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InputText: added ImGuiInputTextFlags_EscapeClearsAll (#5688)
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@ -91,6 +91,8 @@ Other Changes:
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Enter keep the input active and select all text.
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- InputText: numerical fields automatically accept full-width characters (U+FF01..U+FF5E)
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by converting them to half-width (U+0021..U+007E).
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- InputText: added ImGuiInputTextFlags_EscapeClearsAll flag: first press on Escape clears
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text if any, second press deactivate the InputText(). (#5688)
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- InputText: added support for shift+click style selection. (#5619) [@procedural]
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- InputText: clarified that callbacks cannot modify buffer when using the ReadOnly flag.
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- InputText: fixed minor one-frame selection glitch when reverting with Escape.
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1
imgui.h
1
imgui.h
@ -1007,6 +1007,7 @@ enum ImGuiInputTextFlags_
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ImGuiInputTextFlags_CharsScientific = 1 << 17, // Allow 0123456789.+-*/eE (Scientific notation input)
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ImGuiInputTextFlags_CallbackResize = 1 << 18, // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this)
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ImGuiInputTextFlags_CallbackEdit = 1 << 19, // Callback on any edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active)
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ImGuiInputTextFlags_EscapeClearsAll = 1 << 20, // Escape key clears content if not empty, and deactivate otherwise (constrast to default behavior of Escape to revert)
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// Obsolete names (will be removed soon)
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#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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@ -8,11 +8,15 @@
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// Read imgui.cpp for more details, documentation and comments.
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// Get the latest version at https://github.com/ocornut/imgui
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// -------------------------------------------------
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// PLEASE DO NOT REMOVE THIS FILE FROM YOUR PROJECT!
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// -------------------------------------------------
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// Message to the person tempted to delete this file when integrating Dear ImGui into their codebase:
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// Do NOT remove this file from your project! Think again! It is the most useful reference code that you and other
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// coders will want to refer to and call. Have the ImGui::ShowDemoWindow() function wired in an always-available
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// debug menu of your game/app! Removing this file from your project is hindering access to documentation for everyone
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// in your team, likely leading you to poorer usage of the library.
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// Think again! It is the most useful reference code that you and other coders will want to refer to and call.
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// Have the ImGui::ShowDemoWindow() function wired in an always-available debug menu of your game/app!
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// Also include Metrics! ItemPicker! DebugLog! and other debug features.
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// Removing this file from your project is hindering access to documentation for everyone in your team,
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// likely leading you to poorer usage of the library.
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// Everything in this file will be stripped out by the linker if you don't call ImGui::ShowDemoWindow().
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// If you want to link core Dear ImGui in your shipped builds but want a thorough guarantee that the demo will not be
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// linked, you can setup your imconfig.h with #define IMGUI_DISABLE_DEMO_WINDOWS and those functions will be empty.
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@ -6718,7 +6722,7 @@ struct ExampleAppConsole
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// Command-line
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bool reclaim_focus = false;
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ImGuiInputTextFlags input_text_flags = ImGuiInputTextFlags_EnterReturnsTrue | ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory;
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ImGuiInputTextFlags input_text_flags = ImGuiInputTextFlags_EnterReturnsTrue | ImGuiInputTextFlags_EscapeClearsAll | ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory;
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if (ImGui::InputText("Input", InputBuf, IM_ARRAYSIZE(InputBuf), input_text_flags, &TextEditCallbackStub, (void*)this))
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{
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char* s = InputBuf;
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@ -4301,7 +4301,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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}
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// Process other shortcuts/key-presses
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bool cancel_edit = false;
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bool revert_edit = false;
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if (g.ActiveId == id && !g.ActiveIdIsJustActivated && !clear_active_id)
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{
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IM_ASSERT(state != NULL);
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@ -4372,8 +4372,23 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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}
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else if (is_cancel)
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{
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clear_active_id = cancel_edit = true;
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render_cursor = render_selection = false;
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if (flags & ImGuiInputTextFlags_EscapeClearsAll)
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{
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if (state->CurLenA > 0)
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{
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revert_edit = true;
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}
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else
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{
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render_cursor = render_selection = false;
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clear_active_id = true;
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}
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}
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else
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{
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clear_active_id = revert_edit = true;
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render_cursor = render_selection = false;
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}
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}
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else if (is_undo || is_redo)
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{
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@ -4444,11 +4459,19 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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if (g.ActiveId == id)
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{
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IM_ASSERT(state != NULL);
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if (cancel_edit && !is_readonly)
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if (revert_edit && !is_readonly)
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{
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// Restore initial value. Only return true if restoring to the initial value changes the current buffer contents.
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if (strcmp(buf, state->InitialTextA.Data) != 0)
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if (flags & ImGuiInputTextFlags_EscapeClearsAll)
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{
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// Clear input
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apply_new_text = "";
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apply_new_text_length = 0;
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STB_TEXTEDIT_CHARTYPE empty_string;
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stb_textedit_replace(state, &state->Stb, &empty_string, 0);
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}
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else if (strcmp(buf, state->InitialTextA.Data) != 0)
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{
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// Restore initial value. Only return true if restoring to the initial value changes the current buffer contents.
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// Push records into the undo stack so we can CTRL+Z the revert operation itself
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apply_new_text = state->InitialTextA.Data;
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apply_new_text_length = state->InitialTextA.Size - 1;
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@ -4473,7 +4496,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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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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const bool apply_edit_back_to_user_buffer = !cancel_edit || (validated && (flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0);
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const bool apply_edit_back_to_user_buffer = !revert_edit || (validated && (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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