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Internals: Merge minor things from range_select branch. Added ImGuiButtonFlags_NoHoveredOnNav. Added IsItemToggledSelected() - unused here. Renaming.
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@ -4352,6 +4352,12 @@ bool ImGui::IsItemClicked(int mouse_button)
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return IsMouseClicked(mouse_button) && IsItemHovered(ImGuiHoveredFlags_None);
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}
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bool ImGui::IsItemToggledSelection()
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{
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ImGuiContext& g = *GImGui;
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return (g.CurrentWindow->DC.LastItemStatusFlags & ImGuiItemStatusFlags_ToggledSelection) ? true : false;
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}
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bool ImGui::IsAnyItemHovered()
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{
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ImGuiContext& g = *GImGui;
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@ -7988,7 +7994,7 @@ static void ImGui::NavUpdateMoveResult()
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{
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// Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags_AllowCurrentNavId)
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g.NavJustMovedToId = result->ID;
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g.NavJustMovedToSelectScopeId = result->SelectScopeId;
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g.NavJustMovedToMultiSelectScopeId = result->SelectScopeId;
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}
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SetNavIDWithRectRel(result->ID, g.NavLayer, result->RectRel);
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g.NavMoveFromClampedRefRect = false;
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@ -312,7 +312,8 @@ enum ImGuiButtonFlags_
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ImGuiButtonFlags_NoKeyModifiers = 1 << 10, // disable interaction if a key modifier is held
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ImGuiButtonFlags_NoHoldingActiveID = 1 << 11, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only)
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ImGuiButtonFlags_PressedOnDragDropHold = 1 << 12, // press when held into while we are drag and dropping another item (used by e.g. tree nodes, collapsing headers)
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ImGuiButtonFlags_NoNavFocus = 1 << 13 // don't override navigation focus when activated
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ImGuiButtonFlags_NoNavFocus = 1 << 13, // don't override navigation focus when activated
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ImGuiButtonFlags_NoHoveredOnNav = 1 << 14 // don't report as hovered when navigated on
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};
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enum ImGuiSliderFlags_
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@ -374,7 +375,8 @@ enum ImGuiItemStatusFlags_
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ImGuiItemStatusFlags_None = 0,
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ImGuiItemStatusFlags_HoveredRect = 1 << 0,
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ImGuiItemStatusFlags_HasDisplayRect = 1 << 1,
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ImGuiItemStatusFlags_Edited = 1 << 2 // Value exposed by item was edited in the current frame (should match the bool return value of most widgets)
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ImGuiItemStatusFlags_Edited = 1 << 2, // Value exposed by item was edited in the current frame (should match the bool return value of most widgets)
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ImGuiItemStatusFlags_ToggledSelection = 1 << 3 // Set when Selectable(), TreeNode() reports toggling a selection. We can't report "Selected" because reporting the change allows us to handle clipping with less issues.
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#ifdef IMGUI_ENABLE_TEST_ENGINE
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, // [imgui-test only]
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@ -861,7 +863,7 @@ struct ImGuiContext
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ImGuiID NavInputId; // ~~ IsNavInputPressed(ImGuiNavInput_Input) ? NavId : 0
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ImGuiID NavJustTabbedId; // Just tabbed to this id.
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ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest).
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ImGuiID NavJustMovedToSelectScopeId; // Just navigated to this select scope id (result of a successfully MoveRequest).
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ImGuiID NavJustMovedToMultiSelectScopeId; // Just navigated to this select scope id (result of a successfully MoveRequest).
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ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame.
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ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS WILL ONLY BE None or NavGamepad or NavKeyboard.
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ImRect NavScoringRectScreen; // Rectangle used for scoring, in screen space. Based of window->DC.NavRefRectRel[], modified for directional navigation scoring.
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@ -1025,7 +1027,7 @@ struct ImGuiContext
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NavWindow = NULL;
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NavId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavInputId = 0;
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NavJustTabbedId = NavJustMovedToId = NavJustMovedToSelectScopeId = NavNextActivateId = 0;
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NavJustTabbedId = NavJustMovedToId = NavJustMovedToMultiSelectScopeId = NavNextActivateId = 0;
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NavInputSource = ImGuiInputSource_None;
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NavScoringRectScreen = ImRect();
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NavScoringCount = 0;
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@ -1441,6 +1443,7 @@ namespace ImGui
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IMGUI_API void PushMultiItemsWidths(int components, float width_full = 0.0f);
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IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled);
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IMGUI_API void PopItemFlag();
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IMGUI_API bool IsItemToggledSelection(); // was the last item selection toggled? (after Selectable(), TreeNode() etc. We only returns toggle _event_ in order to handle clipping correctly)
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// Logging/Capture
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IMGUI_API void LogBegin(ImGuiLogType type, int auto_open_depth); // -> BeginCapture() when we design v2 api, for now stay under the radar by using the old name.
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@ -494,7 +494,8 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
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// Gamepad/Keyboard navigation
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// We report navigated item as hovered but we don't set g.HoveredId to not interfere with mouse.
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if (g.NavId == id && !g.NavDisableHighlight && g.NavDisableMouseHover && (g.ActiveId == 0 || g.ActiveId == id || g.ActiveId == window->MoveId))
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hovered = true;
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if (!(flags & ImGuiButtonFlags_NoHoveredOnNav))
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hovered = true;
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if (g.NavActivateDownId == id)
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{
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@ -5049,6 +5050,8 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
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button_flags |= ImGuiButtonFlags_PressedOnDragDropHold;
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bool selected = (flags & ImGuiTreeNodeFlags_Selected) != 0;
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const bool was_selected = selected;
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bool hovered, held;
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bool pressed = ButtonBehavior(interact_bb, id, &hovered, &held, button_flags);
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bool toggled = false;
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@ -5085,6 +5088,10 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
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if (flags & ImGuiTreeNodeFlags_AllowItemOverlap)
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SetItemAllowOverlap();
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// In this branch, TreeNodeBehavior() cannot toggle the selection so this will never trigger.
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if (selected != was_selected)
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window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_ToggledSelection;
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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 = frame_bb.Min + ImVec2(text_offset_x, text_base_offset_y);
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@ -5272,15 +5279,15 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
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if (size_arg.x == 0.0f || (flags & ImGuiSelectableFlags_DrawFillAvailWidth))
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bb.Max.x += window_padding.x;
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// Selectables are tightly packed together, we extend the box to cover spacing between selectable.
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float spacing_L = (float)(int)(style.ItemSpacing.x * 0.5f);
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float spacing_U = (float)(int)(style.ItemSpacing.y * 0.5f);
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float spacing_R = style.ItemSpacing.x - spacing_L;
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float spacing_D = style.ItemSpacing.y - spacing_U;
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// Selectables are tightly packed together so we extend the box to cover spacing between selectable.
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const float spacing_x = style.ItemSpacing.x;
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const float spacing_y = style.ItemSpacing.y;
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const float spacing_L = (float)(int)(spacing_x * 0.50f);
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const float spacing_U = (float)(int)(spacing_y * 0.50f);
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bb.Min.x -= spacing_L;
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bb.Min.y -= spacing_U;
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bb.Max.x += spacing_R;
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bb.Max.y += spacing_D;
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bb.Max.x += (spacing_x - spacing_L);
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bb.Max.y += (spacing_y - spacing_U);
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bool item_add;
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if (flags & ImGuiSelectableFlags_Disabled)
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@ -5313,6 +5320,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
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if (flags & ImGuiSelectableFlags_Disabled)
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selected = false;
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const bool was_selected = selected;
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bool hovered, held;
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bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags);
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// Hovering selectable with mouse updates NavId accordingly so navigation can be resumed with gamepad/keyboard (this doesn't happen on most widgets)
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@ -5328,6 +5336,10 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
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if (flags & ImGuiSelectableFlags_AllowItemOverlap)
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SetItemAllowOverlap();
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// In this branch, Selectable() cannot toggle the selection so this will never trigger.
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if (selected != was_selected)
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window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_ToggledSelection;
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// Render
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if (hovered || selected)
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{
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