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Drag and drop: Handle overlapping drag target priorities given their surface, which appears to make most sense for drag and drop operations.
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parent
de1e7dc088
commit
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14
imgui.cpp
14
imgui.cpp
@ -2259,6 +2259,7 @@ void ImGui::NewFrame()
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}
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g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr;
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g.DragDropAcceptIdCurr = 0;
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g.DragDropAcceptIdCurrRectSurface = FLT_MAX;
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// Update keyboard input state
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memcpy(g.IO.KeysDownDurationPrev, g.IO.KeysDownDuration, sizeof(g.IO.KeysDownDuration));
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@ -10637,6 +10638,7 @@ static void ImGui::ClearDragDrop()
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g.DragDropActive = false;
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g.DragDropPayload.Clear();
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g.DragDropAcceptIdCurr = g.DragDropAcceptIdPrev = 0;
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g.DragDropAcceptIdCurrRectSurface = FLT_MAX;
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g.DragDropAcceptFrameCount = -1;
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}
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@ -10800,14 +10802,22 @@ const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDrop
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if (type != NULL && !payload.IsDataType(type))
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return NULL;
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// NB: We currently accept NULL id however, overlapping targets required unique ID to function
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// NB: We currently accept NULL id as target. However, overlapping targets requires a unique ID to function!
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const bool was_accepted_previously = (g.DragDropAcceptIdPrev == window->DC.LastItemId);
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g.DragDropAcceptIdCurr = window->DC.LastItemId;
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// Accept smallest drag target bounding box, this allows us to nest drag targets conveniently without ordering constraints.
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ImRect r = window->DC.LastItemRect;
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float r_surface = r.GetWidth() * r.GetHeight();
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if (r_surface < g.DragDropAcceptIdCurrRectSurface)
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{
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g.DragDropAcceptIdCurr = window->DC.LastItemId;
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g.DragDropAcceptIdCurrRectSurface = r_surface;
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}
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// Render drop visuals
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if (!(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect) && was_accepted_previously)
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{
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ImRect r = window->DC.LastItemRect;
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r.Expand(4.0f);
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window->DrawList->AddRectFilled(r.Min, r.Max, IM_COL32(255, 255, 0, 20), 0.0f); // FIXME-DRAG FIXME-STYLE
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window->DrawList->AddRect(r.Min, r.Max, IM_COL32(255, 255, 0, 255), 0.0f, ~0, 2.0f); // FIXME-DRAG FIXME-STYLE
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@ -480,6 +480,7 @@ struct ImGuiContext
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ImGuiDragDropFlags DragDropSourceFlags;
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int DragDropMouseButton;
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ImGuiPayload DragDropPayload;
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float DragDropAcceptIdCurrRectSurface;
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ImGuiID DragDropAcceptIdCurr; // Target item id (set at the time of accepting the payload)
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ImGuiID DragDropAcceptIdPrev; // Target item id from previous frame (we need to store this to allow for overlapping drag and drop targets)
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int DragDropAcceptFrameCount; // Last time a target expressed a desire to accept the source
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