diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 9fb774ff..9bb43451 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -55,6 +55,8 @@ Other Changes: clipper instance. High-level languages (Lua,Rust etc.) would typically be affected. (#4822) - IsItemHovered(): added ImGuiHoveredFlags_NoNavOverride to disable the behavior where the return value is overriden by focus when gamepad/keyboard navigation is active. +- InputText: Fixed pressing Tab emitting two tabs characters because of dual Keys/Chars events being + trickled with the new input queue (happened on some backends only). (#2467, #1336) - Tables: Fixed incorrect border height used for logic when resizing one of several synchronized instance of a same table ID, when instances have a different height. (#3955). - Inputs: Fixed IsMouseClicked() repeat mode rate being half of keyboard repeat rate. diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 407ae51c..5b5013c9 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -3815,7 +3815,7 @@ static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags f if (c < 0x20) { bool pass = false; - pass |= (c == '\n' && (flags & ImGuiInputTextFlags_Multiline)); + pass |= (c == '\n' && (flags & ImGuiInputTextFlags_Multiline)); // Note that an Enter KEY will emit \r and be ignored (we poll for KEY in InputText() code) pass |= (c == '\t' && (flags & ImGuiInputTextFlags_AllowTabInput)); if (!pass) return false; @@ -4201,16 +4201,15 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ if (state->SelectedAllMouseLock && !io.MouseDown[0]) state->SelectedAllMouseLock = false; - // It is ill-defined whether the backend needs to send a \t character when pressing the TAB keys. - // Win32 and GLFW naturally do it but not SDL. + // We except backends to emit a Tab key but some also emit a Tab character which we ignore (#2467, #1336) + // (For Tab and Enter: Win32/SFML/Allegro are sending both keys and chars, GLFW and SDL are only sending keys. For Space they all send all threes) const bool ignore_char_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeySuper); if ((flags & ImGuiInputTextFlags_AllowTabInput) && IsKeyPressed(ImGuiKey_Tab) && !ignore_char_inputs && !io.KeyShift && !is_readonly) - if (!io.InputQueueCharacters.contains('\t')) - { - unsigned int c = '\t'; // Insert TAB - if (InputTextFilterCharacter(&c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard)) - state->OnKeyPressed((int)c); - } + { + unsigned int c = '\t'; // Insert TAB + if (InputTextFilterCharacter(&c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard)) + state->OnKeyPressed((int)c); + } // Process regular text input (before we check for Return because using some IME will effectively send a Return?) // We ignore CTRL inputs, but need to allow ALT+CTRL as some keyboards (e.g. German) use AltGR (which _is_ Alt+Ctrl) to input certain characters. @@ -4221,7 +4220,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ { // Insert character if they pass filtering unsigned int c = (unsigned int)io.InputQueueCharacters[n]; - if (c == '\t' && io.KeyShift) + if (c == '\t') // Skip Tab, see above. continue; if (InputTextFilterCharacter(&c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard)) state->OnKeyPressed((int)c);