diff --git a/imgui.cpp b/imgui.cpp index 862613bc..1cad3833 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -282,9 +282,9 @@ Button("Hello###ID"; // Label = "Hello", ID = hash of "ID" Button("World###ID"; // Label = "World", ID = hash of "ID" (same as above) - - sprintf(buf, "My game (%f FPS)###MyGame"); - Begin(buf); // Variable label, ID = hash of "MyGame" + + sprintf(buf, "My game (%f FPS)###MyGame"); + Begin(buf); // Variable label, ID = hash of "MyGame" - Use PushID() / PopID() to create scopes and avoid ID conflicts within the same Window. This is the most convenient way of distinguishing ID if you are iterating and creating many UI elements. @@ -1572,11 +1572,18 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window = NULL) { ImGuiState& g = *GImGui; g.ActiveId = id; - g.ActiveIdIsFocusedOnly = false; + g.ActiveIdAllowHoveringOthers = false; g.ActiveIdIsJustActivated = true; g.ActiveIdWindow = window; } +void ImGui::SetHoveredID(ImGuiID id) +{ + ImGuiState& g = *GImGui; + g.HoveredId = id; + g.HoveredIdAllowHoveringOthers = false; +} + void ImGui::KeepAliveID(ImGuiID id) { ImGuiState& g = *GImGui; @@ -1635,7 +1642,7 @@ bool ImGui::ItemAdd(const ImRect& bb, const ImGuiID* id) window->DC.LastItemHoveredRect = true; window->DC.LastItemHoveredAndUsable = false; if (g.HoveredRootWindow == window->RootWindow) - if (g.ActiveId == 0 || (id && g.ActiveId == *id) || g.ActiveIdIsFocusedOnly || (g.ActiveId == window->MoveID)) + if (g.ActiveId == 0 || (id && g.ActiveId == *id) || g.ActiveIdAllowHoveringOthers || (g.ActiveId == window->MoveID)) if (IsWindowContentHoverable(window)) window->DC.LastItemHoveredAndUsable = true; } @@ -1664,11 +1671,11 @@ bool ImGui::IsClippedEx(const ImRect& bb, const ImGuiID* id, bool clip_even_when bool ImGui::IsHovered(const ImRect& bb, ImGuiID id, bool flatten_childs) { ImGuiState& g = *GImGui; - if (g.HoveredId == 0 || g.HoveredId == id) + if (g.HoveredId == 0 || g.HoveredId == id || g.HoveredIdAllowHoveringOthers) { ImGuiWindow* window = GetCurrentWindowRead(); if (g.HoveredWindow == window || (flatten_childs && g.HoveredRootWindow == window->RootWindow)) - if ((g.ActiveId == 0 || g.ActiveId == id || g.ActiveIdIsFocusedOnly) && ImGui::IsMouseHoveringRect(bb.Min, bb.Max)) + if ((g.ActiveId == 0 || g.ActiveId == id || g.ActiveIdAllowHoveringOthers) && ImGui::IsMouseHoveringRect(bb.Min, bb.Max)) if (IsWindowContentHoverable(g.HoveredRootWindow)) return true; } @@ -1885,6 +1892,7 @@ void ImGui::NewFrame() // Clear reference to active widget if the widget isn't alive anymore g.HoveredIdPreviousFrame = g.HoveredId; g.HoveredId = 0; + g.HoveredIdAllowHoveringOthers = false; if (!g.ActiveIdIsAlive && g.ActiveIdPreviousFrame == g.ActiveId && g.ActiveId != 0) SetActiveID(0); g.ActiveIdPreviousFrame = g.ActiveId; @@ -4049,12 +4057,12 @@ static void Scrollbar(ImGuiWindow* window, bool horizontal) : ImRect(window_rect.Max.x - style.ScrollbarSize, window->Pos.y + window->TitleBarHeight(), window_rect.Max.x, window_rect.Max.y - other_scrollbar_size_w); float window_rounding = (window->Flags & ImGuiWindowFlags_ChildWindow) ? style.ChildWindowRounding : style.WindowRounding; - int window_rounding_corners; - if (horizontal) - window_rounding_corners = 8 | (other_scrollbar ? 0 : 4); - else - window_rounding_corners = ((window->Flags & ImGuiWindowFlags_NoTitleBar) ? 2 : 0) | (other_scrollbar ? 0 : 4); - window->DrawList->AddRectFilled(bb.Min, bb.Max, window->Color(ImGuiCol_ScrollbarBg), window_rounding, window_rounding_corners); + int window_rounding_corners; + if (horizontal) + window_rounding_corners = 8 | (other_scrollbar ? 0 : 4); + else + window_rounding_corners = ((window->Flags & ImGuiWindowFlags_NoTitleBar) ? 2 : 0) | (other_scrollbar ? 0 : 4); + window->DrawList->AddRectFilled(bb.Min, bb.Max, window->Color(ImGuiCol_ScrollbarBg), window_rounding, window_rounding_corners); bb.Reduce(ImVec2(ImClamp((float)(int)((bb.Max.x - bb.Min.x - 2.0f) * 0.5f), 0.0f, 3.0f), ImClamp((float)(int)((bb.Max.y - bb.Min.y - 2.0f) * 0.5f), 0.0f, 3.0f))); // V denote the main axis of the scrollbar @@ -4085,7 +4093,7 @@ static void Scrollbar(ImGuiWindow* window, bool horizontal) // Click position in scrollbar normalized space (0.0f->1.0f) const float clicked_v_norm = ImSaturate((mouse_pos_v - scrollbar_pos_v) / scrollbar_size_v); - g.HoveredId = id; + ImGui::SetHoveredID(id); bool seek_absolute = false; if (!previously_held) @@ -5107,7 +5115,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool const bool hovered = IsHovered(bb, id, (flags & ImGuiButtonFlags_FlattenChilds) != 0); if (hovered) { - g.HoveredId = id; + SetHoveredID(id); if (allow_key_modifiers || (!g.IO.KeyCtrl && !g.IO.KeyShift && !g.IO.KeyAlt)) { if (g.IO.MouseClicked[0]) @@ -5846,7 +5854,7 @@ bool ImGui::InputScalarAsWidgetReplacement(const ImRect& aabb, const char* label // Our replacement widget will override the focus ID (registered previously to allow for a TAB focus to happen) SetActiveID(g.ScalarAsInputTextId, window); - g.HoveredId = 0; + SetHoveredID(0); FocusableItemUnregister(window); char buf[32]; @@ -5857,7 +5865,7 @@ bool ImGui::InputScalarAsWidgetReplacement(const ImRect& aabb, const char* label // First frame IM_ASSERT(g.ActiveId == id); // InputText ID expected to match the Slider ID (else we'd need to store them both, which is also possible) g.ScalarAsInputTextId = g.ActiveId; - g.HoveredId = id; + SetHoveredID(id); } else if (g.ActiveId != g.ScalarAsInputTextId) { @@ -6063,7 +6071,7 @@ bool ImGui::SliderFloat(const char* label, float* v, float v_min, float v_max, c const bool hovered = IsHovered(frame_bb, id); if (hovered) - g.HoveredId = id; + SetHoveredID(id); if (!display_format) display_format = "%.3f"; @@ -6122,7 +6130,7 @@ bool ImGui::VSliderFloat(const char* label, const ImVec2& size, float* v, float const bool hovered = IsHovered(frame_bb, id); if (hovered) - g.HoveredId = id; + SetHoveredID(id); if (!display_format) display_format = "%.3f"; @@ -6363,7 +6371,7 @@ bool ImGui::DragFloat(const char* label, float* v, float v_speed, float v_min, f const bool hovered = IsHovered(frame_bb, id); if (hovered) - g.HoveredId = id; + SetHoveredID(id); if (!display_format) display_format = "%.3f"; @@ -7108,7 +7116,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 const bool hovered = IsHovered(frame_bb, id); if (hovered) { - g.HoveredId = id; + SetHoveredID(id); g.MouseCursor = ImGuiMouseCursor_TextInput; } const bool user_clicked = hovered && io.MouseClicked[0]; @@ -7176,7 +7184,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 // Although we are active we don't prevent mouse from hovering other elements unless we are interacting right now with the widget. // Down the line we should have a cleaner concept of focused vs active in the library. - g.ActiveIdIsFocusedOnly = !io.MouseDown[0]; + g.ActiveIdAllowHoveringOthers = !io.MouseDown[0]; // Edit in progress const float mouse_x = (g.IO.MousePos.x - frame_bb.Min.x - style.FramePadding.x) + edit_state.ScrollX; @@ -7835,7 +7843,7 @@ bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(voi bool menu_toggled = false; if (hovered) { - g.HoveredId = id; + SetHoveredID(id); if (g.IO.MouseClicked[0]) { SetActiveID(0); @@ -8520,6 +8528,7 @@ void ImGui::Dummy(const ImVec2& size) ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return; + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); ItemSize(bb); ItemAdd(bb, NULL); diff --git a/imgui_internal.h b/imgui_internal.h index 22f7e809..1fac4326 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -346,12 +346,13 @@ struct ImGuiState ImGuiWindow* HoveredWindow; // Will catch mouse inputs ImGuiWindow* HoveredRootWindow; // Will catch mouse inputs (for focus/move only) ImGuiID HoveredId; // Hovered widget + bool HoveredIdAllowHoveringOthers; ImGuiID HoveredIdPreviousFrame; ImGuiID ActiveId; // Active widget ImGuiID ActiveIdPreviousFrame; bool ActiveIdIsAlive; bool ActiveIdIsJustActivated; // Set at the time of activation for one frame - bool ActiveIdIsFocusedOnly; // Set only by active widget. Denote focus but no active interaction + bool ActiveIdAllowHoveringOthers; // Set only by active widget ImGuiWindow* ActiveIdWindow; ImGuiWindow* MovedWindow; // Track the child window we clicked on to move a window. Pointer is only valid if ActiveID is the "#MOVE" identifier of a window. ImVector Settings; // .ini Settings @@ -428,12 +429,13 @@ struct ImGuiState HoveredWindow = NULL; HoveredRootWindow = NULL; HoveredId = 0; + HoveredIdAllowHoveringOthers = false; HoveredIdPreviousFrame = 0; ActiveId = 0; ActiveIdPreviousFrame = 0; ActiveIdIsAlive = false; ActiveIdIsJustActivated = false; - ActiveIdIsFocusedOnly = false; + ActiveIdAllowHoveringOthers = false; ActiveIdWindow = NULL; MovedWindow = NULL; SettingsDirtyTimer = 0.0f; @@ -647,6 +649,7 @@ namespace ImGui IMGUI_API void FocusWindow(ImGuiWindow* window); IMGUI_API void SetActiveID(ImGuiID id, ImGuiWindow* window); + IMGUI_API void SetHoveredID(ImGuiID id); IMGUI_API void KeepAliveID(ImGuiID id); IMGUI_API void EndFrame(); // This automatically called by Render()