diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 243ee62e..d1fe4ec8 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -98,6 +98,15 @@ Other changes: Note that Linux/Mac still have inconsistent support for multi-viewports. If you want to help see https://github.com/ocornut/imgui/issues/2117. +----------------------------------------------------------------------- + VERSION 1.89.1 WIP (In Progress) +----------------------------------------------------------------------- + +- Inputs: fixed moving a window or drag and dropping from preventing input-owner-unaware code + from accessing keys. (#5888, #4921, #456) +- Inputs: fixed moving a window or drag and dropping from capturing mods. (#5888, #4921, #456) + + ----------------------------------------------------------------------- VERSION 1.89 (Released 2022-11-15) ----------------------------------------------------------------------- @@ -106,63 +115,63 @@ Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v Breaking changes: - - Layout: Obsoleted using SetCursorPos()/SetCursorScreenPos() to extend parent window/cell boundaries. (#5548) - This relates to when moving the cursor position beyond current boundaries WITHOUT submitting an item. - - Previously this would make the window content size ~200x200: - Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End(); - - Instead, please submit an item: - Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End(); - - Alternative: - Begin(...) + Dummy(ImVec2(200,200)) + End(); - Content size is now only extended when submitting an item. - With '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will now be detected and assert. - Without '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will silently be fixed until we obsolete it. - (This incorrect pattern has been mentioned or suggested in: #4510, #3355, #1760, #1490, #4152, #150, - threads have been amended to refer to this issue). - - Renamed and merged keyboard modifiers key enums and flags into a same set: (#4921, #456) - - ImGuiKey_ModCtrl and ImGuiModFlags_Ctrl -> ImGuiMod_Ctrl - - ImGuiKey_ModShift and ImGuiModFlags_Shift -> ImGuiMod_Shift - - ImGuiKey_ModAlt and ImGuiModFlags_Alt -> ImGuiMod_Alt - - ImGuiKey_ModSuper and ImGuiModFlags_Super -> ImGuiMod_Super - Kept inline redirection enums (will obsolete). - This change simplifies a few things, reduces confusion, and will facilitate upcoming - shortcut/input ownership apis. - - The ImGuiKey_ModXXX were introduced in 1.87 and mostly used by backends. - - The ImGuiModFlags_XXX have been exposed in imgui.h but not really used by any public api, - only by third-party extensions. They were however subject to a recent rename - (ImGuiKeyModFlags_XXX -> ImGuiModFlags_XXX) and we are exceptionally commenting out - the older ImGuiKeyModFlags_XXX names ahead of obsolescence schedule to reduce confusion - and because they were not meant to be used anyway. - - Removed io.NavInputs[] and ImGuiNavInput enum that were used to feed gamepad inputs. - Basically 1.87 already obsoleted them from the backend's point of view, but internally - our navigation code still used this array and enum, so they were still present. - Not anymore! (#4921, #4858, #787, #1599, #323) - Transition guide: - - Official backends from 1.87+ -> no issue. - - Official backends from 1.60 to 1.86 -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need updating! - - Custom backends not writing to io.NavInputs[] -> no issue. - - Custom backends writing to io.NavInputs[] -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need fixing! - - TL;DR: Backends should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values instead of filling io.NavInput[]. - The ImGuiNavInput enum was essentially 1.60's attempt to combine keyboard and gamepad inputs with named - semantic, but the additional indirection and copy added complexity and got in the way of other - incoming work. User's code (other than backends) should not be affected, unless you have custom - widgets intercepting navigation events via the named enums (in which case you can upgrade your code). - - DragInt()/SliderInt(): Removed runtime patching of invalid "%f"/"%.0f" types of format strings. - This was obsoleted in 1.61 (May 2018). See 1.61 changelog for details. - - Changed signature of ImageButton() function: (#5533, #4471, #2464, #1390) - - Added 'const char* str_id' parameter + removed 'int frame_padding = -1' parameter. - - Old signature: bool ImageButton(ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), int frame_padding = -1, ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1)); - - used the ImTextureID value to create an ID. This was inconsistent with other functions, led to ID conflicts, and caused problems with engines using transient ImTextureID values. - - had a FramePadding override which was inconsistent with other functions and made the already-long signature even longer. - - New signature: bool ImageButton(const char* str_id, ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1)); - - requires an explicit identifier. You may still use e.g. PushID() calls and then pass an empty identifier. - - always uses style.FramePadding for padding, to be consistent with other buttons. You may use PushStyleVar() to alter this. - - As always we are keeping a redirection function available (will obsolete later). - - Removed the bizarre legacy default argument for 'TreePush(const void* ptr = NULL)'. (#1057) - Must always pass a pointer value explicitly, NULL/nullptr is ok but require cast, e.g. TreePush((void*)nullptr); - If you used TreePush() replace with TreePush((void*)NULL); - - Removed support for 1.42-era IMGUI_DISABLE_INCLUDE_IMCONFIG_H / IMGUI_INCLUDE_IMCONFIG_H. (#255) - They only made sense before we could use IMGUI_USER_CONFIG. +- Layout: Obsoleted using SetCursorPos()/SetCursorScreenPos() to extend parent window/cell boundaries. (#5548) + This relates to when moving the cursor position beyond current boundaries WITHOUT submitting an item. + - Previously this would make the window content size ~200x200: + Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End(); + - Instead, please submit an item: + Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End(); + - Alternative: + Begin(...) + Dummy(ImVec2(200,200)) + End(); + Content size is now only extended when submitting an item. + With '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will now be detected and assert. + Without '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will silently be fixed until we obsolete it. + (This incorrect pattern has been mentioned or suggested in: #4510, #3355, #1760, #1490, #4152, #150, + threads have been amended to refer to this issue). +- Renamed and merged keyboard modifiers key enums and flags into a same set: (#4921, #456) + - ImGuiKey_ModCtrl and ImGuiModFlags_Ctrl -> ImGuiMod_Ctrl + - ImGuiKey_ModShift and ImGuiModFlags_Shift -> ImGuiMod_Shift + - ImGuiKey_ModAlt and ImGuiModFlags_Alt -> ImGuiMod_Alt + - ImGuiKey_ModSuper and ImGuiModFlags_Super -> ImGuiMod_Super + Kept inline redirection enums (will obsolete). + This change simplifies a few things, reduces confusion, and will facilitate upcoming + shortcut/input ownership apis. + - The ImGuiKey_ModXXX were introduced in 1.87 and mostly used by backends. + - The ImGuiModFlags_XXX have been exposed in imgui.h but not really used by any public api, + only by third-party extensions. They were however subject to a recent rename + (ImGuiKeyModFlags_XXX -> ImGuiModFlags_XXX) and we are exceptionally commenting out + the older ImGuiKeyModFlags_XXX names ahead of obsolescence schedule to reduce confusion + and because they were not meant to be used anyway. +- Removed io.NavInputs[] and ImGuiNavInput enum that were used to feed gamepad inputs. + Basically 1.87 already obsoleted them from the backend's point of view, but internally + our navigation code still used this array and enum, so they were still present. + Not anymore! (#4921, #4858, #787, #1599, #323) + Transition guide: + - Official backends from 1.87+ -> no issue. + - Official backends from 1.60 to 1.86 -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need updating! + - Custom backends not writing to io.NavInputs[] -> no issue. + - Custom backends writing to io.NavInputs[] -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need fixing! + - TL;DR: Backends should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values instead of filling io.NavInput[]. + The ImGuiNavInput enum was essentially 1.60's attempt to combine keyboard and gamepad inputs with named + semantic, but the additional indirection and copy added complexity and got in the way of other + incoming work. User's code (other than backends) should not be affected, unless you have custom + widgets intercepting navigation events via the named enums (in which case you can upgrade your code). +- DragInt()/SliderInt(): Removed runtime patching of invalid "%f"/"%.0f" types of format strings. + This was obsoleted in 1.61 (May 2018). See 1.61 changelog for details. +- Changed signature of ImageButton() function: (#5533, #4471, #2464, #1390) + - Added 'const char* str_id' parameter + removed 'int frame_padding = -1' parameter. + - Old signature: bool ImageButton(ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), int frame_padding = -1, ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1)); + - used the ImTextureID value to create an ID. This was inconsistent with other functions, led to ID conflicts, and caused problems with engines using transient ImTextureID values. + - had a FramePadding override which was inconsistent with other functions and made the already-long signature even longer. + - New signature: bool ImageButton(const char* str_id, ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1)); + - requires an explicit identifier. You may still use e.g. PushID() calls and then pass an empty identifier. + - always uses style.FramePadding for padding, to be consistent with other buttons. You may use PushStyleVar() to alter this. + - As always we are keeping a redirection function available (will obsolete later). +- Removed the bizarre legacy default argument for 'TreePush(const void* ptr = NULL)'. (#1057) + Must always pass a pointer value explicitly, NULL/nullptr is ok but require cast, e.g. TreePush((void*)nullptr); + If you used TreePush() replace with TreePush((void*)NULL); +- Removed support for 1.42-era IMGUI_DISABLE_INCLUDE_IMCONFIG_H / IMGUI_INCLUDE_IMCONFIG_H. (#255) + They only made sense before we could use IMGUI_USER_CONFIG. Other Changes: diff --git a/imgui.cpp b/imgui.cpp index a776408e..2b3f5ad5 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.89 +// dear imgui, v1.90 WIP // (main code and documentation) // Help: @@ -8643,13 +8643,13 @@ ImGuiKeyRoutingData* ImGui::GetShortcutRoutingData(ImGuiKeyChord key_chord) return routing_data; } - // Add - ImGuiKeyRoutingIndex idx = (ImGuiKeyRoutingIndex)rt->Entries.Size; + // Add to linked-list + ImGuiKeyRoutingIndex routing_data_idx = (ImGuiKeyRoutingIndex)rt->Entries.Size; rt->Entries.push_back(ImGuiKeyRoutingData()); - routing_data = &rt->Entries[idx]; + routing_data = &rt->Entries[routing_data_idx]; routing_data->Mods = (ImU16)mods; routing_data->NextEntryIndex = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; // Setup linked list - rt->Index[key - ImGuiKey_NamedKey_BEGIN] = idx; + rt->Index[key - ImGuiKey_NamedKey_BEGIN] = routing_data_idx; return routing_data; } @@ -9150,8 +9150,8 @@ ImGuiID ImGui::GetKeyOwner(ImGuiKey key) ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(key); ImGuiID owner_id = owner_data->OwnerCurr; - if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId) - if ((key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END) || key == ImGuiMod_Ctrl || key == ImGuiMod_Shift || key == ImGuiMod_Alt || key == ImGuiMod_Super) + if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId && owner_id != ImGuiKeyOwner_Any) + if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END) return ImGuiKeyOwner_None; return owner_id; @@ -9167,8 +9167,8 @@ bool ImGui::TestKeyOwner(ImGuiKey key, ImGuiID owner_id) return true; ImGuiContext& g = *GImGui; - if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId) - if ((key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END) || key == ImGuiMod_Ctrl || key == ImGuiMod_Shift || key == ImGuiMod_Alt || key == ImGuiMod_Super) + if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId && owner_id != ImGuiKeyOwner_Any) + if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END) return false; ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(key); diff --git a/imgui.h b/imgui.h index 432fa490..269f3cf6 100644 --- a/imgui.h +++ b/imgui.h @@ -1,4 +1,4 @@ -// dear imgui, v1.89 +// dear imgui, v1.89.1 WIP // (headers) // Help: @@ -22,8 +22,8 @@ // Library Version // (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM > 12345') -#define IMGUI_VERSION "1.89" -#define IMGUI_VERSION_NUM 18900 +#define IMGUI_VERSION "1.89.1 WIP" +#define IMGUI_VERSION_NUM 18902 #define IMGUI_HAS_TABLE #define IMGUI_HAS_VIEWPORT // Viewport WIP branch #define IMGUI_HAS_DOCK // Docking WIP branch diff --git a/imgui_demo.cpp b/imgui_demo.cpp index a9387989..79b7b807 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.89 +// dear imgui, v1.89.1 WIP // (demo code) // Help: diff --git a/imgui_draw.cpp b/imgui_draw.cpp index a93fa6f1..a6adc513 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.89 +// dear imgui, v1.89.1 WIP // (drawing and font code) /* diff --git a/imgui_internal.h b/imgui_internal.h index 05154a9b..5e6fe351 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1,4 +1,4 @@ -// dear imgui, v1.89 +// dear imgui, v1.89.1 WIP // (internal structures/api) // You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility! @@ -1304,8 +1304,8 @@ typedef ImS16 ImGuiKeyRoutingIndex; struct ImGuiKeyRoutingData { ImGuiKeyRoutingIndex NextEntryIndex; - ImU16 Mods; - ImU8 RoutingNextScore; // Lower is better (0: perfect score) + ImU16 Mods; // Technically we'd only need 4 bits but for simplify we store ImGuiMod_ values which need 16 bits. + ImU8 RoutingNextScore; // Lower is better (0: perfect score) ImGuiID RoutingCurr; ImGuiID RoutingNext; diff --git a/imgui_tables.cpp b/imgui_tables.cpp index ed538dd1..53aafc47 100644 --- a/imgui_tables.cpp +++ b/imgui_tables.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.89 +// dear imgui, v1.89.1 WIP // (tables and columns code) /* diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index d60c4d4f..3c5299f3 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.89 +// dear imgui, v1.89.1 WIP // (widgets code) /* @@ -4107,14 +4107,12 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ } if (g.ActiveId == id) { - // Declare our inputs + // Declare some inputs, the other are registered and polled via Shortcut() routing system. if (user_clicked) SetKeyOwner(ImGuiKey_MouseLeft, id); g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); if (is_multiline || (flags & ImGuiInputTextFlags_CallbackHistory)) g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); - SetKeyOwner(ImGuiKey_Escape, id); - SetKeyOwner(ImGuiKey_NavGamepadCancel, id); SetKeyOwner(ImGuiKey_Home, id); SetKeyOwner(ImGuiKey_End, id); if (is_multiline) @@ -4123,9 +4121,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ SetKeyOwner(ImGuiKey_PageDown, id); } if (flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_AllowTabInput)) // Disable keyboard tabbing out as we will use the \t character. - { SetKeyOwner(ImGuiKey_Tab, id); - } } // We have an edge case if ActiveId was set through another widget (e.g. widget being swapped), clear id immediately (don't wait until the end of the function) @@ -4298,22 +4294,23 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ const bool is_wordmove_key_down = is_osx ? io.KeyAlt : io.KeyCtrl; // OS X style: Text editing cursor movement using Alt instead of Ctrl const bool is_startend_key_down = is_osx && io.KeySuper && !io.KeyCtrl && !io.KeyAlt; // OS X style: Line/Text Start and End using Cmd+Arrows instead of Home/End - // Using Shortcut() with ImGuiInputFlags_RouteFocused flag to allow routing operations for other code (e.g. calling window trying to use CTRL+A and CTRL+B: formet would be handled by InputText) + // Using Shortcut() with ImGuiInputFlags_RouteFocused (default policy) to allow routing operations for other code (e.g. calling window trying to use CTRL+A and CTRL+B: formet would be handled by InputText) // Otherwise we could simply assume that we own the keys as we are active. - const ImGuiInputFlags shortcut_flags = ImGuiInputFlags_RouteFocused | ImGuiInputFlags_Repeat; - const bool is_cut = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_X, id, shortcut_flags) || Shortcut(ImGuiMod_Shift | ImGuiKey_Delete, id, shortcut_flags)) && !is_readonly && !is_password && (!is_multiline || state->HasSelection()); - const bool is_copy = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_C, id, shortcut_flags & ~ImGuiInputFlags_Repeat) || Shortcut(ImGuiMod_Ctrl | ImGuiKey_Insert, id, shortcut_flags & ~ImGuiInputFlags_Repeat)) && !is_password && (!is_multiline || state->HasSelection()); - const bool is_paste = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_V, id, shortcut_flags) || Shortcut(ImGuiMod_Shift | ImGuiKey_Insert, id, shortcut_flags)) && !is_readonly; - const bool is_undo = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_Z, id, shortcut_flags)) && !is_readonly && is_undoable; - const bool is_redo = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_Y, id, shortcut_flags) || (is_osx && Shortcut(ImGuiMod_Shortcut | ImGuiMod_Shift | ImGuiKey_Z, id, shortcut_flags))) && !is_readonly && is_undoable; - const bool is_select_all = Shortcut(ImGuiMod_Shortcut | ImGuiKey_A, id, shortcut_flags & ~ImGuiInputFlags_Repeat); + const ImGuiInputFlags f_repeat = ImGuiInputFlags_Repeat; + const bool is_cut = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_X, id, f_repeat) || Shortcut(ImGuiMod_Shift | ImGuiKey_Delete, id, f_repeat)) && !is_readonly && !is_password && (!is_multiline || state->HasSelection()); + const bool is_copy = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_C, id) || Shortcut(ImGuiMod_Ctrl | ImGuiKey_Insert, id)) && !is_password && (!is_multiline || state->HasSelection()); + const bool is_paste = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_V, id, f_repeat) || Shortcut(ImGuiMod_Shift | ImGuiKey_Insert, id, f_repeat)) && !is_readonly; + const bool is_undo = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_Z, id, f_repeat)) && !is_readonly && is_undoable; + const bool is_redo = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_Y, id, f_repeat) || (is_osx && Shortcut(ImGuiMod_Shortcut | ImGuiMod_Shift | ImGuiKey_Z, id, f_repeat))) && !is_readonly && is_undoable; + const bool is_select_all = Shortcut(ImGuiMod_Shortcut | ImGuiKey_A, id); // 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 nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; const bool is_enter_pressed = IsKeyPressed(ImGuiKey_Enter, true) || IsKeyPressed(ImGuiKey_KeypadEnter, true); const bool is_gamepad_validate = nav_gamepad_active && (IsKeyPressed(ImGuiKey_NavGamepadActivate, false) || IsKeyPressed(ImGuiKey_NavGamepadInput, false)); - const bool is_cancel = Shortcut(ImGuiKey_Escape, id, shortcut_flags) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadCancel, false)); + const bool is_cancel = Shortcut(ImGuiKey_Escape, id, f_repeat) || (nav_gamepad_active && Shortcut(ImGuiKey_NavGamepadCancel, id, f_repeat)); + // FIXME: Should use more Shortcut() and reduce IsKeyPressed()+SetKeyOwner(), but requires modifiers combination to be taken account of. if (IsKeyPressed(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); } else if (IsKeyPressed(ImGuiKey_RightArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINEEND : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDRIGHT : STB_TEXTEDIT_K_RIGHT) | k_mask); } else if (IsKeyPressed(ImGuiKey_UpArrow) && is_multiline) { if (io.KeyCtrl) SetScrollY(draw_window, ImMax(draw_window->Scroll.y - g.FontSize, 0.0f)); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTSTART : STB_TEXTEDIT_K_UP) | k_mask); } @@ -6335,7 +6332,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl // We use NoHoldingActiveID on menus so user can click and _hold_ on a menu then drag to browse child entries ImGuiButtonFlags button_flags = 0; if (flags & ImGuiSelectableFlags_NoHoldingActiveID) { button_flags |= ImGuiButtonFlags_NoHoldingActiveId; } - if (flags & ImGuiSelectableFlags_NoSetKeyOwner) { button_flags |= ImGuiButtonFlags_NoSetKeyOwner; } + if (flags & ImGuiSelectableFlags_NoSetKeyOwner) { button_flags |= ImGuiButtonFlags_NoSetKeyOwner; } if (flags & ImGuiSelectableFlags_SelectOnClick) { button_flags |= ImGuiButtonFlags_PressedOnClick; } if (flags & ImGuiSelectableFlags_SelectOnRelease) { button_flags |= ImGuiButtonFlags_PressedOnRelease; } if (flags & ImGuiSelectableFlags_AllowDoubleClick) { button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; }