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mirror of https://github.com/ocornut/imgui.git synced 2024-11-28 09:30:56 +01:00

Added IsItemActive() - replace IsItemFocused()

ClipAdvance() --> ItemAdd() - nb: return value is inverted
This commit is contained in:
ocornut 2015-01-22 23:54:05 +01:00
parent 70188c5623
commit 7530f3c985
2 changed files with 100 additions and 109 deletions

203
imgui.cpp
View File

@ -145,6 +145,7 @@
it is now recommended your sample the font texture with bilinear interpolation.
(1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to set io.Fonts->TexID.
(1.30) - removed IO.PixelCenterOffset (unnecessary, can be handled in user projection matrix)
(1.30) - removed ImGui::IsItemFocused() in favor of ImGui::IsItemActive() which handles all widgets
- 2014/12/10 (1.18) - removed SetNewWindowDefaultPos() in favor of new generic API SetNextWindowPos(pos, ImGuiSetCondition_FirstUseEver)
- 2014/11/28 (1.17) - moved IO.Font*** options to inside the IO.Font-> structure (FontYOffset, FontTexUvForWhite, FontBaseScale, FontFallbackGlyph)
- 2014/11/26 (1.17) - reworked syntax of IMGUI_ONCE_UPON_A_FRAME helper macro to increase compiler compatibility
@ -231,18 +232,18 @@
ISSUES & TODO-LIST
==================
! input: mouse click on scrolling text input broken?
- misc: merge or clarify ImVec4 / ImGuiAabb, they are essentially duplicate containers
- window: add horizontal scroll
- window: fix resize grip rendering scaling along with Rounding style setting
- window: autofit feedback loop when user relies on any dynamic layout (window width multiplier, column). maybe just clearly drop manual autofit?
- window: add a way for very transient windows (non-saved, temporary overlay over hundreds of objects) to "clean" up from the global window list.
- window: allow resizing of child windows (possibly given min/max for each axis?)
- window: background options for child windows, border option (disable ronuding)
- window: background options for child windows, border option (disable rounding)
- window: resizing from any sides? + mouse cursor directives for app.
- widgets: display mode: widget-label, label-widget (aligned on column or using fixed size), label-newline-tab-widget etc.
- widgets: clip text? hover clipped text shows it in a tooltip or in-place overlay
- main: considering adding EndFrame() - optional, else done in Render(). and Init()
- main: add IsItemActive()
- main: IsItemHovered() returns true even if mouse is active on another widget (e.g. dragging outside of sliders). Maybe not a sensible default? Add parameter or alternate function?
- main: IsItemHovered() make it more consistent for various type of widgets, widgets with multiple components, etc. also effectively IsHovered() region sometimes differs from hot region, e.g tree nodes
- main: IsItemHovered() info stored in a stack? so that 'if TreeNode() { Text; TreePop; } if IsHovered' return the hover state of the TreeNode?
@ -262,6 +263,7 @@
- combo: turn child handling code into pop up helper
- list selection, concept of a selectable "block" (that can be multiple widgets)
- menubar, menus
- tabs
- gauge: various forms of gauge/loading bars widgets
- color: better color editor.
- plot: make it easier for user to draw into the graph (e.g: draw basis, highlight certain points, 2d plots, multiple plots)
@ -275,6 +277,7 @@
- text edit: flag to disable live update of the user buffer.
- text edit: field resize behavior - field could stretch when being edited? hover tooltip shows more text?
- text edit: add multi-line text edit
- tree: add treenode/treepush int variants? because (void*) cast from int warns on some platforms/settings
- settings: write more decent code to allow saving/loading new fields
- settings: api for per-tool simple persistent data (bool,int,float) in .ini file
! style: store rounded corners in texture to use 1 quad per corner (filled and wireframe).
@ -291,9 +294,8 @@
- input: rework IO to be able to pass actual events to fix temporal aliasing issues.
- input: support track pad style scrolling & slider edit.
- tooltip: move to fit within screen (e.g. when mouse cursor is right of the screen).
- clipboard: automatically transform \n into \n\r or equivalent for higher compatibility on windows
- portability: big-endian test/support (github issue #81)
- misc: rounded triangle fail to draw correctly on OpenGL3 example.
- misc: mark printf compiler attributes on relevant functions
- misc: provide a way to compile out the entire implementation while providing a dummy API (e.g. #define IMGUI_DUMMY_IMPL)
- misc: double-clicking on title bar to minimize isn't consistent, perhaps move to single-click on left-most collapse icon?
- style editor: color child window height expressed in multiple of line height.
@ -392,11 +394,11 @@ static void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool
static void RenderCollapseTriangle(ImVec2 p_min, bool opened, float scale = 1.0f, bool shadow = false);
static void SetFont(ImFont* font);
static bool ItemAdd(const ImGuiAabb& aabb, const ImGuiID* id);
static void ItemSize(ImVec2 size, ImVec2* adjust_start_offset = NULL);
static void ItemSize(const ImGuiAabb& aabb, ImVec2* adjust_start_offset = NULL);
static void PushColumnClipRect(int column_index = -1);
static bool IsClipped(const ImGuiAabb& aabb);
static bool ClipAdvance(const ImGuiAabb& aabb);
static bool IsMouseHoveringBox(const ImGuiAabb& box);
static bool IsKeyPressedMap(ImGuiKey key, bool repeat = true);
@ -848,9 +850,9 @@ struct ImGuiDrawContext
float PrevLineHeight;
float LogLineHeight;
int TreeDepth;
ImGuiID LastItemID;
ImGuiAabb LastItemAabb;
bool LastItemHovered;
bool LastItemFocused;
ImVector<ImGuiWindow*> ChildWindows;
ImVector<bool> AllowKeyboardFocus;
ImVector<float> ItemWidth;
@ -875,9 +877,9 @@ struct ImGuiDrawContext
CurrentLineHeight = PrevLineHeight = 0.0f;
LogLineHeight = -1.0f;
TreeDepth = 0;
LastItemID = 0;
LastItemAabb = ImGuiAabb(0.0f,0.0f,0.0f,0.0f);
LastItemHovered = false;
LastItemFocused = true;
StateStorage = NULL;
OpenNextNode = -1;
@ -1393,9 +1395,6 @@ bool ImGuiWindow::FocusItemRegister(bool is_active, bool tab_stop)
if (allow_keyboard_focus)
FocusIdxTabCounter++;
if (is_active)
window->DC.LastItemFocused = true;
// Process keyboard input at this point: TAB, Shift-TAB switch focus
// We can always TAB out of a widget that doesn't allow tabbing in.
if (tab_stop && FocusIdxAllRequestNext == IM_INT_MAX && FocusIdxTabRequestNext == IM_INT_MAX && is_active && IsKeyPressedMap(ImGuiKey_Tab))
@ -2197,10 +2196,15 @@ bool ImGui::IsItemHovered()
return window->DC.LastItemHovered;
}
bool ImGui::IsItemFocused()
bool ImGui::IsItemActive()
{
ImGuiState& g = GImGui;
if (g.ActiveId)
{
ImGuiWindow* window = GetCurrentWindow();
return window->DC.LastItemFocused;
return g.ActiveId == window->DC.LastItemID;
}
return false;
}
ImVec2 ImGui::GetItemBoxMin()
@ -3416,7 +3420,7 @@ void ImGui::TextUnformatted(const char* text, const char* text_end)
}
const ImGuiAabb bb(window->DC.CursorPos, window->DC.CursorPos + text_size);
ItemSize(bb);
ClipAdvance(bb);
ItemAdd(bb, NULL);
}
else
{
@ -3424,8 +3428,7 @@ void ImGui::TextUnformatted(const char* text, const char* text_end)
const ImVec2 text_size = CalcTextSize(text_begin, text_end, false, wrap_width);
ImGuiAabb bb(window->DC.CursorPos, window->DC.CursorPos + text_size);
ItemSize(bb.GetSize(), &bb.Min);
if (ClipAdvance(bb))
if (!ItemAdd(bb, NULL))
return;
// Render
@ -3464,8 +3467,7 @@ void ImGui::LabelTextV(const char* label, const char* fmt, va_list args)
const ImGuiAabb value_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w + style.FramePadding.x*2, text_size.y));
const ImGuiAabb bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w + style.FramePadding.x*2 + (text_size.x > 0.0f ? style.ItemInnerSpacing.x : 0.0f), 0.0f) + text_size);
ItemSize(bb);
if (ClipAdvance(value_bb))
if (!ItemAdd(value_bb, NULL))
return;
// Render
@ -3553,8 +3555,7 @@ bool ImGui::Button(const char* label, const ImVec2& size_arg, bool repeat_when_h
const ImGuiAabb bb(window->DC.CursorPos, window->DC.CursorPos + size + style.FramePadding*2.0f);
ItemSize(bb);
if (ClipAdvance(bb))
if (!ItemAdd(bb, &id))
return false;
bool hovered, held;
@ -3588,8 +3589,7 @@ bool ImGui::SmallButton(const char* label)
const ImGuiAabb bb(window->DC.CursorPos, window->DC.CursorPos + text_size + ImVec2(style.FramePadding.x*2,0));
ItemSize(bb);
if (ClipAdvance(bb))
if (!ItemAdd(bb, &id))
return false;
bool hovered, held;
@ -3612,14 +3612,12 @@ bool ImGui::InvisibleButton(const char* str_id, const ImVec2& size)
if (window->SkipItems)
return false;
const ImGuiID id = window->GetID(str_id);
const ImGuiAabb bb(window->DC.CursorPos, window->DC.CursorPos + size);
ItemSize(bb);
if (ClipAdvance(bb))
if (!ItemAdd(bb, &id))
return false;
const ImGuiID id = window->GetID(str_id);
bool hovered, held;
bool pressed = ButtonBehaviour(bb, id, &hovered, &held, true);
@ -3666,8 +3664,7 @@ void ImGui::Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2&
if (border_col != 0)
bb.Max += ImVec2(2,2);
ItemSize(bb.GetSize(), &bb.Min);
if (ClipAdvance(bb))
if (!ItemAdd(bb, NULL))
return;
if (border_col != 0)
@ -3838,7 +3835,7 @@ bool ImGui::CollapsingHeader(const char* label, const char* str_id, const bool d
if (g.LogEnabled && window->DC.TreeDepth < g.LogAutoExpandMaxDepth)
opened = true;
if (ClipAdvance(bb))
if (!ItemAdd(bb, &id))
return opened;
bool hovered, held;
@ -3901,8 +3898,7 @@ void ImGui::BulletTextV(const char* fmt, va_list args)
const ImVec2 text_size = CalcTextSize(text_begin, text_end, true);
const ImGuiAabb bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(line_height + (text_size.x > 0.0f ? (style.FramePadding.x*2) : 0.0f),0) + text_size); // Empty text doesn't add padding
ItemSize(bb);
if (ClipAdvance(bb))
if (!ItemAdd(bb, NULL))
return;
// Render
@ -4105,9 +4101,9 @@ bool ImGui::SliderFloat(const char* label, float* v, float v_min, float v_max, c
const ImGuiAabb slider_bb(frame_bb.Min + style.FramePadding, frame_bb.Max - style.FramePadding);
const ImGuiAabb bb(frame_bb.Min, frame_bb.Max + ImVec2(text_size.x > 0.0f ? style.ItemInnerSpacing.x + text_size.x : 0.0f, 0.0f));
if (IsClipped(slider_bb))
// NB- we don't call ItemSize() yet becausae we may turn into a text edit box later in the function
if (!ItemAdd(slider_bb, &id))
{
// NB- we don't use ClipAdvance() in the if() statement because we don't want to submit ItemSize() because we may change into a text edit later which may submit an ItemSize itself
ItemSize(bb);
return false;
}
@ -4433,8 +4429,7 @@ static void Plot(ImGuiPlotType plot_type, const char* label, float (*values_gett
const ImGuiAabb graph_bb(frame_bb.Min + style.FramePadding, frame_bb.Max - style.FramePadding);
const ImGuiAabb bb(frame_bb.Min, frame_bb.Max + ImVec2(text_size.x > 0.0f ? style.ItemInnerSpacing.x + text_size.x : 0.0f, 0));
ItemSize(bb);
if (ClipAdvance(bb))
if (!ItemAdd(bb, NULL))
return;
// Determine scale from values if not specified
@ -4572,7 +4567,7 @@ bool ImGui::Checkbox(const char* label, bool* v)
total_bb = ImGuiAabb(ImMin(check_bb.Min, text_bb.Min), ImMax(check_bb.Max, text_bb.Max));
}
if (ClipAdvance(total_bb))
if (!ItemAdd(total_bb, &id))
return false;
bool hovered, held;
@ -4631,7 +4626,7 @@ bool ImGui::RadioButton(const char* label, bool active)
total_bb.Add(text_bb);
}
if (ClipAdvance(total_bb))
if (!ItemAdd(total_bb, &id))
return false;
ImVec2 center = check_bb.GetCenter();
@ -4959,8 +4954,7 @@ bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputT
const ImGuiAabb frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, text_size.y) + style.FramePadding*2.0f);
const ImGuiAabb bb(frame_bb.Min, frame_bb.Max + ImVec2(text_size.x > 0.0f ? (style.ItemInnerSpacing.x + text_size.x) : 0.0f, 0.0f));
ItemSize(bb);
if (ClipAdvance(frame_bb))
if (!ItemAdd(frame_bb, &id))
return false;
// NB: we are only allowed to access 'edit_state' if we are the active widget.
@ -5348,9 +5342,8 @@ bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(voi
const ImVec2 text_size = CalcTextSize(label, NULL, true);
const ImGuiAabb frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, text_size.y) + style.FramePadding*2.0f);
ItemSize(frame_bb);
if (ClipAdvance(frame_bb))
if (!ItemAdd(frame_bb, &id))
return false;
const ImGuiAabb bb(frame_bb.Min, frame_bb.Max + ImVec2(style.ItemInnerSpacing.x + text_size.x,0));
@ -5470,8 +5463,7 @@ bool ImGui::ColorButton(const ImVec4& col, bool small_height, bool outline_borde
const float square_size = window->FontSize();
const ImGuiAabb bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(square_size + style.FramePadding.x*2, square_size + (small_height ? 0 : style.FramePadding.y*2)));
ItemSize(bb);
if (ClipAdvance(bb))
if (!ItemAdd(bb, &id))
return false;
bool hovered, held;
@ -5665,8 +5657,7 @@ void ImGui::Separator()
const ImGuiAabb bb(ImVec2(window->Pos.x, window->DC.CursorPos.y), ImVec2(window->Pos.x + window->Size.x, window->DC.CursorPos.y));
ItemSize(ImVec2(0.0f, bb.GetSize().y)); // NB: we don't provide our width so that it doesn't get feed back into AutoFit
if (ClipAdvance(bb))
if (!ItemAdd(bb, NULL))
{
if (window->DC.ColumnsCount > 1)
PushColumnClipRect();
@ -5716,6 +5707,65 @@ static void ItemSize(const ImGuiAabb& aabb, ImVec2* adjust_start_offset)
ItemSize(aabb.GetSize(), adjust_start_offset);
}
static bool IsClipped(const ImGuiAabb& bb)
{
ImGuiState& g = GImGui;
ImGuiWindow* window = GetCurrentWindow();
if (!bb.Overlaps(ImGuiAabb(window->ClipRectStack.back())) && !g.LogEnabled)
return true;
return false;
}
bool ImGui::IsClipped(const ImVec2& item_size)
{
ImGuiWindow* window = GetCurrentWindow();
return IsClipped(ImGuiAabb(window->DC.CursorPos, window->DC.CursorPos + item_size));
}
static bool ItemAdd(const ImGuiAabb& bb, const ImGuiID* id)
{
ImGuiWindow* window = GetCurrentWindow();
window->DC.LastItemID = id ? *id : 0;
window->DC.LastItemAabb = bb;
if (IsClipped(bb))
{
window->DC.LastItemHovered = false;
return false;
}
window->DC.LastItemHovered = IsMouseHoveringBox(bb); // this is a sensible default but widgets are free to override it after calling ItemAdd()
return true;
}
// Gets back to previous line and continue with horizontal layout
// column_x == 0 : follow on previous item
// columm_x != 0 : align to specified column
// spacing_w < 0 : use default spacing if column_x==0, no spacing if column_x!=0
// spacing_w >= 0 : enforce spacing
void ImGui::SameLine(int column_x, int spacing_w)
{
ImGuiState& g = GImGui;
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return;
float x, y;
if (column_x != 0)
{
if (spacing_w < 0) spacing_w = 0;
x = window->Pos.x + (float)column_x + (float)spacing_w;
y = window->DC.CursorPosPrevLine.y;
}
else
{
if (spacing_w < 0) spacing_w = (int)g.Style.ItemSpacing.x;
x = window->DC.CursorPosPrevLine.x + (float)spacing_w;
y = window->DC.CursorPosPrevLine.y;
}
window->DC.CurrentLineHeight = window->DC.PrevLineHeight;
window->DC.CursorPos = ImVec2(x, y);
}
void ImGui::NextColumn()
{
ImGuiState& g = GImGui;
@ -5748,65 +5798,6 @@ void ImGui::NextColumn()
}
}
static bool IsClipped(const ImGuiAabb& bb)
{
ImGuiState& g = GImGui;
ImGuiWindow* window = GetCurrentWindow();
if (!bb.Overlaps(ImGuiAabb(window->ClipRectStack.back())) && !g.LogEnabled)
return true;
return false;
}
bool ImGui::IsClipped(const ImVec2& item_size)
{
ImGuiWindow* window = GetCurrentWindow();
return IsClipped(ImGuiAabb(window->DC.CursorPos, window->DC.CursorPos + item_size));
}
static bool ClipAdvance(const ImGuiAabb& bb)
{
ImGuiWindow* window = GetCurrentWindow();
window->DC.LastItemAabb = bb;
window->DC.LastItemFocused = false;
if (IsClipped(bb))
{
window->DC.LastItemHovered = false;
return true;
}
window->DC.LastItemHovered = IsMouseHoveringBox(bb); // this is a sensible default but widgets are free to override it after calling ClipAdvance
return false;
}
// Gets back to previous line and continue with horizontal layout
// column_x == 0 : follow on previous item
// columm_x != 0 : align to specified column
// spacing_w < 0 : use default spacing if column_x==0, no spacing if column_x!=0
// spacing_w >= 0 : enforce spacing
void ImGui::SameLine(int column_x, int spacing_w)
{
ImGuiState& g = GImGui;
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return;
float x, y;
if (column_x != 0)
{
if (spacing_w < 0) spacing_w = 0;
x = window->Pos.x + (float)column_x + (float)spacing_w;
y = window->DC.CursorPosPrevLine.y;
}
else
{
if (spacing_w < 0) spacing_w = (int)g.Style.ItemSpacing.x;
x = window->DC.CursorPosPrevLine.x + (float)spacing_w;
y = window->DC.CursorPosPrevLine.y;
}
window->DC.CurrentLineHeight = window->DC.PrevLineHeight;
window->DC.CursorPos = ImVec2(x, y);
}
float ImGui::GetColumnOffset(int column_index)
{
ImGuiState& g = GImGui;
@ -8055,16 +8046,16 @@ void ImGui::ShowTestWindow(bool* opened)
if (focus_1) ImGui::SetKeyboardFocusHere();
ImGui::InputText("1", buf, IM_ARRAYSIZE(buf));
if (ImGui::IsItemFocused()) has_focus = 1;
if (ImGui::IsItemActive()) has_focus = 1;
if (focus_2) ImGui::SetKeyboardFocusHere();
ImGui::InputText("2", buf, IM_ARRAYSIZE(buf));
if (ImGui::IsItemFocused()) has_focus = 2;
if (ImGui::IsItemActive()) has_focus = 2;
ImGui::PushAllowKeyboardFocus(false);
if (focus_3) ImGui::SetKeyboardFocusHere();
ImGui::InputText("3 (tab skip)", buf, IM_ARRAYSIZE(buf));
if (ImGui::IsItemFocused()) has_focus = 3;
if (ImGui::IsItemActive()) has_focus = 3;
ImGui::PopAllowKeyboardFocus();
if (has_focus)
ImGui::Text("Item with focus: %d", has_focus);

View File

@ -303,8 +303,8 @@ namespace ImGui
IMGUI_API void LogText(const char* fmt, ...); // pass text data straight to log (without being displayed)
// Utilities
IMGUI_API bool IsItemHovered(); // was the last item active area hovered by mouse?
IMGUI_API bool IsItemFocused(); // was the last item focused for keyboard input?
IMGUI_API bool IsItemHovered(); // was the last item hovered by mouse?
IMGUI_API bool IsItemActive(); // was the last item active? (e.g. button being held, text field being edited- items that don't interact will always return false)
IMGUI_API ImVec2 GetItemBoxMin(); // get bounding box of last item
IMGUI_API ImVec2 GetItemBoxMax(); // get bounding box of last item
IMGUI_API bool IsClipped(const ImVec2& item_size); // to perform coarse clipping on user's side (as an optimization)