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Focus, InputText: fixed an issue where SetKeyboardFocusHere() did not work on InputTextMultiline() with ImGuiInputTextFlags_AllowTabInput. (#8928)
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4 changed files with 9 additions and 3 deletions
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@ -69,6 +69,9 @@ Other Changes:
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- InputText: revert a change in 1.79 where pressing Down or PageDown on the last line
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of a multi-line buffer without a trailing carriage return would keep the cursor
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unmoved. We revert back to move to the end of line in this situation.
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- Focus, InputText: fixed an issue where SetKeyboardFocusHere() did not work
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on InputTextMultiline() fields with ImGuiInputTextFlags_AllowTabInput, since
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they normally inhibit activation to allow tabbing through multiple items. (#8928)
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- Selectable: added ImGuiSelectableFlags_SelectOnNav to auto-select an item when
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moved into (automatic when in a BeginMultiSelect() block).
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- TabBar: fixed an issue were forcefully selecting a tab using internal API would
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@ -13932,6 +13932,8 @@ void ImGui::NavMoveRequestApplyResult()
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{
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g.NavNextActivateId = result->ID;
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g.NavNextActivateFlags = ImGuiActivateFlags_None;
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if (g.NavMoveFlags & ImGuiNavMoveFlags_FocusApi)
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g.NavNextActivateFlags |= ImGuiActivateFlags_FromFocusApi;
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if (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing)
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g.NavNextActivateFlags |= ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_TryToPreserveState | ImGuiActivateFlags_FromTabbing;
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}
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@ -1679,8 +1679,9 @@ enum ImGuiActivateFlags_
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ImGuiActivateFlags_PreferInput = 1 << 0, // Favor activation that requires keyboard text input (e.g. for Slider/Drag). Default for Enter key.
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ImGuiActivateFlags_PreferTweak = 1 << 1, // Favor activation for tweaking with arrows or gamepad (e.g. for Slider/Drag). Default for Space key and if keyboard is not used.
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ImGuiActivateFlags_TryToPreserveState = 1 << 2, // Request widget to preserve state if it can (e.g. InputText will try to preserve cursor/selection)
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ImGuiActivateFlags_FromTabbing = 1 << 3, // Activation requested by a tabbing request
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ImGuiActivateFlags_FromTabbing = 1 << 3, // Activation requested by a tabbing request (ImGuiNavMoveFlags_IsTabbing)
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ImGuiActivateFlags_FromShortcut = 1 << 4, // Activation requested by an item shortcut via SetNextItemShortcut() function.
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ImGuiActivateFlags_FromFocusApi = 1 << 5, // Activation requested by an api request (ImGuiNavMoveFlags_FocusApi)
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};
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// Early work-in-progress API for ScrollToItem()
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@ -4607,8 +4607,8 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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item_data_backup = g.LastItemData;
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window->DC.CursorPos = backup_pos;
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// Prevent NavActivation from Tabbing when our widget accepts Tab inputs: this allows cycling through widgets without stopping.
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if (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_FromTabbing) && (flags & ImGuiInputTextFlags_AllowTabInput))
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// Prevent NavActivation from explicit Tabbing when our widget accepts Tab inputs: this allows cycling through widgets without stopping.
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if (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_FromTabbing) && !(g.NavActivateFlags & ImGuiActivateFlags_FromFocusApi) && (flags & ImGuiInputTextFlags_AllowTabInput))
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g.NavActivateId = 0;
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// Prevent NavActivate reactivating in BeginChild() when we are already active.
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