InputTextMultiline: Tabbing through a multi-line text editor using ImGuiInputTextFlags_AllowTabInput doesn't activate it. (#3092, #5759, #787)
diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt
index 44f9fc4..f4543da 100644
--- a/docs/CHANGELOG.txt
+++ b/docs/CHANGELOG.txt
@@ -65,6 +65,9 @@
(namely Selectables and Treenodes using SpanAllColumn flag) so the highlight properly covers
all columns. (#7049, #4281, #3272)
- InputTextMultiline: Fixed Tab character input not repeating (1.89.4 regression).
+- InputTextMultiline: Tabbing through a multi-line text editor which allows Tab character inputs
+ (using the ImGuiInputTextFlags_AllowTabInput flag) doesn't automatically activate it, in order
+ to allow passing through multiple widgets easily. (#3092, #5759, #787)
- DragScalarN, SliderScalarN, InputScalarN, PushMultiItemsWidths: improve multi-components
width computation to better distribute the error. (#7120, #7121) [@Nahor]
- Menus: Tweaked hover slack logic, adding a timer to avoid situations where a slow vertical
diff --git a/imgui.cpp b/imgui.cpp
index 7d66275..a7a9cf9 100644
--- a/imgui.cpp
+++ b/imgui.cpp
@@ -12034,7 +12034,7 @@
g.NavNextActivateId = result->ID;
g.NavNextActivateFlags = ImGuiActivateFlags_None;
if (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing)
- g.NavNextActivateFlags |= ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_TryToPreserveState;
+ g.NavNextActivateFlags |= ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_TryToPreserveState | ImGuiActivateFlags_FromTabbing;
}
// Enable nav highlight
diff --git a/imgui_demo.cpp b/imgui_demo.cpp
index 86d5ad3..763e0a9 100644
--- a/imgui_demo.cpp
+++ b/imgui_demo.cpp
@@ -1479,6 +1479,7 @@
HelpMarker("You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputTextMultiline() to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example. (This is not demonstrated in imgui_demo.cpp because we don't want to include <string> in here)");
ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", &flags, ImGuiInputTextFlags_ReadOnly);
ImGui::CheckboxFlags("ImGuiInputTextFlags_AllowTabInput", &flags, ImGuiInputTextFlags_AllowTabInput);
+ ImGui::SameLine(); HelpMarker("When _AllowTabInput is set, passing through the widget with Tabbing doesn't automatically activate it, in order to also cycling through subsequent widgets.");
ImGui::CheckboxFlags("ImGuiInputTextFlags_CtrlEnterForNewLine", &flags, ImGuiInputTextFlags_CtrlEnterForNewLine);
ImGui::InputTextMultiline("##source", text, IM_ARRAYSIZE(text), ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16), flags);
ImGui::TreePop();
diff --git a/imgui_internal.h b/imgui_internal.h
index ee8098f..35c4861 100644
--- a/imgui_internal.h
+++ b/imgui_internal.h
@@ -1488,6 +1488,7 @@
ImGuiActivateFlags_PreferInput = 1 << 0, // Favor activation that requires keyboard text input (e.g. for Slider/Drag). Default for Enter key.
ImGuiActivateFlags_PreferTweak = 1 << 1, // Favor activation for tweaking with arrows or gamepad (e.g. for Slider/Drag). Default for Space key and if keyboard is not used.
ImGuiActivateFlags_TryToPreserveState = 1 << 2, // Request widget to preserve state if it can (e.g. InputText will try to preserve cursor/selection)
+ ImGuiActivateFlags_FromTabbing = 1 << 3, // Activation requested by a tabbing request
};
// Early work-in-progress API for ScrollToItem()
diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp
index 7194ad3..5ad751d 100644
--- a/imgui_widgets.cpp
+++ b/imgui_widgets.cpp
@@ -4126,7 +4126,11 @@
item_data_backup = g.LastItemData;
window->DC.CursorPos = backup_pos;
- // Prevent NavActivate reactivating in BeginChild().
+ // Prevent NavActivation from Tabbing when our widget accepts Tab inputs: this allows cycling through widgets without stopping.
+ if (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_FromTabbing) && (flags & ImGuiInputTextFlags_AllowTabInput))
+ g.NavActivateId = 0;
+
+ // Prevent NavActivate reactivating in BeginChild() when we are already active.
const ImGuiID backup_activate_id = g.NavActivateId;
if (g.ActiveId == id) // Prevent reactivation
g.NavActivateId = 0;