Updated imgui.

This commit is contained in:
Branimir Karadžić 2015-05-27 22:04:09 -07:00
parent 00548b325a
commit 4bd29facd0
2 changed files with 42 additions and 24 deletions

View file

@ -1252,8 +1252,9 @@ struct ImGuiState
ImGuiID ActiveId; // Active widget
ImGuiID ActiveIdPreviousFrame;
bool ActiveIdIsAlive;
bool ActiveIdIsJustActivated; // Set when
bool ActiveIdIsFocusedOnly; // Set only by active widget. Denote focus but no active interaction.
bool ActiveIdIsJustActivated; // Set at the time of activation for one frame
bool ActiveIdIsFocusedOnly; // Set only by active widget. Denote focus but no active interaction
ImGuiWindow* ActiveIdWindow;
ImGuiWindow* MovedWindow; // Track the child window we clicked on to move a window. Only valid if ActiveID is the "#MOVE" identifier of a window.
float SettingsDirtyTimer;
ImVector<ImGuiIniData> Settings;
@ -1468,12 +1469,13 @@ static inline ImGuiWindow* GetParentWindow()
return g.CurrentWindowStack[g.CurrentWindowStack.size() - 2];
}
static void SetActiveId(ImGuiID id)
static void SetActiveId(ImGuiID id, ImGuiWindow* window = NULL)
{
ImGuiState& g = *GImGui;
g.ActiveId = id;
g.ActiveIdIsFocusedOnly = false;
g.ActiveIdIsJustActivated = true;
g.ActiveIdWindow = window;
}
static void RegisterAliveId(ImGuiID id)
@ -2376,12 +2378,14 @@ void ImGui::Render()
// Click to focus window and start moving (after we're done with all our widgets)
if (g.ActiveId == 0 && g.HoveredId == 0 && g.IO.MouseClicked[0])
{
if (!(g.FocusedWindow && !g.FocusedWindow->WasActive && g.FocusedWindow->Active)) // Unless we just made a popup appear
{
if (g.HoveredRootWindow != NULL)
{
IM_ASSERT(g.MovedWindow == NULL);
g.MovedWindow = g.HoveredWindow;
SetActiveId(g.HoveredRootWindow->MoveID);
SetActiveId(g.HoveredRootWindow->MoveID, g.HoveredRootWindow);
}
else if (g.FocusedWindow != NULL)
{
@ -2389,6 +2393,7 @@ void ImGui::Render()
FocusWindow(NULL);
}
}
}
// Sort the window list so that all child windows are after their parent
// We cannot do that on FocusWindow() because childs may not exist yet
@ -3180,10 +3185,19 @@ bool ImGui::BeginPopupContextItem(const char* str_id, int button)
return ImGui::BeginPopup(str_id);
}
bool ImGui::BeginPopupContextWindow(const char* str_id, bool void_only, int button)
bool ImGui::BeginPopupContextWindow(bool in_empty_space_only, const char* str_id, int button)
{
if (!str_id) str_id = "window_context_menu";
if (ImGui::IsMouseHoveringWindow() && ImGui::IsMouseClicked(button))
if (!void_only || !ImGui::IsAnyItemHovered())
if (!in_empty_space_only || !ImGui::IsAnyItemHovered())
ImGui::OpenPopup(str_id);
return ImGui::BeginPopup(str_id);
}
bool ImGui::BeginPopupContextVoid(const char* str_id, int button)
{
if (!str_id) str_id = "void_context_menu";
if (!ImGui::IsMouseHoveringAnyWindow() && ImGui::IsMouseClicked(button))
ImGui::OpenPopup(str_id);
return ImGui::BeginPopup(str_id);
}
@ -4015,6 +4029,11 @@ static void FocusWindow(ImGuiWindow* window)
if (window->RootWindow)
window = window->RootWindow;
// Steal focus on active widgets
if (window->Flags & ImGuiWindowFlags_Popup) // FIXME: This statement should be unnecessary. Need further testing before removing it..
if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != window)
SetActiveId(0);
if (g.Windows.back() == window)
return;
@ -4889,7 +4908,7 @@ static bool ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
}
else
{
SetActiveId(id);
SetActiveId(id, window);
}
FocusWindow(window);
}
@ -5539,7 +5558,7 @@ static bool SliderFloatAsInputText(const char* label, float* v, ImGuiID id, int
char text_buf[64];
ImFormatString(text_buf, IM_ARRAYSIZE(text_buf), "%.*f", decimal_precision, *v);
SetActiveId(g.ScalarAsInputTextId);
SetActiveId(g.ScalarAsInputTextId, window);
g.HoveredId = 0;
// Our replacement widget will override the focus ID (registered previously to allow for a TAB focus to happen)
@ -5769,7 +5788,7 @@ bool ImGui::SliderFloat(const char* label, float* v, float v_min, float v_max, c
const bool tab_focus_requested = window->FocusItemRegister(g.ActiveId == id);
if (tab_focus_requested || (hovered && g.IO.MouseClicked[0]))
{
SetActiveId(id);
SetActiveId(id, window);
FocusWindow(window);
const bool is_ctrl_down = g.IO.KeyCtrl;
@ -5827,7 +5846,7 @@ bool ImGui::VSliderFloat(const char* label, const ImVec2& size, float* v, float
if (hovered && g.IO.MouseClicked[0])
{
SetActiveId(id);
SetActiveId(id, window);
FocusWindow(window);
}
@ -6073,7 +6092,7 @@ bool ImGui::DragFloat(const char* label, float *v, float v_speed, float v_min, f
const bool tab_focus_requested = window->FocusItemRegister(g.ActiveId == id);
if (tab_focus_requested || (hovered && (g.IO.MouseClicked[0] | g.IO.MouseDoubleClicked[0])))
{
SetActiveId(id);
SetActiveId(id, window);
FocusWindow(window);
if (tab_focus_requested || g.IO.KeyCtrl || g.IO.MouseDoubleClicked[0])
@ -6786,11 +6805,11 @@ static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags f
// Edit a string of text
bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiTextEditCallback callback, void* user_data)
{
ImGuiState& g = *GImGui;
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
ImGuiState& g = *GImGui;
const ImGuiIO& io = g.IO;
const ImGuiStyle& style = g.Style;
@ -6857,17 +6876,15 @@ bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputT
if (focus_requested_by_tab || (user_clicked && is_ctrl_down))
select_all = true;
}
SetActiveId(id);
SetActiveId(id, window);
FocusWindow(window);
}
else if (io.MouseClicked[0])
{
// Release focus when we click outside
if (g.ActiveId == id)
{
SetActiveId(0);
}
}
// Although we are active we don't prevent mouse from hovering other elements unless we are interacting right now with the widget.
// Down the line we should have a cleaner concept of focused vs active in the library.

View file

@ -170,7 +170,8 @@ namespace ImGui
IMGUI_API void OpenPopup(const char* str_id); // mark popup as open. popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level). close childs popups if any. will close popup when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block.
IMGUI_API bool BeginPopup(const char* str_id); // return true if popup if opened and start outputting to it. only call EndPopup() if BeginPopup() returned true!
IMGUI_API bool BeginPopupContextItem(const char* str_id, int button = 1); // open popup when clicked on last item
IMGUI_API bool BeginPopupContextWindow(const char* str_id = "window_context_menu", bool void_only = false, int button = 1); // open popup when clicked on current window
IMGUI_API bool BeginPopupContextWindow(bool in_empty_space_only = false, const char* str_id = "window_context_menu", int button = 1); // open popup when clicked on current window
IMGUI_API bool BeginPopupContextVoid(const char* str_id = "void_context_menu", int button = 1); // open popup when clicked in void (no window)
IMGUI_API void EndPopup();
IMGUI_API void CloseCurrentPopup(); // close the popup we have begin-ed into. clicking on a MenuItem or Selectable automatically close the current popup.