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Added IsItemDeactivated() to query if the last item was active previously but isn't anymore. Useful for Undo/Redo patterns. (#820, #956, #1875)
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@ -63,6 +63,7 @@ Other Changes:
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- Each example still has its own main.cpp which you may refer you to understand how to initialize and glue everything together.
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- Some frameworks (such as the Allegro, Marmalade) handle both the "platform" and "rendering" part, and your custom engine may as well.
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- Read examples/README.txt for details.
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- Added IsItemDeactivated() to query if the last item was active previously but isn't anymore. Useful for Undo/Redo patterns. (#820, #956, #1875)
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- Nav: Added support for PageUp/PageDown (explorer-style: first aim at bottom/top most item, when scroll a page worth of contents). (#787)
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- Nav: To keep the navigated item in view we also attempt to scroll the parent window as well as the current window. (#787)
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- TreeNode: Fixed nodes with ImGuiTreeNodeFlags_Leaf flag always returning true which was meaningless.
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25
imgui.cpp
25
imgui.cpp
@ -2251,6 +2251,8 @@ void ImGui::KeepAliveID(ImGuiID id)
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ImGuiContext& g = *GImGui;
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if (g.ActiveId == id)
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g.ActiveIdIsAlive = true;
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if (g.ActiveIdPreviousFrame == id)
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g.ActiveIdPreviousFrameIsAlive = true;
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}
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static inline bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags)
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@ -3719,7 +3721,8 @@ void ImGui::NewFrame()
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g.ActiveIdTimer += g.IO.DeltaTime;
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g.LastActiveIdTimer += g.IO.DeltaTime;
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g.ActiveIdPreviousFrame = g.ActiveId;
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g.ActiveIdIsAlive = false;
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g.ActiveIdPreviousFrameWindow = g.ActiveIdWindow;
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g.ActiveIdIsAlive = g.ActiveIdPreviousFrameIsAlive = false;
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g.ActiveIdIsJustActivated = false;
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if (g.ScalarAsInputTextId && g.ActiveId != g.ScalarAsInputTextId)
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g.ScalarAsInputTextId = 0;
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@ -3940,7 +3943,7 @@ void ImGui::Shutdown(ImGuiContext* context)
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g.NavWindow = NULL;
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g.HoveredWindow = NULL;
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g.HoveredRootWindow = NULL;
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g.ActiveIdWindow = NULL;
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g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL;
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g.MovingWindow = NULL;
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g.ColorModifiers.clear();
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g.StyleModifiers.clear();
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@ -4978,6 +4981,13 @@ bool ImGui::IsItemActive()
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return false;
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}
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bool ImGui::IsItemDeactivated()
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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return (g.ActiveIdPreviousFrame == window->DC.LastItemId && g.ActiveIdPreviousFrame != 0 && g.ActiveId != window->DC.LastItemId);
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}
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bool ImGui::IsItemFocused()
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{
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ImGuiContext& g = *GImGui;
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@ -12804,6 +12814,7 @@ void ImGui::BeginGroup()
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group_data.BackupCurrentLineTextBaseOffset = window->DC.CurrentLineTextBaseOffset;
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group_data.BackupLogLinePosY = window->DC.LogLinePosY;
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group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive;
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group_data.BackupActiveIdPreviousFrameIsAlive = g.ActiveIdPreviousFrameIsAlive;
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group_data.AdvanceCursor = true;
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window->DC.GroupOffsetX = window->DC.CursorPos.x - window->Pos.x - window->DC.ColumnsOffsetX;
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@ -12839,11 +12850,13 @@ void ImGui::EndGroup()
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ItemAdd(group_bb, 0);
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}
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// 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.
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// 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.
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const bool active_id_within_group = (!group_data.BackupActiveIdIsAlive && g.ActiveIdIsAlive && g.ActiveId && g.ActiveIdWindow->RootWindow == window->RootWindow);
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if (active_id_within_group)
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// 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.
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// 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.
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// (and if you grep for LastItemId you'll notice it is only used in that context.
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if (!group_data.BackupActiveIdIsAlive && g.ActiveIdIsAlive && g.ActiveId) // && g.ActiveIdWindow->RootWindow == window->RootWindow)
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window->DC.LastItemId = g.ActiveId;
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else if (!group_data.BackupActiveIdPreviousFrameIsAlive && g.ActiveIdPreviousFrameIsAlive) // && g.ActiveIdPreviousFrameWindow->RootWindow == window->RootWindow)
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window->DC.LastItemId = g.ActiveIdPreviousFrame;
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window->DC.LastItemRect = group_bb;
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window->DC.GroupStack.pop_back();
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1
imgui.h
1
imgui.h
@ -504,6 +504,7 @@ namespace ImGui
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IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation?
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IMGUI_API bool IsItemClicked(int mouse_button = 0); // is the last item clicked? (e.g. button/node just clicked on) == IsMouseClicked(0) && IsItemHovered()
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IMGUI_API bool IsItemVisible(); // is the last item visible? (aka not out of sight due to clipping/scrolling.)
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IMGUI_API bool IsItemDeactivated(); // is the last item just made inactive (item was previously active), useful for Undo/Redo patterns.
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IMGUI_API bool IsAnyItemHovered();
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IMGUI_API bool IsAnyItemActive();
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IMGUI_API bool IsAnyItemFocused();
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@ -2028,7 +2028,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
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ImGui::TreePop();
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}
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if (ImGui::TreeNode("Focused & Hovered Test"))
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if (ImGui::TreeNode("Active, Focused & Hovered Test"))
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{
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static bool embed_all_inside_a_child_window = false;
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ImGui::Checkbox("Embed everything inside a child window (for additional testing)", &embed_all_inside_a_child_window);
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@ -2068,16 +2068,22 @@ void ImGui::ShowDemoWindow(bool* p_open)
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// 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)
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ImGui::Button("ITEM");
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ImGui::BulletText(
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"IsItemFocused() = %d\n"
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"IsItemHovered() = %d\n"
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"IsItemHovered(_AllowWhenBlockedByPopup) = %d\n"
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"IsItemHovered(_AllowWhenBlockedByActiveItem) = %d\n"
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"IsItemHovered(_AllowWhenOverlapped) = %d\n"
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"IsItemhovered(_RectOnly) = %d\n",
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"IsItemHovered(_RectOnly) = %d\n"
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"IsItemActive() = %d\n"
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"IsItemDeactivated() = %d\n",
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ImGui::IsItemFocused(),
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ImGui::IsItemHovered(),
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ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup),
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ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem),
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ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenOverlapped),
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ImGui::IsItemHovered(ImGuiHoveredFlags_RectOnly));
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ImGui::IsItemHovered(ImGuiHoveredFlags_RectOnly),
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ImGui::IsItemActive(),
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ImGui::IsItemDeactivated());
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ImGui::BeginChild("child", ImVec2(0,50), true);
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ImGui::Text("This is another child window for testing IsWindowHovered() flags.");
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@ -394,6 +394,7 @@ struct ImGuiGroupData
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float BackupCurrentLineTextBaseOffset;
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float BackupLogLinePosY;
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bool BackupActiveIdIsAlive;
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bool BackupActiveIdPreviousFrameIsAlive;
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bool AdvanceCursor;
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};
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@ -624,9 +625,11 @@ struct ImGuiContext
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bool ActiveIdIsAlive; // Active widget has been seen this frame
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bool ActiveIdIsJustActivated; // Set at the time of activation for one frame
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bool ActiveIdAllowOverlap; // Active widget allows another widget to steal active id (generally for overlapping widgets, but not always)
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bool ActiveIdPreviousFrameIsAlive;
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int ActiveIdAllowNavDirFlags; // Active widget allows using directional navigation (e.g. can activate a button and move away from it)
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ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior)
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ImGuiWindow* ActiveIdWindow;
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ImGuiWindow* ActiveIdPreviousFrameWindow;
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ImGuiInputSource ActiveIdSource; // Activating with mouse or nav (gamepad/keyboard)
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ImGuiID LastActiveId; // Store the last non-zero ActiveId, useful for animation.
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float LastActiveIdTimer; // Store the last non-zero ActiveId timer since the beginning of activation, useful for animation.
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@ -762,9 +765,10 @@ struct ImGuiContext
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ActiveIdIsAlive = false;
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ActiveIdIsJustActivated = false;
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ActiveIdAllowOverlap = false;
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ActiveIdPreviousFrameIsAlive = false;
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ActiveIdAllowNavDirFlags = 0;
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ActiveIdClickOffset = ImVec2(-1,-1);
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ActiveIdWindow = NULL;
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ActiveIdWindow = ActiveIdPreviousFrameWindow = NULL;
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ActiveIdSource = ImGuiInputSource_None;
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LastActiveId = 0;
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LastActiveIdTimer = 0.0f;
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