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@ -9066,8 +9066,8 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
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SetActiveID(id, window);
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SetFocusID(id, window);
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FocusWindow(window);
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if (!is_multiline)
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g.ActiveIdAllowNavDirFlags = ((1 << ImGuiDir_Up) | (1 << ImGuiDir_Down));
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if (!is_multiline && !(flags & ImGuiInputTextFlags_CallbackHistory))
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g.ActiveIdAllowNavDirFlags |= ((1 << ImGuiDir_Up) | (1 << ImGuiDir_Down));
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}
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else if (io.MouseClicked[0])
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{
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@ -9096,8 +9096,6 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
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// Down the line we should have a cleaner library-wide concept of Selected vs Active.
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g.ActiveIdAllowOverlap = !io.MouseDown[0];
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g.WantTextInputNextFrame = 1;
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if (flags & ImGuiInputTextFlags_CallbackHistory)
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g.ActiveIdAllowNavDirFlags &= ~((1 << ImGuiDir_Up) | (1 << ImGuiDir_Down));
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// Edit in progress
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const float mouse_x = (io.MousePos.x - frame_bb.Min.x - style.FramePadding.x) + edit_state.ScrollX;
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