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Internals: ItemAdd: set LastItemXXX fields before navigation calls + comments about io.IniFilename (#4294)
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23
imgui.cpp
23
imgui.cpp
@ -1070,7 +1070,7 @@ ImGuiIO::ImGuiIO()
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DisplaySize = ImVec2(-1.0f, -1.0f);
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DeltaTime = 1.0f / 60.0f;
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IniSavingRate = 5.0f;
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IniFilename = "imgui.ini";
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IniFilename = "imgui.ini"; // Important: "imgui.ini" is relative to current working dir, most apps will want to lock this to an absolute path (e.g. same path as executables).
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LogFilename = "imgui_log.txt";
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MouseDoubleClickTime = 0.30f;
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MouseDoubleClickMaxDist = 6.0f;
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@ -3278,6 +3278,7 @@ void ImGui::SetLastItemData(ImGuiWindow* window, ImGuiID item_id, ImGuiItemFlags
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window->DC.LastItemRect = item_rect;
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}
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// Called by ItemAdd()
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// Process TAB/Shift+TAB. Be mindful that this function may _clear_ the ActiveID when tabbing out.
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void ImGui::ItemFocusable(ImGuiWindow* window, ImGuiID id)
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{
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@ -7455,9 +7456,17 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGu
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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// Equivalent to calling SetLastItemData()
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window->DC.LastItemId = id;
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window->DC.LastItemRect = bb;
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window->DC.LastItemInFlags = g.CurrentItemFlags;
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window->DC.LastItemStatusFlags = ImGuiItemStatusFlags_None;
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g.NextItemData.Flags = ImGuiNextItemDataFlags_None;
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// Directional navigation processing
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if (id != 0)
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{
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// Navigation processing runs prior to clipping early-out
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// Runs prior to clipping early-out
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// (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget
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// (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests
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// unfortunately, but it is still limited to one window. It may not scale very well for windows with ten of
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@ -7482,13 +7491,6 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGu
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#endif
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}
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// Equivalent to calling SetLastItemData()
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window->DC.LastItemId = id;
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window->DC.LastItemRect = bb;
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window->DC.LastItemInFlags = g.CurrentItemFlags;
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window->DC.LastItemStatusFlags = ImGuiItemStatusFlags_None;
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g.NextItemData.Flags = ImGuiNextItemDataFlags_None;
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#ifdef IMGUI_ENABLE_TEST_ENGINE
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if (id != 0)
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IMGUI_TEST_ENGINE_ITEM_ADD(nav_bb_arg ? *nav_bb_arg : bb, id);
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@ -8856,7 +8858,7 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, con
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//if (!g.IO.NavActive) // [2017/10/06] Removed this possibly redundant test but I am not sure of all the side-effects yet. Some of the feature here will need to work regardless of using a _NoNavInputs flag.
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// return;
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const ImGuiItemFlags item_flags = g.CurrentItemFlags;
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const ImGuiItemFlags item_flags = window->DC.LastItemInFlags;
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const ImRect nav_bb_rel(nav_bb.Min - window->Pos, nav_bb.Max - window->Pos);
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// Process Init Request
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@ -9885,6 +9887,7 @@ bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags)
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// We build a throwaway ID based on current ID stack + relative AABB of items in window.
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// THE IDENTIFIER WON'T SURVIVE ANY REPOSITIONING OF THE WIDGET, so if your widget moves your dragging operation will be canceled.
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// We don't need to maintain/call ClearActiveID() as releasing the button will early out this function and trigger !ActiveIdIsAlive.
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// Rely on keeping other window->LastItemXXX fields intact.
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source_id = window->DC.LastItemId = window->GetIDFromRectangle(window->DC.LastItemRect);
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bool is_hovered = ItemHoverable(window->DC.LastItemRect, source_id);
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if (is_hovered && g.IO.MouseClicked[mouse_button])
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