Drag and Drop: Added internal BeginDragDropTargetCustom() convenient to avoid submitting dummy ItemAdd. (#143)
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4b94738c7e
commit
7908cce25f
39
imgui.cpp
39
imgui.cpp
@ -10776,6 +10776,27 @@ bool ImGui::SetDragDropPayload(const char* type, const void* data, size_t data_s
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return (g.DragDropAcceptFrameCount == g.FrameCount) || (g.DragDropAcceptFrameCount == g.FrameCount - 1);
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}
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bool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id)
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{
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ImGuiContext& g = *GImGui;
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if (!g.DragDropActive)
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return false;
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ImGuiWindow* window = g.CurrentWindow;
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if (g.HoveredWindow == NULL || window->RootWindow != g.HoveredWindow->RootWindow)
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return false;
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if (!IsMouseHoveringRect(bb.Min, bb.Max) || (id && id == g.DragDropPayload.SourceId))
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return false;
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g.DragDropTargetRect = bb;
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g.DragDropTargetId = id;
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return true;
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}
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// We don't use BeginDragDropTargetCustom() and duplicate its code because:
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// 1) LastItemRectHoveredRect which handles items that pushes a temporarily clip rectangle in their code. Calling BeginDragDropTargetCustom(LastItemRect) would not handle it.
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// 2) and it's faster. as this code may be very frequently called, we want to early out as fast as we can.
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// Also note how the HoveredWindow test is positioned differently in both functions (in both functions we optimize for the cheapest early out case)
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bool ImGui::BeginDragDropTarget()
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{
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ImGuiContext& g = *GImGui;
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@ -10785,9 +10806,11 @@ bool ImGui::BeginDragDropTarget()
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ImGuiWindow* window = g.CurrentWindow;
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if (!window->DC.LastItemRectHoveredRect || (window->DC.LastItemId && window->DC.LastItemId == g.DragDropPayload.SourceId))
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return false;
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if (window->RootWindow != g.HoveredWindow->RootWindow)
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if (g.HoveredWindow == NULL || window->RootWindow != g.HoveredWindow->RootWindow)
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return false;
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g.DragDropTargetRect = window->DC.LastItemRect;
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g.DragDropTargetId = window->DC.LastItemId;
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return true;
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}
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@ -10797,25 +10820,22 @@ const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDrop
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ImGuiWindow* window = g.CurrentWindow;
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ImGuiPayload& payload = g.DragDropPayload;
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IM_ASSERT(g.DragDropActive); // Not called between BeginDragDropTarget() and EndDragDropTarget() ?
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IM_ASSERT(window->DC.LastItemRectHoveredRect); // Not called between BeginDragDropTarget() and EndDragDropTarget() ?
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IM_ASSERT(payload.DataFrameCount != -1); // Forgot to call EndDragDropTarget() ?
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if (type != NULL && !payload.IsDataType(type))
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return NULL;
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// NB: We currently accept NULL id as target. However, overlapping targets requires a unique ID to function!
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const bool was_accepted_previously = (g.DragDropAcceptIdPrev == window->DC.LastItemId);
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g.DragDropAcceptIdCurr = window->DC.LastItemId;
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// Accept smallest drag target bounding box, this allows us to nest drag targets conveniently without ordering constraints.
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ImRect r = window->DC.LastItemRect;
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// NB: We currently accept NULL id as target. However, overlapping targets requires a unique ID to function!
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const bool was_accepted_previously = (g.DragDropAcceptIdPrev == g.DragDropTargetId);
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ImRect r = g.DragDropTargetRect;
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float r_surface = r.GetWidth() * r.GetHeight();
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if (r_surface < g.DragDropAcceptIdCurrRectSurface)
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{
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g.DragDropAcceptIdCurr = window->DC.LastItemId;
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g.DragDropAcceptIdCurr = g.DragDropTargetId;
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g.DragDropAcceptIdCurrRectSurface = r_surface;
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}
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// Render drop visuals
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// Render default drop visuals
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if (!(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect) && was_accepted_previously)
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{
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// FIXME-DRAG FIXME-STYLE: Settle on a proper default visuals for drop target, w/ ImGuiCol enum value probably.
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@ -10826,6 +10846,7 @@ const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDrop
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window->DrawList->AddRect(r.Min + ImVec2(1.5f,1.5f), r.Max - ImVec2(1.5f,1.5f), IM_COL32(255, 255, 0, 255), 0.0f, ~0, 2.0f);
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if (push_clip_rect) window->DrawList->PopClipRect();
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}
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g.DragDropAcceptFrameCount = g.FrameCount;
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payload.Delivery = was_accepted_previously && IsMouseReleased(g.DragDropMouseButton);
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if (!payload.Delivery && !(flags & ImGuiDragDropFlags_AcceptBeforeDelivery))
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@ -480,6 +480,8 @@ struct ImGuiContext
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ImGuiDragDropFlags DragDropSourceFlags;
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int DragDropMouseButton;
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ImGuiPayload DragDropPayload;
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ImRect DragDropTargetRect;
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ImGuiID DragDropTargetId;
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float DragDropAcceptIdCurrRectSurface;
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ImGuiID DragDropAcceptIdCurr; // Target item id (set at the time of accepting the payload)
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ImGuiID DragDropAcceptIdPrev; // Target item id from previous frame (we need to store this to allow for overlapping drag and drop targets)
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@ -567,6 +569,7 @@ struct ImGuiContext
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DragDropActive = false;
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DragDropSourceFlags = 0;
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DragDropMouseButton = -1;
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DragDropTargetId = 0;
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DragDropAcceptIdPrev = DragDropAcceptIdCurr = 0;
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DragDropAcceptFrameCount = -1;
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memset(DragDropPayloadBufLocal, 0, sizeof(DragDropPayloadBufLocal));
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@ -835,6 +838,8 @@ namespace ImGui
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IMGUI_API void Scrollbar(ImGuiLayoutType direction);
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IMGUI_API void VerticalSeparator(); // Vertical separator, for menu bars (use current line height). not exposed because it is misleading what it doesn't have an effect on regular layout.
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IMGUI_API bool BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id);
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// FIXME-WIP: New Columns API
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IMGUI_API void BeginColumns(const char* id, int count, ImGuiColumnsFlags flags = 0); // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns().
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IMGUI_API void EndColumns(); // close columns
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