mirror of
https://github.com/Drezil/imgui.git
synced 2024-11-14 17:07:01 +00:00
Added an explicit (internal) ClearActiveID() helper and removed the default NULL window parameter to internal SetActiveID(),
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parent
cffdbfe01b
commit
6257b5814a
37
imgui.cpp
37
imgui.cpp
@ -1858,7 +1858,7 @@ ImGuiWindow* ImGui::GetParentWindow()
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return g.CurrentWindowStack[(unsigned int)g.CurrentWindowStack.Size - 2];
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}
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void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window = NULL)
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void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
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{
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ImGuiContext& g = *GImGui;
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g.ActiveId = id;
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@ -1869,6 +1869,11 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window = NULL)
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g.ActiveIdWindow = window;
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}
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void ImGui::ClearActiveID()
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{
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SetActiveID(0, NULL);
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}
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void ImGui::SetHoveredID(ImGuiID id)
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{
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ImGuiContext& g = *GImGui;
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@ -2204,7 +2209,7 @@ void ImGui::NewFrame()
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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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SetActiveID(0);
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ClearActiveID();
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g.ActiveIdPreviousFrame = g.ActiveId;
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g.ActiveIdIsAlive = false;
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g.ActiveIdIsJustActivated = false;
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@ -2227,7 +2232,7 @@ void ImGui::NewFrame()
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}
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else
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{
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SetActiveID(0);
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ClearActiveID();
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g.MovedWindow = NULL;
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g.MovedWindowMoveId = 0;
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}
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@ -4214,7 +4219,7 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us
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ApplySizeFullWithConstraint(window, size_auto_fit);
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if (!(flags & ImGuiWindowFlags_NoSavedSettings))
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MarkIniSettingsDirty();
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SetActiveID(0);
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ClearActiveID();
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}
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else if (held)
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{
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@ -4563,7 +4568,7 @@ void ImGui::FocusWindow(ImGuiWindow* window)
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// Steal focus on active widgets
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if (window->Flags & ImGuiWindowFlags_Popup) // FIXME: This statement should be unnecessary. Need further testing before removing it..
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if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != window)
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SetActiveID(0);
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ClearActiveID();
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// Bring to front
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if ((window->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus) || g.Windows.back() == window)
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@ -5536,7 +5541,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
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{
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if (out_hovered) *out_hovered = false;
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if (out_held) *out_held = false;
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if (g.ActiveId == id) SetActiveID(0);
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if (g.ActiveId == id) ClearActiveID();
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return false;
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}
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@ -5564,14 +5569,14 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
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if (((flags & ImGuiButtonFlags_PressedOnClick) && g.IO.MouseClicked[0]) || ((flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseDoubleClicked[0]))
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{
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pressed = true;
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SetActiveID(0);
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ClearActiveID();
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FocusWindow(window);
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}
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if ((flags & ImGuiButtonFlags_PressedOnRelease) && g.IO.MouseReleased[0])
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{
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if (!((flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[0] >= g.IO.KeyRepeatDelay)) // Repeat mode trumps <on release>
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pressed = true;
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SetActiveID(0);
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ClearActiveID();
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}
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// 'Repeat' mode acts when held regardless of _PressedOn flags (see table above).
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@ -5593,7 +5598,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
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if (hovered && (flags & ImGuiButtonFlags_PressedOnClickRelease))
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if (!((flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[0] >= g.IO.KeyRepeatDelay)) // Repeat mode trumps <on release>
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pressed = true;
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SetActiveID(0);
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ClearActiveID();
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}
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}
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@ -6558,7 +6563,7 @@ bool ImGui::SliderBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v
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}
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else
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{
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SetActiveID(0);
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ClearActiveID();
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}
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}
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@ -6874,7 +6879,7 @@ bool ImGui::DragBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v_s
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}
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else
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{
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SetActiveID(0);
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ClearActiveID();
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}
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}
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@ -7777,7 +7782,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
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{
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// Release focus when we click outside
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if (g.ActiveId == id)
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SetActiveID(0);
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ClearActiveID();
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}
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bool value_changed = false;
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@ -7879,7 +7884,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
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bool ctrl_enter_for_new_line = (flags & ImGuiInputTextFlags_CtrlEnterForNewLine) != 0;
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if (!is_multiline || (ctrl_enter_for_new_line && !io.KeyCtrl) || (!ctrl_enter_for_new_line && io.KeyCtrl))
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{
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SetActiveID(0);
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ClearActiveID();
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enter_pressed = true;
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}
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else if (is_editable)
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@ -7895,7 +7900,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
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if (InputTextFilterCharacter(&c, flags, callback, user_data))
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edit_state.OnKeyPressed((int)c);
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}
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else if (IsKeyPressedMap(ImGuiKey_Escape)) { SetActiveID(0); cancel_edit = true; }
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else if (IsKeyPressedMap(ImGuiKey_Escape)) { ClearActiveID(); cancel_edit = true; }
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else if (is_shortcut_key_only && IsKeyPressedMap(ImGuiKey_Z) && is_editable) { edit_state.OnKeyPressed(STB_TEXTEDIT_K_UNDO); edit_state.ClearSelection(); }
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else if (is_shortcut_key_only && IsKeyPressedMap(ImGuiKey_Y) && is_editable) { edit_state.OnKeyPressed(STB_TEXTEDIT_K_REDO); edit_state.ClearSelection(); }
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else if (is_shortcut_key_only && IsKeyPressedMap(ImGuiKey_A)) { edit_state.SelectAll(); edit_state.CursorFollow = true; }
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@ -8490,7 +8495,7 @@ bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(voi
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SetHoveredID(id);
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if (g.IO.MouseClicked[0])
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{
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SetActiveID(0);
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ClearActiveID();
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if (IsPopupOpen(id))
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{
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ClosePopup(id);
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@ -8539,7 +8544,7 @@ bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(voi
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item_text = "*Unknown item*";
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if (Selectable(item_text, item_selected))
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{
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SetActiveID(0);
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ClearActiveID();
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value_changed = true;
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*current_item = i;
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}
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@ -710,6 +710,7 @@ namespace ImGui
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IMGUI_API void EndFrame(); // Ends the ImGui frame. Automatically called by Render()! you most likely don't need to ever call that yourself directly. If you don't need to render you can call EndFrame() but you'll have wasted CPU already. If you don't need to render, don't create any windows instead!
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IMGUI_API void SetActiveID(ImGuiID id, ImGuiWindow* window);
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IMGUI_API void ClearActiveID();
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IMGUI_API void SetHoveredID(ImGuiID id);
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IMGUI_API void KeepAliveID(ImGuiID id);
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