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.
This commit is contained in:
ocornut
2023-08-08 14:03:58 +02:00
parent edebb90a9a
commit bc3c0ce772
5 changed files with 57 additions and 14 deletions

View File

@ -6155,18 +6155,29 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
if (!display_frame && (flags & (ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_SpanFullWidth)) == 0)
interact_bb.Max.x = frame_bb.Min.x + text_width + style.ItemSpacing.x * 2.0f;
// Store a flag for the current depth to tell if we will allow closing this node when navigating one of its child.
// For this purpose we essentially compare if g.NavIdIsAlive went from 0 to 1 between TreeNode() and TreePop().
// This is currently only support 32 level deep and we are fine with (1 << Depth) overflowing into a zero.
const bool is_leaf = (flags & ImGuiTreeNodeFlags_Leaf) != 0;
// Compute open and multi-select states before ItemAdd() as it clear NextItem data.
bool is_open = TreeNodeUpdateNextOpen(id, flags);
if (is_open && !g.NavIdIsAlive && (flags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere) && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))
window->DC.TreeJumpToParentOnPopMask |= (1 << window->DC.TreeDepth);
bool item_add = ItemAdd(interact_bb, id);
g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDisplayRect;
g.LastItemData.DisplayRect = frame_bb;
// If a NavLeft request is happening and ImGuiTreeNodeFlags_NavLeftJumpsBackHere enabled:
// Store data for the current depth to allow returning to this node from any child item.
// For this purpose we essentially compare if g.NavIdIsAlive went from 0 to 1 between TreeNode() and TreePop().
// It will become tempting to enable ImGuiTreeNodeFlags_NavLeftJumpsBackHere by default or move it to ImGuiStyle.
// Currently only supports 32 level deep and we are fine with (1 << Depth) overflowing into a zero, easy to increase.
if (is_open && !g.NavIdIsAlive && (flags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere) && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))
if (g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet())
{
g.NavTreeNodeStack.resize(g.NavTreeNodeStack.Size + 1);
ImGuiNavTreeNodeData* nav_tree_node_data = &g.NavTreeNodeStack.back();
nav_tree_node_data->ID = id;
nav_tree_node_data->InFlags = g.LastItemData.InFlags;
nav_tree_node_data->NavRect = g.LastItemData.NavRect;
window->DC.TreeJumpToParentOnPopMask |= (1 << window->DC.TreeDepth);
}
const bool is_leaf = (flags & ImGuiTreeNodeFlags_Leaf) != 0;
if (!item_add)
{
if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))
@ -6336,12 +6347,14 @@ void ImGui::TreePop()
ImU32 tree_depth_mask = (1 << window->DC.TreeDepth);
// Handle Left arrow to move to parent tree node (when ImGuiTreeNodeFlags_NavLeftJumpsBackHere is enabled)
if (g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet())
if (g.NavIdIsAlive && (window->DC.TreeJumpToParentOnPopMask & tree_depth_mask))
{
SetNavID(window->IDStack.back(), g.NavLayer, 0, ImRect());
NavMoveRequestCancel();
}
if (window->DC.TreeJumpToParentOnPopMask & tree_depth_mask) // Only set during request
{
ImGuiNavTreeNodeData* nav_tree_node_data = &g.NavTreeNodeStack.back();
IM_ASSERT(nav_tree_node_data->ID == window->IDStack.back());
if (g.NavIdIsAlive && g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet())
NavMoveRequestResolveWithPastTreeNode(&g.NavMoveResultLocal, nav_tree_node_data);
g.NavTreeNodeStack.pop_back();
}
window->DC.TreeJumpToParentOnPopMask &= tree_depth_mask - 1;
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.