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Numpad Enter key is ignored when using ImGuiInputTextFlags_EnterReturnsTrue #2191

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dcourtois opened this issue Nov 15, 2018 · 4 comments
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@dcourtois
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Configuration:

  • docking branch @ 5f8c9ae (but probably valid for all branches)
  • GLFW / OpenGL3 back-end (unmodified)
  • Windows 10 / Visual Studio 2017 (up-to-date)
  • Compiled in Debug / Win64

To explain the issue a bit further: when using an input with the ImGuiInputTextFlags_EnterReturnsTrue option flag, only the Enter key of the main part of the keyboard is actually working. Validating the input using the numpad Enter key doesn't work.

The problem comes from here:

else if (IsKeyPressedMap(ImGuiKey_Enter))

This only checks for one key value; however GLFW has 2 distinct values for those 2 Enter keys, thus only one of my keyboard's Enter keys is working.

If most implementations support 2 different values for those 2 enter keys, it might make sense to add a new value into the ImGuiKey_ enum to handle this secondary Enter key ? If you have any idea as to how this should be handled (if it should) feel free to comment here, I can work on a fix and send a pull request for review :)

@ocornut ocornut added the inputs label Nov 15, 2018
@ocornut
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ocornut commented Nov 15, 2018

This is the PR you are looking for #2005:
In the meanwhile you can hijack ImGui_ImplGlfw_KeyCallback() function to replace GLFW_KEY_KP_ENTER with GLFW_KEY_ENTER.

@dcourtois
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@ocornut thanks for the quick answer ! I only checked the issues, next time I'll think of checking the PR too :) And thanks for the ImGui_ImplGlfw_KeyCallback pointer, it works perfectly. Closing this issue, sorry for the inconvenience.

@ocornut
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ocornut commented Nov 16, 2018 via email

@ocornut
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ocornut commented Jul 22, 2019

Note that this is now fixed by #2625.

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