InputText: Internals: rename CurLenA->TextLen, InitialTextA->TextToRevertTo.
Follow the refactors in #7925.
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-5
@@ -1109,11 +1109,11 @@ struct IMGUI_API ImGuiInputTextState
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ImGuiContext* Ctx; // parent UI context (needs to be set explicitly by parent).
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ImStbTexteditState* Stb; // State for stb_textedit.h
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ImGuiID ID; // widget id owning the text state
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int CurLenA; // UTF-8 length of the string in TextA (in bytes)
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int TextLen; // UTF-8 length of the string in TextA (in bytes)
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ImVector<char> TextA; // main UTF8 buffer. TextA.Size is a buffer size! Should always be >= buf_size passed by user (and of course >= CurLenA + 1).
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ImVector<char> InitialTextA; // value to revert to when pressing Escape = backup of end-user buffer at the time of focus (in UTF-8, unaltered)
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ImVector<char> TextToRevertTo; // value to revert to when pressing Escape = backup of end-user buffer at the time of focus (in UTF-8, unaltered)
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ImVector<char> CallbackTextBackup; // temporary storage for callback to support automatic reconcile of undo-stack
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int BufCapacityA; // end-user buffer capacity
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int BufCapacity; // end-user buffer capacity (include zero terminator)
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ImVec2 Scroll; // horizontal offset (managed manually) + vertical scrolling (pulled from child window's own Scroll.y)
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float CursorAnim; // timer for cursor blink, reset on every user action so the cursor reappears immediately
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bool CursorFollow; // set when we want scrolling to follow the current cursor position (not always!)
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@@ -1126,8 +1126,8 @@ struct IMGUI_API ImGuiInputTextState
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ImGuiInputTextState();
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~ImGuiInputTextState();
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void ClearText() { CurLenA = 0; TextA[0] = 0; CursorClamp(); }
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void ClearFreeMemory() { TextA.clear(); InitialTextA.clear(); }
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void ClearText() { TextLen = 0; TextA[0] = 0; CursorClamp(); }
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void ClearFreeMemory() { TextA.clear(); TextToRevertTo.clear(); }
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void OnKeyPressed(int key); // Cannot be inline because we call in code in stb_textedit.h implementation
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void OnCharPressed(unsigned int c);
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