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Know if active widget is an InputText #1219
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Are you sure what you need isn't the existing io.WantCaptureKeyboard flag?
… On 7 Jul 2017, at 21:29, Lugruf ***@***.***> wrote:
I'm working on an editor for a game where, when I press delete, the selected objects should be destroyed unless an InputText widget is active. I don't want to be editing some string property of an object, press delete to remove a character and destroy the object instead. I can use ImGui::IsAnyItemActive to know if there's an active widget, but I don't have any clue about what the item is, so that would cause false positives. Is there a way of knowing if a widget of type InputText is active?
Thanks in advance
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It was exactly that. Thank you very much |
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I'm working on an editor for a game where, when I press delete, the selected objects should be destroyed unless an InputText widget is active. I don't want to be editing some string property of an object, press delete to remove a character and destroy the object instead. I can use ImGui::IsAnyItemActive to know if there's an active widget, but I don't have any clue about what the item is, so that would cause false positives. Is there a way of knowing if a widget of type InputText is active?
Thanks in advance
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