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Internal: Nav,MultiSelect: import ImGuiSelectionUserData, SetNextItemSelectionUserData() from MultiSelect. Track NavLastValidSelectionUserData as a convenience.
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@ -55,7 +55,7 @@ Other changes:
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- Tooltips: made using SetItemTooltip()/IsItemHovered(ImGuiHoveredFlags_ForTooltip) defaults to
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activate tooltips on disabled items. This is done by adding ImGuiHoveredFlags_AllowWhenDisabled
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to the default value of style.HoverFlagsForTooltipMouse/HoverFlagsForTooltipNav. (##1485)
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to the default value of style.HoverFlagsForTooltipMouse/HoverFlagsForTooltipNav. (#1485)
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- Nav: Tabbing always enable nav highlight when ImGuiConfigFlags_NavEnableKeyboard is set.
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Previously was inconsistent and only enabled when stepping through a non-input item.
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(#6802, #3092, #5759, #787)
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24
imgui.cpp
24
imgui.cpp
@ -7065,6 +7065,7 @@ void ImGui::FocusWindow(ImGuiWindow* window, ImGuiFocusRequestFlags flags)
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g.NavLayer = ImGuiNavLayer_Main;
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g.NavFocusScopeId = window ? window->NavRootFocusScopeId : 0;
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g.NavIdIsAlive = false;
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g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid;
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// Close popups if any
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ClosePopupsOverWindow(window, false);
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@ -9489,6 +9490,7 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGu
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g.LastItemData.NavRect = nav_bb_arg ? *nav_bb_arg : bb;
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g.LastItemData.InFlags = g.CurrentItemFlags | g.NextItemData.ItemFlags | extra_flags;
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g.LastItemData.StatusFlags = ImGuiItemStatusFlags_None;
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// Note: we don't copy 'g.NextItemData.SelectionUserData' to an hypothetical g.LastItemData.SelectionUserData: since the former is not cleared.
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// Directional navigation processing
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if (id != 0)
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@ -10800,6 +10802,7 @@ void ImGui::SetNavWindow(ImGuiWindow* window)
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{
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IMGUI_DEBUG_LOG_FOCUS("[focus] SetNavWindow(\"%s\")\n", window ? window->Name : "<NULL>");
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g.NavWindow = window;
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g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid;
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}
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g.NavInitRequest = g.NavMoveSubmitted = g.NavMoveScoringItems = false;
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NavUpdateAnyRequestFlag();
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@ -11019,6 +11022,11 @@ static void ImGui::NavApplyItemToResult(ImGuiNavItemData* result)
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result->FocusScopeId = g.CurrentFocusScopeId;
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result->InFlags = g.LastItemData.InFlags;
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result->RectRel = WindowRectAbsToRel(window, g.LastItemData.NavRect);
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if (result->InFlags & ImGuiItemFlags_HasSelectionUserData)
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{
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IM_ASSERT(g.NextItemData.SelectionUserData != ImGuiSelectionUserData_Invalid);
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result->SelectionUserData = g.NextItemData.SelectionUserData; // INTENTIONAL: At this point this field is not cleared in NextItemData. Avoid unnecessary copy to LastItemData.
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}
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}
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// True when current work location may be scrolled horizontally when moving left / right.
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@ -11031,7 +11039,7 @@ void ImGui::NavUpdateCurrentWindowIsScrollPushableX()
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}
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// We get there when either NavId == id, or when g.NavAnyRequest is set (which is updated by NavUpdateAnyRequestFlag above)
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// This is called after LastItemData is set.
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// This is called after LastItemData is set, but NextItemData is also still valid.
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static void ImGui::NavProcessItem()
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{
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ImGuiContext& g = *GImGui;
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@ -11095,6 +11103,11 @@ static void ImGui::NavProcessItem()
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g.NavLayer = window->DC.NavLayerCurrent;
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g.NavFocusScopeId = g.CurrentFocusScopeId;
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g.NavIdIsAlive = true;
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if (g.LastItemData.InFlags & ImGuiItemFlags_HasSelectionUserData)
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{
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IM_ASSERT(g.NextItemData.SelectionUserData != ImGuiSelectionUserData_Invalid);
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g.NavLastValidSelectionUserData = g.NextItemData.SelectionUserData; // INTENTIONAL: At this point this field is not cleared in NextItemData. Avoid unnecessary copy to LastItemData.
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}
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window->NavRectRel[window->DC.NavLayerCurrent] = WindowRectAbsToRel(window, nav_bb); // Store item bounding box (relative to window position)
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}
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}
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@ -11206,7 +11219,7 @@ void ImGui::NavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result, ImGu
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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.InFlags = tree_node_data->InFlags & ~ImGuiItemFlags_HasSelectionUserData; // Losing SelectionUserData, recovered next-frame (cheaper).
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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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@ -11273,6 +11286,7 @@ void ImGui::NavRestoreLayer(ImGuiNavLayer layer)
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{
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ImGuiWindow* prev_nav_window = g.NavWindow;
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g.NavWindow = NavRestoreLastChildNavWindow(g.NavWindow); // FIXME-NAV: Should clear ongoing nav requests?
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g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid;
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if (prev_nav_window)
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IMGUI_DEBUG_LOG_FOCUS("[focus] NavRestoreLayer: from \"%s\" to SetNavWindow(\"%s\")\n", prev_nav_window->Name, g.NavWindow->Name);
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}
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@ -11568,6 +11582,8 @@ void ImGui::NavInitRequestApplyResult()
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IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: ApplyResult: NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name);
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SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel);
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g.NavIdIsAlive = true; // Mark as alive from previous frame as we got a result
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if (result->SelectionUserData != ImGuiSelectionUserData_Invalid)
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g.NavLastValidSelectionUserData = result->SelectionUserData;
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if (g.NavInitRequestFromMove)
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NavRestoreHighlightAfterMove();
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}
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@ -11799,6 +11815,7 @@ void ImGui::NavMoveRequestApplyResult()
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{
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IMGUI_DEBUG_LOG_FOCUS("[focus] NavMoveRequest: SetNavWindow(\"%s\")\n", result->Window->Name);
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g.NavWindow = result->Window;
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g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid;
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}
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if (g.ActiveId != result->ID)
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ClearActiveID();
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@ -11816,6 +11833,8 @@ void ImGui::NavMoveRequestApplyResult()
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IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name);
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ImVec2 preferred_scoring_pos_rel = g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer];
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SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel);
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if (result->SelectionUserData != ImGuiSelectionUserData_Invalid)
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g.NavLastValidSelectionUserData = result->SelectionUserData;
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// Restore last preferred position for current axis
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// (storing in RootWindowForNav-> as the info is desirable at the beginning of a Move Request. In theory all storage should use RootWindowForNav..)
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@ -14113,6 +14132,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer);
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DebugLocateItemOnHover(g.NavId);
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Text("NavInputSource: %s", GetInputSourceName(g.NavInputSource));
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Text("NavLastValidSelectionUserData = %" IM_PRId64 " (0x%" IM_PRIX64 ")", g.NavLastValidSelectionUserData, g.NavLastValidSelectionUserData);
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Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible);
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Text("NavActivateId/DownId/PressedId: %08X/%08X/%08X", g.NavActivateId, g.NavActivateDownId, g.NavActivatePressedId);
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Text("NavActivateFlags: %04X", g.NavActivateFlags);
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@ -309,6 +309,18 @@ namespace ImStb
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#endif
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#endif // #ifndef IM_DEBUG_BREAK
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// Format specifiers, printing 64-bit hasn't been decently standardized...
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// In a real application you should be using PRId64 and PRIu64 from <inttypes.h> (non-windows) and on Windows define them yourself.
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#if defined(_MSC_VER) && !defined(__clang__)
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#define IM_PRId64 "I64d"
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#define IM_PRIu64 "I64u"
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#define IM_PRIX64 "I64X"
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#else
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#define IM_PRId64 "lld"
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#define IM_PRIu64 "llu"
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#define IM_PRIX64 "llX"
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#endif
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//-----------------------------------------------------------------------------
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// [SECTION] Generic helpers
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// Note that the ImXXX helpers functions are lower-level than ImGui functions.
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@ -810,6 +822,7 @@ enum ImGuiItemFlags_
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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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ImGuiItemFlags_HasSelectionUserData = 1 << 11, // false // Set by SetNextItemSelectionUserData()
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};
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// Status flags for an already submitted item
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@ -1174,6 +1187,10 @@ struct ImGuiNextWindowData
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inline void ClearFlags() { Flags = ImGuiNextWindowDataFlags_None; }
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};
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// Multi-Selection item index or identifier when using SetNextItemSelectionUserData()/BeginMultiSelect()
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// (Most users are likely to use this store an item INDEX but this may be used to store a POINTER as well.)
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typedef ImS64 ImGuiSelectionUserData;
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enum ImGuiNextItemDataFlags_
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{
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ImGuiNextItemDataFlags_None = 0,
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@ -1184,13 +1201,14 @@ enum ImGuiNextItemDataFlags_
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struct ImGuiNextItemData
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{
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ImGuiNextItemDataFlags Flags;
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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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ImGuiItemFlags ItemFlags; // Currently only tested/used for ImGuiItemFlags_AllowOverlap.
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// Non-flags members are NOT cleared by ItemAdd() meaning they are still valid during NavProcessItem()
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float Width; // Set by SetNextItemWidth()
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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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ImGuiCond OpenCond;
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bool OpenVal; // Set by SetNextItemOpen()
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bool OpenVal; // Set by SetNextItemOpen()
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ImGuiNextItemData() { memset(this, 0, sizeof(*this)); }
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ImGuiNextItemData() { memset(this, 0, sizeof(*this)); SelectionUserData = -1; }
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inline void ClearFlags() { Flags = ImGuiNextItemDataFlags_None; ItemFlags = ImGuiItemFlags_None; } // Also cleared manually by ItemAdd()!
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};
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@ -1528,12 +1546,13 @@ struct ImGuiNavItemData
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ImGuiID FocusScopeId; // Init,Move // Best candidate focus scope ID
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ImRect RectRel; // Init,Move // Best candidate bounding box in window relative space
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ImGuiItemFlags InFlags; // ????,Move // Best candidate item flags
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ImGuiSelectionUserData SelectionUserData;//I+Mov // Best candidate SetNextItemSelectionData() value.
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float DistBox; // Move // Best candidate box distance to current NavId
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float DistCenter; // Move // Best candidate center distance to current NavId
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float DistAxial; // Move // Best candidate axial distance to current NavId
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ImGuiNavItemData() { Clear(); }
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void Clear() { Window = NULL; ID = FocusScopeId = 0; InFlags = 0; DistBox = DistCenter = DistAxial = FLT_MAX; }
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void Clear() { Window = NULL; ID = FocusScopeId = 0; InFlags = 0; SelectionUserData = -1; DistBox = DistCenter = DistAxial = FLT_MAX; }
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};
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//-----------------------------------------------------------------------------
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@ -1631,6 +1650,9 @@ struct ImGuiOldColumns
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// [SECTION] Multi-select support
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//-----------------------------------------------------------------------------
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// We always assume that -1 is an invalid value (which works for indices and pointers)
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#define ImGuiSelectionUserData_Invalid ((ImGuiSelectionUserData)-1)
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#ifdef IMGUI_HAS_MULTI_SELECT
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// <this is filled in 'range_select' branch>
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#endif // #ifdef IMGUI_HAS_MULTI_SELECT
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@ -1939,6 +1961,7 @@ struct ImGuiContext
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ImGuiActivateFlags NavNextActivateFlags;
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ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS CAN ONLY BE ImGuiInputSource_Keyboard or ImGuiInputSource_Mouse
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ImGuiNavLayer NavLayer; // Layer we are navigating on. For now the system is hard-coded for 0=main contents and 1=menu/title bar, may expose layers later.
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ImGuiSelectionUserData NavLastValidSelectionUserData; // Last valid data passed to SetNextItemSelectionUser(), or -1. For current window. Not reset when focusing an item that doesn't have selection data.
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bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRectRel is valid
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bool NavMousePosDirty; // When set we will update mouse position if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) if set (NB: this not enabled by default)
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bool NavDisableHighlight; // When user starts using mouse, we hide gamepad/keyboard highlight (NB: but they are still available, which is why NavDisableHighlight isn't always != NavDisableMouseHover)
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@ -2186,6 +2209,7 @@ struct ImGuiContext
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NavJustMovedToKeyMods = ImGuiMod_None;
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NavInputSource = ImGuiInputSource_Keyboard;
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NavLayer = ImGuiNavLayer_Main;
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NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid;
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NavIdIsAlive = false;
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NavMousePosDirty = false;
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NavDisableHighlight = true;
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@ -3241,6 +3265,7 @@ namespace ImGui
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IMGUI_API void TreePushOverrideID(ImGuiID id);
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IMGUI_API void TreeNodeSetOpen(ImGuiID id, bool open);
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IMGUI_API bool TreeNodeUpdateNextOpen(ImGuiID id, ImGuiTreeNodeFlags flags); // Return open state. Consume previous SetNextItemOpen() data, if any. May return true when logging.
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IMGUI_API void SetNextItemSelectionUserData(ImGuiSelectionUserData selection_user_data);
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// Template functions are instantiated in imgui_widgets.cpp for a finite number of types.
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// To use them externally (for custom widget) you may need an "extern template" statement in your code in order to link to existing instances and silence Clang warnings (see #2036).
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@ -19,6 +19,7 @@ Index of this file:
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// [SECTION] Widgets: TreeNode, CollapsingHeader, etc.
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// [SECTION] Widgets: Selectable
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// [SECTION] Widgets: Typing-Select support
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// [SECTION] Widgets: Multi-Select support
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// [SECTION] Widgets: ListBox
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// [SECTION] Widgets: PlotLines, PlotHistogram
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// [SECTION] Widgets: Value helpers
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@ -6759,7 +6760,15 @@ int ImGui::TypingSelectFindResult(ImGuiTypingSelectRequest* req, int items_count
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// [SECTION] Widgets: Multi-Select support
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//-------------------------------------------------------------------------
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//
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void ImGui::SetNextItemSelectionUserData(ImGuiSelectionUserData selection_user_data)
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{
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// Note that flags will be cleared by ItemAdd(), so it's only useful for Navigation code!
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// This designed so widgets can also cheaply set this before calling ItemAdd(), so we are not tied to MultiSelect api.
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ImGuiContext& g = *GImGui;
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g.NextItemData.ItemFlags |= ImGuiItemFlags_HasSelectionUserData;
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g.NextItemData.SelectionUserData = selection_user_data;
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}
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//-------------------------------------------------------------------------
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// [SECTION] Widgets: ListBox
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