dep/imgui: Reapply 89eda96cef

This commit is contained in:
Connor McLaughlin 2022-09-09 20:32:04 +10:00
parent dcce9a4979
commit dde2f6cd68

View file

@ -4067,7 +4067,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
ImGuiInputTextState* state = GetInputTextState(id);
const bool input_requested_by_tabbing = (item_status_flags & ImGuiItemStatusFlags_FocusedByTabbing) != 0;
const bool input_requested_by_nav = (g.ActiveId != id) && ((g.NavActivateInputId == id) || (g.NavActivateId == id && g.NavInputSource == ImGuiInputSource_Keyboard));
const bool input_requested_by_nav = (g.ActiveId != id) && ((g.NavActivateInputId == id) || (g.NavActivateId == id && (g.NavInputSource == ImGuiInputSource_Keyboard || g.NavInputSource == ImGuiInputSource_Gamepad)));
const bool user_clicked = hovered && io.MouseClicked[0];
const bool user_scroll_finish = is_multiline && state != NULL && g.ActiveId == 0 && g.ActiveIdPreviousFrame == GetWindowScrollbarID(draw_window, ImGuiAxis_Y);
@ -4340,7 +4340,7 @@ 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 is_validate_enter = IsKeyPressed(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_KeypadEnter);
const bool is_validate_nav = (IsNavInputTest(ImGuiNavInput_Activate, ImGuiNavReadMode_Pressed) && !IsKeyPressed(ImGuiKey_Space)) || IsNavInputTest(ImGuiNavInput_Input, ImGuiNavReadMode_Pressed);
const bool is_cancel = IsKeyPressed(ImGuiKey_Escape) || IsNavInputTest(ImGuiNavInput_Cancel, ImGuiNavReadMode_Pressed);
const bool is_cancel = false; /*IsKeyPressed(ImGuiKey_Escape) || IsNavInputTest(ImGuiNavInput_Cancel, ImGuiNavReadMode_Pressed);*/
if (IsKeyPressed(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); }
else if (IsKeyPressed(ImGuiKey_RightArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINEEND : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDRIGHT : STB_TEXTEDIT_K_RIGHT) | k_mask); }