Merge branch 'master' into docking (enable range_select merge)
# Conflicts: # imgui.cpp # imgui_internal.h
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commit
d1c45c0d76
10
imgui.cpp
10
imgui.cpp
@ -2691,6 +2691,7 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
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if (g.ActiveIdIsJustActivated)
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{
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g.ActiveIdTimer = 0.0f;
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g.ActiveIdHasBeenPressed = false;
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g.ActiveIdHasBeenEdited = false;
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if (id != 0)
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{
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@ -8639,6 +8640,7 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, con
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if (new_best)
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{
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result->ID = id;
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result->SelectScopeId = g.MultiSelectScopeId;
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result->Window = window;
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result->RectRel = nav_bb_rel;
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}
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@ -8650,6 +8652,7 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, con
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{
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result = &g.NavMoveResultLocalVisibleSet;
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result->ID = id;
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result->SelectScopeId = g.MultiSelectScopeId;
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result->Window = window;
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result->RectRel = nav_bb_rel;
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}
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@ -9190,8 +9193,13 @@ static void ImGui::NavUpdateMoveResult()
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ClearActiveID();
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g.NavWindow = result->Window;
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if (g.NavId != result->ID)
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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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}
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SetNavIDWithRectRel(result->ID, g.NavLayer, result->RectRel);
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g.NavJustMovedToId = result->ID;
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g.NavMoveFromClampedRefRect = false;
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}
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@ -431,7 +431,7 @@ enum ImGuiNavHighlightFlags_
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ImGuiNavHighlightFlags_None = 0,
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ImGuiNavHighlightFlags_TypeDefault = 1 << 0,
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ImGuiNavHighlightFlags_TypeThin = 1 << 1,
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ImGuiNavHighlightFlags_AlwaysDraw = 1 << 2,
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ImGuiNavHighlightFlags_AlwaysDraw = 1 << 2, // Draw rectangular highlight if (g.NavId == id) _even_ when using the mouse.
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ImGuiNavHighlightFlags_NoRounding = 1 << 3
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};
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@ -746,6 +746,7 @@ struct ImGuiViewportP : public ImGuiViewport
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struct ImGuiNavMoveResult
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{
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ImGuiID ID; // Best candidate
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ImGuiID SelectScopeId;// Best candidate window current selectable group ID
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ImGuiWindow* Window; // Best candidate window
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float DistBox; // Best candidate box distance to current NavId
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float DistCenter; // Best candidate center distance to current NavId
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@ -753,7 +754,7 @@ struct ImGuiNavMoveResult
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ImRect RectRel; // Best candidate bounding box in window relative space
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ImGuiNavMoveResult() { Clear(); }
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void Clear() { ID = 0; Window = NULL; DistBox = DistCenter = DistAxial = FLT_MAX; RectRel = ImRect(); }
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void Clear() { ID = SelectScopeId = 0; Window = NULL; DistBox = DistCenter = DistAxial = FLT_MAX; RectRel = ImRect(); }
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};
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// Storage for SetNexWindow** functions
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@ -922,6 +923,7 @@ struct ImGuiContext
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float ActiveIdTimer;
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bool ActiveIdIsJustActivated; // Set at the time of activation for one frame
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bool ActiveIdAllowOverlap; // Active widget allows another widget to steal active id (generally for overlapping widgets, but not always)
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bool ActiveIdHasBeenPressed; // Track whether the active id led to a press (this is to allow changing between PressOnClick and PressOnRelease without pressing twice). Used by range_select branch.
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bool ActiveIdHasBeenEdited; // Was the value associated to the widget Edited over the course of the Active state.
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bool ActiveIdPreviousFrameIsAlive;
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bool ActiveIdPreviousFrameHasBeenEdited;
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@ -959,8 +961,9 @@ struct ImGuiContext
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ImGuiID NavActivatePressedId; // ~~ IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0
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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 NavNextActivateId; // Set by ActivateItem(), queued until next frame
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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 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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int NavScoringCount; // Metrics for debugging
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@ -1030,8 +1033,13 @@ struct ImGuiContext
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int TooltipOverrideCount;
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ImVector<char> PrivateClipboard; // If no custom clipboard handler is defined
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// Range-Select/Multi-Select
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// [This is unused in this branch, but left here to facilitate merging/syncing multiple branches]
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ImGuiID MultiSelectScopeId;
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// Platform support
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ImVec2 PlatformImePos, PlatformImeLastPos; // Cursor position request & last passed to the OS Input Method Editor
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ImVec2 PlatformImePos; // Cursor position request & last passed to the OS Input Method Editor
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ImVec2 PlatformImeLastPos;
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ImGuiViewportP* PlatformImePosViewport;
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// Extensions
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@ -1090,6 +1098,7 @@ struct ImGuiContext
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ActiveIdTimer = 0.0f;
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ActiveIdIsJustActivated = false;
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ActiveIdAllowOverlap = false;
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ActiveIdHasBeenPressed = false;
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ActiveIdHasBeenEdited = false;
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ActiveIdPreviousFrameIsAlive = false;
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ActiveIdPreviousFrameHasBeenEdited = false;
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@ -1111,7 +1120,7 @@ struct ImGuiContext
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NavWindow = NULL;
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NavId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavInputId = 0;
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NavJustTabbedId = NavJustMovedToId = NavNextActivateId = 0;
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NavJustTabbedId = NavJustMovedToId = NavJustMovedToSelectScopeId = 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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@ -1155,6 +1164,9 @@ struct ImGuiContext
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DragSpeedDefaultRatio = 1.0f / 100.0f;
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ScrollbarClickDeltaToGrabCenter = ImVec2(0.0f, 0.0f);
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TooltipOverrideCount = 0;
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MultiSelectScopeId = 0;
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PlatformImePos = PlatformImeLastPos = ImVec2(FLT_MAX, FLT_MAX);
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PlatformImePosViewport = 0;
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@ -1529,7 +1541,7 @@ namespace ImGui
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IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL);
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IMGUI_API bool ItemHoverable(const ImRect& bb, ImGuiID id);
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IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id, bool clip_even_when_logged);
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IMGUI_API bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id, bool tab_stop = true); // Return true if focus is requested
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IMGUI_API bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id, bool tab_stop = true); // Return true if focus is requested
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IMGUI_API void FocusableItemUnregister(ImGuiWindow* window);
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IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_x, float default_y);
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IMGUI_API float CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x);
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@ -508,6 +508,8 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
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bool held = false;
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if (g.ActiveId == id)
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{
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if (pressed)
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g.ActiveIdHasBeenPressed = true;
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if (g.ActiveIdSource == ImGuiInputSource_Mouse)
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{
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if (g.ActiveIdIsJustActivated)
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@ -4843,20 +4845,24 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
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}
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// Flags that affects opening behavior:
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// - 0(default) ..................... single-click anywhere to open
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// - 0 (default) .................... single-click anywhere to open
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// - OpenOnDoubleClick .............. double-click anywhere to open
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// - OpenOnArrow .................... single-click on arrow to open
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// - OpenOnDoubleClick|OpenOnArrow .. single-click on arrow or double-click anywhere to open
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ImGuiButtonFlags button_flags = ImGuiButtonFlags_NoKeyModifiers | ((flags & ImGuiTreeNodeFlags_AllowItemOverlap) ? ImGuiButtonFlags_AllowItemOverlap : 0);
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if (!is_leaf)
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button_flags |= ImGuiButtonFlags_PressedOnDragDropHold;
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ImGuiButtonFlags button_flags = ImGuiButtonFlags_NoKeyModifiers;
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if (flags & ImGuiTreeNodeFlags_AllowItemOverlap)
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button_flags |= ImGuiButtonFlags_AllowItemOverlap;
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if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick)
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button_flags |= ImGuiButtonFlags_PressedOnDoubleClick | ((flags & ImGuiTreeNodeFlags_OpenOnArrow) ? ImGuiButtonFlags_PressedOnClickRelease : 0);
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if (!is_leaf)
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button_flags |= ImGuiButtonFlags_PressedOnDragDropHold;
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bool hovered, held, pressed = ButtonBehavior(interact_bb, id, &hovered, &held, button_flags);
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bool selected = (flags & ImGuiTreeNodeFlags_Selected) != 0;
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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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if (!is_leaf)
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{
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bool toggled = false;
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if (pressed)
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{
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toggled = !(flags & (ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick)) || (g.NavActivateId == id);
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@ -4891,11 +4897,12 @@ 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 = frame_bb.Min + ImVec2(text_offset_x, text_base_offset_y);
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ImGuiNavHighlightFlags nav_highlight_flags = ImGuiNavHighlightFlags_TypeThin;
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if (display_frame)
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{
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// Framed type
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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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RenderNavHighlight(frame_bb, id, nav_highlight_flags);
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RenderArrow(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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@ -4914,10 +4921,10 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
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else
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{
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// Unframed typed for tree nodes
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if (hovered || (flags & ImGuiTreeNodeFlags_Selected))
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if (hovered || selected)
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{
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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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RenderNavHighlight(frame_bb, id, nav_highlight_flags);
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}
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if (flags & ImGuiTreeNodeFlags_Bullet)
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@ -5097,11 +5104,11 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
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if (flags & ImGuiSelectableFlags_PressedOnRelease) button_flags |= ImGuiButtonFlags_PressedOnRelease;
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if (flags & ImGuiSelectableFlags_Disabled) button_flags |= ImGuiButtonFlags_Disabled;
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if (flags & ImGuiSelectableFlags_AllowDoubleClick) button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick;
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bool hovered, held;
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bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags);
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if (flags & ImGuiSelectableFlags_Disabled)
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selected = false;
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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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if (pressed || hovered)
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if (!g.NavDisableMouseHover && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent)
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