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InputText: avoid continuously overwriting ownership of ImGuiKey_Enter / ImGuiKey_KeypadEnter in order to allow e.g. external Shortcut to override behavior. (#9004)

This commit is contained in:
ocornut 2025-10-16 16:12:29 +02:00
parent 2a5e9a15e4
commit 36de604a5b
2 changed files with 9 additions and 5 deletions

View file

@ -4820,7 +4820,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
{
// Declare some inputs, the other are registered and polled via Shortcut() routing system.
// FIXME: The reason we don't use Shortcut() is we would need a routing flag to specify multiple mods, or to all mods combination into individual shortcuts.
const ImGuiKey always_owned_keys[] = { ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_Enter, ImGuiKey_KeypadEnter, ImGuiKey_Delete, ImGuiKey_Backspace, ImGuiKey_Home, ImGuiKey_End };
const ImGuiKey always_owned_keys[] = { ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_Delete, ImGuiKey_Backspace, ImGuiKey_Home, ImGuiKey_End };
for (ImGuiKey key : always_owned_keys)
SetKeyOwner(key, id);
if (user_clicked)
@ -5028,7 +5028,8 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
// We allow validate/cancel with Nav source (gamepad) to makes it easier to undo an accidental NavInput press with no keyboard wired, but otherwise it isn't very useful.
const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
const bool is_enter_pressed = IsKeyPressed(ImGuiKey_Enter, true) || IsKeyPressed(ImGuiKey_KeypadEnter, true);
const bool is_enter = Shortcut(ImGuiKey_Enter, f_repeat, id) || Shortcut(ImGuiKey_KeypadEnter, f_repeat, id);
const bool is_ctrl_enter = Shortcut(ImGuiMod_Ctrl | ImGuiKey_Enter, f_repeat, id) || Shortcut(ImGuiMod_Ctrl | ImGuiKey_KeypadEnter, f_repeat, id);
const bool is_gamepad_validate = nav_gamepad_active && (IsKeyPressed(ImGuiKey_NavGamepadActivate, false) || IsKeyPressed(ImGuiKey_NavGamepadInput, false));
const bool is_cancel = Shortcut(ImGuiKey_Escape, f_repeat, id) || (nav_gamepad_active && Shortcut(ImGuiKey_NavGamepadCancel, f_repeat, id));
@ -5063,11 +5064,11 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
}
state->OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask);
}
else if (is_enter_pressed || is_gamepad_validate)
else if (is_enter || is_ctrl_enter || is_gamepad_validate)
{
// Determine if we turn Enter into a \n character
bool ctrl_enter_for_new_line = (flags & ImGuiInputTextFlags_CtrlEnterForNewLine) != 0;
if (!is_multiline || is_gamepad_validate || (ctrl_enter_for_new_line != io.KeyCtrl))
if (!is_multiline || is_gamepad_validate || (ctrl_enter_for_new_line != is_ctrl_enter))
{
validated = true;
if (io.ConfigInputTextEnterKeepActive && !is_multiline)
@ -5077,7 +5078,8 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
}
else if (!is_readonly)
{
unsigned int c = '\n'; // Insert new line
// Insert new line
unsigned int c = '\n';
if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data))
state->OnCharPressed(c);
}