update Dear ImGui to 1.92.5 - READ

there are some text changes which may break text undo/redo.
testing needed.
This commit is contained in:
tildearrow 2025-12-26 18:12:14 -05:00
parent 7cb0dacf9e
commit 34b06855cd
31 changed files with 1404 additions and 736 deletions

View file

@ -1,4 +1,4 @@
// dear imgui, v1.92.4
// dear imgui, v1.92.5
// (widgets code)
/*
@ -760,8 +760,9 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
// Special mode for Drag and Drop used by openables (tree nodes, tabs etc.)
// where holding the button pressed for a long time while drag a payload item triggers the button.
if (g.DragDropActive && (flags & ImGuiButtonFlags_PressedOnDragDropHold) && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoHoldToOpenOthers))
if (IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem))
if (g.DragDropActive)
{
if ((flags & ImGuiButtonFlags_PressedOnDragDropHold) && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoHoldToOpenOthers) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem))
{
hovered = true;
SetHoveredID(id);
@ -772,6 +773,9 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
FocusWindow(window);
}
}
if (g.DragDropAcceptIdPrev == id && (g.DragDropAcceptFlagsPrev & ImGuiDragDropFlags_AcceptDrawAsHovered))
hovered = true;
}
if (flatten_hovered_children)
g.HoveredWindow = backup_hovered_window;
@ -805,7 +809,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
if (flags & (ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere))
{
SetActiveID(id, window);
g.ActiveIdMouseButton = mouse_button_clicked;
g.ActiveIdMouseButton = (ImS8)mouse_button_clicked;
if (!(flags & ImGuiButtonFlags_NoNavFocus))
{
SetFocusID(id, window);
@ -823,7 +827,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
ClearActiveID();
else
SetActiveID(id, window); // Hold on ID
g.ActiveIdMouseButton = mouse_button_clicked;
g.ActiveIdMouseButton = (ImS8)mouse_button_clicked;
if (!(flags & ImGuiButtonFlags_NoNavFocus))
{
SetFocusID(id, window);
@ -861,32 +865,35 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
// Keyboard/Gamepad navigation handling
// We report navigated and navigation-activated items as hovered but we don't set g.HoveredId to not interfere with mouse.
if (g.NavId == id && g.NavCursorVisible && g.NavHighlightItemUnderNav)
if (!(flags & ImGuiButtonFlags_NoHoveredOnFocus))
hovered = true;
if (g.NavActivateDownId == id)
if ((item_flags & ImGuiItemFlags_Disabled) == 0)
{
bool nav_activated_by_code = (g.NavActivateId == id);
bool nav_activated_by_inputs = (g.NavActivatePressedId == id);
if (!nav_activated_by_inputs && (item_flags & ImGuiItemFlags_ButtonRepeat))
if (g.NavId == id && g.NavCursorVisible && g.NavHighlightItemUnderNav)
if (!(flags & ImGuiButtonFlags_NoHoveredOnFocus))
hovered = true;
if (g.NavActivateDownId == id)
{
// Avoid pressing multiple keys from triggering excessive amount of repeat events
const ImGuiKeyData* key1 = GetKeyData(ImGuiKey_Space);
const ImGuiKeyData* key2 = GetKeyData(ImGuiKey_Enter);
const ImGuiKeyData* key3 = GetKeyData(ImGuiKey_NavGamepadActivate);
const float t1 = ImMax(ImMax(key1->DownDuration, key2->DownDuration), key3->DownDuration);
nav_activated_by_inputs = CalcTypematicRepeatAmount(t1 - g.IO.DeltaTime, t1, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0;
}
if (nav_activated_by_code || nav_activated_by_inputs)
{
// Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button.
pressed = true;
SetActiveID(id, window);
g.ActiveIdSource = g.NavInputSource;
if (!(flags & ImGuiButtonFlags_NoNavFocus) && !(g.NavActivateFlags & ImGuiActivateFlags_FromShortcut))
SetFocusID(id, window);
if (g.NavActivateFlags & ImGuiActivateFlags_FromShortcut)
g.ActiveIdFromShortcut = true;
bool nav_activated_by_code = (g.NavActivateId == id);
bool nav_activated_by_inputs = (g.NavActivatePressedId == id);
if (!nav_activated_by_inputs && (item_flags & ImGuiItemFlags_ButtonRepeat))
{
// Avoid pressing multiple keys from triggering excessive amount of repeat events
const ImGuiKeyData* key1 = GetKeyData(ImGuiKey_Space);
const ImGuiKeyData* key2 = GetKeyData(ImGuiKey_Enter);
const ImGuiKeyData* key3 = GetKeyData(ImGuiKey_NavGamepadActivate);
const float t1 = ImMax(ImMax(key1->DownDuration, key2->DownDuration), key3->DownDuration);
nav_activated_by_inputs = CalcTypematicRepeatAmount(t1 - g.IO.DeltaTime, t1, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0;
}
if (nav_activated_by_code || nav_activated_by_inputs)
{
// Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button.
pressed = true;
SetActiveID(id, window);
g.ActiveIdSource = g.NavInputSource;
if (!(flags & ImGuiButtonFlags_NoNavFocus) && !(g.NavActivateFlags & ImGuiActivateFlags_FromShortcut))
SetFocusID(id, window);
if (g.NavActivateFlags & ImGuiActivateFlags_FromShortcut)
g.ActiveIdFromShortcut = true;
}
}
}
@ -940,7 +947,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
}
// Activation highlight (this may be a remote activation)
if (g.NavHighlightActivatedId == id)
if (g.NavHighlightActivatedId == id && (item_flags & ImGuiItemFlags_Disabled) == 0)
hovered = true;
if (out_hovered) *out_hovered = hovered;
@ -2892,7 +2899,7 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data,
bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id);
if (!temp_input_is_active)
{
// Tabbing or CTRL+click on Drag turns it into an InputText
// Tabbing or Ctrl+Click on Drag turns it into an InputText
const bool clicked = hovered && IsMouseClicked(0, ImGuiInputFlags_None, id);
const bool double_clicked = (hovered && g.IO.MouseClickedCount[0] == 2 && TestKeyOwner(ImGuiKey_MouseLeft, id));
const bool make_active = (clicked || double_clicked || g.NavActivateId == id);
@ -2926,7 +2933,7 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data,
if (temp_input_is_active)
{
// Only clamp CTRL+Click input when ImGuiSliderFlags_ClampOnInput is set (generally via ImGuiSliderFlags_AlwaysClamp)
// Only clamp Ctrl+Click input when ImGuiSliderFlags_ClampOnInput is set (generally via ImGuiSliderFlags_AlwaysClamp)
bool clamp_enabled = false;
if ((flags & ImGuiSliderFlags_ClampOnInput) && (p_min != NULL || p_max != NULL))
{
@ -3496,7 +3503,7 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_dat
bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id);
if (!temp_input_is_active)
{
// Tabbing or CTRL+click on Slider turns it into an input box
// Tabbing or Ctrl+Click on Slider turns it into an input box
const bool clicked = hovered && IsMouseClicked(0, ImGuiInputFlags_None, id);
const bool make_active = (clicked || g.NavActivateId == id);
if (make_active && clicked)
@ -3520,7 +3527,7 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_dat
if (temp_input_is_active)
{
// Only clamp CTRL+Click input when ImGuiSliderFlags_ClampOnInput is set (generally via ImGuiSliderFlags_AlwaysClamp)
// Only clamp Ctrl+Click input when ImGuiSliderFlags_ClampOnInput is set (generally via ImGuiSliderFlags_AlwaysClamp)
const bool clamp_enabled = (flags & ImGuiSliderFlags_ClampOnInput) != 0;
return TempInputScalar(frame_bb, id, label, data_type, p_data, format, clamp_enabled ? p_min : NULL, clamp_enabled ? p_max : NULL);
}
@ -3876,7 +3883,7 @@ int ImParseFormatPrecision(const char* fmt, int default_precision)
return (precision == INT_MAX) ? default_precision : precision;
}
// Create text input in place of another active widget (e.g. used when doing a CTRL+Click on drag/slider widgets)
// Create text input in place of another active widget (e.g. used when doing a Ctrl+Click on drag/slider widgets)
// FIXME: Facilitate using this in variety of other situations.
// FIXME: Among other things, setting ImGuiItemFlags_AllowDuplicateId in LastItemData is currently correct but
// the expected relationship between TempInputXXX functions and LastItemData is a little fishy.
@ -3902,7 +3909,7 @@ bool ImGui::TempInputText(const ImRect& bb, ImGuiID id, const char* label, char*
}
// Note that Drag/Slider functions are only forwarding the min/max values clamping values if the ImGuiSliderFlags_AlwaysClamp flag is set!
// This is intended: this way we allow CTRL+Click manual input to set a value out of bounds, for maximum flexibility.
// This is intended: this way we allow Ctrl+Click manual input to set a value out of bounds, for maximum flexibility.
// However this may not be ideal for all uses, as some user code may break on out of bound values.
bool ImGui::TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format, const void* p_clamp_min, const void* p_clamp_max)
{
@ -4137,6 +4144,7 @@ namespace ImStb
#include "imstb_textedit.h"
}
// If you want to use InputText() with std::string or any custom dynamic string type, use the wrapper in misc/cpp/imgui_stdlib.h/.cpp!
bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data)
{
IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline()
@ -4221,7 +4229,7 @@ static bool ImCharIsSeparatorW(unsigned int c)
static int is_word_boundary_from_right(ImGuiInputTextState* obj, int idx)
{
// When ImGuiInputTextFlags_Password is set, we don't want actions such as CTRL+Arrow to leak the fact that underlying data are blanks or separators.
// When ImGuiInputTextFlags_Password is set, we don't want actions such as Ctrl+Arrow to leak the fact that underlying data are blanks or separators.
if ((obj->Flags & ImGuiInputTextFlags_Password) || idx <= 0)
return 0;
@ -4359,7 +4367,7 @@ static void STB_TEXTEDIT_DELETECHARS(ImGuiInputTextState* obj, int pos, int n)
obj->TextLen -= n;
}
static bool STB_TEXTEDIT_INSERTCHARS(ImGuiInputTextState* obj, int pos, const char* new_text, int new_text_len)
static int STB_TEXTEDIT_INSERTCHARS(ImGuiInputTextState* obj, int pos, const char* new_text, int new_text_len)
{
const bool is_resizable = (obj->Flags & ImGuiInputTextFlags_CallbackResize) != 0;
const int text_len = obj->TextLen;
@ -4370,15 +4378,17 @@ static bool STB_TEXTEDIT_INSERTCHARS(ImGuiInputTextState* obj, int pos, const ch
return false;
}
if (!is_resizable && (new_text_len + obj->TextLen + 1 > obj->BufCapacity))
return false;
// We support partial insertion (with a mod in stb_textedit.h)
const int avail = obj->BufCapacity - 1 - obj->TextLen;
if (!is_resizable && new_text_len > avail)
new_text_len = (int)(ImTextFindValidUtf8CodepointEnd(new_text, new_text + new_text_len, new_text + avail) - new_text); // Truncate to closest UTF-8 codepoint. Alternative: return 0 to cancel insertion.
if (new_text_len == 0)
return 0;
// Grow internal buffer if needed
IM_ASSERT(obj->TextSrc == obj->TextA.Data);
if (new_text_len + text_len + 1 > obj->TextA.Size)
if (text_len + new_text_len + 1 > obj->TextA.Size && is_resizable)
{
if (!is_resizable)
return false;
obj->TextA.resize(text_len + ImClamp(new_text_len, 32, ImMax(256, new_text_len)) + 1);
obj->TextSrc = obj->TextA.Data;
}
@ -4392,7 +4402,7 @@ static bool STB_TEXTEDIT_INSERTCHARS(ImGuiInputTextState* obj, int pos, const ch
obj->TextLen += new_text_len;
obj->TextA[obj->TextLen] = '\0';
return true;
return new_text_len;
}
// We don't use an enum so we can build even with conflicting symbols (if another user of stb_textedit.h leak their STB_TEXTEDIT_K_* symbols)
@ -4427,7 +4437,8 @@ static void stb_textedit_replace(ImGuiInputTextState* str, STB_TexteditState* st
state->cursor = state->select_start = state->select_end = 0;
if (text_len <= 0)
return;
if (ImStb::STB_TEXTEDIT_INSERTCHARS(str, 0, text, text_len))
int text_len_inserted = ImStb::STB_TEXTEDIT_INSERTCHARS(str, 0, text, text_len);
if (text_len_inserted > 0)
{
state->cursor = state->select_start = state->select_end = text_len;
state->has_preferred_x = 0;
@ -4525,15 +4536,20 @@ void ImGuiInputTextCallbackData::InsertChars(int pos, const char* new_text, cons
ImGuiContext& g = *Ctx;
ImGuiInputTextState* obj = &g.InputTextState;
IM_ASSERT(obj->ID != 0 && g.ActiveId == obj->ID);
const bool is_resizable = (Flags & ImGuiInputTextFlags_CallbackResize) != 0;
const bool is_readonly = (Flags & ImGuiInputTextFlags_ReadOnly) != 0;
int new_text_len = new_text_end ? (int)(new_text_end - new_text) : (int)ImStrlen(new_text);
// We support partial insertion (with a mod in stb_textedit.h)
const int avail = BufSize - 1 - BufTextLen;
if (!is_resizable && new_text_len > avail)
new_text_len = (int)(ImTextFindValidUtf8CodepointEnd(new_text, new_text + new_text_len, new_text + avail) - new_text); // Truncate to closest UTF-8 codepoint. Alternative: return 0 to cancel insertion.
if (new_text_len == 0)
return;
// Grow internal buffer if needed
const bool is_resizable = (Flags & ImGuiInputTextFlags_CallbackResize) != 0;
const int new_text_len = new_text_end ? (int)(new_text_end - new_text) : (int)ImStrlen(new_text);
if (new_text_len + BufTextLen + 1 > obj->TextA.Size && (Flags & ImGuiInputTextFlags_ReadOnly) == 0)
if (new_text_len + BufTextLen + 1 > obj->TextA.Size && is_resizable && !is_readonly)
{
if (!is_resizable)
return;
IM_ASSERT(Buf == obj->TextA.Data);
int new_buf_size = BufTextLen + ImClamp(new_text_len * 4, 32, ImMax(256, new_text_len)) + 1;
obj->TextA.resize(new_buf_size + 1);
@ -4837,9 +4853,7 @@ static ImVec2 InputTextLineIndexGetPosOffset(ImGuiContext& g, ImGuiInputTextStat
// This is so we can easily call InputText() on static arrays using ARRAYSIZE() and to match
// Note that in std::string world, capacity() would omit 1 byte used by the zero-terminator.
// - When active, hold on a privately held copy of the text (and apply back to 'buf'). So changing 'buf' while the InputText is active has no effect.
// - If you want to use ImGui::InputText() with std::string, see misc/cpp/imgui_stdlib.h
// (FIXME: Rather confusing and messy function, among the worse part of our codebase, expecting to rewrite a V2 at some point.. Partly because we are
// doing UTF8 > U16 > UTF8 conversions on the go to easily interface with stb_textedit. Ideally should stay in UTF-8 all the time. See https://github.com/nothings/stb/issues/188)
// - If you want to use InputText() with std::string or any custom dynamic string type, use the wrapper in misc/cpp/imgui_stdlib.h/.cpp!
bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* callback_user_data)
{
ImGuiWindow* window = GetCurrentWindow();
@ -4973,8 +4987,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
state->TextLen = new_len;
memcpy(state->TextA.Data, buf, state->TextLen + 1);
state->Stb->select_start = state->ReloadSelectionStart;
state->Stb->cursor = state->Stb->select_end = state->ReloadSelectionEnd;
state->CursorClamp();
state->Stb->cursor = state->Stb->select_end = state->ReloadSelectionEnd; // will be clamped to bounds below
}
else if ((init_state && g.ActiveId != id) || init_changed_specs)
{
@ -5014,9 +5027,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
// Recycle existing cursor/selection/undo stack but clamp position
// Note a single mouse click will override the cursor/position immediately by calling stb_textedit_click handler.
if (recycle_state)
state->CursorClamp();
else
if (!recycle_state)
stb_textedit_initialize_state(state->Stb, !is_multiline);
if (!is_multiline)
@ -5045,7 +5056,7 @@ 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)
@ -5073,6 +5084,8 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
// Read-only mode always ever read from source buffer. Refresh TextLen when active.
if (is_readonly && state != NULL)
state->TextLen = (int)ImStrlen(buf);
if (state != NULL)
state->CursorClamp();
//if (is_readonly && state != NULL)
// state->TextA.clear(); // Uncomment to facilitate debugging, but we otherwise prefer to keep/amortize th allocation.
}
@ -5139,7 +5152,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
if ((multiclick_count % 2) == 0)
{
// Double-click: Select word
// We always use the "Mac" word advance for double-click select vs CTRL+Right which use the platform dependent variant:
// We always use the "Mac" word advance for double-click select vs Ctrl+Right which use the platform dependent variant:
// FIXME: There are likely many ways to improve this behavior, but there's no "right" behavior (depends on use-case, software, OS)
const bool is_bol = (state->Stb->cursor == 0) || ImStb::STB_TEXTEDIT_GETCHAR(state, state->Stb->cursor - 1) == '\n';
if (STB_TEXT_HAS_SELECTION(state->Stb) || !is_bol)
@ -5208,7 +5221,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
}
// Process regular text input (before we check for Return because using some IME will effectively send a Return?)
// We ignore CTRL inputs, but need to allow ALT+CTRL as some keyboards (e.g. German) use AltGR (which _is_ Alt+Ctrl) to input certain characters.
// We ignore Ctrl inputs, but need to allow Alt+Ctrl as some keyboards (e.g. German) use AltGR (which _is_ Alt+Ctrl) to input certain characters.
const bool ignore_char_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeyCtrl);
if (io.InputQueueCharacters.Size > 0)
{
@ -5241,7 +5254,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
const bool is_wordmove_key_down = is_osx ? io.KeyAlt : io.KeyCtrl; // OS X style: Text editing cursor movement using Alt instead of Ctrl
const bool is_startend_key_down = is_osx && io.KeyCtrl && !io.KeySuper && !io.KeyAlt; // OS X style: Line/Text Start and End using Cmd+Arrows instead of Home/End
// Using Shortcut() with ImGuiInputFlags_RouteFocused (default policy) to allow routing operations for other code (e.g. calling window trying to use CTRL+A and CTRL+B: former would be handled by InputText)
// Using Shortcut() with ImGuiInputFlags_RouteFocused (default policy) to allow routing operations for other code (e.g. calling window trying to use Ctrl+A and Ctrl+B: former would be handled by InputText)
// Otherwise we could simply assume that we own the keys as we are active.
const ImGuiInputFlags f_repeat = ImGuiInputFlags_Repeat;
const bool is_cut = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_X, f_repeat, id) || Shortcut(ImGuiMod_Shift | ImGuiKey_Delete, f_repeat, id)) && !is_readonly && !is_password && (!is_multiline || state->HasSelection());
@ -5253,7 +5266,8 @@ 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));
@ -5288,11 +5302,11 @@ 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)
@ -5302,7 +5316,8 @@ 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);
}
@ -5364,12 +5379,13 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
{
// Filter pasted buffer
const int clipboard_len = (int)ImStrlen(clipboard);
const char* clipboard_end = clipboard + clipboard_len;
ImVector<char> clipboard_filtered;
clipboard_filtered.reserve(clipboard_len + 1);
for (const char* s = clipboard; *s != 0; )
{
unsigned int c;
int in_len = ImTextCharFromUtf8(&c, s, NULL);
int in_len = ImTextCharFromUtf8(&c, s, clipboard_end);
s += in_len;
if (!InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data, true))
continue;
@ -5416,7 +5432,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
apply_new_text_length = state->TextToRevertTo.Size - 1;
// Restore initial value. Only return true if restoring to the initial value changes the current buffer contents.
// Push records into the undo stack so we can CTRL+Z the revert operation itself
// Push records into the undo stack so we can Ctrl+Z the revert operation itself
value_changed = true;
stb_textedit_replace(state, state->Stb, state->TextToRevertTo.Data, state->TextToRevertTo.Size - 1);
}
@ -5485,10 +5501,9 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
callback_data.BufTextLen = state->TextLen;
callback_data.BufSize = state->BufCapacity;
callback_data.BufDirty = false;
const int utf8_cursor_pos = callback_data.CursorPos = state->Stb->cursor;
const int utf8_selection_start = callback_data.SelectionStart = state->Stb->select_start;
const int utf8_selection_end = callback_data.SelectionEnd = state->Stb->select_end;
callback_data.CursorPos = state->Stb->cursor;
callback_data.SelectionStart = state->Stb->select_start;
callback_data.SelectionEnd = state->Stb->select_end;
// Call user code
callback(&callback_data);
@ -5498,11 +5513,12 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
IM_ASSERT(callback_data.Buf == callback_buf); // Invalid to modify those fields
IM_ASSERT(callback_data.BufSize == state->BufCapacity);
IM_ASSERT(callback_data.Flags == flags);
const bool buf_dirty = callback_data.BufDirty;
if (callback_data.CursorPos != utf8_cursor_pos || buf_dirty) { state->Stb->cursor = callback_data.CursorPos; state->CursorFollow = true; }
if (callback_data.SelectionStart != utf8_selection_start || buf_dirty) { state->Stb->select_start = (callback_data.SelectionStart == callback_data.CursorPos) ? state->Stb->cursor : callback_data.SelectionStart; }
if (callback_data.SelectionEnd != utf8_selection_end || buf_dirty) { state->Stb->select_end = (callback_data.SelectionEnd == callback_data.SelectionStart) ? state->Stb->select_start : callback_data.SelectionEnd; }
if (buf_dirty)
if (callback_data.BufDirty || callback_data.CursorPos != state->Stb->cursor)
state->CursorFollow = true;
state->Stb->cursor = ImClamp(callback_data.CursorPos, 0, callback_data.BufTextLen);
state->Stb->select_start = ImClamp(callback_data.SelectionStart, 0, callback_data.BufTextLen);
state->Stb->select_end = ImClamp(callback_data.SelectionEnd, 0, callback_data.BufTextLen);
if (callback_data.BufDirty)
{
// Callback may update buffer and thus set buf_dirty even in read-only mode.
IM_ASSERT(callback_data.BufTextLen == (int)ImStrlen(callback_data.Buf)); // You need to maintain BufTextLen if you change the text!
@ -5626,7 +5642,12 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
line_index->Offsets.resize(0);
int line_count = 1;
if (is_multiline)
line_count = InputTextLineIndexBuild(flags, line_index, buf_display, buf_display_end, wrap_width, (render_cursor && state && state->CursorFollow) ? INT_MAX : line_visible_n1 + 1, buf_display_end ? NULL : &buf_display_end);
{
// If scrolling is expected to change build full index.
// FIXME-OPT: Could append to index when new value of line_visible_n1 becomes bigger, see second call to CalcClipRectVisibleItemsY() below.
bool will_scroll_y = state && ((state->CursorFollow && render_cursor) || (state->CursorCenterY && (render_cursor || render_selection)));
line_count = InputTextLineIndexBuild(flags, line_index, buf_display, buf_display_end, wrap_width, will_scroll_y ? INT_MAX : line_visible_n1 + 1, buf_display_end ? NULL : &buf_display_end);
}
line_index->EndOffset = (int)(buf_display_end - buf_display);
line_visible_n1 = ImMin(line_visible_n1, line_count);
@ -5911,7 +5932,7 @@ static void ColorEditRestoreHS(const float* col, float* H, float* S, float* V)
// Edit colors components (each component in 0.0f..1.0f range).
// See enum ImGuiColorEditFlags_ for available options. e.g. Only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set.
// With typical options: Left-click on color square to open color picker. Right-click to open option menu. CTRL+Click over input fields to edit them and TAB to go to next item.
// With typical options: Left-click on color square to open color picker. Right-click to open option menu. Ctrl+Click over input fields to edit them and TAB to go to next item.
bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags)
{
ImGuiWindow* window = GetCurrentWindow();
@ -8169,7 +8190,7 @@ ImGuiMultiSelectIO* ImGui::BeginMultiSelect(ImGuiMultiSelectFlags flags, int sel
}
}
// Shortcut: Select all (CTRL+A)
// Shortcut: Select all (Ctrl+A)
if (!(flags & ImGuiMultiSelectFlags_SingleSelect) && !(flags & ImGuiMultiSelectFlags_NoSelectAll))
if (Shortcut(ImGuiMod_Ctrl | ImGuiKey_A))
request_select_all = true;
@ -8314,7 +8335,7 @@ void ImGui::MultiSelectItemHeader(ImGuiID id, bool* p_selected, ImGuiButtonFlags
if (ms->LoopRequestSetAll != -1)
selected = (ms->LoopRequestSetAll == 1);
// When using SHIFT+Nav: because it can incur scrolling we cannot afford a frame of lag with the selection highlight (otherwise scrolling would happen before selection)
// When using Shift+Nav: because it can incur scrolling we cannot afford a frame of lag with the selection highlight (otherwise scrolling would happen before selection)
// For this to work, we need someone to set 'RangeSrcPassedBy = true' at some point (either clipper either SetNextItemSelectionUserData() function)
if (ms->IsKeyboardSetRange)
{
@ -8345,7 +8366,7 @@ void ImGui::MultiSelectItemHeader(ImGuiID id, bool* p_selected, ImGuiButtonFlags
// Alter button behavior flags
// To handle drag and drop of multiple items we need to avoid clearing selection on click.
// Enabling this test makes actions using CTRL+SHIFT delay their effect on MouseUp which is annoying, but it allows drag and drop of multiple items.
// Enabling this test makes actions using Ctrl+Shift delay their effect on MouseUp which is annoying, but it allows drag and drop of multiple items.
if (p_button_flags != NULL)
{
ImGuiButtonFlags button_flags = *p_button_flags;
@ -8449,8 +8470,8 @@ void ImGui::MultiSelectItemFooter(ImGuiID id, bool* p_selected, bool* p_pressed)
}
// Right-click handling.
// FIXME-MULTISELECT: Currently filtered out by ImGuiMultiSelectFlags_NoAutoSelect but maybe should be moved to Selectable(). See https://github.com/ocornut/imgui/pull/5816
if (hovered && IsMouseClicked(1) && (flags & ImGuiMultiSelectFlags_NoAutoSelect) == 0)
// FIXME-MULTISELECT: Maybe should be moved to Selectable()? Also see #5816, #8200, #9015
if (hovered && IsMouseClicked(1) && (flags & (ImGuiMultiSelectFlags_NoAutoSelect | ImGuiMultiSelectFlags_NoSelectOnRightClick)) == 0)
{
if (g.ActiveId != 0 && g.ActiveId != id)
ClearActiveID();
@ -8544,7 +8565,7 @@ void ImGui::MultiSelectItemFooter(ImGuiID id, bool* p_selected, bool* p_pressed)
MultiSelectAddSetRange(ms, range_selected, range_direction, storage->RangeSrcItem, item_data);
}
// Update/store the selection state of the Source item (used by CTRL+SHIFT, when Source is unselected we perform a range unselect)
// Update/store the selection state of the Source item (used by Ctrl+Shift, when Source is unselected we perform a range unselect)
if (storage->RangeSrcItem == item_data)
storage->RangeSelected = selected ? 1 : 0;
@ -8758,7 +8779,7 @@ void ImGuiSelectionBasicStorage::ApplyRequests(ImGuiMultiSelectIO* ms_io)
else
{
// Append insertion + single sort likely be faster.
// Use req.RangeDirection to set order field so that shift+clicking from 1 to 5 is different than shift+clicking from 5 to 1
// Use req.RangeDirection to set order field so that Shift+Clicking from 1 to 5 is different than Shift+Clicking from 5 to 1
const int size_before_amends = _Storage.Data.Size;
int selection_order = _SelectionOrder + ((req.RangeDirection < 0) ? selection_changes - 1 : 0);
for (int idx = (int)req.RangeFirstItem; idx <= (int)req.RangeLastItem; idx++, selection_order += req.RangeDirection)
@ -10737,7 +10758,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
}
// Lock visibility
// (Note: tab_contents_visible != tab_selected... because CTRL+TAB operations may preview some tabs without selecting them!)
// (Note: tab_contents_visible != tab_selected... because Ctrl+Tab operations may preview some tabs without selecting them!)
bool tab_contents_visible = (tab_bar->VisibleTabId == id);
if (tab_contents_visible)
tab_bar->VisibleTabWasSubmitted = true;