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Fix conflict between EnterKeepActive and IsItemDeactivatedAfterEdit

This commit is contained in:
xttt 2025-12-08 03:02:22 -05:00
parent f8bef287eb
commit 1ae546538a
3 changed files with 0 additions and 418 deletions

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#!/bin/bash
## -V: create SPIR-V binary
## -x: save binary output as text-based 32-bit hexadecimal numbers
## -o: output file
glslangValidator -V -x -o glsl_shader.frag.u32 glsl_shader.frag
glslangValidator -V -x -o glsl_shader.vert.u32 glsl_shader.vert

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#include "imgui.h"
#include "imgui_impl_glfw.h"
#include "imgui_impl_opengl3.h"
#include <stdio.h>
#include <GLFW/glfw3.h>
#ifdef _WIN32
#undef APIENTRY
#define GLFW_EXPOSE_NATIVE_WIN32
#include <GLFW/glfw3native.h>
#endif
static void glfw_error_callback(int error, const char* description)
{
fprintf(stderr, "Glfw Error %d: %s\n", error, description);
}
int main(int, char**)
{
glfwSetErrorCallback(glfw_error_callback);
if (!glfwInit())
return 1;
GLFWwindow* window = glfwCreateWindow(1280, 720, "ImGui EnterKeepActive Test", NULL, NULL);
glfwMakeContextCurrent(window);
glfwSwapInterval(1);
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
// ⭐⭐⭐ Enable the problematic flag!
io.ConfigInputTextEnterKeepActive = true;
ImGui::StyleColorsDark();
ImGui_ImplGlfw_InitForOpenGL(window, true);
ImGui_ImplOpenGL3_Init("#version 150");
static char buf[128] = "edit me";
while (!glfwWindowShouldClose(window))
{
glfwPollEvents();
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
ImGui::Begin("Test Window");
ImGui::Text("Press Enter inside the InputText. It will stay active.");
ImGui::Text("Watch IsItemDeactivatedAfterEdit value below.");
ImGui::InputText("Input", buf, sizeof(buf));
bool active = ImGui::IsItemActive();
bool deactivated_after_edit = ImGui::IsItemDeactivatedAfterEdit();
ImGui::Text("IsItemActive = %d", active);
ImGui::Text("IsItemDeactivatedAfterEdit = %d", deactivated_after_edit);
ImGui::Separator();
ImGui::TextWrapped(
"Expected: Enter does NOT deactivate the input.\n"
"Observed: IsItemDeactivatedAfterEdit never becomes true.\n"
"This reproduces issue #9001.");
ImGui::End();
ImGui::Render();
int display_w, display_h;
glfwGetFramebufferSize(window, &display_w, &display_h);
glViewport(0, 0, display_w, display_h);
glClearColor(0.2f, 0.2f, 0.25f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
glfwSwapBuffers(window);
}
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
glfwDestroyWindow(window);
glfwTerminate();
return 0;
}

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