TreeNode: rename/rework ImGuiNavTreeNodeData system to be usable by more features. (#2920, #1131, #7553)
Reworked to it is easier during TreeNode code to request extra data to be stored.
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2d0baaabe6
@ -3795,7 +3795,7 @@ void ImGui::Shutdown()
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g.FontStack.clear();
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g.OpenPopupStack.clear();
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g.BeginPopupStack.clear();
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g.NavTreeNodeStack.clear();
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g.TreeNodeStack.clear();
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g.Viewports.clear_delete();
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@ -7131,7 +7131,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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window->DC.MenuBarAppending = false;
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window->DC.MenuColumns.Update(style.ItemSpacing.x, window_just_activated_by_user);
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window->DC.TreeDepth = 0;
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window->DC.TreeJumpToParentOnPopMask = 0x00;
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window->DC.TreeHasStackDataDepthMask = 0x00;
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window->DC.ChildWindows.resize(0);
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window->DC.StateStorage = &window->StateStorage;
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window->DC.CurrentColumns = NULL;
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@ -12039,7 +12039,7 @@ void ImGui::NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result)
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}
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// Called by TreePop() to implement ImGuiTreeNodeFlags_NavLeftJumpsBackHere
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void ImGui::NavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result, ImGuiNavTreeNodeData* tree_node_data)
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void ImGui::NavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result, ImGuiTreeNodeStackData* tree_node_data)
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{
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ImGuiContext& g = *GImGui;
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g.NavMoveScoringItems = false;
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@ -953,6 +953,7 @@ static void ShowDemoWindowWidgets()
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ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAllColumns", &base_flags, ImGuiTreeNodeFlags_SpanAllColumns); ImGui::SameLine(); HelpMarker("For use in Tables only.");
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ImGui::CheckboxFlags("ImGuiTreeNodeFlags_AllowOverlap", &base_flags, ImGuiTreeNodeFlags_AllowOverlap);
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ImGui::CheckboxFlags("ImGuiTreeNodeFlags_Framed", &base_flags, ImGuiTreeNodeFlags_Framed); ImGui::SameLine(); HelpMarker("Draw frame with background (e.g. for CollapsingHeader)");
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ImGui::CheckboxFlags("ImGuiTreeNodeFlags_NavLeftJumpsBackHere", &base_flags, ImGuiTreeNodeFlags_NavLeftJumpsBackHere);
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ImGui::Checkbox("Align label with current X position", &align_label_with_current_x_position);
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ImGui::Checkbox("Test tree node as drag source", &test_drag_and_drop);
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ImGui::Text("Hello!");
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@ -985,7 +986,7 @@ static void ShowDemoWindowWidgets()
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ImGui::Text("This is a drag and drop source");
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ImGui::EndDragDropSource();
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}
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if (i == 2)
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if (i == 2 && (base_flags & ImGuiTreeNodeFlags_SpanTextWidth))
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{
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// Item 2 has an additional inline button to help demonstrate SpanTextWidth.
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ImGui::SameLine();
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@ -994,6 +995,8 @@ static void ShowDemoWindowWidgets()
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if (node_open)
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{
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ImGui::BulletText("Blah blah\nBlah Blah");
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ImGui::SameLine();
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ImGui::SmallButton("Button");
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ImGui::TreePop();
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}
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}
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@ -135,7 +135,6 @@ struct ImGuiLastItemData; // Status storage for last submitted items
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struct ImGuiLocEntry; // A localization entry.
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struct ImGuiMenuColumns; // Simple column measurement, currently used for MenuItem() only
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struct ImGuiNavItemData; // Result of a gamepad/keyboard directional navigation move query result
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struct ImGuiNavTreeNodeData; // Temporary storage for last TreeNode() being a Left arrow landing candidate.
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struct ImGuiMetricsConfig; // Storage for ShowMetricsWindow() and DebugNodeXXX() functions
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struct ImGuiNextWindowData; // Storage for SetNextWindow** functions
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struct ImGuiNextItemData; // Storage for SetNextItem** functions
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@ -154,6 +153,7 @@ struct ImGuiTableInstanceData; // Storage for one instance of a same table
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struct ImGuiTableTempData; // Temporary storage for one table (one per table in the stack), shared between tables.
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struct ImGuiTableSettings; // Storage for a table .ini settings
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struct ImGuiTableColumnsSettings; // Storage for a column .ini settings
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struct ImGuiTreeNodeStackData; // Temporary storage for TreeNode().
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struct ImGuiTypingSelectState; // Storage for GetTypingSelectRequest()
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struct ImGuiTypingSelectRequest; // Storage for GetTypingSelectRequest() (aimed to be public)
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struct ImGuiWindow; // Storage for one window
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@ -1251,14 +1251,16 @@ struct ImGuiLastItemData
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ImGuiLastItemData() { memset(this, 0, sizeof(*this)); }
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};
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// Store data emitted by TreeNode() for usage by TreePop() to implement ImGuiTreeNodeFlags_NavLeftJumpsBackHere.
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// This is the minimum amount of data that we need to perform the equivalent of NavApplyItemToResult() and which we can't infer in TreePop()
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// Store data emitted by TreeNode() for usage by TreePop()
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// - To implement ImGuiTreeNodeFlags_NavLeftJumpsBackHere: store the minimum amount of data
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// which we can't infer in TreePop(), to perform the equivalent of NavApplyItemToResult().
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// Only stored when the node is a potential candidate for landing on a Left arrow jump.
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struct ImGuiNavTreeNodeData
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struct ImGuiTreeNodeStackData
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{
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ImGuiID ID;
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ImGuiItemFlags InFlags;
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ImRect NavRect;
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ImGuiTreeNodeFlags TreeFlags;
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ImGuiItemFlags InFlags; // Used for nav landing
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ImRect NavRect; // Used for nav landing
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};
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struct IMGUI_API ImGuiStackSizes
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@ -2038,7 +2040,7 @@ struct ImGuiContext
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ImVector<ImGuiGroupData> GroupStack; // Stack for BeginGroup()/EndGroup() - not inherited by Begin()
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ImVector<ImGuiPopupData> OpenPopupStack; // Which popups are open (persistent)
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ImVector<ImGuiPopupData> BeginPopupStack; // Which level of BeginPopup() we are in (reset every frame)
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ImVector<ImGuiNavTreeNodeData> NavTreeNodeStack; // Stack for TreeNode() when a NavLeft requested is emitted.
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ImVector<ImGuiTreeNodeStackData>TreeNodeStack; // Stack for TreeNode()
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// Viewports
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ImVector<ImGuiViewportP*> Viewports; // Active viewports (Size==1 in 'master' branch). Each viewports hold their copy of ImDrawData.
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@ -2503,7 +2505,7 @@ struct IMGUI_API ImGuiWindowTempData
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ImVec2 MenuBarOffset; // MenuBarOffset.x is sort of equivalent of a per-layer CursorPos.x, saved/restored as we switch to the menu bar. The only situation when MenuBarOffset.y is > 0 if when (SafeAreaPadding.y > FramePadding.y), often used on TVs.
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ImGuiMenuColumns MenuColumns; // Simplified columns storage for menu items measurement
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int TreeDepth; // Current tree depth.
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ImU32 TreeJumpToParentOnPopMask; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31.. Could be turned into a ImU64 if necessary.
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ImU32 TreeHasStackDataDepthMask; // Store whether given depth has ImGuiTreeNodeStackData data. Could be turned into a ImU64 if necessary.
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ImVector<ImGuiWindow*> ChildWindows;
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ImGuiStorage* StateStorage; // Current persistent per-window storage (store e.g. tree node open/close state)
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ImGuiOldColumns* CurrentColumns; // Current columns set
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@ -3201,7 +3203,7 @@ namespace ImGui
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IMGUI_API void NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags);
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IMGUI_API void NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags);
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IMGUI_API void NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result);
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IMGUI_API void NavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result, ImGuiNavTreeNodeData* tree_node_data);
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IMGUI_API void NavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result, ImGuiTreeNodeStackData* tree_node_data);
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IMGUI_API void NavMoveRequestCancel();
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IMGUI_API void NavMoveRequestApplyResult();
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IMGUI_API void NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags);
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@ -6310,6 +6310,21 @@ bool ImGui::TreeNodeUpdateNextOpen(ImGuiID id, ImGuiTreeNodeFlags flags)
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return is_open;
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}
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// Store ImGuiTreeNodeStackData for just submitted node.
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static void TreeNodeStoreStackData(ImGuiTreeNodeFlags flags)
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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g.TreeNodeStack.resize(g.TreeNodeStack.Size + 1);
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ImGuiTreeNodeStackData* tree_node_data = &g.TreeNodeStack.back();
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tree_node_data->ID = g.LastItemData.ID;
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tree_node_data->TreeFlags = flags;
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tree_node_data->InFlags = g.LastItemData.InFlags;
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tree_node_data->NavRect = g.LastItemData.NavRect;
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window->DC.TreeHasStackDataDepthMask |= (1 << window->DC.TreeDepth);
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}
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bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end)
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{
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ImGuiWindow* window = GetCurrentWindow();
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@ -6379,20 +6394,19 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
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// For this purpose we essentially compare if g.NavIdIsAlive went from 0 to 1 between TreeNode() and TreePop().
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// It will become tempting to enable ImGuiTreeNodeFlags_NavLeftJumpsBackHere by default or move it to ImGuiStyle.
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// Currently only supports 32 level deep and we are fine with (1 << Depth) overflowing into a zero, easy to increase.
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if (is_open && !g.NavIdIsAlive && (flags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere) && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))
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if (g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet())
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bool store_tree_node_stack_data = false;
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if (!(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))
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{
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g.NavTreeNodeStack.resize(g.NavTreeNodeStack.Size + 1);
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ImGuiNavTreeNodeData* nav_tree_node_data = &g.NavTreeNodeStack.back();
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nav_tree_node_data->ID = id;
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nav_tree_node_data->InFlags = g.LastItemData.InFlags;
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nav_tree_node_data->NavRect = g.LastItemData.NavRect;
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window->DC.TreeJumpToParentOnPopMask |= (1 << window->DC.TreeDepth);
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if ((flags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere) && is_open && !g.NavIdIsAlive)
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if (g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet())
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store_tree_node_stack_data = true;
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}
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const bool is_leaf = (flags & ImGuiTreeNodeFlags_Leaf) != 0;
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if (!item_add)
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{
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if (store_tree_node_stack_data && is_open)
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TreeNodeStoreStackData(flags); // Call before TreePushOverrideID()
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if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))
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TreePushOverrideID(id);
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IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0));
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@ -6533,8 +6547,11 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
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else
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RenderText(text_pos, label, label_end, false);
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if (store_tree_node_stack_data && is_open)
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TreeNodeStoreStackData(flags); // Call before TreePushOverrideID()
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if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))
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TreePushOverrideID(id);
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IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0));
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return is_open;
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}
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@ -6573,16 +6590,19 @@ void ImGui::TreePop()
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window->DC.TreeDepth--;
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ImU32 tree_depth_mask = (1 << window->DC.TreeDepth);
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// Handle Left arrow to move to parent tree node (when ImGuiTreeNodeFlags_NavLeftJumpsBackHere is enabled)
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if (window->DC.TreeJumpToParentOnPopMask & tree_depth_mask) // Only set during request
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if (window->DC.TreeHasStackDataDepthMask & tree_depth_mask) // Only set during request
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{
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ImGuiNavTreeNodeData* nav_tree_node_data = &g.NavTreeNodeStack.back();
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IM_ASSERT(nav_tree_node_data->ID == window->IDStack.back());
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ImGuiTreeNodeStackData* data = &g.TreeNodeStack.back();
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IM_ASSERT(data->ID == window->IDStack.back());
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if (data->TreeFlags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere)
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{
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// Handle Left arrow to move to parent tree node (when ImGuiTreeNodeFlags_NavLeftJumpsBackHere is enabled)
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if (g.NavIdIsAlive && g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet())
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NavMoveRequestResolveWithPastTreeNode(&g.NavMoveResultLocal, nav_tree_node_data);
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g.NavTreeNodeStack.pop_back();
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NavMoveRequestResolveWithPastTreeNode(&g.NavMoveResultLocal, data);
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}
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g.TreeNodeStack.pop_back();
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window->DC.TreeHasStackDataDepthMask &= ~tree_depth_mask;
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}
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window->DC.TreeJumpToParentOnPopMask &= tree_depth_mask - 1;
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IM_ASSERT(window->IDStack.Size > 1); // There should always be 1 element in the IDStack (pushed during window creation). If this triggers you called TreePop/PopID too much.
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PopID();
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