mirror of
https://github.com/ocornut/imgui.git
synced 2026-01-11 00:04:24 +00:00
Fix conflict between EnterKeepActive and IsItemDeactivatedAfterEdit
This commit is contained in:
parent
f8bef287eb
commit
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3 changed files with 0 additions and 418 deletions
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#!/bin/bash
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## -V: create SPIR-V binary
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## -x: save binary output as text-based 32-bit hexadecimal numbers
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## -o: output file
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glslangValidator -V -x -o glsl_shader.frag.u32 glsl_shader.frag
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glslangValidator -V -x -o glsl_shader.vert.u32 glsl_shader.vert
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@ -1,88 +0,0 @@
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#include "imgui.h"
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#include "imgui_impl_glfw.h"
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#include "imgui_impl_opengl3.h"
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#include <stdio.h>
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#include <GLFW/glfw3.h>
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#ifdef _WIN32
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#undef APIENTRY
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#define GLFW_EXPOSE_NATIVE_WIN32
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#include <GLFW/glfw3native.h>
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#endif
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static void glfw_error_callback(int error, const char* description)
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{
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fprintf(stderr, "Glfw Error %d: %s\n", error, description);
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}
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int main(int, char**)
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{
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glfwSetErrorCallback(glfw_error_callback);
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if (!glfwInit())
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return 1;
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GLFWwindow* window = glfwCreateWindow(1280, 720, "ImGui EnterKeepActive Test", NULL, NULL);
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glfwMakeContextCurrent(window);
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glfwSwapInterval(1);
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO();
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// ⭐⭐⭐ Enable the problematic flag!
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io.ConfigInputTextEnterKeepActive = true;
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ImGui::StyleColorsDark();
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ImGui_ImplGlfw_InitForOpenGL(window, true);
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ImGui_ImplOpenGL3_Init("#version 150");
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static char buf[128] = "edit me";
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while (!glfwWindowShouldClose(window))
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{
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glfwPollEvents();
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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ImGui::NewFrame();
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ImGui::Begin("Test Window");
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ImGui::Text("Press Enter inside the InputText. It will stay active.");
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ImGui::Text("Watch IsItemDeactivatedAfterEdit value below.");
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ImGui::InputText("Input", buf, sizeof(buf));
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bool active = ImGui::IsItemActive();
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bool deactivated_after_edit = ImGui::IsItemDeactivatedAfterEdit();
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ImGui::Text("IsItemActive = %d", active);
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ImGui::Text("IsItemDeactivatedAfterEdit = %d", deactivated_after_edit);
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ImGui::Separator();
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ImGui::TextWrapped(
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"Expected: Enter does NOT deactivate the input.\n"
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"Observed: IsItemDeactivatedAfterEdit never becomes true.\n"
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"This reproduces issue #9001.");
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ImGui::End();
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ImGui::Render();
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int display_w, display_h;
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glfwGetFramebufferSize(window, &display_w, &display_h);
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glViewport(0, 0, display_w, display_h);
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glClearColor(0.2f, 0.2f, 0.25f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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glfwSwapBuffers(window);
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}
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ImGui_ImplOpenGL3_Shutdown();
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ImGui_ImplGlfw_Shutdown();
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ImGui::DestroyContext();
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glfwDestroyWindow(window);
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glfwTerminate();
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return 0;
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}
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@ -1,324 +0,0 @@
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// // Dear ImGui: standalone example application for GLFW + OpenGL 3, using programmable pipeline
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// // (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
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// // Learn about Dear ImGui:
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// // - FAQ https://dearimgui.com/faq
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// // - Getting Started https://dearimgui.com/getting-started
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// // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
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// // - Introduction, links and more at the top of imgui.cpp
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// #include "imgui.h"
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// #include "imgui_impl_glfw.h"
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// #include "imgui_impl_opengl3.h"
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// #include <stdio.h>
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// #define GL_SILENCE_DEPRECATION
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// #if defined(IMGUI_IMPL_OPENGL_ES2)
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// #include <GLES2/gl2.h>
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// #endif
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// #include <GLFW/glfw3.h> // Will drag system OpenGL headers
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// // [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
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// // To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
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// // Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio.
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// #if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
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// #pragma comment(lib, "legacy_stdio_definitions")
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// #endif
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// // This example can also compile and run with Emscripten! See 'Makefile.emscripten' for details.
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// #ifdef __EMSCRIPTEN__
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// #include "../libs/emscripten/emscripten_mainloop_stub.h"
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// #endif
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// static void glfw_error_callback(int error, const char* description)
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// {
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// fprintf(stderr, "GLFW Error %d: %s\n", error, description);
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// }
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// // Main code
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// int main(int, char**)
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// {
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// glfwSetErrorCallback(glfw_error_callback);
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// if (!glfwInit())
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// return 1;
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// // Decide GL+GLSL versions
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// #if defined(IMGUI_IMPL_OPENGL_ES2)
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// // GL ES 2.0 + GLSL 100 (WebGL 1.0)
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// const char* glsl_version = "#version 100";
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// glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
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// glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
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// glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
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// #elif defined(IMGUI_IMPL_OPENGL_ES3)
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// // GL ES 3.0 + GLSL 300 es (WebGL 2.0)
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// const char* glsl_version = "#version 300 es";
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// glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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// glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
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// glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
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// #elif defined(__APPLE__)
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// // GL 3.2 + GLSL 150
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// const char* glsl_version = "#version 150";
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// glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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// glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
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// glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
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// glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Required on Mac
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// #else
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// // GL 3.0 + GLSL 130
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// const char* glsl_version = "#version 130";
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// glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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// glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
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// //glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
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// //glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // 3.0+ only
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// #endif
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// // Create window with graphics context
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// float main_scale = ImGui_ImplGlfw_GetContentScaleForMonitor(glfwGetPrimaryMonitor()); // Valid on GLFW 3.3+ only
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// GLFWwindow* window = glfwCreateWindow((int)(1280 * main_scale), (int)(800 * main_scale), "Dear ImGui GLFW+OpenGL3 example", nullptr, nullptr);
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// if (window == nullptr)
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// return 1;
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// glfwMakeContextCurrent(window);
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// glfwSwapInterval(1); // Enable vsync
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// // Setup Dear ImGui context
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// IMGUI_CHECKVERSION();
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// ImGui::CreateContext();
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// ImGuiIO& io = ImGui::GetIO(); (void)io;
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// io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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// io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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// // Setup Dear ImGui style
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// ImGui::StyleColorsDark();
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// //ImGui::StyleColorsLight();
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// // Setup scaling
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// ImGuiStyle& style = ImGui::GetStyle();
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// style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
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// style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose)
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// // Setup Platform/Renderer backends
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// ImGui_ImplGlfw_InitForOpenGL(window, true);
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// #ifdef __EMSCRIPTEN__
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// ImGui_ImplGlfw_InstallEmscriptenCallbacks(window, "#canvas");
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// #endif
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// ImGui_ImplOpenGL3_Init(glsl_version);
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// // Load Fonts
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// // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
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// // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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// // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
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// // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
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// // - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author!
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// // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
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// // - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
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// //style.FontSizeBase = 20.0f;
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// //io.Fonts->AddFontDefault();
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// //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
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// //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
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// //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
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// //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
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// //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
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// //IM_ASSERT(font != nullptr);
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// // Our state
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// bool show_demo_window = true;
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// bool show_another_window = false;
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// ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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// // Main loop
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// #ifdef __EMSCRIPTEN__
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// // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
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// // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
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// io.IniFilename = nullptr;
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// EMSCRIPTEN_MAINLOOP_BEGIN
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// #else
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// while (!glfwWindowShouldClose(window))
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// #endif
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// {
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// // Poll and handle events (inputs, window resize, etc.)
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// // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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// // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
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// // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
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// // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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// glfwPollEvents();
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// if (glfwGetWindowAttrib(window, GLFW_ICONIFIED) != 0)
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// {
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// ImGui_ImplGlfw_Sleep(10);
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// continue;
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// }
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// // Start the Dear ImGui frame
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// ImGui_ImplOpenGL3_NewFrame();
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// ImGui_ImplGlfw_NewFrame();
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// ImGui::NewFrame();
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// // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
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// if (show_demo_window)
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// ImGui::ShowDemoWindow(&show_demo_window);
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// // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
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// {
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// static float f = 0.0f;
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// static int counter = 0;
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// ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
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// ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
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// ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
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// ImGui::Checkbox("Another Window", &show_another_window);
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// ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
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// ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
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// if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
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// counter++;
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// ImGui::SameLine();
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// ImGui::Text("counter = %d", counter);
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// ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
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// ImGui::End();
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// }
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// // 3. Show another simple window.
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// if (show_another_window)
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// {
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// ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
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// ImGui::Text("Hello from another window!");
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// if (ImGui::Button("Close Me"))
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// show_another_window = false;
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// ImGui::End();
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// }
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// // Rendering
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// ImGui::Render();
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// int display_w, display_h;
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// glfwGetFramebufferSize(window, &display_w, &display_h);
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// glViewport(0, 0, display_w, display_h);
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// glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
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// glClear(GL_COLOR_BUFFER_BIT);
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// ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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// glfwSwapBuffers(window);
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// }
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// #ifdef __EMSCRIPTEN__
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// EMSCRIPTEN_MAINLOOP_END;
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// #endif
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// // Cleanup
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// ImGui_ImplOpenGL3_Shutdown();
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// ImGui_ImplGlfw_Shutdown();
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// ImGui::DestroyContext();
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// glfwDestroyWindow(window);
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// glfwTerminate();
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// return 0;
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// }
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#include "imgui.h"
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#include "imgui_impl_glfw.h"
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#include "imgui_impl_opengl3.h"
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#include <stdio.h>
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#include <GLFW/glfw3.h>
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#ifdef _WIN32
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#undef APIENTRY
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#define GLFW_EXPOSE_NATIVE_WIN32
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#include <GLFW/glfw3native.h>
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#endif
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static void glfw_error_callback(int error, const char* description)
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{
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fprintf(stderr, "Glfw Error %d: %s\n", error, description);
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}
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int main(int, char**)
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{
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glfwSetErrorCallback(glfw_error_callback);
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if (!glfwInit())
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return 1;
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GLFWwindow* window = glfwCreateWindow(1280, 720, "ImGui EnterKeepActive Test", NULL, NULL);
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glfwMakeContextCurrent(window);
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glfwSwapInterval(1);
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO();
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// ⭐⭐⭐ Enable the problematic flag!
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io.ConfigInputTextEnterKeepActive = true;
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ImGui::StyleColorsDark();
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ImGui_ImplGlfw_InitForOpenGL(window, true);
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ImGui_ImplOpenGL3_Init("#version 130");
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static char buf[128] = "edit me";
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while (!glfwWindowShouldClose(window))
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{
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glfwPollEvents();
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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ImGui::NewFrame();
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ImGui::Begin("Test Window");
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ImGui::Text("Press Enter inside the InputText. It will stay active.");
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ImGui::Text("Watch IsItemDeactivatedAfterEdit value below.");
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ImGui::InputText("Input", buf, sizeof(buf));
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static int frame = 0;
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frame++;
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bool active = ImGui::IsItemActive();
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bool deactivated_after_edit = ImGui::IsItemDeactivatedAfterEdit();
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// Visual feedback
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ImGui::Text("Frame: %d", frame);
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ImGui::Text("IsItemActive = %d", active);
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// Highlight this frame in BRIGHT RED
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if (deactivated_after_edit)
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{
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ImGui::TextColored(ImVec4(1.0f, 0.1f, 0.1f, 1.0f), "IsItemDeactivatedAfterEdit = TRUE");
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// Print to console so you NEVER miss it
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printf("[FRAME %d] ItemDeactivatedAfterEdit = TRUE\n", frame);
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}
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else
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{
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ImGui::Text("IsItemDeactivatedAfterEdit = 0");
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}
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ImGui::Text("IsItemActive = %d", active);
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ImGui::Text("IsItemDeactivatedAfterEdit = %d", deactivated_after_edit);
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ImGui::Separator();
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ImGui::TextWrapped(
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"Expected: Enter does NOT deactivate the input.\n"
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"Observed: IsItemDeactivatedAfterEdit never becomes true.\n"
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"This reproduces issue #9001.");
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ImGui::End();
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ImGui::Render();
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int display_w, display_h;
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glfwGetFramebufferSize(window, &display_w, &display_h);
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glViewport(0, 0, display_w, display_h);
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glClearColor(0.2f, 0.2f, 0.25f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
|
||||
glfwSwapBuffers(window);
|
||||
}
|
||||
|
||||
ImGui_ImplOpenGL3_Shutdown();
|
||||
ImGui_ImplGlfw_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
|
||||
glfwDestroyWindow(window);
|
||||
glfwTerminate();
|
||||
|
||||
return 0;
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue