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https://github.com/Drezil/imgui.git
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Added IsItemDeactivatedAfterChange() if the last item was active previously, isn't anymore, and during its active state modified a value. Note that you may still get false positive. (#820, #956, #1875)
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@ -63,7 +63,9 @@ 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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- Added IsItemDeactivated() to query if the last item was active previously and isn't anymore. Useful for Undo/Redo patterns. (#820, #956, #1875)
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- Added IsItemDeactivatedAfterChange() if the last item was active previously, isn't anymore, and during its active state modified a value.
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Note that you may still get false positive (e.g. drag value and while holding return on the same value). (#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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53
imgui.cpp
53
imgui.cpp
@ -2182,6 +2182,7 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
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if (g.ActiveIdIsJustActivated)
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{
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g.ActiveIdTimer = 0.0f;
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g.ActiveIdValueChanged = false;
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if (id != 0)
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{
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g.LastActiveId = id;
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@ -2249,6 +2250,15 @@ void ImGui::KeepAliveID(ImGuiID id)
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g.ActiveIdPreviousFrameIsAlive = true;
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}
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void ImGui::MarkItemValueChanged(ImGuiID id)
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{
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// This marking is solely to be able to provide info for IsItemDeactivatedAfterChange().
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// ActiveId might have been released by the time we call this (as in the typical press/release button behavior) but still need need to fill the data.
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ImGuiContext& g = *GImGui;
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IM_ASSERT(g.ActiveId == id || g.ActiveId == 0);
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g.ActiveIdValueChanged = true;
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}
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static inline bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags)
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{
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// An active popup disable hovering on other windows (apart from its own children)
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@ -3716,6 +3726,7 @@ void ImGui::NewFrame()
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g.LastActiveIdTimer += g.IO.DeltaTime;
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g.ActiveIdPreviousFrame = g.ActiveId;
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g.ActiveIdPreviousFrameWindow = g.ActiveIdWindow;
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g.ActiveIdPreviousFrameValueChanged = g.ActiveIdValueChanged;
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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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@ -4982,6 +4993,12 @@ bool ImGui::IsItemDeactivated()
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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::IsItemDeactivatedAfterChange()
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{
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ImGuiContext& g = *GImGui;
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return IsItemDeactivated() && (g.ActiveIdPreviousFrameValueChanged || (g.ActiveId == 0 && g.ActiveIdValueChanged));
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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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@ -8022,6 +8039,8 @@ bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags
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flags |= ImGuiButtonFlags_Repeat;
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bool hovered, held;
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bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags);
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if (pressed)
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MarkItemValueChanged(id);
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// Render
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const ImU32 col = GetColorU32((hovered && held) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
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@ -9327,6 +9346,8 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* v, co
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// Actual slider behavior + render grab
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ItemSize(total_bb, style.FramePadding.y);
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const bool value_changed = SliderBehavior(frame_bb, id, data_type, v, v_min, v_max, format, power);
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if (value_changed)
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MarkItemValueChanged(id);
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// Display value using user-provided display format so user can add prefix/suffix/decorations to the value.
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char value_buf[64];
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@ -9380,7 +9401,9 @@ bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType d
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}
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// Actual slider behavior + render grab
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bool value_changed = SliderBehavior(frame_bb, id, data_type, v, v_min, v_max, format, power, ImGuiSliderFlags_Vertical);
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const bool value_changed = SliderBehavior(frame_bb, id, data_type, v, v_min, v_max, format, power, ImGuiSliderFlags_Vertical);
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if (value_changed)
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MarkItemValueChanged(id);
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// Display value using user-provided display format so user can add prefix/suffix/decorations to the value.
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// For the vertical slider we allow centered text to overlap the frame padding
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@ -9657,6 +9680,8 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* v, floa
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// Actual drag behavior
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ItemSize(total_bb, style.FramePadding.y);
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const bool value_changed = DragBehavior(id, data_type, v, v_speed, v_min, v_max, format, power);
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if (value_changed)
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MarkItemValueChanged(id);
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// Draw frame
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const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);
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@ -10005,7 +10030,10 @@ bool ImGui::Checkbox(const char* label, bool* v)
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bool hovered, held;
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bool pressed = ButtonBehavior(total_bb, id, &hovered, &held);
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if (pressed)
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{
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*v = !(*v);
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MarkItemValueChanged(id);
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}
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RenderNavHighlight(total_bb, id);
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RenderFrame(check_bb.Min, check_bb.Max, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), true, style.FrameRounding);
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@ -10073,6 +10101,8 @@ bool ImGui::RadioButton(const char* label, bool active)
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bool hovered, held;
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bool pressed = ButtonBehavior(total_bb, id, &hovered, &held);
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if (pressed)
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MarkItemValueChanged(id);
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RenderNavHighlight(total_bb, id);
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window->DrawList->AddCircleFilled(center, radius, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), 16);
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@ -10969,6 +10999,9 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
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if (label_size.x > 0)
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RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
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if (value_changed)
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MarkItemValueChanged(id);
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if ((flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0)
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return enter_pressed;
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else
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@ -11433,6 +11466,8 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
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g.NavDisableHighlight = true;
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SetNavID(id, window->DC.NavLayerCurrent);
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}
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if (pressed)
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MarkItemValueChanged(id);
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// Render
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if (hovered || selected)
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@ -12025,6 +12060,9 @@ bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFl
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if (!(flags & ImGuiColorEditFlags_NoTooltip) && hovered)
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ColorTooltip(desc_id, &col.x, flags & (ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf));
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if (pressed)
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MarkItemValueChanged(id);
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return pressed;
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}
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@ -12319,6 +12357,9 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag
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if (picker_active_window && g.ActiveId != 0 && g.ActiveIdWindow == picker_active_window)
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window->DC.LastItemId = g.ActiveId;
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if (value_changed)
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MarkItemValueChanged(window->DC.LastItemId);
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return value_changed;
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}
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@ -12642,9 +12683,15 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
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}
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EndGroup();
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if (value_changed && memcmp(backup_initial_col, col, components * sizeof(float)) == 0)
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value_changed = false;
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if (value_changed)
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MarkItemValueChanged(window->DC.LastItemId);
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PopID();
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return value_changed && memcmp(backup_initial_col, col, components * sizeof(float));
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return value_changed;
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}
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// Horizontal separating line.
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@ -12752,6 +12799,8 @@ bool ImGui::SplitterBehavior(ImGuiID id, const ImRect& bb, ImGuiAxis axis, float
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*size1 += mouse_delta;
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*size2 -= mouse_delta;
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bb_render.Translate((axis == ImGuiAxis_X) ? ImVec2(mouse_delta, 0.0f) : ImVec2(0.0f, mouse_delta));
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MarkItemValueChanged(id);
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}
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// Render
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3
imgui.h
3
imgui.h
@ -506,7 +506,8 @@ 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(mouse_button) && IsItemHovered()
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IMGUI_API bool IsItemVisible(); // is the last item visible? (items may be out of sight because of clipping/scrolling)
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IMGUI_API bool IsItemDeactivated(); // was the last item just made inactive (item was previously active), useful for Undo/Redo patterns.
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IMGUI_API bool IsItemDeactivated(); // was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that requires continuous editing.
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IMGUI_API bool IsItemDeactivatedAfterChange(); // was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that requires continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item).
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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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@ -1178,18 +1178,21 @@ void ImGui::ShowDemoWindow(bool* p_open)
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// Display the value of IsItemHovered() and other common item state functions. Note that the flags can be combined.
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// (because BulletText is an item itself and that would affect the output of IsItemHovered() we pass all state in a single call to simplify the code).
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static int item_type = 1;
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static bool b = false;
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static float col4f[4] = { 1.0f, 0.5, 0.0f, 1.0f };
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ImGui::RadioButton("Text", &item_type, 0); ImGui::SameLine();
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ImGui::RadioButton("Button", &item_type, 1); ImGui::SameLine();
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ImGui::RadioButton("SliderFloat", &item_type, 2); ImGui::SameLine();
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ImGui::RadioButton("ColorEdit4", &item_type, 3); ImGui::SameLine();
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ImGui::RadioButton("ListBox", &item_type, 4);
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ImGui::RadioButton("CheckBox", &item_type, 2); ImGui::SameLine();
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ImGui::RadioButton("SliderFloat", &item_type, 3); ImGui::SameLine();
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ImGui::RadioButton("ColorEdit4", &item_type, 4); ImGui::SameLine();
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ImGui::RadioButton("ListBox", &item_type, 5);
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bool ret = false;
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if (item_type == 0) { ImGui::Text("ITEM: Text"); } // Testing text items with no identifier/interaction
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if (item_type == 1) { ret = ImGui::Button("ITEM: Button"); } // Testing button
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if (item_type == 2) { ret = ImGui::SliderFloat("ITEM: SliderFloat", &col4f[0], 0.0f, 1.0f); } // Testing basic item
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if (item_type == 3) { ret = ImGui::ColorEdit4("ITEM: ColorEdit4", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged)
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if (item_type == 4) { const char* items[] = { "Apple", "Banana", "Cherry" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", ¤t, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); }
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if (item_type == 2) { ret = ImGui::Checkbox("ITEM: CheckBox", &b); } // Testing checkbox
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if (item_type == 3) { ret = ImGui::SliderFloat("ITEM: SliderFloat", &col4f[0], 0.0f, 1.0f); } // Testing basic item
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if (item_type == 4) { ret = ImGui::ColorEdit4("ITEM: ColorEdit4", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged)
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if (item_type == 5) { const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", ¤t, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); }
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ImGui::BulletText(
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"Return value = %d\n"
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"IsItemFocused() = %d\n"
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@ -1200,6 +1203,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
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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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"IsItemDeactivatedAfterChange() = %d\n"
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"IsItemVisible() = %d\n",
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ret,
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ImGui::IsItemFocused(),
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@ -1210,6 +1214,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
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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::IsItemDeactivatedAfterChange(),
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ImGui::IsItemVisible()
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);
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@ -625,7 +625,9 @@ 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 ActiveIdValueChanged;
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bool ActiveIdPreviousFrameIsAlive;
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bool ActiveIdPreviousFrameValueChanged;
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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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@ -765,7 +767,9 @@ struct ImGuiContext
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ActiveIdIsAlive = false;
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ActiveIdIsJustActivated = false;
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ActiveIdAllowOverlap = false;
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ActiveIdValueChanged = false;
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ActiveIdPreviousFrameIsAlive = false;
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ActiveIdPreviousFrameValueChanged = false;
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ActiveIdAllowNavDirFlags = 0;
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ActiveIdClickOffset = ImVec2(-1,-1);
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ActiveIdWindow = ActiveIdPreviousFrameWindow = NULL;
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@ -1082,6 +1086,7 @@ namespace ImGui
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IMGUI_API ImGuiID GetHoveredID();
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IMGUI_API void SetHoveredID(ImGuiID id);
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IMGUI_API void KeepAliveID(ImGuiID id);
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IMGUI_API void MarkItemValueChanged(ImGuiID id);
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IMGUI_API void ItemSize(const ImVec2& size, float text_offset_y = 0.0f);
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IMGUI_API void ItemSize(const ImRect& bb, float text_offset_y = 0.0f);
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