Added IsItemDeactivated() to query if the last item was active previously but isn't anymore. Useful for Undo/Redo patterns. (#820, #956, #1875)

This commit is contained in:
omar 2018-06-12 18:44:33 +02:00
parent c725710c6d
commit cd455a4600
5 changed files with 35 additions and 10 deletions

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@ -63,6 +63,7 @@ Other Changes:
- Each example still has its own main.cpp which you may refer you to understand how to initialize and glue everything together. - Each example still has its own main.cpp which you may refer you to understand how to initialize and glue everything together.
- Some frameworks (such as the Allegro, Marmalade) handle both the "platform" and "rendering" part, and your custom engine may as well. - Some frameworks (such as the Allegro, Marmalade) handle both the "platform" and "rendering" part, and your custom engine may as well.
- Read examples/README.txt for details. - Read examples/README.txt for details.
- Added IsItemDeactivated() to query if the last item was active previously but isn't anymore. Useful for Undo/Redo patterns. (#820, #956, #1875)
- Nav: Added support for PageUp/PageDown (explorer-style: first aim at bottom/top most item, when scroll a page worth of contents). (#787) - Nav: Added support for PageUp/PageDown (explorer-style: first aim at bottom/top most item, when scroll a page worth of contents). (#787)
- Nav: To keep the navigated item in view we also attempt to scroll the parent window as well as the current window. (#787) - Nav: To keep the navigated item in view we also attempt to scroll the parent window as well as the current window. (#787)
- TreeNode: Fixed nodes with ImGuiTreeNodeFlags_Leaf flag always returning true which was meaningless. - TreeNode: Fixed nodes with ImGuiTreeNodeFlags_Leaf flag always returning true which was meaningless.

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@ -2251,6 +2251,8 @@ void ImGui::KeepAliveID(ImGuiID id)
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
if (g.ActiveId == id) if (g.ActiveId == id)
g.ActiveIdIsAlive = true; g.ActiveIdIsAlive = true;
if (g.ActiveIdPreviousFrame == id)
g.ActiveIdPreviousFrameIsAlive = true;
} }
static inline bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags) static inline bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags)
@ -3719,7 +3721,8 @@ void ImGui::NewFrame()
g.ActiveIdTimer += g.IO.DeltaTime; g.ActiveIdTimer += g.IO.DeltaTime;
g.LastActiveIdTimer += g.IO.DeltaTime; g.LastActiveIdTimer += g.IO.DeltaTime;
g.ActiveIdPreviousFrame = g.ActiveId; g.ActiveIdPreviousFrame = g.ActiveId;
g.ActiveIdIsAlive = false; g.ActiveIdPreviousFrameWindow = g.ActiveIdWindow;
g.ActiveIdIsAlive = g.ActiveIdPreviousFrameIsAlive = false;
g.ActiveIdIsJustActivated = false; g.ActiveIdIsJustActivated = false;
if (g.ScalarAsInputTextId && g.ActiveId != g.ScalarAsInputTextId) if (g.ScalarAsInputTextId && g.ActiveId != g.ScalarAsInputTextId)
g.ScalarAsInputTextId = 0; g.ScalarAsInputTextId = 0;
@ -3940,7 +3943,7 @@ void ImGui::Shutdown(ImGuiContext* context)
g.NavWindow = NULL; g.NavWindow = NULL;
g.HoveredWindow = NULL; g.HoveredWindow = NULL;
g.HoveredRootWindow = NULL; g.HoveredRootWindow = NULL;
g.ActiveIdWindow = NULL; g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL;
g.MovingWindow = NULL; g.MovingWindow = NULL;
g.ColorModifiers.clear(); g.ColorModifiers.clear();
g.StyleModifiers.clear(); g.StyleModifiers.clear();
@ -4978,6 +4981,13 @@ bool ImGui::IsItemActive()
return false; return false;
} }
bool ImGui::IsItemDeactivated()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
return (g.ActiveIdPreviousFrame == window->DC.LastItemId && g.ActiveIdPreviousFrame != 0 && g.ActiveId != window->DC.LastItemId);
}
bool ImGui::IsItemFocused() bool ImGui::IsItemFocused()
{ {
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
@ -12804,6 +12814,7 @@ void ImGui::BeginGroup()
group_data.BackupCurrentLineTextBaseOffset = window->DC.CurrentLineTextBaseOffset; group_data.BackupCurrentLineTextBaseOffset = window->DC.CurrentLineTextBaseOffset;
group_data.BackupLogLinePosY = window->DC.LogLinePosY; group_data.BackupLogLinePosY = window->DC.LogLinePosY;
group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive; group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive;
group_data.BackupActiveIdPreviousFrameIsAlive = g.ActiveIdPreviousFrameIsAlive;
group_data.AdvanceCursor = true; group_data.AdvanceCursor = true;
window->DC.GroupOffsetX = window->DC.CursorPos.x - window->Pos.x - window->DC.ColumnsOffsetX; window->DC.GroupOffsetX = window->DC.CursorPos.x - window->Pos.x - window->DC.ColumnsOffsetX;
@ -12839,11 +12850,13 @@ void ImGui::EndGroup()
ItemAdd(group_bb, 0); ItemAdd(group_bb, 0);
} }
// If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive() will be functional on the entire group. // If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive(), IsItemDeactivated() etc. will be functional on the entire group.
// It would be be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but if you search for LastItemId you'll notice it is only used in that context. // It would be be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but put a little more burden on individual widgets.
const bool active_id_within_group = (!group_data.BackupActiveIdIsAlive && g.ActiveIdIsAlive && g.ActiveId && g.ActiveIdWindow->RootWindow == window->RootWindow); // (and if you grep for LastItemId you'll notice it is only used in that context.
if (active_id_within_group) if (!group_data.BackupActiveIdIsAlive && g.ActiveIdIsAlive && g.ActiveId) // && g.ActiveIdWindow->RootWindow == window->RootWindow)
window->DC.LastItemId = g.ActiveId; window->DC.LastItemId = g.ActiveId;
else if (!group_data.BackupActiveIdPreviousFrameIsAlive && g.ActiveIdPreviousFrameIsAlive) // && g.ActiveIdPreviousFrameWindow->RootWindow == window->RootWindow)
window->DC.LastItemId = g.ActiveIdPreviousFrame;
window->DC.LastItemRect = group_bb; window->DC.LastItemRect = group_bb;
window->DC.GroupStack.pop_back(); window->DC.GroupStack.pop_back();

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@ -504,6 +504,7 @@ namespace ImGui
IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation? IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation?
IMGUI_API bool IsItemClicked(int mouse_button = 0); // is the last item clicked? (e.g. button/node just clicked on) == IsMouseClicked(0) && IsItemHovered() IMGUI_API bool IsItemClicked(int mouse_button = 0); // is the last item clicked? (e.g. button/node just clicked on) == IsMouseClicked(0) && IsItemHovered()
IMGUI_API bool IsItemVisible(); // is the last item visible? (aka not out of sight due to clipping/scrolling.) IMGUI_API bool IsItemVisible(); // is the last item visible? (aka not out of sight due to clipping/scrolling.)
IMGUI_API bool IsItemDeactivated(); // is the last item just made inactive (item was previously active), useful for Undo/Redo patterns.
IMGUI_API bool IsAnyItemHovered(); IMGUI_API bool IsAnyItemHovered();
IMGUI_API bool IsAnyItemActive(); IMGUI_API bool IsAnyItemActive();
IMGUI_API bool IsAnyItemFocused(); IMGUI_API bool IsAnyItemFocused();

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@ -2028,7 +2028,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
ImGui::TreePop(); ImGui::TreePop();
} }
if (ImGui::TreeNode("Focused & Hovered Test")) if (ImGui::TreeNode("Active, Focused & Hovered Test"))
{ {
static bool embed_all_inside_a_child_window = false; static bool embed_all_inside_a_child_window = false;
ImGui::Checkbox("Embed everything inside a child window (for additional testing)", &embed_all_inside_a_child_window); ImGui::Checkbox("Embed everything inside a child window (for additional testing)", &embed_all_inside_a_child_window);
@ -2068,16 +2068,22 @@ void ImGui::ShowDemoWindow(bool* p_open)
// Testing IsItemHovered() function (because BulletText is an item itself and that would affect the output of IsItemHovered, we pass all lines in a single items to shorten the code) // Testing IsItemHovered() function (because BulletText is an item itself and that would affect the output of IsItemHovered, we pass all lines in a single items to shorten the code)
ImGui::Button("ITEM"); ImGui::Button("ITEM");
ImGui::BulletText( ImGui::BulletText(
"IsItemFocused() = %d\n"
"IsItemHovered() = %d\n" "IsItemHovered() = %d\n"
"IsItemHovered(_AllowWhenBlockedByPopup) = %d\n" "IsItemHovered(_AllowWhenBlockedByPopup) = %d\n"
"IsItemHovered(_AllowWhenBlockedByActiveItem) = %d\n" "IsItemHovered(_AllowWhenBlockedByActiveItem) = %d\n"
"IsItemHovered(_AllowWhenOverlapped) = %d\n" "IsItemHovered(_AllowWhenOverlapped) = %d\n"
"IsItemhovered(_RectOnly) = %d\n", "IsItemHovered(_RectOnly) = %d\n"
"IsItemActive() = %d\n"
"IsItemDeactivated() = %d\n",
ImGui::IsItemFocused(),
ImGui::IsItemHovered(), ImGui::IsItemHovered(),
ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup), ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup),
ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem), ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem),
ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenOverlapped), ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenOverlapped),
ImGui::IsItemHovered(ImGuiHoveredFlags_RectOnly)); ImGui::IsItemHovered(ImGuiHoveredFlags_RectOnly),
ImGui::IsItemActive(),
ImGui::IsItemDeactivated());
ImGui::BeginChild("child", ImVec2(0,50), true); ImGui::BeginChild("child", ImVec2(0,50), true);
ImGui::Text("This is another child window for testing IsWindowHovered() flags."); ImGui::Text("This is another child window for testing IsWindowHovered() flags.");

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@ -394,6 +394,7 @@ struct ImGuiGroupData
float BackupCurrentLineTextBaseOffset; float BackupCurrentLineTextBaseOffset;
float BackupLogLinePosY; float BackupLogLinePosY;
bool BackupActiveIdIsAlive; bool BackupActiveIdIsAlive;
bool BackupActiveIdPreviousFrameIsAlive;
bool AdvanceCursor; bool AdvanceCursor;
}; };
@ -624,9 +625,11 @@ struct ImGuiContext
bool ActiveIdIsAlive; // Active widget has been seen this frame bool ActiveIdIsAlive; // Active widget has been seen this frame
bool ActiveIdIsJustActivated; // Set at the time of activation for one frame bool ActiveIdIsJustActivated; // Set at the time of activation for one frame
bool ActiveIdAllowOverlap; // Active widget allows another widget to steal active id (generally for overlapping widgets, but not always) bool ActiveIdAllowOverlap; // Active widget allows another widget to steal active id (generally for overlapping widgets, but not always)
bool ActiveIdPreviousFrameIsAlive;
int ActiveIdAllowNavDirFlags; // Active widget allows using directional navigation (e.g. can activate a button and move away from it) int ActiveIdAllowNavDirFlags; // Active widget allows using directional navigation (e.g. can activate a button and move away from it)
ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior) ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior)
ImGuiWindow* ActiveIdWindow; ImGuiWindow* ActiveIdWindow;
ImGuiWindow* ActiveIdPreviousFrameWindow;
ImGuiInputSource ActiveIdSource; // Activating with mouse or nav (gamepad/keyboard) ImGuiInputSource ActiveIdSource; // Activating with mouse or nav (gamepad/keyboard)
ImGuiID LastActiveId; // Store the last non-zero ActiveId, useful for animation. ImGuiID LastActiveId; // Store the last non-zero ActiveId, useful for animation.
float LastActiveIdTimer; // Store the last non-zero ActiveId timer since the beginning of activation, useful for animation. float LastActiveIdTimer; // Store the last non-zero ActiveId timer since the beginning of activation, useful for animation.
@ -762,9 +765,10 @@ struct ImGuiContext
ActiveIdIsAlive = false; ActiveIdIsAlive = false;
ActiveIdIsJustActivated = false; ActiveIdIsJustActivated = false;
ActiveIdAllowOverlap = false; ActiveIdAllowOverlap = false;
ActiveIdPreviousFrameIsAlive = false;
ActiveIdAllowNavDirFlags = 0; ActiveIdAllowNavDirFlags = 0;
ActiveIdClickOffset = ImVec2(-1,-1); ActiveIdClickOffset = ImVec2(-1,-1);
ActiveIdWindow = NULL; ActiveIdWindow = ActiveIdPreviousFrameWindow = NULL;
ActiveIdSource = ImGuiInputSource_None; ActiveIdSource = ImGuiInputSource_None;
LastActiveId = 0; LastActiveId = 0;
LastActiveIdTimer = 0.0f; LastActiveIdTimer = 0.0f;