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InputText: leave state->Flags uncleared for the purpose of backends emitting an on-screen keyboard for passwords. (#5724)
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2
imgui.h
2
imgui.h
@ -23,7 +23,7 @@
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// Library Version
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// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM > 12345')
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#define IMGUI_VERSION "1.89 WIP"
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#define IMGUI_VERSION_NUM 18824
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#define IMGUI_VERSION_NUM 18825
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#define IMGUI_HAS_TABLE
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/*
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@ -1025,7 +1025,7 @@ struct IMGUI_API ImGuiInputTextState
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bool CursorFollow; // set when we want scrolling to follow the current cursor position (not always!)
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bool SelectedAllMouseLock; // after a double-click to select all, we ignore further mouse drags to update selection
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bool Edited; // edited this frame
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ImGuiInputTextFlags Flags; // copy of InputText() flags
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ImGuiInputTextFlags Flags; // copy of InputText() flags. may be used to check if e.g. ImGuiInputTextFlags_Password is set.
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ImGuiInputTextState() { memset(this, 0, sizeof(*this)); }
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void ClearText() { CurLenW = CurLenA = 0; TextW[0] = 0; TextA[0] = 0; CursorClamp(); }
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@ -4590,9 +4590,6 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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apply_new_text_length = state->CurLenA;
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}
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}
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// Clear temporary user storage
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state->Flags = ImGuiInputTextFlags_None;
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}
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// Copy result to user buffer. This can currently only happen when (g.ActiveId == id)
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