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ImGui::Text and responding to Key inputs #550
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Hello.
There is a ReadOnly flag in the InputTextFlags_ set. |
FYI I am assuming it is a duplicate of #323 based on the last paragraph, but I can't really understand anything about your first paragraph. So you might want to clarify in more concrete details. Your subject line says ImGui::Text() but there aren't selectable items. What would be the point in selecting them? Your subject line says ImGui::Text() but there aren't selectable items. What would be the point in selecting them? |
Ah thanks for pointing me to those existing issues. |
I am using the Stencil Overlays in ImGui with Imgui Text fields on them to build a Gui for my game. I want to be able to iterate over the text on them by responding to up / down inputs from the user. I know how to do this using enums and then indexing the list of text fields that I've created. But my question is whether or not ImGui can provide a mechanism to keep track of what text might be selected?
For instance, in the SDL2+OpenGL3 example this is a "Process Input (SDL_Event* ev)" function, and the keys are saved into an ImGuiIO field here:
Additionally, in the Demo window example (in
imgui_demo.cpp
), there is aImGui::TreeNode("Tabbing")
example which shows that you can tab through the ImGui::InputText fields. I'm basically looking to use that functionality but with a different key (up / down) instead of tabbing and I don't want my fields editable (by the user).The text was updated successfully, but these errors were encountered: