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Merge branch 'master' into docking
# Conflicts: # backends/imgui_impl_sdlgpu3.cpp # imgui.cpp
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@@ -2209,30 +2209,6 @@ bool ImGui::Combo(const char* label, int* current_item, const char* items_separa
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return value_changed;
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}
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#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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struct ImGuiGetNameFromIndexOldToNewCallbackData { void* UserData; bool (*OldCallback)(void*, int, const char**); };
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static const char* ImGuiGetNameFromIndexOldToNewCallback(void* user_data, int idx)
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{
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ImGuiGetNameFromIndexOldToNewCallbackData* data = (ImGuiGetNameFromIndexOldToNewCallbackData*)user_data;
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const char* s = NULL;
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data->OldCallback(data->UserData, idx, &s);
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return s;
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}
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bool ImGui::ListBox(const char* label, int* current_item, bool (*old_getter)(void*, int, const char**), void* user_data, int items_count, int height_in_items)
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{
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ImGuiGetNameFromIndexOldToNewCallbackData old_to_new_data = { user_data, old_getter };
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return ListBox(label, current_item, ImGuiGetNameFromIndexOldToNewCallback, &old_to_new_data, items_count, height_in_items);
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}
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bool ImGui::Combo(const char* label, int* current_item, bool (*old_getter)(void*, int, const char**), void* user_data, int items_count, int popup_max_height_in_items)
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{
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ImGuiGetNameFromIndexOldToNewCallbackData old_to_new_data = { user_data, old_getter };
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return Combo(label, current_item, ImGuiGetNameFromIndexOldToNewCallback, &old_to_new_data, items_count, popup_max_height_in_items);
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}
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#endif
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//-------------------------------------------------------------------------
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// [SECTION] Data Type and Data Formatting Helpers [Internal]
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//-------------------------------------------------------------------------
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@@ -5077,6 +5053,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
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const bool is_enter = Shortcut(ImGuiKey_Enter, f_repeat, id) || Shortcut(ImGuiKey_KeypadEnter, f_repeat, id);
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const bool is_ctrl_enter = Shortcut(ImGuiMod_Ctrl | ImGuiKey_Enter, f_repeat, id) || Shortcut(ImGuiMod_Ctrl | ImGuiKey_KeypadEnter, f_repeat, id);
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const bool is_shift_enter = Shortcut(ImGuiMod_Shift | ImGuiKey_Enter, f_repeat, id) || Shortcut(ImGuiMod_Shift | ImGuiKey_KeypadEnter, f_repeat, id);
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const bool is_gamepad_validate = nav_gamepad_active && (IsKeyPressed(ImGuiKey_NavGamepadActivate, false) || IsKeyPressed(ImGuiKey_NavGamepadInput, false));
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const bool is_cancel = Shortcut(ImGuiKey_Escape, f_repeat, id) || (nav_gamepad_active && Shortcut(ImGuiKey_NavGamepadCancel, f_repeat, id));
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@@ -5111,11 +5088,12 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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}
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state->OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask);
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}
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else if (is_enter || is_ctrl_enter || is_gamepad_validate)
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else if (is_enter || is_ctrl_enter || is_shift_enter || is_gamepad_validate)
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{
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// Determine if we turn Enter into a \n character
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bool ctrl_enter_for_new_line = (flags & ImGuiInputTextFlags_CtrlEnterForNewLine) != 0;
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if (!is_multiline || is_gamepad_validate || (ctrl_enter_for_new_line != is_ctrl_enter))
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bool is_new_line = is_multiline && !is_gamepad_validate && (is_shift_enter || (is_enter && !ctrl_enter_for_new_line) || (is_ctrl_enter && ctrl_enter_for_new_line));
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if (!is_new_line)
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{
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validated = true;
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if (io.ConfigInputTextEnterKeepActive && !is_multiline)
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