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Internals: Merge minor things from range_select branch. Added ImGuiButtonFlags_NoHoveredOnNav. Added IsItemToggledSelected() - unused here. Renaming.
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@ -494,7 +494,8 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
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// Gamepad/Keyboard navigation
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// We report navigated item as hovered but we don't set g.HoveredId to not interfere with mouse.
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if (g.NavId == id && !g.NavDisableHighlight && g.NavDisableMouseHover && (g.ActiveId == 0 || g.ActiveId == id || g.ActiveId == window->MoveId))
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hovered = true;
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if (!(flags & ImGuiButtonFlags_NoHoveredOnNav))
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hovered = true;
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if (g.NavActivateDownId == id)
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{
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@ -5049,6 +5050,8 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
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button_flags |= ImGuiButtonFlags_PressedOnDragDropHold;
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bool selected = (flags & ImGuiTreeNodeFlags_Selected) != 0;
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const bool was_selected = selected;
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bool hovered, held;
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bool pressed = ButtonBehavior(interact_bb, id, &hovered, &held, button_flags);
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bool toggled = false;
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@ -5085,6 +5088,10 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
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if (flags & ImGuiTreeNodeFlags_AllowItemOverlap)
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SetItemAllowOverlap();
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// In this branch, TreeNodeBehavior() cannot toggle the selection so this will never trigger.
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if (selected != was_selected)
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window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_ToggledSelection;
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// Render
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const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header);
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const ImVec2 text_pos = frame_bb.Min + ImVec2(text_offset_x, text_base_offset_y);
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@ -5272,15 +5279,15 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
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if (size_arg.x == 0.0f || (flags & ImGuiSelectableFlags_DrawFillAvailWidth))
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bb.Max.x += window_padding.x;
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// Selectables are tightly packed together, we extend the box to cover spacing between selectable.
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float spacing_L = (float)(int)(style.ItemSpacing.x * 0.5f);
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float spacing_U = (float)(int)(style.ItemSpacing.y * 0.5f);
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float spacing_R = style.ItemSpacing.x - spacing_L;
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float spacing_D = style.ItemSpacing.y - spacing_U;
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// Selectables are tightly packed together so we extend the box to cover spacing between selectable.
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const float spacing_x = style.ItemSpacing.x;
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const float spacing_y = style.ItemSpacing.y;
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const float spacing_L = (float)(int)(spacing_x * 0.50f);
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const float spacing_U = (float)(int)(spacing_y * 0.50f);
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bb.Min.x -= spacing_L;
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bb.Min.y -= spacing_U;
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bb.Max.x += spacing_R;
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bb.Max.y += spacing_D;
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bb.Max.x += (spacing_x - spacing_L);
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bb.Max.y += (spacing_y - spacing_U);
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bool item_add;
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if (flags & ImGuiSelectableFlags_Disabled)
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@ -5313,6 +5320,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
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if (flags & ImGuiSelectableFlags_Disabled)
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selected = false;
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const bool was_selected = selected;
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bool hovered, held;
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bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags);
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// Hovering selectable with mouse updates NavId accordingly so navigation can be resumed with gamepad/keyboard (this doesn't happen on most widgets)
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@ -5328,6 +5336,10 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
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if (flags & ImGuiSelectableFlags_AllowItemOverlap)
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SetItemAllowOverlap();
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// In this branch, Selectable() cannot toggle the selection so this will never trigger.
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if (selected != was_selected)
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window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_ToggledSelection;
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// Render
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if (hovered || selected)
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{
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