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https://github.com/Drezil/imgui.git
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Merge branch 'master' into navigation
# Conflicts: # imgui.cpp # imgui_internal.h
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commit
db071184a0
65
imgui.cpp
65
imgui.cpp
@ -2393,18 +2393,17 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg)
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window->DC.LastItemId = id;
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window->DC.LastItemRect = bb;
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window->DC.LastItemStatusFlags = 0;
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// Clipping test
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const bool is_clipped = IsClippedEx(bb, id, false);
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if (is_clipped)
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{
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window->DC.LastItemRectHoveredRect = false;
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return false;
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}
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//if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG]
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// We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them)
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window->DC.LastItemRectHoveredRect = IsMouseHoveringRect(bb.Min, bb.Max);
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if (IsMouseHoveringRect(bb.Min, bb.Max))
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window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HoveredRect;
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return true;
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}
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@ -2419,7 +2418,7 @@ bool ImGui::IsItemHovered(ImGuiHoveredFlags flags)
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return IsItemFocused();
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// Test for bounding box overlap, as updated as ItemAdd()
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if (!window->DC.LastItemRectHoveredRect)
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if (!(window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect))
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return false;
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IM_ASSERT((flags & (ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows)) == 0); // Flags not supported by this function
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@ -6051,8 +6050,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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// After Begin() we fill the last item / hovered data using the title bar data. Make that a standard behavior (to allow usage of context menus on title bar only, etc.).
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window->DC.LastItemId = window->MoveId;
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window->DC.LastItemStatusFlags = IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0;
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window->DC.LastItemRect = title_bar_rect;
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window->DC.LastItemRectHoveredRect = IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false);
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}
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// Inner clipping rectangle
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@ -7898,12 +7897,12 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
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// We vertically grow up to current line height up the typical widget height.
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const float text_base_offset_y = ImMax(padding.y, window->DC.CurrentLineTextBaseOffset); // Latch before ItemSize changes it
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const float frame_height = ImMax(ImMin(window->DC.CurrentLineHeight, g.FontSize + style.FramePadding.y*2), label_size.y + padding.y*2);
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ImRect bb = ImRect(window->DC.CursorPos, ImVec2(window->Pos.x + GetContentRegionMax().x, window->DC.CursorPos.y + frame_height));
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ImRect frame_bb = ImRect(window->DC.CursorPos, ImVec2(window->Pos.x + GetContentRegionMax().x, window->DC.CursorPos.y + frame_height));
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if (display_frame)
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{
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// Framed header expand a little outside the default padding
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bb.Min.x -= (float)(int)(window->WindowPadding.x*0.5f) - 1;
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bb.Max.x += (float)(int)(window->WindowPadding.x*0.5f) - 1;
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frame_bb.Min.x -= (float)(int)(window->WindowPadding.x*0.5f) - 1;
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frame_bb.Max.x += (float)(int)(window->WindowPadding.x*0.5f) - 1;
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}
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const float text_offset_x = (g.FontSize + (display_frame ? padding.x*3 : padding.x*2)); // Collapser arrow width + Spacing
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@ -7912,7 +7911,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
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// For regular tree nodes, we arbitrary allow to click past 2 worth of ItemSpacing
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// (Ideally we'd want to add a flag for the user to specify if we want the hit test to be done up to the right side of the content or not)
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const ImRect interact_bb = display_frame ? bb : ImRect(bb.Min.x, bb.Min.y, bb.Min.x + text_width + style.ItemSpacing.x*2, bb.Max.y);
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const ImRect interact_bb = display_frame ? frame_bb : ImRect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + text_width + style.ItemSpacing.x*2, frame_bb.Max.y);
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bool is_open = TreeNodeBehaviorIsOpen(id, flags);
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// Store a flag for the current depth to tell if we will allow closing this node when navigating one of its child.
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@ -7921,7 +7920,11 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
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if (is_open && !g.NavIdIsAlive && (flags & ImGuiTreeNodeFlags_NavCloseFromChild) && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))
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window->DC.TreeDepthMayCloseOnPop |= (1 << window->DC.TreeDepth);
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if (!ItemAdd(interact_bb, id))
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bool item_add = ItemAdd(interact_bb, id);
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window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HasDisplayRect;
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window->DC.LastItemDisplayRect = frame_bb;
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if (!item_add)
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{
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if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))
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TreePushRawID(id);
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@ -7976,25 +7979,25 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
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// Render
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const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header);
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const ImVec2 text_pos = bb.Min + ImVec2(text_offset_x, text_base_offset_y);
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const ImVec2 text_pos = frame_bb.Min + ImVec2(text_offset_x, text_base_offset_y);
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if (display_frame)
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{
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// Framed type
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RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding);
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RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin);
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RenderTriangle(bb.Min + ImVec2(padding.x, text_base_offset_y), is_open ? ImGuiDir_Down : ImGuiDir_Right, 1.0f);
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RenderFrame(frame_bb.Min, frame_bb.Max, col, true, style.FrameRounding);
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RenderNavHighlight(frame_bb, id, ImGuiNavHighlightFlags_TypeThin);
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RenderTriangle(frame_bb.Min + ImVec2(padding.x, text_base_offset_y), is_open ? ImGuiDir_Down : ImGuiDir_Right, 1.0f);
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if (g.LogEnabled)
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{
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// NB: '##' is normally used to hide text (as a library-wide feature), so we need to specify the text range to make sure the ## aren't stripped out here.
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const char log_prefix[] = "\n##";
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const char log_suffix[] = "##";
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LogRenderedText(&text_pos, log_prefix, log_prefix+3);
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RenderTextClipped(text_pos, bb.Max, label, label_end, &label_size);
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RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size);
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LogRenderedText(&text_pos, log_suffix+1, log_suffix+3);
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}
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else
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{
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RenderTextClipped(text_pos, bb.Max, label, label_end, &label_size);
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RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size);
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}
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}
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else
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@ -8002,13 +8005,14 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
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// Unframed typed for tree nodes
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if (hovered || (flags & ImGuiTreeNodeFlags_Selected))
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{
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RenderFrame(bb.Min, bb.Max, col, false);
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RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin);
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RenderFrame(frame_bb.Min, frame_bb.Max, col, false);
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RenderNavHighlight(frame_bb, id, ImGuiNavHighlightFlags_TypeThin);
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}
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if (flags & ImGuiTreeNodeFlags_Bullet)
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RenderBullet(bb.Min + ImVec2(text_offset_x * 0.5f, g.FontSize*0.50f + text_base_offset_y));
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RenderBullet(frame_bb.Min + ImVec2(text_offset_x * 0.5f, g.FontSize*0.50f + text_base_offset_y));
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else if (!(flags & ImGuiTreeNodeFlags_Leaf))
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RenderTriangle(bb.Min + ImVec2(padding.x, g.FontSize*0.15f + text_base_offset_y), is_open ? ImGuiDir_Down : ImGuiDir_Right, 0.70f);
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RenderTriangle(frame_bb.Min + ImVec2(padding.x, g.FontSize*0.15f + text_base_offset_y), is_open ? ImGuiDir_Down : ImGuiDir_Right, 0.70f);
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if (g.LogEnabled)
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LogRenderedText(&text_pos, ">");
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RenderText(text_pos, label, label_end, false);
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@ -10792,7 +10796,7 @@ bool ImGui::ListBoxHeader(const char* label, const ImVec2& size_arg)
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ImVec2 frame_size = ImVec2(size.x, ImMax(size.y, label_size.y));
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ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size);
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ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
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window->DC.LastItemRect = bb;
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window->DC.LastItemRect = bb; // Forward storage for ListBoxFooter.. dodgy.
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BeginGroup();
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if (label_size.x > 0)
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@ -11600,7 +11604,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag
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EndGroup();
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// Drag and Drop Target
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if (window->DC.LastItemRectHoveredRect && BeginDragDropTarget()) // NB: The LastItemRectHoveredRect test is merely an optional micro-optimization
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if ((window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect) && BeginDragDropTarget()) // NB: The flag test is merely an optional micro-optimization, BeginDragDropTarget() does the same test.
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{
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if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F))
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{
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@ -12021,9 +12025,9 @@ bool ImGui::SplitterBehavior(ImGuiID id, const ImRect& bb, ImGuiAxis axis, float
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const ImGuiItemFlags item_flags_backup = window->DC.ItemFlags;
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window->DC.ItemFlags |= ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus;
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bool add = ItemAdd(bb, id);
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bool item_add = ItemAdd(bb, id);
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window->DC.ItemFlags = item_flags_backup;
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if (!add)
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if (!item_add)
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return false;
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bool hovered, held;
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@ -12666,7 +12670,7 @@ bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags, int mouse_button)
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// We build a throwaway ID based on current ID stack + relative AABB of items in window.
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// THE IDENTIFIER WON'T SURVIVE ANY REPOSITIONING OF THE WIDGET, so if your widget moves your dragging operation will be canceled.
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// We don't need to maintain/call ClearActiveID() as releasing the button will early out this function and trigger !ActiveIdIsAlive.
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bool is_hovered = window->DC.LastItemRectHoveredRect;
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bool is_hovered = (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect) != 0;
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if (!is_hovered && (g.ActiveId == 0 || g.ActiveIdWindow != window))
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return false;
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source_id = window->DC.LastItemId = window->GetIDFromRectangle(window->DC.LastItemRect);
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@ -12717,7 +12721,7 @@ bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags, int mouse_button)
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}
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if (!(flags & ImGuiDragDropFlags_SourceNoDisableHover) && !(flags & ImGuiDragDropFlags_SourceExtern))
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window->DC.LastItemRectHoveredRect = false;
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window->DC.LastItemStatusFlags &= ~ImGuiItemStatusFlags_HoveredRect;
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return true;
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}
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@ -12814,18 +12818,19 @@ bool ImGui::BeginDragDropTarget()
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return false;
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ImGuiWindow* window = g.CurrentWindow;
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if (!window->DC.LastItemRectHoveredRect)
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if (!(window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect))
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return false;
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if (g.HoveredWindow == NULL || window->RootWindow != g.HoveredWindow->RootWindow)
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return false;
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const ImRect& display_rect = (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? window->DC.LastItemDisplayRect : window->DC.LastItemRect;
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ImGuiID id = window->DC.LastItemId;
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if (id == 0)
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id = window->GetIDFromRectangle(window->DC.LastItemRect);
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id = window->GetIDFromRectangle(display_rect);
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if (g.DragDropPayload.SourceId == id)
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return false;
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g.DragDropTargetRect = window->DC.LastItemRect;
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g.DragDropTargetRect = display_rect;
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g.DragDropTargetId = id;
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return true;
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}
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@ -46,6 +46,7 @@ struct ImGuiWindowSettings;
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typedef int ImGuiLayoutType; // enum: horizontal or vertical // enum ImGuiLayoutType_
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typedef int ImGuiButtonFlags; // flags: for ButtonEx(), ButtonBehavior() // enum ImGuiButtonFlags_
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typedef int ImGuiItemFlags; // flags: for PushItemFlag() // enum ImGuiItemFlags_
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typedef int ImGuiItemStatusFlags; // flags: storage for DC.LastItemXXX // enum ImGuiItemStatusFlags_
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typedef int ImGuiNavHighlightFlags; // flags: for RenderNavHighlight() // enum ImGuiNavHighlightFlags_
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typedef int ImGuiNavDirSourceFlags; // flags: for GetNavInputAmount2d() // enum ImGuiNavDirSourceFlags_
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typedef int ImGuiSeparatorFlags; // flags: for Separator() - internal // enum ImGuiSeparatorFlags_
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@ -220,6 +221,13 @@ enum ImGuiSeparatorFlags_
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ImGuiSeparatorFlags_Vertical = 1 << 1
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};
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// Storage for LastItem data
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enum ImGuiItemStatusFlags_
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{
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ImGuiItemStatusFlags_HoveredRect = 1 << 0,
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ImGuiItemStatusFlags_HasDisplayRect = 1 << 1
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};
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// FIXME: this is in development, not exposed/functional as a generic feature yet.
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enum ImGuiLayoutType_
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{
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@ -795,6 +803,7 @@ struct ImGuiContext
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};
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// Transient per-window flags, reset at the beginning of the frame. For child window, inherited from parent on first Begin().
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// This is going to be exposed in imgui.h when stabilized enough.
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enum ImGuiItemFlags_
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{
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ImGuiItemFlags_AllowKeyboardFocus = 1 << 0, // true
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@ -822,8 +831,9 @@ struct IMGUI_API ImGuiDrawContext
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int TreeDepth;
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ImU32 TreeDepthMayCloseOnPop; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31
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ImGuiID LastItemId;
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ImRect LastItemRect;
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bool LastItemRectHoveredRect;
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ImGuiItemStatusFlags LastItemStatusFlags;
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ImRect LastItemRect; // Interaction rect
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ImRect LastItemDisplayRect; // End-user display rect (only valid if LastItemStatusFlags & ImGuiItemStatusFlags_HasDisplayRect)
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bool NavHideHighlightOneFrame;
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bool NavHasScroll; // Set when scrolling can be used (ScrollMax > 0.0f)
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int NavLayerCurrent; // Current layer, 0..31 (we currently only use 0..1)
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@ -861,8 +871,8 @@ struct IMGUI_API ImGuiDrawContext
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TreeDepth = 0;
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TreeDepthMayCloseOnPop = 0x00;
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LastItemId = 0;
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LastItemRect = ImRect();
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LastItemRectHoveredRect = false;
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LastItemStatusFlags = 0;
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LastItemRect = LastItemDisplayRect = ImRect();
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NavHideHighlightOneFrame = false;
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NavHasScroll = false;
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NavLayerActiveMask = NavLayerActiveMaskNext = 0x00;
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@ -982,13 +992,14 @@ public:
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// Backup and restore just enough data to be able to use IsItemHovered() on item A after another B in the same window has overwritten the data.
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struct ImGuiItemHoveredDataBackup
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{
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ImGuiID LastItemId;
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ImRect LastItemRect;
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bool LastItemRectHoveredRect;
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ImGuiID LastItemId;
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ImGuiItemStatusFlags LastItemStatusFlags;
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ImRect LastItemRect;
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ImRect LastItemDisplayRect;
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ImGuiItemHoveredDataBackup() { Backup(); }
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void Backup() { ImGuiWindow* window = GImGui->CurrentWindow; LastItemId = window->DC.LastItemId; LastItemRect = window->DC.LastItemRect; LastItemRectHoveredRect = window->DC.LastItemRectHoveredRect; }
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void Restore() const { ImGuiWindow* window = GImGui->CurrentWindow; window->DC.LastItemId = LastItemId; window->DC.LastItemRect = LastItemRect; window->DC.LastItemRectHoveredRect = LastItemRectHoveredRect; }
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void Backup() { ImGuiWindow* window = GImGui->CurrentWindow; LastItemId = window->DC.LastItemId; LastItemStatusFlags = window->DC.LastItemStatusFlags; LastItemRect = window->DC.LastItemRect; LastItemDisplayRect = window->DC.LastItemDisplayRect; }
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void Restore() const { ImGuiWindow* window = GImGui->CurrentWindow; window->DC.LastItemId = LastItemId; window->DC.LastItemStatusFlags = LastItemStatusFlags; window->DC.LastItemRect = LastItemRect; window->DC.LastItemDisplayRect = LastItemDisplayRect; }
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};
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//-----------------------------------------------------------------------------
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