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Merge branch 'master' into docking
# Conflicts: # backends/imgui_impl_osx.mm # backends/imgui_impl_win32.cpp # imgui.cpp # imgui_internal.h
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commit
849c8052b7
9 changed files with 180 additions and 77 deletions
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@ -4290,11 +4290,11 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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const bool is_shortcut_key = g.IO.ConfigMacOSXBehaviors ? (io.KeyMods == ImGuiMod_Super) : (io.KeyMods == ImGuiMod_Ctrl);
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const bool is_cut = ((is_shortcut_key && IsKeyPressed(ImGuiKey_X)) || (is_shift_key_only && IsKeyPressed(ImGuiKey_Delete))) && !is_readonly && !is_password && (!is_multiline || state->HasSelection());
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const bool is_copy = ((is_shortcut_key && IsKeyPressed(ImGuiKey_C)) || (is_ctrl_key_only && IsKeyPressed(ImGuiKey_Insert))) && !is_password && (!is_multiline || state->HasSelection());
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const bool is_copy = ((is_shortcut_key && IsKeyPressed(ImGuiKey_C, false)) || (is_ctrl_key_only && IsKeyPressed(ImGuiKey_Insert, false))) && !is_password && (!is_multiline || state->HasSelection());
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const bool is_paste = ((is_shortcut_key && IsKeyPressed(ImGuiKey_V)) || (is_shift_key_only && IsKeyPressed(ImGuiKey_Insert))) && !is_readonly;
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const bool is_undo = ((is_shortcut_key && IsKeyPressed(ImGuiKey_Z)) && !is_readonly && is_undoable);
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const bool is_redo = ((is_shortcut_key && IsKeyPressed(ImGuiKey_Y)) || (is_osx_shift_shortcut && IsKeyPressed(ImGuiKey_Z))) && !is_readonly && is_undoable;
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const bool is_select_all = is_shortcut_key && IsKeyPressed(ImGuiKey_A);
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const bool is_select_all = is_shortcut_key && IsKeyPressed(ImGuiKey_A, false);
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// 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.
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const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
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@ -4854,6 +4854,7 @@ void ImGui::DebugNodeInputTextState(ImGuiInputTextState* state)
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ImStb::STB_TexteditState* stb_state = &state->Stb;
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ImStb::StbUndoState* undo_state = &stb_state->undostate;
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Text("ID: 0x%08X, ActiveID: 0x%08X", state->ID, g.ActiveId);
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DebugLocateItemOnHover(state->ID);
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Text("CurLenW: %d, CurLenA: %d, Cursor: %d, Selection: %d..%d", state->CurLenA, state->CurLenW, stb_state->cursor, stb_state->select_start, stb_state->select_end);
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Text("undo_point: %d, redo_point: %d, undo_char_point: %d, redo_char_point: %d", undo_state->undo_point, undo_state->redo_point, undo_state->undo_char_point, undo_state->redo_char_point);
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if (BeginChild("undopoints", ImVec2(0.0f, GetTextLineHeight() * 15), true)) // Visualize undo state
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@ -6338,7 +6339,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
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// - (1) it would require focus scope to be set, need exposing PushFocusScope() or equivalent (e.g. BeginSelection() calling PushFocusScope())
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// - (2) usage will fail with clipped items
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// The multi-select API aim to fix those issues, e.g. may be replaced with a BeginSelection() API.
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if ((flags & ImGuiSelectableFlags_SelectOnNav) && g.NavJustMovedToId != 0 && g.NavJustMovedToFocusScopeId == window->DC.NavFocusScopeIdCurrent)
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if ((flags & ImGuiSelectableFlags_SelectOnNav) && g.NavJustMovedToId != 0 && g.NavJustMovedToFocusScopeId == g.CurrentFocusScopeId)
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if (g.NavJustMovedToId == id)
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selected = pressed = true;
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@ -6347,7 +6348,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
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{
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if (!g.NavDisableMouseHover && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent)
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{
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SetNavID(id, window->DC.NavLayerCurrent, window->DC.NavFocusScopeIdCurrent, WindowRectAbsToRel(window, bb)); // (bb == NavRect)
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SetNavID(id, window->DC.NavLayerCurrent, g.CurrentFocusScopeId, WindowRectAbsToRel(window, bb)); // (bb == NavRect)
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g.NavDisableHighlight = true;
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}
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}
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