Drag and Drop: Fixed drop target highlight on items temporarily pushing a widened clip rect. (#7049, #4281, #3272)

This commit is contained in:
ocornut 2023-11-22 19:30:08 +01:00
parent 65a10410e3
commit bce4db00bc
4 changed files with 35 additions and 14 deletions

View File

@ -44,6 +44,9 @@ Breaking changes:
Other changes:
- Drag and Drop: Fixed drop target highlight on items temporarily pushing a widened clip rect
(namely Selectables and Treenodes using SpanAllColumn flag) so the highlight properly covers
all columns. (#7049, #4281, #3272)
- Misc: Fixed text functions fast-path for handling "%s" and "%.*s" to handle null pointers gracefully,
like most printf implementations. (#7016, #3466, #6846) [@codefrog2002]
- Misc: Renamed some defines in imstb_textedit.h to avoid conflicts when using unity/jumbo builds

View File

@ -12778,13 +12778,14 @@ bool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id)
IM_ASSERT(g.DragDropWithinTarget == false);
g.DragDropTargetRect = bb;
g.DragDropTargetClipRect = window->ClipRect; // May want to be overriden by user depending on use case?
g.DragDropTargetId = id;
g.DragDropWithinTarget = true;
return true;
}
// We don't use BeginDragDropTargetCustom() and duplicate its code because:
// 1) we use LastItemRectHoveredRect which handles items that push a temporarily clip rectangle in their code. Calling BeginDragDropTargetCustom(LastItemRect) would not handle them.
// 1) we use LastItemData's ImGuiItemStatusFlags_HoveredRect which handles items that push a temporarily clip rectangle in their code. Calling BeginDragDropTargetCustom(LastItemRect) would not handle them.
// 2) and it's faster. as this code may be very frequently called, we want to early out as fast as we can.
// Also note how the HoveredWindow test is positioned differently in both functions (in both functions we optimize for the cheapest early out case)
bool ImGui::BeginDragDropTarget()
@ -12812,6 +12813,7 @@ bool ImGui::BeginDragDropTarget()
IM_ASSERT(g.DragDropWithinTarget == false);
g.DragDropTargetRect = display_rect;
g.DragDropTargetClipRect = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasClipRect) ? g.LastItemData.ClipRect : window->ClipRect;
g.DragDropTargetId = id;
g.DragDropWithinTarget = true;
return true;
@ -12849,7 +12851,7 @@ const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDrop
payload.Preview = was_accepted_previously;
flags |= (g.DragDropSourceFlags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); // Source can also inhibit the preview (useful for external sources that live for 1 frame)
if (!(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect) && payload.Preview)
RenderDragDropTargetRect(r);
RenderDragDropTargetRect(r, g.DragDropTargetClipRect);
g.DragDropAcceptFrameCount = g.FrameCount;
payload.Delivery = was_accepted_previously && !IsMouseDown(g.DragDropMouseButton); // For extern drag sources affecting OS window focus, it's easier to just test !IsMouseDown() instead of IsMouseReleased()
@ -12861,12 +12863,12 @@ const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDrop
}
// FIXME-STYLE FIXME-DRAGDROP: Settle on a proper default visuals for drop target.
void ImGui::RenderDragDropTargetRect(const ImRect& bb)
void ImGui::RenderDragDropTargetRect(const ImRect& bb, const ImRect& item_clip_rect)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
ImRect bb_display = bb;
bb_display.ClipWith(window->ClipRect); // Clip THEN expand so we have a way to visualize that target is not entirely visible.
bb_display.ClipWith(item_clip_rect); // Clip THEN expand so we have a way to visualize that target is not entirely visible.
bb_display.Expand(3.5f);
bool push_clip_rect = !window->ClipRect.Contains(bb_display);
if (push_clip_rect)

View File

@ -837,6 +837,7 @@ enum ImGuiItemStatusFlags_
ImGuiItemStatusFlags_HoveredWindow = 1 << 7, // Override the HoveredWindow test to allow cross-window hover testing.
ImGuiItemStatusFlags_FocusedByTabbing = 1 << 8, // Set when the Focusable item just got focused by Tabbing (FIXME: to be removed soon)
ImGuiItemStatusFlags_Visible = 1 << 9, // [WIP] Set when item is overlapping the current clipping rectangle (Used internally. Please don't use yet: API/system will change as we refactor Itemadd()).
ImGuiItemStatusFlags_HasClipRect = 1 << 10, // g.LastItemData.ClipRect is valid
// Additional status + semantic for ImGuiTestEngine
#ifdef IMGUI_ENABLE_TEST_ENGINE
@ -1221,7 +1222,9 @@ struct ImGuiLastItemData
ImGuiItemStatusFlags StatusFlags; // See ImGuiItemStatusFlags_
ImRect Rect; // Full rectangle
ImRect NavRect; // Navigation scoring rectangle (not displayed)
ImRect DisplayRect; // Display rectangle (only if ImGuiItemStatusFlags_HasDisplayRect is set)
// Rarely used fields are not explicitly cleared, only valid when the corresponding ImGuiItemStatusFlags is set.
ImRect DisplayRect; // Display rectangle (ONLY VALID IF ImGuiItemStatusFlags_HasDisplayRect is set)
ImRect ClipRect; // Clip rectangle at the time of submitting item (ONLY VALID IF ImGuiItemStatusFlags_HasClipRect is set)
ImGuiLastItemData() { memset(this, 0, sizeof(*this)); }
};
@ -2038,6 +2041,7 @@ struct ImGuiContext
int DragDropMouseButton;
ImGuiPayload DragDropPayload;
ImRect DragDropTargetRect; // Store rectangle of current target candidate (we favor small targets when overlapping)
ImRect DragDropTargetClipRect; // Store ClipRect at the time of item's drawing
ImGuiID DragDropTargetId;
ImGuiDragDropFlags DragDropAcceptFlags;
float DragDropAcceptIdCurrRectSurface; // Target item surface (we resolve overlapping targets by prioritizing the smaller surface)
@ -3168,7 +3172,7 @@ namespace ImGui
IMGUI_API bool BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id);
IMGUI_API void ClearDragDrop();
IMGUI_API bool IsDragDropPayloadBeingAccepted();
IMGUI_API void RenderDragDropTargetRect(const ImRect& bb);
IMGUI_API void RenderDragDropTargetRect(const ImRect& bb, const ImRect& item_clip_rect);
// Typing-Select API
IMGUI_API ImGuiTypingSelectRequest* GetTypingSelectRequest(ImGuiTypingSelectFlags flags = ImGuiTypingSelectFlags_None);

View File

@ -6232,7 +6232,11 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
}
if (span_all_columns)
{
TablePushBackgroundChannel();
g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasClipRect;
g.LastItemData.ClipRect = window->ClipRect;
}
ImGuiButtonFlags button_flags = ImGuiTreeNodeFlags_None;
if ((flags & ImGuiTreeNodeFlags_AllowOverlap) || (g.LastItemData.InFlags & ImGuiItemFlags_AllowOverlap))
@ -6562,10 +6566,15 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
// FIXME: We can standardize the behavior of those two, we could also keep the fast path of override ClipRect + full push on render only,
// which would be advantageous since most selectable are not selected.
if (span_all_columns && window->DC.CurrentColumns)
PushColumnsBackground();
else if (span_all_columns && g.CurrentTable)
TablePushBackgroundChannel();
if (span_all_columns)
{
if (g.CurrentTable)
TablePushBackgroundChannel();
else if (window->DC.CurrentColumns)
PushColumnsBackground();
g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasClipRect;
g.LastItemData.ClipRect = window->ClipRect;
}
// We use NoHoldingActiveID on menus so user can click and _hold_ on a menu then drag to browse child entries
ImGuiButtonFlags button_flags = 0;
@ -6616,10 +6625,13 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
if (g.NavId == id)
RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding);
if (span_all_columns && window->DC.CurrentColumns)
PopColumnsBackground();
else if (span_all_columns && g.CurrentTable)
TablePopBackgroundChannel();
if (span_all_columns)
{
if (g.CurrentTable)
TablePopBackgroundChannel();
else if (window->DC.CurrentColumns)
PopColumnsBackground();
}
RenderTextClipped(text_min, text_max, label, NULL, &label_size, style.SelectableTextAlign, &bb);