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@@ -4507,12 +4507,13 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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const bool init_changed_specs = (state != NULL && state->Stb->single_line != !is_multiline); // state != NULL means its our state.
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const bool init_make_active = (user_clicked || user_scroll_finish || input_requested_by_nav);
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const bool init_state = (init_make_active || user_scroll_active);
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+ bool readonly_swapped_text_data = false;
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if (init_reload_from_user_buf)
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{
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int new_len = (int)strlen(buf);
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state->WantReloadUserBuf = false;
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InputTextReconcileUndoState(state, state->TextA.Data, state->TextLen, buf, new_len);
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- state->TextA.resize(buf_size + 1); // we use +1 to make sure that .Data is always pointing to at least an empty string.
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+ state->TextA.resize(buf_size + 1); // we use +1 to make sure that .Data is always pointing to at least an empty string.
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state->TextLen = new_len;
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memcpy(state->TextA.Data, buf, state->TextLen + 1);
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state->Stb->select_start = state->ReloadSelectionStart;
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@@ -4537,14 +4538,17 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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// Preserve cursor position and undo/redo stack if we come back to same widget
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// FIXME: Since we reworked this on 2022/06, may want to differentiate recycle_cursor vs recycle_undostate?
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bool recycle_state = (state->ID == id && !init_changed_specs);
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- if (recycle_state && (state->TextLen != buf_len || (strncmp(state->TextA.Data, buf, buf_len) != 0)))
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+ if (recycle_state && (state->TextLen != buf_len || (state->TextA.Data == NULL || strncmp(state->TextA.Data, buf, buf_len) != 0)))
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recycle_state = false;
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// Start edition
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state->ID = id;
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- state->TextA.resize(buf_size + 1); // we use +1 to make sure that .Data is always pointing to at least an empty string.
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state->TextLen = (int)strlen(buf);
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- memcpy(state->TextA.Data, buf, state->TextLen + 1);
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+ if (!is_readonly)
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+ {
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+ state->TextA.resize(buf_size + 1); // we use +1 to make sure that .Data is always pointing to at least an empty string.
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+ memcpy(state->TextA.Data, buf, state->TextLen + 1);
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+ }
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// Find initial scroll position for right alignment
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state->Scroll = ImVec2(0.0f, 0.0f);
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@@ -4610,6 +4614,21 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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state->Scroll.y = draw_window->Scroll.y;
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}
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+ if (g.ActiveId == id && is_readonly)
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+ {
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+ // FIXME: Refresh buffer because cursor/selection code uses that data (see repro #8242)
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+ // The "simple" way would be to copy buf into state->TextA, like in the block above.
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+ // But because we like to live dangerously, we do a little swap....
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+ // Removing the swap and only doing a TextA.clear() is a way to identify who's using TextA.Data.
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+ state->TextLen = (int)strlen(buf);
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+ state->TextA.clear();
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+ state->TextA.Data = buf; // Ouch
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+ state->TextA.Size = state->TextLen + 1;
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+ readonly_swapped_text_data = true; // Need to always ensure that every code path below lead to this being handled
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+ //state->TextA.resize(buf_size + 1);
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+ //memcpy(state->TextA.Data, buf, state->TextLen + 1);
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+ }
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+
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// 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)
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if (g.ActiveId == id && state == NULL)
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ClearActiveID();
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@@ -5008,10 +5027,11 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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callback_data.UserData = callback_user_data;
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// FIXME-OPT: Undo stack reconcile needs a backup of the data until we rework API, see #7925
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+ char* callback_buf = is_readonly ? buf : state->TextA.Data;
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+
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state->CallbackTextBackup.resize(state->TextLen + 1);
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- memcpy(state->CallbackTextBackup.Data, state->TextA.Data, state->TextLen + 1);
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+ memcpy(state->CallbackTextBackup.Data, callback_buf, state->TextLen + 1);
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- char* callback_buf = is_readonly ? buf : state->TextA.Data;
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callback_data.EventKey = event_key;
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callback_data.Buf = callback_buf;
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callback_data.BufTextLen = state->TextLen;
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@@ -5142,7 +5162,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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// - Measure text height (for scrollbar)
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// We are attempting to do most of that in **one main pass** to minimize the computation cost (non-negligible for large amount of text) + 2nd pass for selection rendering (we could merge them by an extra refactoring effort)
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// FIXME: This should occur on buf_display but we'd need to maintain cursor/select_start/select_end for UTF-8.
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- const char* text_begin = state->TextA.Data;
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+ const char* text_begin = buf_display;
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const char* text_end = text_begin + state->TextLen;
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ImVec2 cursor_offset, select_start_offset;
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@@ -5304,6 +5324,13 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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if (is_password && !is_displaying_hint)
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PopFont();
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+ if (readonly_swapped_text_data)
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+ {
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+ IM_ASSERT(state->TextA.Data == buf);
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+ state->TextA.Size = 0;
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+ state->TextA.Data = NULL;
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+ }
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+
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if (is_multiline)
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{
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// For focus requests to work on our multiline we need to ensure our child ItemAdd() call specifies the ImGuiItemFlags_Inputable (see #4761, #7870)...
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