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Nav, TreeNode: Pressing Left with ImGuiTreeNodeFlags_NavLeftJumpsBackHere now goes through proper navigation logic: honor scrolling and selection. (#1079, #1131)
Added a stack for this purpose which other features might build on (e.g. #2920). However this is currently gated by many tests and not a performance concern, but making stack happen all the time may be undesirable.
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@ -44,6 +44,8 @@ Breaking changes:
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Other changes:
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- Nav, TreeNode: Pressing Left with ImGuiTreeNodeFlags_NavLeftJumpsBackHere now goes
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through proper navigation logic: honor scrolling and selection. (#1079, #1131)
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- Sliders: Fixed an integer overflow and div-by-zero in SliderInt() when
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v_max=INT_MAX (#6675, #6679) [@jbarthelmes]
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- ImDrawList: Fixed OOB access in _CalcCircleAutoSegmentCount when passing excessively
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14
imgui.cpp
14
imgui.cpp
@ -3653,6 +3653,7 @@ void ImGui::Shutdown()
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g.FontStack.clear();
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g.OpenPopupStack.clear();
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g.BeginPopupStack.clear();
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g.NavTreeNodeStack.clear();
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g.Viewports.clear_delete();
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@ -11191,6 +11192,19 @@ void ImGui::NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result)
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NavUpdateAnyRequestFlag();
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}
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// Called by TreePop() to implement ImGuiTreeNodeFlags_NavLeftJumpsBackHere
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void ImGui::NavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result, ImGuiNavTreeNodeData* tree_node_data)
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{
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ImGuiContext& g = *GImGui;
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g.NavMoveScoringItems = false;
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g.LastItemData.ID = tree_node_data->ID;
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g.LastItemData.InFlags = tree_node_data->InFlags;
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g.LastItemData.NavRect = tree_node_data->NavRect;
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NavApplyItemToResult(result); // Result this instead of implementing a NavApplyPastTreeNodeToResult()
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NavClearPreferredPosForAxis(ImGuiAxis_Y);
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NavUpdateAnyRequestFlag();
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}
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void ImGui::NavMoveRequestCancel()
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{
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ImGuiContext& g = *GImGui;
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2
imgui.h
2
imgui.h
@ -26,7 +26,7 @@
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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 "1.89.9 WIP"
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#define IMGUI_VERSION_NUM 18981
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#define IMGUI_VERSION_NUM 18982
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#define IMGUI_HAS_TABLE
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/*
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@ -135,6 +135,7 @@ struct ImGuiLastItemData; // Status storage for last submitted items
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struct ImGuiLocEntry; // A localization entry.
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struct ImGuiMenuColumns; // Simple column measurement, currently used for MenuItem() only
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struct ImGuiNavItemData; // Result of a gamepad/keyboard directional navigation move query result
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struct ImGuiNavTreeNodeData; // Temporary storage for last TreeNode() being a Left arrow landing candidate.
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struct ImGuiMetricsConfig; // Storage for ShowMetricsWindow() and DebugNodeXXX() functions
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struct ImGuiNextWindowData; // Storage for SetNextWindow** functions
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struct ImGuiNextItemData; // Storage for SetNextItem** functions
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@ -1201,6 +1202,16 @@ struct ImGuiLastItemData
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ImGuiLastItemData() { memset(this, 0, sizeof(*this)); }
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};
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// Store data emitted by TreeNode() for usage by TreePop() to implement ImGuiTreeNodeFlags_NavLeftJumpsBackHere.
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// This is the minimum amount of data that we need to perform the equivalent of NavApplyItemToResult() and which we can't infer in TreePop()
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// Only stored when the node is a potential candidate for landing on a Left arrow jump.
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struct ImGuiNavTreeNodeData
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{
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ImGuiID ID;
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ImGuiItemFlags InFlags;
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ImRect NavRect;
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};
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struct IMGUI_API ImGuiStackSizes
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{
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short SizeOfIDStack;
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@ -1865,6 +1876,8 @@ struct ImGuiContext
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ImVector<ImGuiGroupData>GroupStack; // Stack for BeginGroup()/EndGroup() - not inherited by Begin()
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ImVector<ImGuiPopupData>OpenPopupStack; // Which popups are open (persistent)
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ImVector<ImGuiPopupData>BeginPopupStack; // Which level of BeginPopup() we are in (reset every frame)
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ImVector<ImGuiNavTreeNodeData> NavTreeNodeStack; // Stack for TreeNode() when a NavLeft requested is emitted.
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int BeginMenuCount;
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// Viewports
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@ -2930,6 +2943,7 @@ namespace ImGui
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IMGUI_API void NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags);
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IMGUI_API void NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags);
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IMGUI_API void NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result);
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IMGUI_API void NavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result, ImGuiNavTreeNodeData* tree_node_data);
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IMGUI_API void NavMoveRequestCancel();
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IMGUI_API void NavMoveRequestApplyResult();
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IMGUI_API void NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags);
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@ -6155,18 +6155,29 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
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if (!display_frame && (flags & (ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_SpanFullWidth)) == 0)
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interact_bb.Max.x = frame_bb.Min.x + text_width + style.ItemSpacing.x * 2.0f;
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// Store a flag for the current depth to tell if we will allow closing this node when navigating one of its child.
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// For this purpose we essentially compare if g.NavIdIsAlive went from 0 to 1 between TreeNode() and TreePop().
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// This is currently only support 32 level deep and we are fine with (1 << Depth) overflowing into a zero.
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const bool is_leaf = (flags & ImGuiTreeNodeFlags_Leaf) != 0;
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// Compute open and multi-select states before ItemAdd() as it clear NextItem data.
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bool is_open = TreeNodeUpdateNextOpen(id, flags);
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if (is_open && !g.NavIdIsAlive && (flags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere) && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))
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window->DC.TreeJumpToParentOnPopMask |= (1 << window->DC.TreeDepth);
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bool item_add = ItemAdd(interact_bb, id);
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g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDisplayRect;
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g.LastItemData.DisplayRect = frame_bb;
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// If a NavLeft request is happening and ImGuiTreeNodeFlags_NavLeftJumpsBackHere enabled:
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// Store data for the current depth to allow returning to this node from any child item.
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// For this purpose we essentially compare if g.NavIdIsAlive went from 0 to 1 between TreeNode() and TreePop().
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// It will become tempting to enable ImGuiTreeNodeFlags_NavLeftJumpsBackHere by default or move it to ImGuiStyle.
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// Currently only supports 32 level deep and we are fine with (1 << Depth) overflowing into a zero, easy to increase.
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if (is_open && !g.NavIdIsAlive && (flags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere) && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))
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if (g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet())
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{
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g.NavTreeNodeStack.resize(g.NavTreeNodeStack.Size + 1);
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ImGuiNavTreeNodeData* nav_tree_node_data = &g.NavTreeNodeStack.back();
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nav_tree_node_data->ID = id;
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nav_tree_node_data->InFlags = g.LastItemData.InFlags;
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nav_tree_node_data->NavRect = g.LastItemData.NavRect;
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window->DC.TreeJumpToParentOnPopMask |= (1 << window->DC.TreeDepth);
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}
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const bool is_leaf = (flags & ImGuiTreeNodeFlags_Leaf) != 0;
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if (!item_add)
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{
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if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))
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@ -6336,12 +6347,14 @@ void ImGui::TreePop()
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ImU32 tree_depth_mask = (1 << window->DC.TreeDepth);
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// Handle Left arrow to move to parent tree node (when ImGuiTreeNodeFlags_NavLeftJumpsBackHere is enabled)
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if (g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet())
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if (g.NavIdIsAlive && (window->DC.TreeJumpToParentOnPopMask & tree_depth_mask))
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{
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SetNavID(window->IDStack.back(), g.NavLayer, 0, ImRect());
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NavMoveRequestCancel();
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}
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if (window->DC.TreeJumpToParentOnPopMask & tree_depth_mask) // Only set during request
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{
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ImGuiNavTreeNodeData* nav_tree_node_data = &g.NavTreeNodeStack.back();
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IM_ASSERT(nav_tree_node_data->ID == window->IDStack.back());
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if (g.NavIdIsAlive && g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet())
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NavMoveRequestResolveWithPastTreeNode(&g.NavMoveResultLocal, nav_tree_node_data);
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g.NavTreeNodeStack.pop_back();
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}
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window->DC.TreeJumpToParentOnPopMask &= tree_depth_mask - 1;
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IM_ASSERT(window->IDStack.Size > 1); // There should always be 1 element in the IDStack (pushed during window creation). If this triggers you called TreePop/PopID too much.
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