Merge branch 'drag_and_drop'

This commit is contained in:
omar
2017-12-12 20:39:52 +01:00
5 changed files with 418 additions and 6 deletions

316
imgui.cpp
View File

@ -673,6 +673,7 @@ static bool DataTypeApplyOpFromText(const char* buf, const char* ini
namespace ImGui
{
static void ClearDragDrop();
static void FocusPreviousWindow();
}
@ -1901,6 +1902,16 @@ ImGuiID ImGuiWindow::GetIDNoKeepAlive(const char* str, const char* str_end)
return ImHash(str, str_end ? (int)(str_end - str) : 0, seed);
}
// This is only used in rare/specific situations to manufacture an ID out of nowhere.
ImGuiID ImGuiWindow::GetIDFromRectangle(const ImRect& r_abs)
{
ImGuiID seed = IDStack.back();
const int r_rel[4] = { (int)(r_abs.Min.x - Pos.x), (int)(r_abs.Min.y - Pos.y), (int)(r_abs.Max.x - Pos.x), (int)(r_abs.Max.y - Pos.y) };
ImGuiID id = ImHash(&r_rel, sizeof(r_rel), seed);
ImGui::KeepAliveID(id);
return id;
}
//-----------------------------------------------------------------------------
// Internal API exposed in imgui_internal.h
//-----------------------------------------------------------------------------
@ -2293,6 +2304,17 @@ void ImGui::NewFrame()
if (g.ScalarAsInputTextId && g.ActiveId != g.ScalarAsInputTextId)
g.ScalarAsInputTextId = 0;
// Elapse drag & drop payload
if (g.DragDropActive && g.DragDropPayload.DataFrameCount + 1 < g.FrameCount)
{
ClearDragDrop();
g.DragDropPayloadBufHeap.clear();
memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal));
}
g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr;
g.DragDropAcceptIdCurr = 0;
g.DragDropAcceptIdCurrRectSurface = FLT_MAX;
// Update keyboard input state
memcpy(g.IO.KeysDownDurationPrev, g.IO.KeysDownDuration, sizeof(g.IO.KeysDownDuration));
for (int i = 0; i < IM_ARRAYSIZE(g.IO.KeysDown); i++)
@ -5433,6 +5455,7 @@ const char* ImGui::GetStyleColorName(ImGuiCol idx)
case ImGuiCol_PlotHistogramHovered: return "PlotHistogramHovered";
case ImGuiCol_TextSelectedBg: return "TextSelectedBg";
case ImGuiCol_ModalWindowDarkening: return "ModalWindowDarkening";
case ImGuiCol_DragDropTarget: return "DragDropTarget";
}
IM_ASSERT(0);
return "Unknown";
@ -6178,6 +6201,19 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
bool pressed = false;
bool hovered = ItemHoverable(bb, id);
// Special mode for Drag and Drop where holding button pressed for a long time while dragging another item triggers the button
if ((flags & ImGuiButtonFlags_PressedOnDragDropHold) && g.DragDropActive && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoHoldToOpenOthers))
if (IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem))
{
hovered = true;
SetHoveredID(id);
if (CalcTypematicPressedRepeatAmount(g.HoveredIdTimer + 0.0001f, g.HoveredIdTimer + 0.0001f - g.IO.DeltaTime, 0.01f, 0.70f)) // FIXME: Our formula for CalcTypematicPressedRepeatAmount() is fishy
{
pressed = true;
FocusWindow(window);
}
}
if ((flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredRootWindow == window)
g.HoveredWindow = backup_hovered_window;
@ -6239,7 +6275,8 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
{
if (hovered && (flags & ImGuiButtonFlags_PressedOnClickRelease))
if (!((flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[0] >= g.IO.KeyRepeatDelay)) // Repeat mode trumps <on release>
pressed = true;
if (!g.DragDropActive)
pressed = true;
ClearActiveID();
}
}
@ -6639,6 +6676,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
// - OpenOnArrow .................... single-click on arrow to open
// - OpenOnDoubleClick|OpenOnArrow .. single-click on arrow or double-click anywhere to open
ImGuiButtonFlags button_flags = ImGuiButtonFlags_NoKeyModifiers | ((flags & ImGuiTreeNodeFlags_AllowItemOverlap) ? ImGuiButtonFlags_AllowItemOverlap : 0);
button_flags |= ImGuiButtonFlags_PressedOnDragDropHold;
if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick)
button_flags |= ImGuiButtonFlags_PressedOnDoubleClick | ((flags & ImGuiTreeNodeFlags_OpenOnArrow) ? ImGuiButtonFlags_PressedOnClickRelease : 0);
bool hovered, held, pressed = ButtonBehavior(interact_bb, id, &hovered, &held, button_flags);
@ -6649,6 +6687,8 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
toggled |= IsMouseHoveringRect(interact_bb.Min, ImVec2(interact_bb.Min.x + text_offset_x, interact_bb.Max.y));
if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick)
toggled |= g.IO.MouseDoubleClicked[0];
if (g.DragDropActive && is_open) // When using Drag and Drop "hold to open" we keep the node highlighted after opening, but never close it again.
toggled = false;
if (toggled)
{
is_open = !is_open;
@ -9848,7 +9888,22 @@ bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFl
else
window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), rounding); // Color button are often in need of some sort of border
if (hovered && !(flags & ImGuiColorEditFlags_NoTooltip))
// Drag and Drop Source
if (g.ActiveId == id && BeginDragDropSource()) // NB: The ActiveId test is merely an optional micro-optimization
{
if (flags & ImGuiColorEditFlags_NoAlpha)
SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F, &col, sizeof(float) * 3, ImGuiCond_Once);
else
SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F, &col, sizeof(float) * 4, ImGuiCond_Once);
ColorButton(desc_id, col, flags);
SameLine();
TextUnformatted("Color");
EndDragDropSource();
hovered = false;
}
// Tooltip
if (!(flags & ImGuiColorEditFlags_NoTooltip) && hovered)
ColorTooltip(desc_id, &col.x, flags & (ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf));
return pressed;
@ -10124,6 +10179,22 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag
PopID();
EndGroup();
// Drag and Drop Target
if (window->DC.LastItemRectHoveredRect && BeginDragDropTarget()) // NB: The LastItemRectHoveredRect test is merely an optional micro-optimization
{
if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F))
{
memcpy((float*)col, payload->Data, sizeof(float) * 3);
value_changed = true;
}
if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F))
{
memcpy((float*)col, payload->Data, sizeof(float) * components);
value_changed = true;
}
EndDragDropTarget();
}
// When picker is being actively used, use its active id so IsItemActive() will function on ColorEdit4().
if (picker_active_window && g.ActiveId != 0 && g.ActiveIdWindow == picker_active_window)
window->DC.LastItemId = g.ActiveId;
@ -11065,6 +11136,247 @@ void ImGui::Value(const char* prefix, float v, const char* float_format)
}
}
//-----------------------------------------------------------------------------
// DRAG AND DROP
//-----------------------------------------------------------------------------
static void ImGui::ClearDragDrop()
{
ImGuiContext& g = *GImGui;
g.DragDropActive = false;
g.DragDropPayload.Clear();
g.DragDropAcceptIdCurr = g.DragDropAcceptIdPrev = 0;
g.DragDropAcceptIdCurrRectSurface = FLT_MAX;
g.DragDropAcceptFrameCount = -1;
}
// Call when current ID is active.
// When this returns true you need to: a) call SetDragDropPayload() exactly once, b) you may render the payload visual/description, c) call EndDragDropSource()
bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags, int mouse_button)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
if (g.IO.MouseDown[mouse_button] == false)
return false;
ImGuiID id = window->DC.LastItemId;
if (id == 0)
{
// If you want to use BeginDragDropSource() on an item with no unique identifier for interaction, such as Text() or Image(), you need to:
// A) Read the explanation below, B) Use the ImGuiDragDropFlags_SourceAllowNullID flag, C) Swallow your programmer pride.
if (!(flags & ImGuiDragDropFlags_SourceAllowNullID))
{
IM_ASSERT(0);
return false;
}
// Magic fallback (=somehow reprehensible) to handle items with no assigned ID, e.g. Text(), Image()
// We build a throwaway ID based on current ID stack + relative AABB of items in window.
// THE IDENTIFIER WON'T SURVIVE ANY REPOSITIONING OF THE WIDGET, so if your widget moves your dragging operation will be canceled.
// We don't need to maintain/call ClearActiveID() as releasing the button will early out this function and trigger !ActiveIdIsAlive.
bool is_hovered = window->DC.LastItemRectHoveredRect;
if (!is_hovered && (g.ActiveId == 0 || g.ActiveIdWindow != window))
return false;
id = window->DC.LastItemId = window->GetIDFromRectangle(window->DC.LastItemRect);
if (is_hovered)
SetHoveredID(id);
if (is_hovered && g.IO.MouseClicked[mouse_button])
{
SetActiveID(id, window);
FocusWindow(window);
}
if (g.ActiveId == id) // Allow the underlying widget to display/return hovered during the mouse release frame, else we would get a flicker.
g.ActiveIdAllowOverlap = is_hovered;
}
if (g.ActiveId != id)
return false;
if (IsMouseDragging(mouse_button))
{
if (!g.DragDropActive)
{
IM_ASSERT(id != 0);
ClearDragDrop();
ImGuiPayload& payload = g.DragDropPayload;
payload.SourceId = id;
payload.SourceParentId = window->IDStack.back();
g.DragDropActive = true;
g.DragDropSourceFlags = flags;
g.DragDropMouseButton = mouse_button;
}
if (!(flags & ImGuiDragDropFlags_SourceNoAutoTooltip))
{
// FIXME-DRAG
//SetNextWindowPos(g.IO.MousePos - g.ActiveIdClickOffset - g.Style.WindowPadding);
//PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.60f); // This is better but e.g ColorButton with checkboard has issue with transparent colors :(
SetNextWindowPos(g.IO.MousePos);
PushStyleColor(ImGuiCol_PopupBg, GetStyleColorVec4(ImGuiCol_PopupBg) * ImVec4(1.0f, 1.0f, 1.0f, 0.6f));
BeginTooltipEx(ImGuiWindowFlags_NoInputs);
}
if (!(flags & ImGuiDragDropFlags_SourceNoDisableHover))
window->DC.LastItemRectHoveredRect = false;
return true;
}
return false;
}
void ImGui::EndDragDropSource()
{
ImGuiContext& g = *GImGui;
IM_ASSERT(g.DragDropActive);
if (!(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoAutoTooltip))
{
EndTooltip();
PopStyleColor();
//PopStyleVar();
}
// Discard the drag if have not called SetDragDropPayload()
if (g.DragDropPayload.DataFrameCount == -1)
ClearDragDrop();
}
// Use 'cond' to choose to submit payload on drag start or every frame
bool ImGui::SetDragDropPayload(const char* type, const void* data, size_t data_size, ImGuiCond cond)
{
ImGuiContext& g = *GImGui;
ImGuiPayload& payload = g.DragDropPayload;
if (cond == 0)
cond = ImGuiCond_Always;
IM_ASSERT(type != NULL);
IM_ASSERT(strlen(type) < IM_ARRAYSIZE(payload.DataType)); // Payload type can be at most 8 characters longs
IM_ASSERT((data != NULL && data_size > 0) || (data == NULL && data_size == 0));
IM_ASSERT(cond == ImGuiCond_Always || cond == ImGuiCond_Once);
IM_ASSERT(payload.SourceId != 0); // Not called between BeginDragDropSource() and EndDragDropSource()
if (cond == ImGuiCond_Always || payload.DataFrameCount == -1)
{
// Copy payload
ImStrncpy(payload.DataType, type, IM_ARRAYSIZE(payload.DataType));
g.DragDropPayloadBufHeap.resize(0);
if (data_size > sizeof(g.DragDropPayloadBufLocal))
{
// Store in heap
g.DragDropPayloadBufHeap.resize((int)data_size);
payload.Data = g.DragDropPayloadBufHeap.Data;
memcpy((void*)payload.Data, data, data_size);
}
else if (data_size > 0)
{
// Store locally
memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal));
payload.Data = g.DragDropPayloadBufLocal;
memcpy((void*)payload.Data, data, data_size);
}
else
{
payload.Data = NULL;
}
payload.DataSize = (int)data_size;
}
payload.DataFrameCount = g.FrameCount;
return (g.DragDropAcceptFrameCount == g.FrameCount) || (g.DragDropAcceptFrameCount == g.FrameCount - 1);
}
bool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id)
{
ImGuiContext& g = *GImGui;
if (!g.DragDropActive)
return false;
ImGuiWindow* window = g.CurrentWindow;
if (g.HoveredWindow == NULL || window->RootWindow != g.HoveredWindow->RootWindow)
return false;
IM_ASSERT(id != 0);
if (!IsMouseHoveringRect(bb.Min, bb.Max) || (id == g.DragDropPayload.SourceId))
return false;
g.DragDropTargetRect = bb;
g.DragDropTargetId = id;
return true;
}
// We don't use BeginDragDropTargetCustom() and duplicate its code because:
// 1) we use LastItemRectHoveredRect which handles items that pushes a temporarily clip rectangle in their code. Calling BeginDragDropTargetCustom(LastItemRect) would not handle them.
// 2) and it's faster. as this code may be very frequently called, we want to early out as fast as we can.
// Also note how the HoveredWindow test is positioned differently in both functions (in both functions we optimize for the cheapest early out case)
bool ImGui::BeginDragDropTarget()
{
ImGuiContext& g = *GImGui;
if (!g.DragDropActive)
return false;
ImGuiWindow* window = g.CurrentWindow;
if (!window->DC.LastItemRectHoveredRect)
return false;
if (g.HoveredWindow == NULL || window->RootWindow != g.HoveredWindow->RootWindow)
return false;
ImGuiID id = window->DC.LastItemId;
if (id == 0)
id = window->GetIDFromRectangle(window->DC.LastItemRect);
if (g.DragDropPayload.SourceId == id)
return false;
g.DragDropTargetRect = window->DC.LastItemRect;
g.DragDropTargetId = id;
return true;
}
const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
ImGuiPayload& payload = g.DragDropPayload;
IM_ASSERT(g.DragDropActive); // Not called between BeginDragDropTarget() and EndDragDropTarget() ?
IM_ASSERT(payload.DataFrameCount != -1); // Forgot to call EndDragDropTarget() ?
if (type != NULL && !payload.IsDataType(type))
return NULL;
// Accept smallest drag target bounding box, this allows us to nest drag targets conveniently without ordering constraints.
// NB: We currently accept NULL id as target. However, overlapping targets requires a unique ID to function!
const bool was_accepted_previously = (g.DragDropAcceptIdPrev == g.DragDropTargetId);
ImRect r = g.DragDropTargetRect;
float r_surface = r.GetWidth() * r.GetHeight();
if (r_surface < g.DragDropAcceptIdCurrRectSurface)
{
g.DragDropAcceptIdCurr = g.DragDropTargetId;
g.DragDropAcceptIdCurrRectSurface = r_surface;
}
// Render default drop visuals
payload.Preview = was_accepted_previously;
if (!(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect) && payload.Preview)
{
// FIXME-DRAG: Settle on a proper default visuals for drop target.
r.Expand(3.5f);
bool push_clip_rect = !window->ClipRect.Contains(r);
if (push_clip_rect) window->DrawList->PushClipRectFullScreen();
window->DrawList->AddRect(r.Min, r.Max, GetColorU32(ImGuiCol_DragDropTarget), 0.0f, ~0, 2.0f);
if (push_clip_rect) window->DrawList->PopClipRect();
}
g.DragDropAcceptFrameCount = g.FrameCount;
payload.Delivery = was_accepted_previously && IsMouseReleased(g.DragDropMouseButton);
if (!payload.Delivery && !(flags & ImGuiDragDropFlags_AcceptBeforeDelivery))
return NULL;
return &payload;
}
// We don't really use/need this now, but added it for the sake of consistency and because we might need it later.
void ImGui::EndDragDropTarget()
{
ImGuiContext& g = *GImGui;
IM_ASSERT(g.DragDropActive);
}
//-----------------------------------------------------------------------------
// PLATFORM DEPENDENT HELPERS
//-----------------------------------------------------------------------------