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Internals: Backport HoveredWindowUnderMovingWindow code from Docking branch.
(effectively allowing a window to be a drag payload without have to make it _NoInputs)
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218ff3a2a5
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29
imgui.cpp
29
imgui.cpp
@ -3593,15 +3593,14 @@ void ImGui::UpdateHoveredWindowAndCaptureFlags()
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// - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms.
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FindHoveredWindow();
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// Modal windows prevents cursor from hovering behind them.
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// Modal windows prevents mouse from hovering behind them.
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ImGuiWindow* modal_window = GetTopMostPopupModal();
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if (modal_window)
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if (g.HoveredRootWindow && !IsWindowChildOf(g.HoveredRootWindow, modal_window))
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g.HoveredRootWindow = g.HoveredWindow = NULL;
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if (modal_window && g.HoveredRootWindow && !IsWindowChildOf(g.HoveredRootWindow, modal_window))
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g.HoveredWindow = g.HoveredRootWindow = g.HoveredWindowUnderMovingWindow = NULL;
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// Disabled mouse?
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if (g.IO.ConfigFlags & ImGuiConfigFlags_NoMouse)
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g.HoveredWindow = g.HoveredRootWindow = NULL;
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g.HoveredWindow = g.HoveredRootWindow = g.HoveredWindowUnderMovingWindow = NULL;
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// We track click ownership. When clicked outside of a window the click is owned by the application and won't report hovering nor request capture even while dragging over our windows afterward.
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int mouse_earliest_button_down = -1;
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@ -3621,7 +3620,7 @@ void ImGui::UpdateHoveredWindowAndCaptureFlags()
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// FIXME: For patterns of drag and drop across OS windows, we may need to rework/remove this test (first committed 311c0ca9 on 2015/02)
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const bool mouse_dragging_extern_payload = g.DragDropActive && (g.DragDropSourceFlags & ImGuiDragDropFlags_SourceExtern) != 0;
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if (!mouse_avail_to_imgui && !mouse_dragging_extern_payload)
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g.HoveredWindow = g.HoveredRootWindow = NULL;
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g.HoveredWindow = g.HoveredRootWindow = g.HoveredWindowUnderMovingWindow = NULL;
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// Update io.WantCaptureMouse for the user application (true = dispatch mouse info to imgui, false = dispatch mouse info to Dear ImGui + app)
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if (g.WantCaptureMouseNextFrame != -1)
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@ -3935,7 +3934,7 @@ void ImGui::Shutdown(ImGuiContext* context)
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g.CurrentWindowStack.clear();
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g.WindowsById.Clear();
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g.NavWindow = NULL;
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g.HoveredWindow = g.HoveredRootWindow = NULL;
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g.HoveredWindow = g.HoveredRootWindow = g.HoveredWindowUnderMovingWindow = NULL;
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g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL;
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g.MovingWindow = NULL;
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g.ColorModifiers.clear();
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@ -4274,6 +4273,7 @@ static void FindHoveredWindow()
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ImGuiContext& g = *GImGui;
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ImGuiWindow* hovered_window = NULL;
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ImGuiWindow* hovered_window_ignoring_moving_window = NULL;
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if (g.MovingWindow && !(g.MovingWindow->Flags & ImGuiWindowFlags_NoMouseInputs))
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hovered_window = g.MovingWindow;
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@ -4306,16 +4306,17 @@ static void FindHoveredWindow()
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continue;
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}
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// Those seemingly unnecessary extra tests are because the code here is a little different in viewport/docking branches.
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if (hovered_window == NULL)
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hovered_window = window;
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if (hovered_window)
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if (hovered_window_ignoring_moving_window == NULL && (!g.MovingWindow || window->RootWindow != g.MovingWindow->RootWindow))
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hovered_window_ignoring_moving_window = window;
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if (hovered_window && hovered_window_ignoring_moving_window)
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break;
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}
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g.HoveredWindow = hovered_window;
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g.HoveredRootWindow = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL;
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g.HoveredWindowUnderMovingWindow = hovered_window_ignoring_moving_window;
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}
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// Test if mouse cursor is hovering given rectangle
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@ -9145,6 +9146,7 @@ void ImGui::NavUpdateWindowingOverlay()
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PopStyleVar();
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}
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//-----------------------------------------------------------------------------
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// [SECTION] DRAG AND DROP
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//-----------------------------------------------------------------------------
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@ -9334,7 +9336,8 @@ bool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id)
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return false;
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ImGuiWindow* window = g.CurrentWindow;
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if (g.HoveredWindow == NULL || window->RootWindow != g.HoveredWindow->RootWindow)
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ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow;
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if (hovered_window == NULL || window->RootWindow != hovered_window->RootWindow)
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return false;
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IM_ASSERT(id != 0);
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if (!IsMouseHoveringRect(bb.Min, bb.Max) || (id == g.DragDropPayload.SourceId))
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@ -9362,7 +9365,8 @@ bool ImGui::BeginDragDropTarget()
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ImGuiWindow* window = g.CurrentWindow;
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if (!(window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect))
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return false;
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if (g.HoveredWindow == NULL || window->RootWindow != g.HoveredWindow->RootWindow)
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ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow;
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if (hovered_window == NULL || window->RootWindow != hovered_window->RootWindow)
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return false;
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const ImRect& display_rect = (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? window->DC.LastItemDisplayRect : window->DC.LastItemRect;
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@ -10584,6 +10588,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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const char* input_source_names[] = { "None", "Mouse", "Nav", "NavKeyboard", "NavGamepad" }; IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT);
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ImGui::Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL");
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ImGui::Text("HoveredRootWindow: '%s'", g.HoveredRootWindow ? g.HoveredRootWindow->Name : "NULL");
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ImGui::Text("HoveredWindowUnderMovingWindow: '%s'", g.HoveredWindowUnderMovingWindow ? g.HoveredWindowUnderMovingWindow->Name : "NULL");
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ImGui::Text("HoveredId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d", g.HoveredId, g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap); // Data is "in-flight" so depending on when the Metrics window is called we may see current frame information or not
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ImGui::Text("ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, input_source_names[g.ActiveIdSource]);
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ImGui::Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL");
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@ -1136,6 +1136,7 @@ struct ImGuiContext
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ImGuiWindow* CurrentWindow; // Window being drawn into
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ImGuiWindow* HoveredWindow; // Will catch mouse inputs
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ImGuiWindow* HoveredRootWindow; // Will catch mouse inputs (for focus/move only)
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ImGuiWindow* HoveredWindowUnderMovingWindow; // Hovered window ignoring MovingWindow. Only set if MovingWindow is set.
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ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actually window that is moved is generally MovingWindow->RootWindow.
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ImGuiWindow* WheelingWindow; // Track the window we started mouse-wheeling on. Until a timer elapse or mouse has moved, generally keep scrolling the same window even if during the course of scrolling the mouse ends up hovering a child window.
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ImVec2 WheelingWindowRefMousePos;
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@ -1342,6 +1343,7 @@ struct ImGuiContext
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CurrentWindow = NULL;
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HoveredWindow = NULL;
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HoveredRootWindow = NULL;
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HoveredWindowUnderMovingWindow = NULL;
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MovingWindow = NULL;
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WheelingWindow = NULL;
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WheelingWindowTimer = 0.0f;
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