mirror of
https://github.com/Drezil/imgui.git
synced 2024-11-22 03:47:00 +00:00
Added SetNextItemShortcut() wip function. (#456)
Mark widget as hovered. Amend d10641b
.
This commit is contained in:
parent
4c2c09450a
commit
a201af7354
33
imgui.cpp
33
imgui.cpp
@ -3891,6 +3891,7 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
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g.ActiveIdNoClearOnFocusLoss = false;
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g.ActiveIdNoClearOnFocusLoss = false;
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g.ActiveIdWindow = window;
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g.ActiveIdWindow = window;
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g.ActiveIdHasBeenEditedThisFrame = false;
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g.ActiveIdHasBeenEditedThisFrame = false;
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g.ActiveIdFromShortcut = false;
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if (id)
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if (id)
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{
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{
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g.ActiveIdIsAlive = id;
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g.ActiveIdIsAlive = id;
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@ -4100,6 +4101,7 @@ bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flag
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if (g.HoveredId != 0 && g.HoveredId != id && !g.HoveredIdAllowOverlap)
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if (g.HoveredId != 0 && g.HoveredId != id && !g.HoveredIdAllowOverlap)
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return false;
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return false;
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if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap)
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if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap)
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if (!g.ActiveIdFromShortcut)
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return false;
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return false;
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// Done with rectangle culling so we can perform heavier checks now.
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// Done with rectangle culling so we can perform heavier checks now.
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@ -4160,12 +4162,13 @@ bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flag
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}
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}
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// FIXME: This is inlined/duplicated in ItemAdd()
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// FIXME: This is inlined/duplicated in ItemAdd()
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// FIXME: The id != 0 path is not used by our codebase, may get rid of it?
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bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id)
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bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id)
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{
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{
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ImGuiContext& g = *GImGui;
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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ImGuiWindow* window = g.CurrentWindow;
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if (!bb.Overlaps(window->ClipRect))
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if (!bb.Overlaps(window->ClipRect))
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if (id == 0 || (id != g.ActiveId && id != g.NavId))
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if (id == 0 || (id != g.ActiveId && id != g.ActiveIdPreviousFrame && id != g.NavId && id != g.NavActivateId))
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if (!g.LogEnabled)
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if (!g.LogEnabled)
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return true;
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return true;
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return false;
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return false;
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@ -9421,6 +9424,13 @@ bool ImGui::IsKeyChordPressed(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiIn
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return true;
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return true;
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}
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}
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void ImGui::SetNextItemShortcut(ImGuiKeyChord key_chord)
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{
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ImGuiContext& g = *GImGui;
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g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasShortcut;
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g.NextItemData.Shortcut = key_chord;
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}
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bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags)
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bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags)
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{
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{
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//ImGuiContext& g = *GImGui;
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//ImGuiContext& g = *GImGui;
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@ -9731,6 +9741,7 @@ void ImGuiStackSizes::CompareWithContextState(ImGuiContext* ctx)
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// [SECTION] ITEM SUBMISSION
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// [SECTION] ITEM SUBMISSION
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// - KeepAliveID()
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// - KeepAliveID()
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// - ItemHandleShortcut() [Internal]
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// - ItemAdd()
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// - ItemAdd()
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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@ -9744,6 +9755,20 @@ void ImGui::KeepAliveID(ImGuiID id)
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g.ActiveIdPreviousFrameIsAlive = true;
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g.ActiveIdPreviousFrameIsAlive = true;
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}
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}
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static void ItemHandleShortcut(ImGuiID id)
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{
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// FIXME: Generalize Activation queue?
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ImGuiContext& g = *GImGui;
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if (ImGui::Shortcut(g.NextItemData.Shortcut, id, ImGuiInputFlags_None) && g.NavActivateId == 0)
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{
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g.NavActivateId = id; // Will effectively disable clipping.
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g.NavActivateFlags = ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_FromShortcut;
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if (g.ActiveId == 0 || g.ActiveId == id)
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g.NavActivateDownId = g.NavActivatePressedId = id;
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ImGui::NavHighlightActivated(id);
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}
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}
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// Declare item bounding box for clipping and interaction.
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// Declare item bounding box for clipping and interaction.
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// Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface
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// Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface
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// declare their minimum size requirement to ItemSize() and provide a larger region to ItemAdd() which is used drawing/interaction.
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// declare their minimum size requirement to ItemSize() and provide a larger region to ItemAdd() which is used drawing/interaction.
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@ -9785,6 +9810,9 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGu
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if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened))
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if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened))
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NavProcessItem();
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NavProcessItem();
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}
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}
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if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasShortcut)
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ItemHandleShortcut(id);
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}
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}
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// Lightweight clear of SetNextItemXXX data.
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// Lightweight clear of SetNextItemXXX data.
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@ -9801,9 +9829,10 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGu
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//const bool is_clipped = IsClippedEx(bb, id);
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//const bool is_clipped = IsClippedEx(bb, id);
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//if (is_clipped)
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//if (is_clipped)
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// return false;
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// return false;
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// g.NavActivateId is not necessarily == g.NavId, in the case of remote activation (e.g. shortcuts)
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const bool is_rect_visible = bb.Overlaps(window->ClipRect);
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const bool is_rect_visible = bb.Overlaps(window->ClipRect);
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if (!is_rect_visible)
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if (!is_rect_visible)
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if (id == 0 || (id != g.ActiveId && id != g.ActiveIdPreviousFrame && id != g.NavId))
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if (id == 0 || (id != g.ActiveId && id != g.ActiveIdPreviousFrame && id != g.NavId && id != g.NavActivateId))
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if (!g.LogEnabled)
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if (!g.LogEnabled)
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return false;
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return false;
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2
imgui.h
2
imgui.h
@ -24,7 +24,7 @@
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// Library Version
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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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// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
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#define IMGUI_VERSION "1.90.2 WIP"
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#define IMGUI_VERSION "1.90.2 WIP"
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#define IMGUI_VERSION_NUM 19014
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#define IMGUI_VERSION_NUM 19015
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#define IMGUI_HAS_TABLE
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#define IMGUI_HAS_TABLE
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/*
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/*
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@ -1145,6 +1145,7 @@ enum ImGuiNextItemDataFlags_
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ImGuiNextItemDataFlags_None = 0,
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ImGuiNextItemDataFlags_None = 0,
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ImGuiNextItemDataFlags_HasWidth = 1 << 0,
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ImGuiNextItemDataFlags_HasWidth = 1 << 0,
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ImGuiNextItemDataFlags_HasOpen = 1 << 1,
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ImGuiNextItemDataFlags_HasOpen = 1 << 1,
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ImGuiNextItemDataFlags_HasShortcut = 1 << 2,
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};
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};
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struct ImGuiNextItemData
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struct ImGuiNextItemData
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@ -1154,6 +1155,7 @@ struct ImGuiNextItemData
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// Non-flags members are NOT cleared by ItemAdd() meaning they are still valid during NavProcessItem()
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// Non-flags members are NOT cleared by ItemAdd() meaning they are still valid during NavProcessItem()
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ImGuiSelectionUserData SelectionUserData; // Set by SetNextItemSelectionUserData() (note that NULL/0 is a valid value, we use -1 == ImGuiSelectionUserData_Invalid to mark invalid values)
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ImGuiSelectionUserData SelectionUserData; // Set by SetNextItemSelectionUserData() (note that NULL/0 is a valid value, we use -1 == ImGuiSelectionUserData_Invalid to mark invalid values)
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float Width; // Set by SetNextItemWidth()
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float Width; // Set by SetNextItemWidth()
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ImGuiKeyChord Shortcut; // Set by SetNextItemShortcut()
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bool OpenVal; // Set by SetNextItemOpen()
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bool OpenVal; // Set by SetNextItemOpen()
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ImGuiCond OpenCond : 8;
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ImGuiCond OpenCond : 8;
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@ -1518,6 +1520,7 @@ enum ImGuiActivateFlags_
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ImGuiActivateFlags_PreferTweak = 1 << 1, // Favor activation for tweaking with arrows or gamepad (e.g. for Slider/Drag). Default for Space key and if keyboard is not used.
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ImGuiActivateFlags_PreferTweak = 1 << 1, // Favor activation for tweaking with arrows or gamepad (e.g. for Slider/Drag). Default for Space key and if keyboard is not used.
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ImGuiActivateFlags_TryToPreserveState = 1 << 2, // Request widget to preserve state if it can (e.g. InputText will try to preserve cursor/selection)
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ImGuiActivateFlags_TryToPreserveState = 1 << 2, // Request widget to preserve state if it can (e.g. InputText will try to preserve cursor/selection)
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ImGuiActivateFlags_FromTabbing = 1 << 3, // Activation requested by a tabbing request
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ImGuiActivateFlags_FromTabbing = 1 << 3, // Activation requested by a tabbing request
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ImGuiActivateFlags_FromShortcut = 1 << 4, // Activation requested by an item shortcut via SetNextItemShortcut() function.
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};
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};
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// Early work-in-progress API for ScrollToItem()
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// Early work-in-progress API for ScrollToItem()
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@ -1963,6 +1966,7 @@ struct ImGuiContext
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bool ActiveIdHasBeenPressedBefore; // Track whether the active id led to a press (this is to allow changing between PressOnClick and PressOnRelease without pressing twice). Used by range_select branch.
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bool ActiveIdHasBeenPressedBefore; // Track whether the active id led to a press (this is to allow changing between PressOnClick and PressOnRelease without pressing twice). Used by range_select branch.
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bool ActiveIdHasBeenEditedBefore; // Was the value associated to the widget Edited over the course of the Active state.
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bool ActiveIdHasBeenEditedBefore; // Was the value associated to the widget Edited over the course of the Active state.
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bool ActiveIdHasBeenEditedThisFrame;
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bool ActiveIdHasBeenEditedThisFrame;
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bool ActiveIdFromShortcut;
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int ActiveIdMouseButton : 8;
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int ActiveIdMouseButton : 8;
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ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior)
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ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior)
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ImGuiWindow* ActiveIdWindow;
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ImGuiWindow* ActiveIdWindow;
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@ -2267,6 +2271,7 @@ struct ImGuiContext
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ActiveIdHasBeenPressedBefore = false;
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ActiveIdHasBeenPressedBefore = false;
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ActiveIdHasBeenEditedBefore = false;
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ActiveIdHasBeenEditedBefore = false;
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ActiveIdHasBeenEditedThisFrame = false;
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ActiveIdHasBeenEditedThisFrame = false;
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ActiveIdFromShortcut = false;
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ActiveIdClickOffset = ImVec2(-1, -1);
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ActiveIdClickOffset = ImVec2(-1, -1);
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ActiveIdWindow = NULL;
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ActiveIdWindow = NULL;
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ActiveIdSource = ImGuiInputSource_None;
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ActiveIdSource = ImGuiInputSource_None;
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@ -3225,6 +3230,7 @@ namespace ImGui
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// - IsKeyChordPressed() compares mods + call IsKeyPressed() -> function has no side-effect.
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// - IsKeyChordPressed() compares mods + call IsKeyPressed() -> function has no side-effect.
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// - Shortcut() submits a route then if currently can be routed calls IsKeyChordPressed() -> function has (desirable) side-effects.
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// - Shortcut() submits a route then if currently can be routed calls IsKeyChordPressed() -> function has (desirable) side-effects.
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IMGUI_API bool IsKeyChordPressed(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags = 0);
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IMGUI_API bool IsKeyChordPressed(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags = 0);
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IMGUI_API void SetNextItemShortcut(ImGuiKeyChord key_chord);
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IMGUI_API bool Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id = 0, ImGuiInputFlags flags = 0);
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IMGUI_API bool Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id = 0, ImGuiInputFlags flags = 0);
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IMGUI_API bool SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags = 0); // owner_id needs to be explicit and cannot be 0
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IMGUI_API bool SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags = 0); // owner_id needs to be explicit and cannot be 0
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IMGUI_API bool TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id);
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IMGUI_API bool TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id);
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@ -477,6 +477,9 @@ void ImGui::BulletTextV(const char* fmt, va_list args)
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// Frame N + RepeatDelay + RepeatRate*N true true - true
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// Frame N + RepeatDelay + RepeatRate*N true true - true
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//-------------------------------------------------------------------------------------------------------------------------------------------------
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//-------------------------------------------------------------------------------------------------------------------------------------------------
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// FIXME: For refactor we could output flags, incl mouse hovered vs nav keyboard vs nav triggered etc.
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// And better standardize how widgets use 'GetColor32((held && hovered) ? ... : hovered ? ...)' vs 'GetColor32(held ? ... : hovered ? ...);'
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// For mouse feedback we typically prefer the 'held && hovered' test, but for nav feedback not always. Outputting hovered=true on Activation may be misleading.
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bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags)
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bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags)
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{
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{
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ImGuiContext& g = *GImGui;
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ImGuiContext& g = *GImGui;
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@ -598,7 +601,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
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}
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}
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// Gamepad/Keyboard handling
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// Gamepad/Keyboard handling
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// We report navigated item as hovered but we don't set g.HoveredId to not interfere with mouse.
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// We report navigated and navigation-activated items as hovered but we don't set g.HoveredId to not interfere with mouse.
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if (g.NavId == id && !g.NavDisableHighlight && g.NavDisableMouseHover)
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if (g.NavId == id && !g.NavDisableHighlight && g.NavDisableMouseHover)
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if (!(flags & ImGuiButtonFlags_NoHoveredOnFocus))
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if (!(flags & ImGuiButtonFlags_NoHoveredOnFocus))
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hovered = true;
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hovered = true;
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@ -621,8 +624,10 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
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pressed = true;
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pressed = true;
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SetActiveID(id, window);
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SetActiveID(id, window);
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g.ActiveIdSource = g.NavInputSource;
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g.ActiveIdSource = g.NavInputSource;
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if (!(flags & ImGuiButtonFlags_NoNavFocus))
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if (!(flags & ImGuiButtonFlags_NoNavFocus) && !(g.NavActivateFlags & ImGuiActivateFlags_FromShortcut))
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SetFocusID(id, window);
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SetFocusID(id, window);
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if (g.NavActivateFlags & ImGuiActivateFlags_FromShortcut)
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g.ActiveIdFromShortcut = true;
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}
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}
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}
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}
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@ -667,7 +672,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
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{
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{
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// When activated using Nav, we hold on the ActiveID until activation button is released
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// When activated using Nav, we hold on the ActiveID until activation button is released
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if (g.NavActivateDownId == id)
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if (g.NavActivateDownId == id)
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held = true;
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held = true; // hovered == true not true as we are already likely hovered on direct activation.
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else
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else
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ClearActiveID();
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ClearActiveID();
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}
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}
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@ -675,7 +680,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
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g.ActiveIdHasBeenPressedBefore = true;
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g.ActiveIdHasBeenPressedBefore = true;
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}
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}
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// Activation highlight
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// Activation highlight (this may be a remote activation)
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if (g.NavHighlightActivatedId == id)
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if (g.NavHighlightActivatedId == id)
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hovered = true;
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hovered = true;
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