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# Conflicts: # backends/imgui_impl_opengl3.cpp
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commit
7b5a8e4f2b
12 changed files with 233 additions and 84 deletions
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@ -4433,22 +4433,24 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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}
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}
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// Apply ASCII value
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if (!is_readonly)
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{
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state->TextAIsValid = true;
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state->TextA.resize(state->TextW.Size * 4 + 1);
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ImTextStrToUtf8(state->TextA.Data, state->TextA.Size, state->TextW.Data, NULL);
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}
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// When using 'ImGuiInputTextFlags_EnterReturnsTrue' as a special case we reapply the live buffer back to the input buffer before clearing ActiveId, even though strictly speaking it wasn't modified on this frame.
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// If we didn't do that, code like InputInt() with ImGuiInputTextFlags_EnterReturnsTrue would fail.
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// This also allows the user to use InputText() with ImGuiInputTextFlags_EnterReturnsTrue without maintaining any user-side storage (please note that if you use this property along ImGuiInputTextFlags_CallbackResize you can end up with your temporary string object unnecessarily allocating once a frame, either store your string data, either if you don't then don't use ImGuiInputTextFlags_CallbackResize).
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bool apply_edit_back_to_user_buffer = !cancel_edit || (enter_pressed && (flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0);
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const bool apply_edit_back_to_user_buffer = !cancel_edit || (enter_pressed && (flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0);
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if (apply_edit_back_to_user_buffer)
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{
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// Apply new value immediately - copy modified buffer back
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// Note that as soon as the input box is active, the in-widget value gets priority over any underlying modification of the input buffer
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// FIXME: We actually always render 'buf' when calling DrawList->AddText, making the comment above incorrect.
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// FIXME-OPT: CPU waste to do this every time the widget is active, should mark dirty state from the stb_textedit callbacks.
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if (!is_readonly)
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{
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state->TextAIsValid = true;
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state->TextA.resize(state->TextW.Size * 4 + 1);
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ImTextStrToUtf8(state->TextA.Data, state->TextA.Size, state->TextW.Data, NULL);
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}
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// User callback
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if ((flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory | ImGuiInputTextFlags_CallbackEdit | ImGuiInputTextFlags_CallbackAlways)) != 0)
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