diff --git a/CHANGELOG.txt b/CHANGELOG.txt index de4e4cf8c..1a0a4aa32 100644 --- a/CHANGELOG.txt +++ b/CHANGELOG.txt @@ -58,6 +58,7 @@ Other Changes: - InputText: On Mac OS X, support Cmd+Shift+Z for Redo. Cmd+Y is also supported as major apps seems to default to support both. (#1765) [@lfnoise] - InputText: Fixed returning true when edition is cancelled with Esc and the current buffer matches the initial value. - DragFloat, DragInt: Cancel mouse tweak when current value is initially past the min/max boundaries and mouse is pushing in the same direction (keyboard/gamepad version already did this). +- DragFloat, SliderFloat: Fix to allow input of scientific notation numbers when using CTRL+Click to input the value. (~#648, #1011) - Style: Changed default style.DisplaySafeAreaPadding values from (4,4) to (3,3) so it is smaller than FramePadding and has no effect on main menu bar on a computer. (#1439) - Misc: Added IMGUI_CHECKVERSION() macro to compare version string and data structure sizes in order to catch issues with mismatching compilation unit settings. (#1695, #1769) - Demo: Fixed Overlay: Added a context menu item to enable freely moving the window. diff --git a/imgui.cpp b/imgui.cpp index 122552b36..d4bae1971 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -8595,7 +8595,8 @@ bool ImGui::InputScalarAsWidgetReplacement(const ImRect& aabb, const char* label char buf[32]; DataTypeFormatString(buf, IM_ARRAYSIZE(buf), data_type, data_ptr, decimal_precision); - bool text_value_changed = InputTextEx(label, buf, IM_ARRAYSIZE(buf), aabb.GetSize(), ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_AutoSelectAll); + ImGuiInputTextFlags flags = ImGuiInputTextFlags_AutoSelectAll | ((data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) ? ImGuiInputTextFlags_CharsScientific : ImGuiInputTextFlags_CharsDecimal); + bool text_value_changed = InputTextEx(label, buf, IM_ARRAYSIZE(buf), aabb.GetSize(), flags); if (g.ScalarAsInputTextId == 0) // First frame we started displaying the InputText widget { IM_ASSERT(g.ActiveId == id); // InputText ID expected to match the Slider ID (else we'd need to store them both, which is also possible)