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Overlap: Added 'SetNextItemAllowOverlap()' as a replacement for 'SetItemAllowOverlap()'. (#6512, #3909, #517)
# Conflicts: # imgui.cpp # imgui_widgets.cpp
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@ -40,7 +40,12 @@ Breaking changes:
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As the fields were added in 1.89 and expected to be left unchanged by most users, or only
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tweaked once during app initialisation, we are exceptionally accepting the breakage.
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Majority of users should not even notice.
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- Overlapping items: (#6512, #3909)
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- Overlapping items: (#6512, #3909, #517)
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- Added 'SetNextItemAllowOverlap()' (called before an item) as a replacement for using
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'SetItemAllowOverlap()' (called after an item). This is roughly equivalent to using the
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legacy 'SetItemAllowOverlap()' call (public API) + ImGuiButtonFlags_AllowOverlap (internal).
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- Obsoleted 'SetItemAllowOverlap()': it didn't and couldn't work reliably since 1.89 (2022-11-15),
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and relied on ambiguously defined design. Use 'SetNextItemAllowOverlap()' before item instead.
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- Renamed 'ImGuiTreeNodeFlags_AllowItemOverlap' to 'ImGuiTreeNodeFlags_AllowOverlap'.
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- Renamed 'ImGuiSelectableFlags_AllowItemOverlap' to 'ImGuiSelectableFlags_AllowOverlap'
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- Kept redirecting enums (will obsolete).
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16
imgui.cpp
16
imgui.cpp
@ -397,6 +397,7 @@ CODE
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When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.
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You can read releases logs https://github.com/ocornut/imgui/releases for more details.
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- 2023/06/28 (1.89.7) - overlapping items: obsoleted 'SetItemAllowOverlap()' (called after item) in favor of calling 'SetNextItemAllowOverlap()' (called before item). 'SetItemAllowOverlap()' didn't and couldn't work reliably since 1.89 (2022-11-15).
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- 2023/06/28 (1.89.7) - overlapping items: renamed 'ImGuiTreeNodeFlags_AllowItemOverlap' to 'ImGuiTreeNodeFlags_AllowOverlap', 'ImGuiSelectableFlags_AllowItemOverlap' to 'ImGuiSelectableFlags_AllowOverlap'. Kept redirecting enums (will obsolete).
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- 2023/06/20 (1.89.7) - moved io.HoverDelayShort/io.HoverDelayNormal to style.HoverDelayShort/style.HoverDelayNormal. As the fields were added in 1.89 and expected to be left unchanged by most users, or only tweaked once during app initialization, we are exceptionally accepting the breakage.
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- 2023/05/30 (1.89.6) - backends: renamed "imgui_impl_sdlrenderer.cpp" to "imgui_impl_sdlrenderer2.cpp" and "imgui_impl_sdlrenderer.h" to "imgui_impl_sdlrenderer2.h". This is in prevision for the future release of SDL3.
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@ -5284,17 +5285,28 @@ bool ImGui::IsItemEdited()
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return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Edited) != 0;
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}
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// Allow next item to be overlapped by subsequent items.
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// This works by requiring HoveredId to match for two subsequent frames,
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// so if a following items overwrite it our interactions will naturally be disabled.
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void ImGui::SetNextItemAllowOverlap()
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{
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ImGuiContext& g = *GImGui;
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g.NextItemData.ItemFlags |= ImGuiItemflags_AllowOverlap;
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}
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#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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// Allow last item to be overlapped by a subsequent item. Both may be activated during the same frame before the later one takes priority.
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// FIXME: Although this is exposed, its interaction and ideal idiom with using ImGuiButtonFlags_AllowOverlap flag are extremely confusing, need rework.
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// FIXME-LEGACY: Use SetNextItemAllowOverlap() *before* your item instead.
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void ImGui::SetItemAllowOverlap()
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{
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ImGuiContext& g = *GImGui;
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ImGuiID id = g.LastItemData.ID;
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if (g.HoveredId == id)
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g.HoveredIdAllowOverlap = true;
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if (g.ActiveId == id)
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if (g.ActiveId == id) // Before we made this obsolete, most calls to SetItemAllowOverlap() used to avoid this path by testing g.ActiveId != id.
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g.ActiveIdAllowOverlap = true;
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}
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#endif
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// FIXME: It might be undesirable that this will likely disable KeyOwner-aware shortcuts systems. Consider a more fine-tuned version for the two users of this function.
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void ImGui::SetActiveIdUsingAllKeyboardKeys()
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8
imgui.h
8
imgui.h
@ -23,7 +23,7 @@
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// Library Version
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// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
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#define IMGUI_VERSION "1.89.7 WIP"
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#define IMGUI_VERSION_NUM 18966
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#define IMGUI_VERSION_NUM 18967
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#define IMGUI_HAS_TABLE
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/*
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@ -839,6 +839,9 @@ namespace ImGui
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IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of a window.
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IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use -1 to access previous widget.
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// Overlapping mode
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IMGUI_API void SetNextItemAllowOverlap(); // allow next item to be overlapped by a subsequent item. Useful with invisible buttons, selectable, treenode covering an area where subsequent items may need to be added. Note that both Selectable() and TreeNode() have dedicated flags doing this.
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// Item/Widgets Utilities and Query Functions
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// - Most of the functions are referring to the previous Item that has been submitted.
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// - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions.
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@ -859,7 +862,6 @@ namespace ImGui
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IMGUI_API ImVec2 GetItemRectMin(); // get upper-left bounding rectangle of the last item (screen space)
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IMGUI_API ImVec2 GetItemRectMax(); // get lower-right bounding rectangle of the last item (screen space)
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IMGUI_API ImVec2 GetItemRectSize(); // get size of last item
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IMGUI_API void SetItemAllowOverlap(); // allow last item to be overlapped by a subsequent item. sometimes useful with invisible buttons, selectables, etc. to catch unused area.
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// Viewports
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// - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.
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@ -3072,6 +3074,8 @@ namespace ImGui
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#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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namespace ImGui
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{
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// OBSOLETED in 1.89.7 (from June 2023)
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IMGUI_API void SetItemAllowOverlap(); // Use SetNextItemAllowOverlap() before item.
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// OBSOLETED in 1.89.4 (from March 2023)
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static inline void PushAllowKeyboardFocus(bool tab_stop) { PushTabStop(tab_stop); }
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static inline void PopAllowKeyboardFocus() { PopTabStop(); }
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@ -802,6 +802,7 @@ enum ImGuiItemFlags_
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ImGuiItemFlags_MixedValue = 1 << 6, // false // [BETA] Represent a mixed/indeterminate value, generally multi-selection where values differ. Currently only supported by Checkbox() (later should support all sorts of widgets)
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ImGuiItemFlags_ReadOnly = 1 << 7, // false // [ALPHA] Allow hovering interactions but underlying value is not changed.
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ImGuiItemFlags_NoWindowHoverableCheck = 1 << 8, // false // Disable hoverable check in ItemHoverable()
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ImGuiItemflags_AllowOverlap = 1 << 9, // false // Allow being overlapped by another widget. Not-hovered to Hovered transition deferred by a frame.
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// Controlled by widget code
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ImGuiItemFlags_Inputable = 1 << 10, // false // [WIP] Auto-activate input mode when tab focused. Currently only used and supported by a few items before it becomes a generic feature.
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@ -861,7 +862,7 @@ enum ImGuiButtonFlagsPrivate_
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ImGuiButtonFlags_PressedOnDragDropHold = 1 << 9, // return true when held into while we are drag and dropping another item (used by e.g. tree nodes, collapsing headers)
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ImGuiButtonFlags_Repeat = 1 << 10, // hold to repeat
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ImGuiButtonFlags_FlattenChildren = 1 << 11, // allow interactions even if a child window is overlapping
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ImGuiButtonFlags_AllowOverlap = 1 << 12, // require previous frame HoveredId to either match id or be null before being usable, use along with SetItemAllowOverlap()
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ImGuiButtonFlags_AllowOverlap = 1 << 12, // require previous frame HoveredId to either match id or be null before being usable.
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ImGuiButtonFlags_DontClosePopups = 1 << 13, // disable automatically closing parent popup on press // [UNUSED]
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//ImGuiButtonFlags_Disabled = 1 << 14, // disable interactions -> use BeginDisabled() or ImGuiItemFlags_Disabled
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ImGuiButtonFlags_AlignTextBaseLine = 1 << 15, // vertically align button to match text baseline - ButtonEx() only // FIXME: Should be removed and handled by SmallButton(), not possible currently because of DC.CursorPosPrevLine
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@ -1179,7 +1180,7 @@ enum ImGuiNextItemDataFlags_
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struct ImGuiNextItemData
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{
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ImGuiNextItemDataFlags Flags;
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ImGuiItemFlags ItemFlags;
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ImGuiItemFlags ItemFlags; // Currently only tested/used for ImGuiItemflags_AllowOverlap.
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float Width; // Set by SetNextItemWidth()
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ImGuiID FocusScopeId; // Set by SetNextItemMultiSelectData() (!= 0 signify value has been set, so it's an alternate version of HasSelectionData, we don't use Flags for this because they are cleared too early. This is mostly used for debugging)
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ImGuiCond OpenCond;
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@ -2962,8 +2962,6 @@ void ImGui::TableHeader(const char* label)
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// Using AllowOverlap mode because we cover the whole cell, and we want user to be able to submit subsequent items.
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bool hovered, held;
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bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_AllowOverlap);
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if (g.ActiveId != id)
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SetItemAllowOverlap();
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if (held || hovered || selected)
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{
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const ImU32 col = GetColorU32(held ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header);
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@ -496,6 +496,8 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
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const ImGuiItemFlags item_flags = (g.LastItemData.ID == id ? g.LastItemData.InFlags : g.CurrentItemFlags);
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if (item_flags & ImGuiItemFlags_ButtonRepeat)
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flags |= ImGuiButtonFlags_Repeat;
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if (item_flags & ImGuiItemflags_AllowOverlap)
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flags |= ImGuiButtonFlags_AllowOverlap;
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ImGuiWindow* backup_hovered_window = g.HoveredWindow;
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const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredWindow && g.HoveredWindow->RootWindow == window;
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@ -529,8 +531,13 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
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g.HoveredWindow = backup_hovered_window;
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// AllowOverlap mode (rarely used) requires previous frame HoveredId to be null or to match. This allows using patterns where a later submitted widget overlaps a previous one.
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if (hovered && (flags & ImGuiButtonFlags_AllowOverlap) && g.HoveredIdPreviousFrame != id)
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hovered = false;
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if (flags & ImGuiButtonFlags_AllowOverlap)
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{
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if (hovered && g.HoveredIdPreviousFrame != id)
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hovered = false;
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if (g.HoveredId == id) // FIXME: Added this to match legacy SetItemAllowOverlap(). Investigate precise side-effects of using (hovered==true) instead?
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g.HoveredIdAllowOverlap = true;
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}
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// Mouse handling
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const ImGuiID test_owner_id = (flags & ImGuiButtonFlags_NoTestKeyOwner) ? ImGuiKeyOwner_Any : id;
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@ -1546,14 +1553,20 @@ bool ImGui::SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float
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if (!ItemAdd(bb, id, NULL, ImGuiItemFlags_NoNav))
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return false;
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// FIXME: AFAIK the only leftover reason for passing ImGuiButtonFlags_AllowOverlap here is
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// to allow caller of SplitterBehavior() to call SetItemAllowOverlap() after the item.
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// Nowadays we would instead want to use SetNextItemAllowOverlap() before the item.
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ImGuiButtonFlags button_flags = ImGuiButtonFlags_FlattenChildren;
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#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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button_flags |= ImGuiButtonFlags_AllowOverlap;
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#endif
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bool hovered, held;
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ImRect bb_interact = bb;
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bb_interact.Expand(axis == ImGuiAxis_Y ? ImVec2(0.0f, hover_extend) : ImVec2(hover_extend, 0.0f));
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ButtonBehavior(bb_interact, id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_AllowOverlap);
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ButtonBehavior(bb_interact, id, &hovered, &held, button_flags);
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if (hovered)
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g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect; // for IsItemHovered(), because bb_interact is larger than bb
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if (g.ActiveId != id) // Because: we don't want to hover other while Active
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SetItemAllowOverlap();
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if (held || (hovered && g.HoveredIdPreviousFrame == id && g.HoveredIdTimer >= hover_visibility_delay))
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SetMouseCursor(axis == ImGuiAxis_Y ? ImGuiMouseCursor_ResizeNS : ImGuiMouseCursor_ResizeEW);
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@ -6158,7 +6171,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
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}
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ImGuiButtonFlags button_flags = ImGuiTreeNodeFlags_None;
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if (flags & ImGuiTreeNodeFlags_AllowOverlap)
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if ((flags & ImGuiTreeNodeFlags_AllowOverlap) || (g.LastItemData.InFlags & ImGuiItemflags_AllowOverlap))
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button_flags |= ImGuiButtonFlags_AllowOverlap;
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if (!is_leaf)
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button_flags |= ImGuiButtonFlags_PressedOnDragDropHold;
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@ -6232,8 +6245,6 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
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g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledOpen;
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}
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}
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if ((flags & ImGuiTreeNodeFlags_AllowOverlap) && g.ActiveId != id) // Because: we don't want to hover other while Active
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SetItemAllowOverlap();
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// In this branch, TreeNodeBehavior() cannot toggle the selection so this will never trigger.
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if (selected != was_selected) //-V547
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@ -6490,7 +6501,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
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if (flags & ImGuiSelectableFlags_SelectOnClick) { button_flags |= ImGuiButtonFlags_PressedOnClick; }
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if (flags & ImGuiSelectableFlags_SelectOnRelease) { button_flags |= ImGuiButtonFlags_PressedOnRelease; }
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if (flags & ImGuiSelectableFlags_AllowDoubleClick) { button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; }
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if (flags & ImGuiSelectableFlags_AllowOverlap) { button_flags |= ImGuiButtonFlags_AllowOverlap; }
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if ((flags & ImGuiSelectableFlags_AllowOverlap) || (g.LastItemData.InFlags & ImGuiItemflags_AllowOverlap)) { button_flags |= ImGuiButtonFlags_AllowOverlap; }
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const bool was_selected = selected;
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bool hovered, held;
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@ -6519,9 +6530,6 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
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if (pressed)
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MarkItemEdited(id);
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if ((flags & ImGuiSelectableFlags_AllowOverlap) && g.ActiveId != id) // Because: we don't want to hover other while Active
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SetItemAllowOverlap();
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// In this branch, Selectable() cannot toggle the selection so this will never trigger.
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if (selected != was_selected) //-V547
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g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledSelection;
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@ -8390,6 +8398,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
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}
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// Click to Select a tab
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// Allow the close button to overlap
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ImGuiButtonFlags button_flags = ((is_tab_button ? ImGuiButtonFlags_PressedOnClickRelease : ImGuiButtonFlags_PressedOnClick) | ImGuiButtonFlags_AllowOverlap);
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if (g.DragDropActive)
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button_flags |= ImGuiButtonFlags_PressedOnDragDropHold;
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@ -8398,10 +8407,6 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
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if (pressed && !is_tab_button)
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TabBarQueueFocus(tab_bar, tab);
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// Allow the close button to overlap unless we are dragging (in which case we don't want any overlapping tabs or collapse/close button to be hovered)
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if (g.ActiveId != id) // Because: we don't want to hover other items while dragging active)
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SetItemAllowOverlap();
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// Drag and drop: re-order tabs
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if (held && !tab_appearing && IsMouseDragging(0))
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{
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