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Fixed assertion when transitioning from an active ID to another within a group, affecting ColorPicker (broken in 1.62). Made ActiveIdIsAlive track the actual ID to avoid incorrect polling in BeginGroup/EndGroup when the ID changes within the group. (#2023, #820, #956, #1875).
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@ -63,6 +63,7 @@ Other Changes:
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- Misc: Added ImGuiMouseCursor_Hand cursor enum + corresponding software cursor. (#1913, 1914) [@aiekick, @ocornut]
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- Misc: Tweaked software mouse cursor offset to match the offset of the corresponding Windows 10 cursors.
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- Made assertion more clear when trying to call Begin() outside of the NewFrame()..EndFrame() scope. (#1987)
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- Fixed assertion when transitioning from an active ID to another within a group, affecting ColorPicker (broken in 1.62). (#2023, #820, #956, #1875).
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- Fixed PushID() from keeping alive the new ID Stack top value (if a previously active widget shared the ID it would be erroneously kept alive).
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- Fixed horizontal mouse wheel not forwarding the request to the parent window if ImGuiWindowFlags_NoScrollWithMouse is set. (#1463, #1380, #1502)
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- Fixed a include build issue for Cygwin in non-POSIX (Win32) mode. (#1917, #1319, #276)
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11
imgui.cpp
11
imgui.cpp
@ -2271,7 +2271,7 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
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g.ActiveIdWindow = window;
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if (id)
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{
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g.ActiveIdIsAlive = true;
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g.ActiveIdIsAlive = id;
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g.ActiveIdSource = (g.NavActivateId == id || g.NavInputId == id || g.NavJustTabbedId == id || g.NavJustMovedToId == id) ? ImGuiInputSource_Nav : ImGuiInputSource_Mouse;
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}
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}
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@ -2322,7 +2322,7 @@ void ImGui::KeepAliveID(ImGuiID id)
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{
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ImGuiContext& g = *GImGui;
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if (g.ActiveId == id)
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g.ActiveIdIsAlive = true;
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g.ActiveIdIsAlive = id;
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if (g.ActiveIdPreviousFrame == id)
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g.ActiveIdPreviousFrameIsAlive = true;
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}
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@ -3934,7 +3934,7 @@ void ImGui::NewFrame()
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g.HoveredIdPreviousFrame = g.HoveredId;
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g.HoveredId = 0;
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g.HoveredIdAllowOverlap = false;
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if (!g.ActiveIdIsAlive && g.ActiveIdPreviousFrame == g.ActiveId && g.ActiveId != 0)
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if (g.ActiveIdIsAlive != g.ActiveId && g.ActiveIdPreviousFrame == g.ActiveId && g.ActiveId != 0)
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ClearActiveID();
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if (g.ActiveId)
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g.ActiveIdTimer += g.IO.DeltaTime;
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@ -3942,7 +3942,8 @@ void ImGui::NewFrame()
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g.ActiveIdPreviousFrame = g.ActiveId;
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g.ActiveIdPreviousFrameWindow = g.ActiveIdWindow;
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g.ActiveIdPreviousFrameValueChanged = g.ActiveIdValueChanged;
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g.ActiveIdIsAlive = g.ActiveIdPreviousFrameIsAlive = false;
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g.ActiveIdIsAlive = 0;
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g.ActiveIdPreviousFrameIsAlive = false;
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g.ActiveIdIsJustActivated = false;
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if (g.ScalarAsInputTextId && g.ActiveId != g.ScalarAsInputTextId)
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g.ScalarAsInputTextId = 0;
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@ -13155,7 +13156,7 @@ void ImGui::EndGroup()
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// If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive(), IsItemDeactivated() etc. will be functional on the entire group.
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// It would be be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but put a little more burden on individual widgets.
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// (and if you grep for LastItemId you'll notice it is only used in that context.
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if (!group_data.BackupActiveIdIsAlive && g.ActiveIdIsAlive && g.ActiveId) // && g.ActiveIdWindow->RootWindow == window->RootWindow)
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if ((group_data.BackupActiveIdIsAlive != g.ActiveId) && (g.ActiveIdIsAlive == g.ActiveId) && g.ActiveId) // && g.ActiveIdWindow->RootWindow == window->RootWindow)
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window->DC.LastItemId = g.ActiveId;
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else if (!group_data.BackupActiveIdPreviousFrameIsAlive && g.ActiveIdPreviousFrameIsAlive) // && g.ActiveIdPreviousFrameWindow->RootWindow == window->RootWindow)
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window->DC.LastItemId = g.ActiveIdPreviousFrame;
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@ -408,7 +408,7 @@ struct ImGuiGroupData
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float BackupCurrentLineHeight;
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float BackupCurrentLineTextBaseOffset;
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float BackupLogLinePosY;
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bool BackupActiveIdIsAlive;
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ImGuiID BackupActiveIdIsAlive;
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bool BackupActiveIdPreviousFrameIsAlive;
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bool AdvanceCursor;
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};
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@ -637,8 +637,8 @@ struct ImGuiContext
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float HoveredIdTimer;
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ImGuiID ActiveId; // Active widget
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ImGuiID ActiveIdPreviousFrame;
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ImGuiID ActiveIdIsAlive; // Active widget has been seen this frame (we can't use a bool as the ActiveId may change within the frame)
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float ActiveIdTimer;
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bool ActiveIdIsAlive; // Active widget has been seen this frame
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bool ActiveIdIsJustActivated; // Set at the time of activation for one frame
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bool ActiveIdAllowOverlap; // Active widget allows another widget to steal active id (generally for overlapping widgets, but not always)
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bool ActiveIdValueChanged;
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@ -784,8 +784,8 @@ struct ImGuiContext
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HoveredIdTimer = 0.0f;
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ActiveId = 0;
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ActiveIdPreviousFrame = 0;
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ActiveIdIsAlive = 0;
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ActiveIdTimer = 0.0f;
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ActiveIdIsAlive = false;
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ActiveIdIsJustActivated = false;
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ActiveIdAllowOverlap = false;
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ActiveIdValueChanged = false;
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