From 8957b3df03b4cbe502688208af7d2fda52be985f Mon Sep 17 00:00:00 2001 From: ocornut Date: Mon, 16 Mar 2026 11:41:01 +0100 Subject: [PATCH 1/4] InputScalar: minor rework to facilitate incoming change. Intended to have no side-effects. --- imgui_widgets.cpp | 30 ++++++++++++++++++------------ 1 file changed, 18 insertions(+), 12 deletions(-) diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 1bc875f6..6961d12b 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -3789,24 +3789,30 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* p_data g.NextItemData.ItemFlags |= ImGuiItemFlags_NoMarkEdited; flags |= ImGuiInputTextFlags_AutoSelectAll | (ImGuiInputTextFlags)ImGuiInputTextFlags_LocalizeDecimalPoint; - bool value_changed = false; - if (p_step == NULL) + const bool has_step_buttons = (p_step != NULL); + const float button_size = has_step_buttons ? GetFrameHeight() : 0.0f; + bool ret; + if (has_step_buttons) { - if (InputText(label, buf, IM_COUNTOF(buf), flags)) - value_changed = DataTypeApplyFromText(buf, data_type, p_data, format, (flags & ImGuiInputTextFlags_ParseEmptyRefVal) ? p_data_default : NULL); - } - else - { - const float button_size = GetFrameHeight(); - + // With Step Buttons BeginGroup(); // The only purpose of the group here is to allow the caller to query item data e.g. IsItemActive() PushID(label); SetNextItemWidth(ImMax(1.0f, CalcItemWidth() - (button_size + style.ItemInnerSpacing.x) * 2)); - if (InputText("", buf, IM_COUNTOF(buf), flags)) // PushId(label) + "" gives us the expected ID from outside point of view - value_changed = DataTypeApplyFromText(buf, data_type, p_data, format, (flags & ImGuiInputTextFlags_ParseEmptyRefVal) ? p_data_default : NULL); + ret = InputText("", buf, IM_COUNTOF(buf), flags); // PushID(label) + "" gives us the expected ID from outside point of view IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Inputable); + } + else + { + // Without Step Buttons + ret = InputText(label, buf, IM_COUNTOF(buf), flags); + } - // Step buttons + // Apply + bool value_changed = ret ? DataTypeApplyFromText(buf, data_type, p_data, format, (flags & ImGuiInputTextFlags_ParseEmptyRefVal) ? p_data_default : NULL) : false; + + // Step buttons + if (has_step_buttons) + { const ImVec2 backup_frame_padding = style.FramePadding; style.FramePadding.x = style.FramePadding.y; if (flags & ImGuiInputTextFlags_ReadOnly) From 16772365e2664eeb8fbd0f99df1372f36f51ad51 Mon Sep 17 00:00:00 2001 From: ocornut Date: Mon, 16 Mar 2026 18:42:22 +0100 Subject: [PATCH 2/4] Moved ImGuiButtonFlags_AllowOverlap from imgui_internal.h to imgui.h + standardize comments. --- docs/CHANGELOG.txt | 3 +++ imgui.h | 7 ++++--- imgui_internal.h | 1 - 3 files changed, 7 insertions(+), 4 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 44c6175a..457518dc 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -115,6 +115,9 @@ Other Changes: - Implemented a custom tweak to extend hit-testing bounding box when window is sitting at the edge of a viewport (e.g. fullscreen or docked window), so that e.g. mouse the mouse at the extreme of the screen will reach the scrollbar. (#9276) +- Button: + - Moved ImGuiButtonFlags_AllowOverlap from imgui_internal.h to imgui.h, + as a convenience for when using e.g. InvisibleButton(). - Focus: fixed fallback "Debug" window temporarily taking focus and setting io.WantCaptureKeyboard for one frame on e.g. application boot if no other windows are submitted. (#9243) - Demo: fixed IMGUI_DEMO_MARKER locations for examples applets. (#9261, #3689) [@pthom] diff --git a/imgui.h b/imgui.h index b69a9b56..0086c60a 100644 --- a/imgui.h +++ b/imgui.h @@ -1001,7 +1001,7 @@ namespace ImGui IMGUI_API void SetNavCursorVisible(bool visible); // alter visibility of keyboard/gamepad cursor. by default: show when using an arrow key, hide when clicking with mouse. // Overlapping mode - IMGUI_API void SetNextItemAllowOverlap(); // allow next item to be overlapped by a subsequent item. Useful with invisible buttons, selectable, treenode covering an area where subsequent items may need to be added. Note that both Selectable() and TreeNode() have dedicated flags doing this. + IMGUI_API void SetNextItemAllowOverlap(); // allow next item to be overlapped by a subsequent item. Typically useful with InvisibleButton(), Selectable(), TreeNode() covering an area where subsequent items may need to be added. Note that both Selectable() and TreeNode() have dedicated flags doing this. // Item/Widgets Utilities and Query Functions // - Most of the functions are referring to the previous Item that has been submitted. @@ -1303,7 +1303,7 @@ enum ImGuiTreeNodeFlags_ ImGuiTreeNodeFlags_None = 0, ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected ImGuiTreeNodeFlags_Framed = 1 << 1, // Draw frame with background (e.g. for CollapsingHeader) - ImGuiTreeNodeFlags_AllowOverlap = 1 << 2, // Hit testing to allow subsequent widgets to overlap this one + ImGuiTreeNodeFlags_AllowOverlap = 1 << 2, // Hit testing will allow subsequent widgets to overlap this one. Require previous frame HoveredId to match before being usable. Shortcut to calling SetNextItemAllowOverlap(). ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes) ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, // Default node to be open @@ -1363,7 +1363,7 @@ enum ImGuiSelectableFlags_ ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Frame will span all columns of its container table (text will still fit in current column) ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too ImGuiSelectableFlags_Disabled = 1 << 3, // Cannot be selected, display grayed out text - ImGuiSelectableFlags_AllowOverlap = 1 << 4, // (WIP) Hit testing to allow subsequent widgets to overlap this one + ImGuiSelectableFlags_AllowOverlap = 1 << 4, // Hit testing will allow subsequent widgets to overlap this one. Require previous frame HoveredId to match before being usable. Shortcut to calling SetNextItemAllowOverlap(). ImGuiSelectableFlags_Highlight = 1 << 5, // Make the item be displayed as if it is hovered ImGuiSelectableFlags_SelectOnNav = 1 << 6, // Auto-select when moved into, unless Ctrl is held. Automatic when in a BeginMultiSelect() block. @@ -1870,6 +1870,7 @@ enum ImGuiButtonFlags_ ImGuiButtonFlags_MouseButtonMiddle = 1 << 2, // React on center mouse button ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle, // [Internal] ImGuiButtonFlags_EnableNav = 1 << 3, // InvisibleButton(): do not disable navigation/tabbing. Otherwise disabled by default. + ImGuiButtonFlags_AllowOverlap = 1 << 12, // Hit testing will allow subsequent widgets to overlap this one. Require previous frame HoveredId to match before being usable. Shortcut to calling SetNextItemAllowOverlap(). }; // Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton() diff --git a/imgui_internal.h b/imgui_internal.h index cb5e4e1c..7db4ca54 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1038,7 +1038,6 @@ enum ImGuiButtonFlagsPrivate_ ImGuiButtonFlags_PressedOnDragDropHold = 1 << 9, // return true when held into while we are drag and dropping another item (used by e.g. tree nodes, collapsing headers) //ImGuiButtonFlags_Repeat = 1 << 10, // hold to repeat -> use ImGuiItemFlags_ButtonRepeat instead. ImGuiButtonFlags_FlattenChildren = 1 << 11, // allow interactions even if a child window is overlapping - ImGuiButtonFlags_AllowOverlap = 1 << 12, // require previous frame HoveredId to either match id or be null before being usable. //ImGuiButtonFlags_DontClosePopups = 1 << 13, // disable automatically closing parent popup on press //ImGuiButtonFlags_Disabled = 1 << 14, // disable interactions -> use BeginDisabled() or ImGuiItemFlags_Disabled ImGuiButtonFlags_AlignTextBaseLine = 1 << 15, // vertically align button to match text baseline - ButtonEx() only // FIXME: Should be removed and handled by SmallButton(), not possible currently because of DC.CursorPosPrevLine From 6464276b6258901a239100e08aebd8e056731bda Mon Sep 17 00:00:00 2001 From: ocornut Date: Mon, 16 Mar 2026 12:19:04 +0100 Subject: [PATCH 3/4] InputText: cleanup/rework old comments + remove unnecessary indent in callback and main block setting apply_new_text. Amend 00f12b9a0, 3349296370 etc. --- imgui_internal.h | 1 + imgui_widgets.cpp | 187 ++++++++++++++++++++++------------------------ 2 files changed, 90 insertions(+), 98 deletions(-) diff --git a/imgui_internal.h b/imgui_internal.h index 7db4ca54..c7afcee7 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1258,6 +1258,7 @@ struct IMGUI_API ImGuiInputTextState void OnKeyPressed(int key); // Cannot be inline because we call in code in stb_textedit.h implementation void OnCharPressed(unsigned int c); float GetPreferredOffsetX() const; + const char* GetText() { return TextA.Data ? TextA.Data : ""; } // Cursor & Selection void CursorAnimReset(); diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 6961d12b..24d93bae 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -5217,7 +5217,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ render_selection |= state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor); } - // Process callbacks and apply result back to user's buffer. + // Process revert and user callbacks const char* apply_new_text = NULL; int apply_new_text_length = 0; if (g.ActiveId == id) @@ -5247,110 +5247,99 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ } } - // FIXME-OPT: We always reapply the live buffer back to the input buffer before clearing ActiveId, - // even though strictly speaking it wasn't modified on this frame. Should mark dirty state from the stb_textedit callbacks. - // If we do that, need to ensure that as special case, 'validated == true' also writes back. - // This also allows the user to use InputText() without maintaining any user-side storage. - // (please note that if you use this property along ImGuiInputTextFlags_CallbackResize you can end up with your temporary string object - // unnecessarily allocating once a frame, either store your string data, either if you don't then don't use ImGuiInputTextFlags_CallbackResize). - const bool apply_edit_back_to_user_buffer = true;// !revert_edit || (validated && (flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0); - if (apply_edit_back_to_user_buffer) + // User callback + if ((flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory | ImGuiInputTextFlags_CallbackEdit | ImGuiInputTextFlags_CallbackAlways)) != 0) { - // Apply current edited text immediately. - // Note that as soon as the input box is active, the in-widget value gets priority over any underlying modification of the input buffer + IM_ASSERT(callback != NULL); - // User callback - if ((flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory | ImGuiInputTextFlags_CallbackEdit | ImGuiInputTextFlags_CallbackAlways)) != 0) + // The reason we specify the usage semantic (Completion/History) is that Completion needs to disable keyboard TABBING at the moment. + ImGuiInputTextFlags event_flag = 0; + ImGuiKey event_key = ImGuiKey_None; + if ((flags & ImGuiInputTextFlags_CallbackCompletion) != 0 && Shortcut(ImGuiKey_Tab, 0, id)) { - IM_ASSERT(callback != NULL); - - // The reason we specify the usage semantic (Completion/History) is that Completion needs to disable keyboard TABBING at the moment. - ImGuiInputTextFlags event_flag = 0; - ImGuiKey event_key = ImGuiKey_None; - if ((flags & ImGuiInputTextFlags_CallbackCompletion) != 0 && Shortcut(ImGuiKey_Tab, 0, id)) - { - event_flag = ImGuiInputTextFlags_CallbackCompletion; - event_key = ImGuiKey_Tab; - } - else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressed(ImGuiKey_UpArrow)) - { - event_flag = ImGuiInputTextFlags_CallbackHistory; - event_key = ImGuiKey_UpArrow; - } - else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressed(ImGuiKey_DownArrow)) - { - event_flag = ImGuiInputTextFlags_CallbackHistory; - event_key = ImGuiKey_DownArrow; - } - else if ((flags & ImGuiInputTextFlags_CallbackEdit) && state->Edited) - { - event_flag = ImGuiInputTextFlags_CallbackEdit; - } - else if (flags & ImGuiInputTextFlags_CallbackAlways) - { - event_flag = ImGuiInputTextFlags_CallbackAlways; - } - - if (event_flag) - { - ImGuiInputTextCallbackData callback_data; - callback_data.Ctx = &g; - callback_data.ID = id; - callback_data.Flags = flags; - callback_data.EventFlag = event_flag; - callback_data.EventActivated = (g.ActiveId == state->ID && g.ActiveIdIsJustActivated); - callback_data.UserData = callback_user_data; - - // FIXME-OPT: Undo stack reconcile needs a backup of the data until we rework API, see #7925 - char* callback_buf = is_readonly ? buf : state->TextA.Data; - IM_ASSERT(callback_buf == state->TextSrc); - state->CallbackTextBackup.resize(state->TextLen + 1); - memcpy(state->CallbackTextBackup.Data, callback_buf, state->TextLen + 1); - - callback_data.EventKey = event_key; - callback_data.Buf = callback_buf; - callback_data.BufTextLen = state->TextLen; - callback_data.BufSize = state->BufCapacity; - callback_data.BufDirty = false; - callback_data.CursorPos = state->Stb->cursor; - callback_data.SelectionStart = state->Stb->select_start; - callback_data.SelectionEnd = state->Stb->select_end; - - // Call user code - callback(&callback_data); - - // Read back what user may have modified - callback_buf = is_readonly ? buf : state->TextA.Data; // Pointer may have been invalidated by a resize callback - IM_ASSERT(callback_data.Buf == callback_buf); // Invalid to modify those fields - IM_ASSERT(callback_data.BufSize == state->BufCapacity); - IM_ASSERT(callback_data.Flags == flags); - if (callback_data.BufDirty || callback_data.CursorPos != state->Stb->cursor) - state->CursorFollow = true; - state->Stb->cursor = ImClamp(callback_data.CursorPos, 0, callback_data.BufTextLen); - state->Stb->select_start = ImClamp(callback_data.SelectionStart, 0, callback_data.BufTextLen); - state->Stb->select_end = ImClamp(callback_data.SelectionEnd, 0, callback_data.BufTextLen); - if (callback_data.BufDirty) - { - // Callback may update buffer and thus set buf_dirty even in read-only mode. - IM_ASSERT(callback_data.BufTextLen == (int)ImStrlen(callback_data.Buf)); // You need to maintain BufTextLen if you change the text! - InputTextReconcileUndoState(state, state->CallbackTextBackup.Data, state->CallbackTextBackup.Size - 1, callback_data.Buf, callback_data.BufTextLen); - state->TextLen = callback_data.BufTextLen; // Assume correct length and valid UTF-8 from user, saves us an extra strlen() - state->CursorAnimReset(); - } - } + event_flag = ImGuiInputTextFlags_CallbackCompletion; + event_key = ImGuiKey_Tab; + } + else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressed(ImGuiKey_UpArrow)) + { + event_flag = ImGuiInputTextFlags_CallbackHistory; + event_key = ImGuiKey_UpArrow; + } + else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressed(ImGuiKey_DownArrow)) + { + event_flag = ImGuiInputTextFlags_CallbackHistory; + event_key = ImGuiKey_DownArrow; + } + else if ((flags & ImGuiInputTextFlags_CallbackEdit) && state->Edited) + { + event_flag = ImGuiInputTextFlags_CallbackEdit; + } + else if (flags & ImGuiInputTextFlags_CallbackAlways) + { + event_flag = ImGuiInputTextFlags_CallbackAlways; } - // Will copy result string if modified - if (!is_readonly && strcmp(state->TextSrc, buf) != 0) + if (event_flag) { - apply_new_text = state->TextSrc; - apply_new_text_length = state->TextLen; - value_changed = true; + ImGuiInputTextCallbackData callback_data; + callback_data.Ctx = &g; + callback_data.ID = id; + callback_data.Flags = flags; + callback_data.EventFlag = event_flag; + callback_data.EventActivated = (g.ActiveId == state->ID && g.ActiveIdIsJustActivated); + callback_data.UserData = callback_user_data; + + // FIXME-OPT: Undo stack reconcile needs a backup of the data until we rework API, see #7925 + char* callback_buf = is_readonly ? buf : state->TextA.Data; + IM_ASSERT(callback_buf == state->TextSrc); + state->CallbackTextBackup.resize(state->TextLen + 1); + memcpy(state->CallbackTextBackup.Data, callback_buf, state->TextLen + 1); + + callback_data.EventKey = event_key; + callback_data.Buf = callback_buf; + callback_data.BufTextLen = state->TextLen; + callback_data.BufSize = state->BufCapacity; + callback_data.BufDirty = false; + callback_data.CursorPos = state->Stb->cursor; + callback_data.SelectionStart = state->Stb->select_start; + callback_data.SelectionEnd = state->Stb->select_end; + + // Call user code + callback(&callback_data); + + // Read back what user may have modified + callback_buf = is_readonly ? buf : state->TextA.Data; // Pointer may have been invalidated by a resize callback + IM_ASSERT(callback_data.Buf == callback_buf); // Invalid to modify those fields + IM_ASSERT(callback_data.BufSize == state->BufCapacity); + IM_ASSERT(callback_data.Flags == flags); + if (callback_data.BufDirty || callback_data.CursorPos != state->Stb->cursor) + state->CursorFollow = true; + state->Stb->cursor = ImClamp(callback_data.CursorPos, 0, callback_data.BufTextLen); + state->Stb->select_start = ImClamp(callback_data.SelectionStart, 0, callback_data.BufTextLen); + state->Stb->select_end = ImClamp(callback_data.SelectionEnd, 0, callback_data.BufTextLen); + if (callback_data.BufDirty) + { + // Callback may update buffer and thus set buf_dirty even in read-only mode. + IM_ASSERT(callback_data.BufTextLen == (int)ImStrlen(callback_data.Buf)); // You need to maintain BufTextLen if you change the text! + InputTextReconcileUndoState(state, state->CallbackTextBackup.Data, state->CallbackTextBackup.Size - 1, callback_data.Buf, callback_data.BufTextLen); + state->TextLen = callback_data.BufTextLen; // Assume correct length and valid UTF-8 from user, saves us an extra strlen() + state->CursorAnimReset(); + } } } + + // Will copy result string if modified. + // FIXME-OPT: Could mark dirty state from the stb_textedit callbacks + if (!is_readonly && strcmp(state->TextSrc, buf) != 0) + { + apply_new_text = state->TextSrc; + apply_new_text_length = state->TextLen; + value_changed = true; + } } // Handle reapplying final data on deactivation (see InputTextDeactivateHook() for details) + // This is used when e.g. losing focus or tabbing out into another InputText() which may already be using the temp buffer. if (g.InputTextDeactivatedState.ID == id) { if (g.ActiveId != id && IsItemDeactivatedAfterEdit() && !is_readonly && strcmp(g.InputTextDeactivatedState.TextA.Data, buf) != 0) @@ -5363,12 +5352,14 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ g.InputTextDeactivatedState.ID = 0; } - // Copy result to user buffer. This can currently only happen when (g.ActiveId == id) + // Write back result to user buffer. This can currently only happen when (g.ActiveId == id) or when just deactivated. + // - As soon as the InputText() is active, our stored in-widget value gets priority over any underlying modification of the user buffer. + // - Make sure we always reapply the live buffer back to the input/user buffer before clearing ActiveId, even thought strictly speaking + // it was not modified on this frame. This allows the user to use InputText() without maintaining any user-side storage. + // (PS: if you use this property together with ImGuiInputTextFlags_CallbackResize, you are at the risk of recreating a temporary + // allocated/string object every frame. Which in the grand scheme of scheme is nothing, but isn't dear imgui vibe). if (apply_new_text != NULL) { - //// We cannot test for 'backup_current_text_length != apply_new_text_length' here because we have no guarantee that the size - //// of our owned buffer matches the size of the string object held by the user, and by design we allow InputText() to be used - //// without any storage on user's side. IM_ASSERT(apply_new_text_length >= 0); if (is_resizable) { From 994ca12b29381d6e33b771cfad6bfefa5d0ced90 Mon Sep 17 00:00:00 2001 From: ocornut Date: Mon, 16 Mar 2026 18:51:38 +0100 Subject: [PATCH 4/4] Fixed warning. (Amend 1677236) --- imgui_widgets.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 24d93bae..22f1bae5 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -10546,7 +10546,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, // Click to Select a tab // Allow the close button to overlap - ImGuiButtonFlags button_flags = ((is_tab_button ? ImGuiButtonFlags_PressedOnClickRelease : ImGuiButtonFlags_PressedOnClick) | ImGuiButtonFlags_AllowOverlap); + ImGuiButtonFlags button_flags = ((ImGuiButtonFlags)(is_tab_button ? ImGuiButtonFlags_PressedOnClickRelease : ImGuiButtonFlags_PressedOnClick) | ImGuiButtonFlags_AllowOverlap); if (g.DragDropActive) button_flags |= ImGuiButtonFlags_PressedOnDragDropHold; bool hovered, held, pressed;