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Fixed ImGuiTreeNodeFlags_AllowOverlapMode to behave better on touch-style inputs (#600)
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parent
df749e3f13
commit
ab6bc05fc3
15
imgui.cpp
15
imgui.cpp
@ -5262,14 +5262,6 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
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bool pressed = false;
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bool hovered = IsHovered(bb, id, (flags & ImGuiButtonFlags_FlattenChilds) != 0);
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// AllowOverlap mode (rarely used) requires previous frame HoveredId to be null or to match. This allows using patterns where a later submitted widget overlaps a previous one.
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if (hovered && (flags & ImGuiButtonFlags_AllowOverlapMode) && (g.HoveredIdPreviousFrame != id && g.HoveredIdPreviousFrame != 0))
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{
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SetHoveredID(id);
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hovered = false;
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}
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if (hovered)
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{
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SetHoveredID(id);
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@ -5319,6 +5311,10 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
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}
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}
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// AllowOverlap mode (rarely used) requires previous frame HoveredId to be null or to match. This allows using patterns where a later submitted widget overlaps a previous one.
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if (hovered && (flags & ImGuiButtonFlags_AllowOverlapMode) && (g.HoveredIdPreviousFrame != id && g.HoveredIdPreviousFrame != 0))
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hovered = pressed = held = false;
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if (out_hovered) *out_hovered = hovered;
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if (out_held) *out_held = held;
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@ -5688,6 +5684,8 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
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opened = !opened;
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window->DC.StateStorage->SetInt(id, opened);
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}
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if (flags & ImGuiTreeNodeFlags_AllowOverlapMode)
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SetItemAllowOverlap();
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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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@ -5752,7 +5750,6 @@ bool ImGui::CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags
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{
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// Create a small overlapping close button // FIXME: We can evolve this into user accessible helpers to add extra buttons on title bars, headers, etc.
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ImGuiState& g = *GImGui;
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SetItemAllowOverlap();
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float button_sz = g.FontSize * 0.5f;
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if (CloseButton(window->GetID((void*)(intptr_t)(id+1)), ImVec2(window->DC.LastItemRect.Max.x - g.Style.FramePadding.x - button_sz, window->DC.LastItemRect.Min.y + g.Style.FramePadding.y + button_sz), button_sz))
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*p_open = false;
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14
imgui.h
14
imgui.h
@ -518,13 +518,13 @@ enum ImGuiInputTextFlags_
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// Flags for ImGui::TreeNode*(), ImGui::CollapsingHeader*()
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enum ImGuiTreeNodeFlags_
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{
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ImGuiTreeNodeFlags_Selected = 1 << 0,
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ImGuiTreeNodeFlags_Framed = 1 << 1,
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ImGuiTreeNodeFlags_AllowOverlapMode = 1 << 2,
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ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3,
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ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4,
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ImGuiTreeNodeFlags_DefaultOpen = 1 << 5,
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ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoAutoOpenOnLog,
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ImGuiTreeNodeFlags_Selected = 1 << 0, // FIXME: TODO
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ImGuiTreeNodeFlags_Framed = 1 << 1, // Full colored frame (e.g. for CollapsingHeader)
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ImGuiTreeNodeFlags_AllowOverlapMode = 1 << 2, // Hit testing to allow subsequent widgets to overlap this one
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ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, // Don't do a TreePush() when opened (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack
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ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes).
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ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, // Default node to be opened
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ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoAutoOpenOnLog
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};
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// Flags for ImGui::Selectable()
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