Internals: moved ButtonRepeat and AllowKeyboardFocus bools/stacks to a generic ItemFlags stack. Merged from Navigation branch.
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parent
51fcef0c21
commit
f63c03c464
49
imgui.cpp
49
imgui.cpp
@ -1981,7 +1981,7 @@ bool ImGui::FocusableItemRegister(ImGuiWindow* window, ImGuiID id, bool tab_stop
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{
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{
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ImGuiContext& g = *GImGui;
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ImGuiContext& g = *GImGui;
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const bool allow_keyboard_focus = window->DC.AllowKeyboardFocus;
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const bool allow_keyboard_focus = (window->DC.ItemFlags & ImGuiItemFlags_AllowKeyboardFocus) != 0;
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window->FocusIdxAllCounter++;
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window->FocusIdxAllCounter++;
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if (allow_keyboard_focus)
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if (allow_keyboard_focus)
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window->FocusIdxTabCounter++;
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window->FocusIdxTabCounter++;
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@ -4370,13 +4370,11 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us
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window->DC.LogLinePosY = window->DC.CursorPos.y - 9999.0f;
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window->DC.LogLinePosY = window->DC.CursorPos.y - 9999.0f;
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window->DC.ChildWindows.resize(0);
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window->DC.ChildWindows.resize(0);
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window->DC.LayoutType = ImGuiLayoutType_Vertical;
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window->DC.LayoutType = ImGuiLayoutType_Vertical;
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window->DC.ItemFlags = ImGuiItemFlags_Default_;
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window->DC.ItemWidth = window->ItemWidthDefault;
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window->DC.ItemWidth = window->ItemWidthDefault;
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window->DC.TextWrapPos = -1.0f; // disabled
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window->DC.TextWrapPos = -1.0f; // disabled
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window->DC.AllowKeyboardFocus = true;
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window->DC.ItemFlagsStack.resize(0);
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window->DC.ButtonRepeat = false;
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window->DC.ItemWidthStack.resize(0);
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window->DC.ItemWidthStack.resize(0);
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window->DC.AllowKeyboardFocusStack.resize(0);
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window->DC.ButtonRepeatStack.resize(0);
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window->DC.TextWrapPosStack.resize(0);
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window->DC.TextWrapPosStack.resize(0);
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window->DC.ColumnsCurrent = 0;
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window->DC.ColumnsCurrent = 0;
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window->DC.ColumnsCount = 1;
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window->DC.ColumnsCount = 1;
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@ -4388,6 +4386,12 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us
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window->DC.GroupStack.resize(0);
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window->DC.GroupStack.resize(0);
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window->MenuColumns.Update(3, style.ItemSpacing.x, window_just_activated_by_user);
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window->MenuColumns.Update(3, style.ItemSpacing.x, window_just_activated_by_user);
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if ((flags & ImGuiWindowFlags_ChildWindow) && (window->DC.ItemFlags != parent_window->DC.ItemFlags))
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{
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window->DC.ItemFlags = parent_window->DC.ItemFlags;
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window->DC.ItemFlagsStack.push_back(window->DC.ItemFlags);
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}
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if (window->AutoFitFramesX > 0)
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if (window->AutoFitFramesX > 0)
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window->AutoFitFramesX--;
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window->AutoFitFramesX--;
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if (window->AutoFitFramesY > 0)
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if (window->AutoFitFramesY > 0)
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@ -4721,32 +4725,41 @@ void ImGui::PopFont()
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SetCurrentFont(g.FontStack.empty() ? GetDefaultFont() : g.FontStack.back());
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SetCurrentFont(g.FontStack.empty() ? GetDefaultFont() : g.FontStack.back());
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}
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}
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void ImGui::PushAllowKeyboardFocus(bool allow_keyboard_focus)
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void ImGui::PushItemFlag(ImGuiItemFlags option, bool enabled)
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{
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{
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ImGuiWindow* window = GetCurrentWindow();
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ImGuiWindow* window = GetCurrentWindow();
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window->DC.AllowKeyboardFocus = allow_keyboard_focus;
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if (enabled)
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window->DC.AllowKeyboardFocusStack.push_back(allow_keyboard_focus);
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window->DC.ItemFlags |= option;
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else
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window->DC.ItemFlags &= ~option;
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window->DC.ItemFlagsStack.push_back(window->DC.ItemFlags);
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}
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void ImGui::PopItemFlag()
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{
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ImGuiWindow* window = GetCurrentWindow();
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window->DC.ItemFlagsStack.pop_back();
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window->DC.ItemFlags = window->DC.ItemFlagsStack.empty() ? ImGuiItemFlags_Default_ : window->DC.ItemFlagsStack.back();
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}
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void ImGui::PushAllowKeyboardFocus(bool allow_keyboard_focus)
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{
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PushItemFlag(ImGuiItemFlags_AllowKeyboardFocus, allow_keyboard_focus);
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}
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}
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void ImGui::PopAllowKeyboardFocus()
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void ImGui::PopAllowKeyboardFocus()
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{
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{
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ImGuiWindow* window = GetCurrentWindow();
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PopItemFlag();
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window->DC.AllowKeyboardFocusStack.pop_back();
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window->DC.AllowKeyboardFocus = window->DC.AllowKeyboardFocusStack.empty() ? true : window->DC.AllowKeyboardFocusStack.back();
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}
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}
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void ImGui::PushButtonRepeat(bool repeat)
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void ImGui::PushButtonRepeat(bool repeat)
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{
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{
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ImGuiWindow* window = GetCurrentWindow();
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PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat);
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window->DC.ButtonRepeat = repeat;
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window->DC.ButtonRepeatStack.push_back(repeat);
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}
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}
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void ImGui::PopButtonRepeat()
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void ImGui::PopButtonRepeat()
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{
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{
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ImGuiWindow* window = GetCurrentWindow();
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PopItemFlag();
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window->DC.ButtonRepeatStack.pop_back();
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window->DC.ButtonRepeat = window->DC.ButtonRepeatStack.empty() ? false : window->DC.ButtonRepeatStack.back();
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}
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}
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void ImGui::PushTextWrapPos(float wrap_pos_x)
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void ImGui::PushTextWrapPos(float wrap_pos_x)
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@ -5722,7 +5735,7 @@ bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags
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if (!ItemAdd(bb, &id))
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if (!ItemAdd(bb, &id))
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return false;
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return false;
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if (window->DC.ButtonRepeat) flags |= ImGuiButtonFlags_Repeat;
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if (window->DC.ItemFlags & ImGuiItemFlags_ButtonRepeat) flags |= ImGuiButtonFlags_Repeat;
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bool hovered, held;
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bool hovered, held;
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bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags);
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bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags);
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4
imgui.h
4
imgui.h
@ -204,9 +204,9 @@ namespace ImGui
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IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position
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IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position
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IMGUI_API void PushTextWrapPos(float wrap_pos_x = 0.0f); // word-wrapping for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space
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IMGUI_API void PushTextWrapPos(float wrap_pos_x = 0.0f); // word-wrapping for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space
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IMGUI_API void PopTextWrapPos();
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IMGUI_API void PopTextWrapPos();
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IMGUI_API void PushAllowKeyboardFocus(bool v); // allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets
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IMGUI_API void PushAllowKeyboardFocus(bool allow_keyboard_focus); // allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets
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IMGUI_API void PopAllowKeyboardFocus();
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IMGUI_API void PopAllowKeyboardFocus();
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IMGUI_API void PushButtonRepeat(bool repeat); // in 'repeat' mode, Button*() functions return repeated true in a typematic manner (uses io.KeyRepeatDelay/io.KeyRepeatRate for now). Note that you can call IsItemActive() after any Button() to tell if the button is held in the current frame.
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IMGUI_API void PushButtonRepeat(bool repeat); // in 'repeat' mode, Button*() functions return repeated true in a typematic manner (using io.KeyRepeatDelay/io.KeyRepeatRate setting). Note that you can call IsItemActive() after any Button() to tell if the button is held in the current frame.
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IMGUI_API void PopButtonRepeat();
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IMGUI_API void PopButtonRepeat();
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// Cursor / Layout
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// Cursor / Layout
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@ -48,6 +48,7 @@ typedef int ImGuiLayoutType; // enum ImGuiLayoutType_
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typedef int ImGuiButtonFlags; // enum ImGuiButtonFlags_
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typedef int ImGuiButtonFlags; // enum ImGuiButtonFlags_
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typedef int ImGuiTreeNodeFlags; // enum ImGuiTreeNodeFlags_
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typedef int ImGuiTreeNodeFlags; // enum ImGuiTreeNodeFlags_
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typedef int ImGuiSliderFlags; // enum ImGuiSliderFlags_
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typedef int ImGuiSliderFlags; // enum ImGuiSliderFlags_
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typedef int ImGuiItemFlags; // enum ImGuiItemFlags_
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//-------------------------------------------------------------------------
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//-------------------------------------------------------------------------
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// STB libraries
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// STB libraries
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@ -564,6 +565,14 @@ struct ImGuiContext
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}
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}
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};
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};
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// Transient per-window flags, reset at the beginning of the frame. For child window, inherited from parent on first Begin().
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enum ImGuiItemFlags_
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{
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ImGuiItemFlags_AllowKeyboardFocus = 1 << 0, // default: true
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ImGuiItemFlags_ButtonRepeat = 1 << 1, // default: false // Button() will return true multiple times based on io.KeyRepeatDelay and io.KeyRepeatRate settings.
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ImGuiItemFlags_Default_ = ImGuiItemFlags_AllowKeyboardFocus
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};
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// Transient per-window data, reset at the beginning of the frame
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// Transient per-window data, reset at the beginning of the frame
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// FIXME: That's theory, in practice the delimitation between ImGuiWindow and ImGuiDrawContext is quite tenuous and could be reconsidered.
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// FIXME: That's theory, in practice the delimitation between ImGuiWindow and ImGuiDrawContext is quite tenuous and could be reconsidered.
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struct IMGUI_API ImGuiDrawContext
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struct IMGUI_API ImGuiDrawContext
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@ -589,14 +598,12 @@ struct IMGUI_API ImGuiDrawContext
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ImGuiLayoutType LayoutType;
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ImGuiLayoutType LayoutType;
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// We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings.
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// We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings.
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ImGuiItemFlags ItemFlags; // == ItemFlagsStack.back() [empty == ImGuiItemFlags_Default]
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float ItemWidth; // == ItemWidthStack.back(). 0.0: default, >0.0: width in pixels, <0.0: align xx pixels to the right of window
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float ItemWidth; // == ItemWidthStack.back(). 0.0: default, >0.0: width in pixels, <0.0: align xx pixels to the right of window
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float TextWrapPos; // == TextWrapPosStack.back() [empty == -1.0f]
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float TextWrapPos; // == TextWrapPosStack.back() [empty == -1.0f]
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bool AllowKeyboardFocus; // == AllowKeyboardFocusStack.back() [empty == true]
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ImVector<ImGuiItemFlags>ItemFlagsStack;
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bool ButtonRepeat; // == ButtonRepeatStack.back() [empty == false]
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ImVector<float> ItemWidthStack;
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ImVector<float> ItemWidthStack;
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ImVector<float> TextWrapPosStack;
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ImVector<float> TextWrapPosStack;
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ImVector<bool> AllowKeyboardFocusStack;
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ImVector<bool> ButtonRepeatStack;
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ImVector<ImGuiGroupData>GroupStack;
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ImVector<ImGuiGroupData>GroupStack;
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int StackSizesBackup[6]; // Store size of various stacks for asserting
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int StackSizesBackup[6]; // Store size of various stacks for asserting
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@ -630,8 +637,7 @@ struct IMGUI_API ImGuiDrawContext
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StateStorage = NULL;
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StateStorage = NULL;
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LayoutType = ImGuiLayoutType_Vertical;
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LayoutType = ImGuiLayoutType_Vertical;
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ItemWidth = 0.0f;
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ItemWidth = 0.0f;
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ButtonRepeat = false;
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ItemFlags = ImGuiItemFlags_Default_;
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AllowKeyboardFocus = true;
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TextWrapPos = -1.0f;
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TextWrapPos = -1.0f;
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memset(StackSizesBackup, 0, sizeof(StackSizesBackup));
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memset(StackSizesBackup, 0, sizeof(StackSizesBackup));
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@ -761,6 +767,8 @@ namespace ImGui
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IMGUI_API void FocusableItemUnregister(ImGuiWindow* window);
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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 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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IMGUI_API float CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x);
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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 void OpenPopupEx(ImGuiID id, bool reopen_existing);
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IMGUI_API void OpenPopupEx(ImGuiID id, bool reopen_existing);
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IMGUI_API bool IsPopupOpen(ImGuiID id);
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IMGUI_API bool IsPopupOpen(ImGuiID id);
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