@ -4067,7 +4067,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
ImGuiInputTextState * state = GetInputTextState ( id ) ;
const bool input_requested_by_tabbing = ( item_status_flags & ImGuiItemStatusFlags_FocusedByTabbing ) ! = 0 ;
const bool input_requested_by_nav = ( g . ActiveId ! = id ) & & ( ( g . NavActivateInputId = = id ) | | ( g . NavActivateId = = id & & g . NavInputSource = = ImGuiInputSource_Keyboard ) ) ;
const bool input_requested_by_nav = ( g . ActiveId ! = id ) & & ( ( g . NavActivateInputId = = id ) | | ( g . NavActivateId = = id & & ( g . NavInputSource = = ImGuiInputSource_Keyboard | | g . NavInputSource = = ImGuiInputSource_Gamepad ) ) ) ;
const bool user_clicked = hovered & & io . MouseClicked [ 0 ] ;
const bool user_scroll_finish = is_multiline & & state ! = NULL & & g . ActiveId = = 0 & & g . ActiveIdPreviousFrame = = GetWindowScrollbarID ( draw_window , ImGuiAxis_Y ) ;
@ -4340,7 +4340,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
// We allow validate/cancel with Nav source (gamepad) to makes it easier to undo an accidental NavInput press with no keyboard wired, but otherwise it isn't very useful.
const bool is_validate_enter = IsKeyPressed ( ImGuiKey_Enter ) | | IsKeyPressed ( ImGuiKey_KeypadEnter ) ;
const bool is_validate_nav = ( IsNavInputTest ( ImGuiNavInput_Activate , ImGuiNavReadMode_Pressed ) & & ! IsKeyPressed ( ImGuiKey_Space ) ) | | IsNavInputTest ( ImGuiNavInput_Input , ImGuiNavReadMode_Pressed ) ;
const bool is_cancel = IsKeyPressed ( ImGuiKey_Escape ) | | IsNavInputTest ( ImGuiNavInput_Cancel , ImGuiNavReadMode_Pressed ) ;
const bool is_cancel = false ; /*IsKeyPressed(ImGuiKey_Escape) || IsNavInputTest(ImGuiNavInput_Cancel, ImGuiNavReadMode_Pressed);*/
if ( IsKeyPressed ( ImGuiKey_LeftArrow ) ) { state - > OnKeyPressed ( ( is_startend_key_down ? STB_TEXTEDIT_K_LINESTART : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDLEFT : STB_TEXTEDIT_K_LEFT ) | k_mask ) ; }
else if ( IsKeyPressed ( ImGuiKey_RightArrow ) ) { state - > OnKeyPressed ( ( is_startend_key_down ? STB_TEXTEDIT_K_LINEEND : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDRIGHT : STB_TEXTEDIT_K_RIGHT ) | k_mask ) ; }