mirror of
https://github.com/Drezil/imgui.git
synced 2024-11-14 17:07:01 +00:00
Internals: ButtonEx, ButtonBehavior can support multiple mouse buttons.
This commit is contained in:
parent
5f4dfad5b7
commit
0e89041997
@ -433,7 +433,15 @@ enum ImGuiButtonFlags_
|
||||
ImGuiButtonFlags_NoHoldingActiveId = 1 << 13, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only)
|
||||
ImGuiButtonFlags_NoNavFocus = 1 << 14, // don't override navigation focus when activated
|
||||
ImGuiButtonFlags_NoHoveredOnNav = 1 << 15, // don't report as hovered when navigated on
|
||||
ImGuiButtonFlags_PressedOnMask_ = ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_PressedOnDragDropHold
|
||||
ImGuiButtonFlags_MouseButtonLeft = 1 << 16, // [Default] react on left mouse button
|
||||
ImGuiButtonFlags_MouseButtonRight = 1 << 17, // react on right mouse button
|
||||
ImGuiButtonFlags_MouseButtonMiddle = 1 << 18, // react on center mouse button
|
||||
|
||||
ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle,
|
||||
ImGuiButtonFlags_MouseButtonShift_ = 16,
|
||||
ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft,
|
||||
ImGuiButtonFlags_PressedOnMask_ = ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_PressedOnDragDropHold,
|
||||
ImGuiButtonFlags_PressedOnDefault_ = ImGuiButtonFlags_PressedOnClickRelease
|
||||
};
|
||||
|
||||
enum ImGuiSliderFlags_
|
||||
@ -1033,6 +1041,7 @@ struct ImGuiContext
|
||||
ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior)
|
||||
ImGuiWindow* ActiveIdWindow;
|
||||
ImGuiInputSource ActiveIdSource; // Activating with mouse or nav (gamepad/keyboard)
|
||||
int ActiveIdMouseButton;
|
||||
ImGuiID ActiveIdPreviousFrame;
|
||||
bool ActiveIdPreviousFrameIsAlive;
|
||||
bool ActiveIdPreviousFrameHasBeenEditedBefore;
|
||||
@ -1225,6 +1234,7 @@ struct ImGuiContext
|
||||
ActiveIdClickOffset = ImVec2(-1,-1);
|
||||
ActiveIdWindow = NULL;
|
||||
ActiveIdSource = ImGuiInputSource_None;
|
||||
ActiveIdMouseButton = 0;
|
||||
ActiveIdPreviousFrame = 0;
|
||||
ActiveIdPreviousFrameIsAlive = false;
|
||||
ActiveIdPreviousFrameHasBeenEditedBefore = false;
|
||||
|
@ -464,9 +464,13 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
|
||||
return false;
|
||||
}
|
||||
|
||||
// Default behavior requires click+release on same spot
|
||||
// Default only reacts to left mouse button
|
||||
if ((flags & ImGuiButtonFlags_MouseButtonMask_) == 0)
|
||||
flags |= ImGuiButtonFlags_MouseButtonDefault_;
|
||||
|
||||
// Default behavior requires click + release inside bounding box
|
||||
if ((flags & ImGuiButtonFlags_PressedOnMask_) == 0)
|
||||
flags |= ImGuiButtonFlags_PressedOnClickRelease;
|
||||
flags |= ImGuiButtonFlags_PressedOnDefault_;
|
||||
|
||||
ImGuiWindow* backup_hovered_window = g.HoveredWindow;
|
||||
const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredRootWindow == window;
|
||||
@ -505,38 +509,55 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
|
||||
if (hovered && (flags & ImGuiButtonFlags_AllowItemOverlap) && (g.HoveredIdPreviousFrame != id && g.HoveredIdPreviousFrame != 0))
|
||||
hovered = false;
|
||||
|
||||
// Mouse
|
||||
// Mouse handling
|
||||
if (hovered)
|
||||
{
|
||||
if (!(flags & ImGuiButtonFlags_NoKeyModifiers) || (!g.IO.KeyCtrl && !g.IO.KeyShift && !g.IO.KeyAlt))
|
||||
{
|
||||
if ((flags & (ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere)) && g.IO.MouseClicked[0])
|
||||
// Poll buttons
|
||||
int mouse_button_clicked = -1;
|
||||
int mouse_button_released = -1;
|
||||
if ((flags & ImGuiButtonFlags_MouseButtonLeft) && g.IO.MouseClicked[0]) { mouse_button_clicked = 0; }
|
||||
else if ((flags & ImGuiButtonFlags_MouseButtonRight) && g.IO.MouseClicked[1]) { mouse_button_clicked = 1; }
|
||||
else if ((flags & ImGuiButtonFlags_MouseButtonMiddle) && g.IO.MouseClicked[2]) { mouse_button_clicked = 2; }
|
||||
if ((flags & ImGuiButtonFlags_MouseButtonLeft) && g.IO.MouseReleased[0]) { mouse_button_released = 0; }
|
||||
else if ((flags & ImGuiButtonFlags_MouseButtonRight) && g.IO.MouseReleased[1]) { mouse_button_released = 1; }
|
||||
else if ((flags & ImGuiButtonFlags_MouseButtonMiddle) && g.IO.MouseReleased[2]) { mouse_button_released = 2; }
|
||||
|
||||
if (mouse_button_clicked != -1 && g.ActiveId != id)
|
||||
{
|
||||
SetActiveID(id, window);
|
||||
if (!(flags & ImGuiButtonFlags_NoNavFocus))
|
||||
SetFocusID(id, window);
|
||||
FocusWindow(window);
|
||||
if (flags & (ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere))
|
||||
{
|
||||
SetActiveID(id, window);
|
||||
g.ActiveIdMouseButton = mouse_button_clicked;
|
||||
if (!(flags & ImGuiButtonFlags_NoNavFocus))
|
||||
SetFocusID(id, window);
|
||||
FocusWindow(window);
|
||||
}
|
||||
if ((flags & ImGuiButtonFlags_PressedOnClick) || ((flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseDoubleClicked[mouse_button_clicked]))
|
||||
{
|
||||
pressed = true;
|
||||
if (flags & ImGuiButtonFlags_NoHoldingActiveId)
|
||||
ClearActiveID();
|
||||
else
|
||||
SetActiveID(id, window); // Hold on ID
|
||||
g.ActiveIdMouseButton = mouse_button_clicked;
|
||||
FocusWindow(window);
|
||||
}
|
||||
}
|
||||
if (((flags & ImGuiButtonFlags_PressedOnClick) && g.IO.MouseClicked[0]) || ((flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseDoubleClicked[0]))
|
||||
if ((flags & ImGuiButtonFlags_PressedOnRelease) && mouse_button_released != -1)
|
||||
{
|
||||
pressed = true;
|
||||
if (flags & ImGuiButtonFlags_NoHoldingActiveId)
|
||||
ClearActiveID();
|
||||
else
|
||||
SetActiveID(id, window); // Hold on ID
|
||||
FocusWindow(window);
|
||||
}
|
||||
if ((flags & ImGuiButtonFlags_PressedOnRelease) && g.IO.MouseReleased[0])
|
||||
{
|
||||
if (!((flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[0] >= g.IO.KeyRepeatDelay)) // Repeat mode trumps <on release>
|
||||
// Repeat mode trumps on release behavior
|
||||
if (!((flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[mouse_button_released] >= g.IO.KeyRepeatDelay))
|
||||
pressed = true;
|
||||
ClearActiveID();
|
||||
}
|
||||
|
||||
// 'Repeat' mode acts when held regardless of _PressedOn flags (see table above).
|
||||
// Relies on repeat logic of IsMouseClicked() but we may as well do it ourselves if we end up exposing finer RepeatDelay/RepeatRate settings.
|
||||
if ((flags & ImGuiButtonFlags_Repeat) && g.ActiveId == id && g.IO.MouseDownDuration[0] > 0.0f && IsMouseClicked(0, true))
|
||||
pressed = true;
|
||||
if (g.ActiveId == id && (flags & ImGuiButtonFlags_Repeat))
|
||||
if (g.IO.MouseDownDuration[g.ActiveIdMouseButton] > 0.0f && IsMouseClicked(g.ActiveIdMouseButton, true))
|
||||
pressed = true;
|
||||
}
|
||||
|
||||
if (pressed)
|
||||
@ -548,7 +569,6 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
|
||||
if (g.NavId == id && !g.NavDisableHighlight && g.NavDisableMouseHover && (g.ActiveId == 0 || g.ActiveId == id || g.ActiveId == window->MoveId))
|
||||
if (!(flags & ImGuiButtonFlags_NoHoveredOnNav))
|
||||
hovered = true;
|
||||
|
||||
if (g.NavActivateDownId == id)
|
||||
{
|
||||
bool nav_activated_by_code = (g.NavActivateId == id);
|
||||
@ -568,24 +588,25 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
|
||||
bool held = false;
|
||||
if (g.ActiveId == id)
|
||||
{
|
||||
if (pressed)
|
||||
g.ActiveIdHasBeenPressedBefore = true;
|
||||
if (g.ActiveIdSource == ImGuiInputSource_Mouse)
|
||||
{
|
||||
if (g.ActiveIdIsJustActivated)
|
||||
g.ActiveIdClickOffset = g.IO.MousePos - bb.Min;
|
||||
if (g.IO.MouseDown[0])
|
||||
|
||||
const int mouse_button = g.ActiveIdMouseButton;
|
||||
IM_ASSERT(mouse_button >= 0 && mouse_button < ImGuiMouseButton_COUNT);
|
||||
if (g.IO.MouseDown[mouse_button])
|
||||
{
|
||||
held = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
const bool release_in = hovered && (flags & ImGuiButtonFlags_PressedOnClickRelease) != 0;
|
||||
const bool release_anywhere = (flags & ImGuiButtonFlags_PressedOnClickReleaseAnywhere) != 0;
|
||||
bool release_in = hovered && (flags & ImGuiButtonFlags_PressedOnClickRelease) != 0;
|
||||
bool release_anywhere = (flags & ImGuiButtonFlags_PressedOnClickReleaseAnywhere) != 0;
|
||||
if ((release_in || release_anywhere) && !g.DragDropActive)
|
||||
{
|
||||
bool is_double_click_release = (flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseDownWasDoubleClick[0];
|
||||
bool is_repeating_already = (flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[0] >= g.IO.KeyRepeatDelay; // Repeat mode trumps <on release>
|
||||
bool is_double_click_release = (flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseDownWasDoubleClick[mouse_button];
|
||||
bool is_repeating_already = (flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[mouse_button] >= g.IO.KeyRepeatDelay; // Repeat mode trumps <on release>
|
||||
if (!is_double_click_release && !is_repeating_already)
|
||||
pressed = true;
|
||||
}
|
||||
@ -599,6 +620,8 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
|
||||
if (g.NavActivateDownId != id)
|
||||
ClearActiveID();
|
||||
}
|
||||
if (pressed)
|
||||
g.ActiveIdHasBeenPressedBefore = true;
|
||||
}
|
||||
|
||||
if (out_hovered) *out_hovered = hovered;
|
||||
|
Loading…
Reference in New Issue
Block a user