InputText: Fixed an edge case crash that would happen if another widget sharing the same ID is being swapped with an InputText that has yet to be activated.

This commit is contained in:
omar 2019-02-21 12:25:21 +01:00
parent 2e9a175057
commit cc3be5d428
2 changed files with 6 additions and 0 deletions

View file

@ -38,6 +38,8 @@ Other Changes:
- InputInt, InputFloat, InputScalar: Fix to keep the label of the +/- buttons centered when
style.FramePadding.x is abnormally larger than style.FramePadding.y. Since the buttons are
meant to be square (to align with e.g. color button) we always use FramePadding.y. (#2367)
- InputText: Fixed an edge case crash that would happen if another widget sharing the same ID
is being swapped with an InputText that has yet to be activated.
- Examples: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN
even if the OpenGL headers/loader happens to define the value. (#2366, #2186)

View file

@ -3278,6 +3278,10 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
clear_active_id = true;
}
// We have an edge case if ActiveId was set through another widget (e.g. widget being swapped)
if (g.ActiveId == id && state == NULL)
ClearActiveID();
bool value_changed = false;
bool enter_pressed = false;
int backup_current_text_length = 0;