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InputText: fix Space key with nav enabled interfering with input text…
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… boxes (fix bd6c9e9). made it possible to activate InputText with tweak gamepad button (why not, now that we can cancel) (#4552, #2321)
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ocornut committed Sep 17, 2021
1 parent 3973de7 commit 2cffcbd
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Showing 4 changed files with 13 additions and 7 deletions.
3 changes: 1 addition & 2 deletions docs/CHANGELOG.txt
Original file line number Diff line number Diff line change
Expand Up @@ -45,8 +45,7 @@ Other Changes:
- Windows: Fixed background order of overlapping childs submitted sequentially. (#4493)
- InputTextMultiline: Fixed label size not being included into window contents rect unless
the whole widget is clipped.
- InputText: Allow cancelling/validating input with gamepad nav events to facilitate undoing
an accidental press on NavInput (Triangle button on PS4/PS5) without a wired keyboard. (#2321)
- InputText: Allow activating/cancelling/validating input with gamepad nav events. (#2321, #4552)
- TextUnformatted: Accept null ranges including (NULL,NULL) without asserting, in order to conform
to common idioms (e.g. passing .data(), .data() + .size() from a null string). (#3615)
- Disabled: Added assert guard for mismatching BeginDisabled()/EndDisabled() blocks. (#211)
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2 changes: 1 addition & 1 deletion imgui.cpp
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Expand Up @@ -5118,7 +5118,7 @@ void ImGui::EndChild()
ItemAdd(bb, window->ChildId);
RenderNavHighlight(bb, window->ChildId);

// When browsing a window that has no activable items (scroll only) we keep a highlight on the child
// When browsing a window that has no activable items (scroll only) we keep a highlight on the child (pass g.NavId to trick into always displaying)
if (window->DC.NavLayersActiveMask == 0 && window == g.NavWindow)
RenderNavHighlight(ImRect(bb.Min - ImVec2(2, 2), bb.Max + ImVec2(2, 2)), g.NavId, ImGuiNavHighlightFlags_TypeThin);
}
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2 changes: 1 addition & 1 deletion imgui.h
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Expand Up @@ -64,7 +64,7 @@ Index of this file:
// Version
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
#define IMGUI_VERSION "1.85 WIP"
#define IMGUI_VERSION_NUM 18415
#define IMGUI_VERSION_NUM 18416
#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
#define IMGUI_HAS_TABLE

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13 changes: 10 additions & 3 deletions imgui_widgets.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -3990,6 +3990,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
window->DC.CursorPos = backup_pos;

// We reproduce the contents of BeginChildFrame() in order to provide 'label' so our window internal data are easier to read/debug.
// FIXME-NAV: Pressing NavActivate will trigger general child activation right before triggering our own below. Harmless but bizarre.
PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]);
PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding);
PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize);
Expand Down Expand Up @@ -4027,7 +4028,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
const bool focus_requested_by_tabbing = (item_status_flags & ImGuiItemStatusFlags_FocusedByTabbing) != 0;

const bool user_clicked = hovered && io.MouseClicked[0];
const bool user_nav_input_start = (g.ActiveId != id) && ((g.NavActivateInputId == id) || (g.NavActivateId == id && g.NavInputSource == ImGuiInputSource_Keyboard));
const bool user_nav_input_start = (g.ActiveId != id) && (g.NavActivateInputId == id || g.NavActivateId == id);
const bool user_scroll_finish = is_multiline && state != NULL && g.ActiveId == 0 && g.ActiveIdPreviousFrame == GetWindowScrollbarID(draw_window, ImGuiAxis_Y);
const bool user_scroll_active = is_multiline && state != NULL && g.ActiveId == GetWindowScrollbarID(draw_window, ImGuiAxis_Y);

Expand Down Expand Up @@ -4255,7 +4256,8 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
const bool is_redo = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_Y)) || (is_osx_shift_shortcut && IsKeyPressedMap(ImGuiKey_Z))) && !is_readonly && is_undoable;

// 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 is_validate = IsKeyPressedMap(ImGuiKey_Enter) || IsKeyPressedMap(ImGuiKey_KeyPadEnter) || IsNavInputTest(ImGuiNavInput_Activate, ImGuiInputReadMode_Pressed) || IsNavInputTest(ImGuiNavInput_Input, ImGuiInputReadMode_Pressed);
const bool is_validate_enter = IsKeyPressedMap(ImGuiKey_Enter) || IsKeyPressedMap(ImGuiKey_KeyPadEnter);
const bool is_validate_nav = (g.NavInputSource == ImGuiInputSource_Gamepad && IsNavInputTest(ImGuiNavInput_Activate, ImGuiInputReadMode_Pressed)) || IsNavInputTest(ImGuiNavInput_Input, ImGuiInputReadMode_Pressed);
const bool is_cancel = IsKeyPressedMap(ImGuiKey_Escape) || IsNavInputTest(ImGuiNavInput_Cancel, ImGuiInputReadMode_Pressed);

if (IsKeyPressedMap(ImGuiKey_LeftArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINESTART : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDLEFT : STB_TEXTEDIT_K_LEFT) | k_mask); }
Expand All @@ -4278,7 +4280,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
}
state->OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask);
}
else if (is_validate)
else if (is_validate_enter)
{
bool ctrl_enter_for_new_line = (flags & ImGuiInputTextFlags_CtrlEnterForNewLine) != 0;
if (!is_multiline || (ctrl_enter_for_new_line && !io.KeyCtrl) || (!ctrl_enter_for_new_line && io.KeyCtrl))
Expand All @@ -4292,6 +4294,11 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
state->OnKeyPressed((int)c);
}
}
else if (is_validate_nav)
{
IM_ASSERT(!is_validate_enter);
enter_pressed = clear_active_id = true;
}
else if (is_cancel)
{
clear_active_id = cancel_edit = true;
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