IM_ASSERT(GImGui != NULL);
const float MOUSE_INVALID = -256000.0f;
ImVec2 p = mouse_pos ? *mouse_pos : GImGui->IO.MousePos;
return p.x >= MOUSE_INVALID && p.y >= MOUSE_INVALID;
@ -7461,8 +7468,21 @@ void ImGui::CloseCurrentPopup()
int popup_idx = g.BeginPopupStack.Size - 1;
if (popup_idx < 0 || popup_idx >= g.OpenPopupStack.Size || g.BeginPopupStack[popup_idx].PopupId != g.OpenPopupStack[popup_idx].PopupId)
return;
while (popup_idx > 0 && g.OpenPopupStack[popup_idx].Window && (g.OpenPopupStack[popup_idx].Window->Flags & ImGuiWindowFlags_ChildMenu))
// Closing a menu closes its top-most parent popup (unless a modal)
while (popup_idx > 0)
{
ImGuiWindow* popup_window = g.OpenPopupStack[popup_idx].Window;
ImGuiWindow* parent_popup_window = g.OpenPopupStack[popup_idx - 1].Window;
bool close_parent = false;
if (popup_window && (popup_window->Flags & ImGuiWindowFlags_ChildMenu))
if (parent_popup_window == NULL || !(parent_popup_window->Flags & ImGuiWindowFlags_Modal))
close_parent = true;
if (!close_parent)
break;
popup_idx--;
}
//IMGUI_DEBUG_LOG("CloseCurrentPopup %d -> %d\n", g.BeginPopupStack.Size - 1, popup_idx);
ClosePopupToLevel(popup_idx, true);
// A common pattern is to close a popup when selecting a menu item/selectable that will open another window.
@ -8957,7 +8977,8 @@ static void ImGui::NavUpdate()
{
if (g.ActiveId != 0)
{
ClearActiveID();
if (!(g.ActiveIdBlockNavInputFlags & (1 << ImGuiNavInput_Cancel)))
ClearActiveID();
}
else if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow) && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow && g.NavWindow != g.NavWindow->RootWindowDockStop)
{

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@ -2169,7 +2169,7 @@ struct ImFont
{
// Members: Hot ~62/78 bytes
float FontSize; // <user set> // Height of characters, set during loading (don't change after loading)
float Scale; // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetFontScale()
float Scale; // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale()
ImVec2 DisplayOffset; // = (0.f,0.f) // Offset font rendering by xx pixels
ImVector<ImFontGlyph> Glyphs; // // All glyphs.
ImVector<float> IndexAdvanceX; // // Sparse. Glyphs->AdvanceX in a directly indexable way (more cache-friendly, for CalcTextSize functions which are often bottleneck in large UI).

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@ -1090,16 +1090,18 @@ static void ShowDemoWindowWidgets()
ImGui::Text("Color button with Custom Picker Popup:");
// Generate a dummy palette
static bool saved_palette_inited = false;
static ImVec4 saved_palette[32];
if (!saved_palette_inited)
// Generate a dummy default palette. The palette will persist and can be edited.
static bool saved_palette_init = true;
static ImVec4 saved_palette[32] = { };
if (saved_palette_init)
{
for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++)
{
ImGui::ColorConvertHSVtoRGB(n / 31.0f, 0.8f, 0.8f, saved_palette[n].x, saved_palette[n].y, saved_palette[n].z);
saved_palette[n].w = 1.0f; // Alpha
}
saved_palette_inited = true;
saved_palette_init = false;
}
static ImVec4 backup_color;
bool open_popup = ImGui::ColorButton("MyColor##3b", color, misc_flags);
@ -1112,12 +1114,12 @@ static void ShowDemoWindowWidgets()
}
if (ImGui::BeginPopup("mypicker"))
{
// FIXME: Adding a drag and drop example here would be perfect!
ImGui::Text("MY CUSTOM COLOR PICKER WITH AN AMAZING PALETTE!");
ImGui::Separator();
ImGui::ColorPicker4("##picker", (float*)&color, misc_flags | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoSmallPreview);
ImGui::SameLine();
ImGui::BeginGroup();
ImGui::BeginGroup(); // Lock X position
ImGui::Text("Current");
ImGui::ColorButton("##current", color, ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_AlphaPreviewHalf, ImVec2(60,40));
ImGui::Text("Previous");
@ -1133,6 +1135,8 @@ static void ShowDemoWindowWidgets()
if (ImGui::ColorButton("##palette", saved_palette[n], ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_NoTooltip, ImVec2(20,20)))
color = ImVec4(saved_palette[n].x, saved_palette[n].y, saved_palette[n].z, color.w); // Preserve alpha!
// Allow user to drop colors into each palette entry
// (Note that ColorButton is already a drag source by default, unless using ImGuiColorEditFlags_NoDragDrop)
if (ImGui::BeginDragDropTarget())
{
if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F))
@ -2231,13 +2235,24 @@ static void ShowDemoWindowPopups()
if (ImGui::Button("Stacked modals.."))
ImGui::OpenPopup("Stacked 1");
if (ImGui::BeginPopupModal("Stacked 1"))
if (ImGui::BeginPopupModal("Stacked 1", NULL, ImGuiWindowFlags_MenuBar))
{
if (ImGui::BeginMenuBar())
{
if (ImGui::BeginMenu("File"))
{
if (ImGui::MenuItem("Dummy menu item")) {}
ImGui::EndMenu();
}
ImGui::EndMenuBar();
}
ImGui::Text("Hello from Stacked The First\nUsing style.Colors[ImGuiCol_ModalWindowDimBg] behind it.");
// Testing behavior of widgets stacking their own regular popups over the modal.
static int item = 1;
ImGui::Combo("Combo", &item, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0");
static float color[4] = { 0.4f,0.7f,0.0f,0.5f };
ImGui::ColorEdit4("color", color); // This is to test behavior of stacked regular popups over a modal
ImGui::Combo("Combo", &item, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0");
ImGui::ColorEdit4("color", color);
if (ImGui::Button("Add another modal.."))
ImGui::OpenPopup("Stacked 2");
@ -3474,6 +3489,12 @@ struct ExampleAppLog
ImVector<int> LineOffsets; // Index to lines offset. We maintain this with AddLog() calls, allowing us to have a random access on lines
bool ScrollToBottom;
ExampleAppLog()
{
ScrollToBottom = false;
Clear();
}
void Clear()
{
Buf.clear();

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@ -925,6 +925,7 @@ struct ImGuiContext
bool ActiveIdPreviousFrameIsAlive;
bool ActiveIdPreviousFrameHasBeenEdited;
int ActiveIdAllowNavDirFlags; // Active widget allows using directional navigation (e.g. can activate a button and move away from it)
int ActiveIdBlockNavInputFlags;
ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior)
ImGuiWindow* ActiveIdWindow;
ImGuiWindow* ActiveIdPreviousFrameWindow;
@ -1091,7 +1092,8 @@ struct ImGuiContext
ActiveIdHasBeenEdited = false;
ActiveIdPreviousFrameIsAlive = false;
ActiveIdPreviousFrameHasBeenEdited = false;
ActiveIdAllowNavDirFlags = 0;
ActiveIdAllowNavDirFlags = 0x00;
ActiveIdBlockNavInputFlags = 0x00;
ActiveIdClickOffset = ImVec2(-1,-1);
ActiveIdWindow = ActiveIdPreviousFrameWindow = NULL;
ActiveIdSource = ImGuiInputSource_None;
@ -1702,7 +1704,7 @@ IMGUI_API void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned ch
extern void ImGuiTestEngineHook_PreNewFrame(ImGuiContext* ctx);
extern void ImGuiTestEngineHook_PostNewFrame(ImGuiContext* ctx);
extern void ImGuiTestEngineHook_ItemAdd(ImGuiContext* ctx, const ImRect& bb, ImGuiID id);
extern void ImGuiTestEngineHook_ItemInfo(ImGuiContext* ctx, ImGuiID id, const char* label, int flags);
extern void ImGuiTestEngineHook_ItemInfo(ImGuiContext* ctx, ImGuiID id, const char* label, ImGuiItemStatusFlags flags);
#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID, _LABEL, _FLAGS) ImGuiTestEngineHook_ItemInfo(&g, _ID, _LABEL, _FLAGS) // Register status flags
#else
#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID, _LABEL, _FLAGS) do { } while (0)

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@ -578,6 +578,7 @@ bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags
//if (pressed && !(flags & ImGuiButtonFlags_DontClosePopups) && (window->Flags & ImGuiWindowFlags_Popup))
// CloseCurrentPopup();
IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.LastItemStatusFlags);
return pressed;
}
@ -1960,6 +1961,7 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* v, floa
if (label_size.x > 0.0f)
RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, inner_bb.Min.y), label);
IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags);
return value_changed;
}
@ -2399,6 +2401,7 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* v, co
if (label_size.x > 0.0f)
RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags);
return value_changed;
}
@ -2645,17 +2648,15 @@ int ImParseFormatPrecision(const char* fmt, int default_precision)
}
// Create text input in place of an active drag/slider (used when doing a CTRL+Click on drag/slider widgets)
// FIXME: Logic is awkward and confusing. This should be reworked to facilitate using in other situations.
// FIXME: Facilitate using this in variety of other situations.
bool ImGui::InputScalarAsWidgetReplacement(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* data_ptr, const char* format)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = GetCurrentWindow();
// Our replacement widget will override the focus ID (registered previously to allow for a TAB focus to happen)
// On the first frame, g.ScalarAsInputTextId == 0, then on subsequent frames it becomes == id
SetActiveID(g.ScalarAsInputTextId, window);
SetHoveredID(0);
g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down);
// On the first frame, g.ScalarAsInputTextId == 0, then on subsequent frames it becomes == id.
// We clear ActiveID on the first frame to allow the InputText() taking it back.
if (g.ScalarAsInputTextId == 0)
ClearActiveID();
char fmt_buf[32];
char data_buf[32];
@ -2664,11 +2665,11 @@ bool ImGui::InputScalarAsWidgetReplacement(const ImRect& bb, ImGuiID id, const c
ImStrTrimBlanks(data_buf);
ImGuiInputTextFlags flags = ImGuiInputTextFlags_AutoSelectAll | ((data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) ? ImGuiInputTextFlags_CharsScientific : ImGuiInputTextFlags_CharsDecimal);
bool value_changed = InputTextEx(label, data_buf, IM_ARRAYSIZE(data_buf), bb.GetSize(), flags);
if (g.ScalarAsInputTextId == 0) // First frame we started displaying the InputText widget
if (g.ScalarAsInputTextId == 0)
{
IM_ASSERT(g.ActiveId == id); // InputText ID expected to match the Slider ID
// First frame we started displaying the InputText widget, we expect it to take the active id.
IM_ASSERT(g.ActiveId == id);
g.ScalarAsInputTextId = g.ActiveId;
SetHoveredID(id);
}
if (value_changed)
return DataTypeApplyOpFromText(data_buf, g.InputTextState.InitialText.Data, data_type, data_ptr, NULL);
@ -3285,8 +3286,9 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
SetActiveID(id, window);
SetFocusID(id, window);
FocusWindow(window);
g.ActiveIdBlockNavInputFlags = (1 << ImGuiNavInput_Cancel);
if (!is_multiline && !(flags & ImGuiInputTextFlags_CallbackHistory))
g.ActiveIdAllowNavDirFlags |= ((1 << ImGuiDir_Up) | (1 << ImGuiDir_Down));
g.ActiveIdAllowNavDirFlags = ((1 << ImGuiDir_Up) | (1 << ImGuiDir_Down));
}
else if (io.MouseClicked[0])
{
@ -3616,7 +3618,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
}
// If the underlying buffer resize was denied or not carried to the next frame, apply_new_text_length+1 may be >= buf_size.
ImStrncpy(buf, edit_state.TempBuffer.Data, ImMin(apply_new_text_length + 1, buf_size));
ImStrncpy(buf, apply_new_text, ImMin(apply_new_text_length + 1, buf_size));
value_changed = true;
}
@ -3825,6 +3827,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
if (value_changed)
MarkItemEdited(id);
IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags);
if ((flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0)
return enter_pressed;
else