InputText: reworked so that io.ConfigInputTextEnterKeepActive reactivate in order for e.g. IsItemDeactivatedAfterEdit() to work. (#9001, #9115)

This commit is contained in:
xttt
2026-03-11 20:01:49 +01:00
committed by ocornut
parent decb5cdf10
commit 03a9946a14
3 changed files with 13 additions and 1 deletions

View File

@@ -4281,6 +4281,7 @@ ImGuiContext::ImGuiContext(ImFontAtlas* shared_font_atlas)
MouseStationaryTimer = 0.0f;
InputTextPasswordFontBackupFlags = ImFontFlags_None;
InputTextReactivateID = 0;
TempInputId = 0;
memset(&DataTypeZeroValue, 0, sizeof(DataTypeZeroValue));
BeginMenuDepth = BeginComboDepth = 0;

View File

@@ -2461,6 +2461,7 @@ struct ImGuiContext
ImGuiInputTextDeactivatedState InputTextDeactivatedState;
ImFontBaked InputTextPasswordFontBackupBaked;
ImFontFlags InputTextPasswordFontBackupFlags;
ImGuiID InputTextReactivateID; // ID of InputText to reactivate on next frame (for ConfigInputTextEnterKeepActive behavior)
ImGuiID TempInputId; // Temporary text input when using Ctrl+Click on a slider, etc.
ImGuiDataTypeStorage DataTypeZeroValue; // 0 for all data types
int BeginMenuDepth;

View File

@@ -4762,6 +4762,11 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
const bool input_requested_by_nav = (g.ActiveId != id) && ((g.NavActivateId == id) && ((g.NavActivateFlags & ImGuiActivateFlags_PreferInput) || (g.NavInputSource == ImGuiInputSource_Keyboard)));
// Check if this InputText should be reactivated (for ConfigInputTextEnterKeepActive)
const bool input_requested_by_reactivate = (g.InputTextReactivateID == id);
if (input_requested_by_reactivate)
g.InputTextReactivateID = 0; // Clear the flag
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);
const bool user_scroll_active = is_multiline && state != NULL && g.ActiveId == GetWindowScrollbarID(draw_window, ImGuiAxis_Y);
@@ -4772,7 +4777,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
const bool init_reload_from_user_buf = (state != NULL && state->WantReloadUserBuf);
const bool init_changed_specs = (state != NULL && state->Stb->single_line != !is_multiline); // state != NULL means its our state.
const bool init_make_active = (user_clicked || user_scroll_finish || input_requested_by_nav);
const bool init_make_active = (user_clicked || user_scroll_finish || input_requested_by_nav || input_requested_by_reactivate);
const bool init_state = (init_make_active || user_scroll_active);
if (init_reload_from_user_buf)
{
@@ -5111,7 +5116,12 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
{
validated = true;
if (io.ConfigInputTextEnterKeepActive && !is_multiline)
{
// Deactivate for one frame to trigger IsItemDeactivatedAfterEdit(), then reactivate
state->SelectAll(); // No need to scroll
clear_active_id = true;
g.InputTextReactivateID = id; // Mark for reactivation on next frame
}
else
clear_active_id = true;
}