@ -4257,7 +4257,7 @@ 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.
// 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 = IsKeyPressedMap ( ImGuiKey_Enter ) | | IsKeyPressedMap ( ImGuiKey_KeyPadEnter ) ;
const bool is_validate_enter = IsKeyPressedMap ( ImGuiKey_Enter ) | | IsKeyPressedMap ( ImGuiKey_KeyPadEnter ) ;
const bool is_validate_nav = ( g. NavInputSource = = ImGuiInputSource_Gamepad & & IsNavInputTest( ImGuiNavInput_Activate , ImGuiInputReadMode_Pressed ) ) | | IsNavInputTest ( ImGuiNavInput_Input , ImGuiInputReadMode_Pressed ) ;
const bool is_validate_nav = ( IsNavInputTest( ImGuiNavInput_Activate , ImGuiInputReadMode_Pressed ) & & ! IsKeyPressedMap ( ImGuiKey_Space ) ) | | IsNavInputTest ( ImGuiNavInput_Input , ImGuiInputReadMode_Pressed ) ;
const bool is_cancel = IsKeyPressedMap ( ImGuiKey_Escape ) | | IsNavInputTest ( ImGuiNavInput_Cancel , ImGuiInputReadMode_Pressed ) ;
const bool is_cancel = IsKeyPressedMap ( ImGuiKey_Escape ) | | IsNavInputTest ( ImGuiNavInput_Cancel , ImGuiInputReadMode_Pressed ) ;
if ( IsKeyPressedMap ( 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 ) ; }
if ( IsKeyPressedMap ( 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 ) ; }