diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index f457f827..1f51e07a 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -3343,28 +3343,24 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ if (g.ActiveId == id && io.MouseClicked[0] && !init_state && !init_make_active) //-V560 clear_active_id = true; - // When read-only we always use the live data passed to the function - // FIXME-OPT: Because our selection/cursor code currently needs the wide text we need to convert it when active, which is not ideal :( - if (is_readonly && state != NULL) - { - const bool will_render_cursor = (g.ActiveId == id) || (user_scroll_active); - const bool will_render_selection = state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || will_render_cursor); - if (will_render_cursor || will_render_selection) - { - const char* buf_end = NULL; - state->TextW.resize(buf_size + 1); - state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, state->TextW.Size, buf, NULL, &buf_end); - state->CurLenA = (int)(buf_end - buf); - state->CursorClamp(); - } - } - // Lock the decision of whether we are going to take the path displaying the cursor or selection const bool render_cursor = (g.ActiveId == id) || (state && user_scroll_active); - const bool render_selection = state && state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor); + bool render_selection = state && state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor); bool value_changed = false; bool enter_pressed = false; + // When read-only we always use the live data passed to the function + // FIXME-OPT: Because our selection/cursor code currently needs the wide text we need to convert it when active, which is not ideal :( + if (is_readonly && state != NULL && (render_cursor || render_selection)) + { + const char* buf_end = NULL; + state->TextW.resize(buf_size + 1); + state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, state->TextW.Size, buf, NULL, &buf_end); + state->CurLenA = (int)(buf_end - buf); + state->CursorClamp(); + render_selection &= state->HasSelection(); + } + // Select the buffer to render. const bool buf_display_from_state = (render_cursor || render_selection || g.ActiveId == id) && !is_readonly && state && state->TextAIsValid; const bool is_displaying_hint = (hint != NULL && (buf_display_from_state ? state->TextA.Data : buf)[0] == 0);