From bc3c0ce7728f39530020a979a19bfc176e4e8596 Mon Sep 17 00:00:00 2001 From: ocornut Date: Tue, 8 Aug 2023 14:03:58 +0200 Subject: [PATCH] Nav, TreeNode: Pressing Left with ImGuiTreeNodeFlags_NavLeftJumpsBackHere now goes through proper navigation logic: honor scrolling and selection. (#1079, #1131) Added a stack for this purpose which other features might build on (e.g. #2920). However this is currently gated by many tests and not a performance concern, but making stack happen all the time may be undesirable. --- docs/CHANGELOG.txt | 2 ++ imgui.cpp | 14 ++++++++++++++ imgui.h | 2 +- imgui_internal.h | 14 ++++++++++++++ imgui_widgets.cpp | 39 ++++++++++++++++++++++++++------------- 5 files changed, 57 insertions(+), 14 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index f7e6ec1ef..fcf936dcb 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -44,6 +44,8 @@ Breaking changes: Other changes: +- Nav, TreeNode: Pressing Left with ImGuiTreeNodeFlags_NavLeftJumpsBackHere now goes + through proper navigation logic: honor scrolling and selection. (#1079, #1131) - Sliders: Fixed an integer overflow and div-by-zero in SliderInt() when v_max=INT_MAX (#6675, #6679) [@jbarthelmes] - ImDrawList: Fixed OOB access in _CalcCircleAutoSegmentCount when passing excessively diff --git a/imgui.cpp b/imgui.cpp index ca2a6777c..e53ecf890 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -3653,6 +3653,7 @@ void ImGui::Shutdown() g.FontStack.clear(); g.OpenPopupStack.clear(); g.BeginPopupStack.clear(); + g.NavTreeNodeStack.clear(); g.Viewports.clear_delete(); @@ -11191,6 +11192,19 @@ void ImGui::NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result) NavUpdateAnyRequestFlag(); } +// Called by TreePop() to implement ImGuiTreeNodeFlags_NavLeftJumpsBackHere +void ImGui::NavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result, ImGuiNavTreeNodeData* tree_node_data) +{ + ImGuiContext& g = *GImGui; + g.NavMoveScoringItems = false; + g.LastItemData.ID = tree_node_data->ID; + g.LastItemData.InFlags = tree_node_data->InFlags; + g.LastItemData.NavRect = tree_node_data->NavRect; + NavApplyItemToResult(result); // Result this instead of implementing a NavApplyPastTreeNodeToResult() + NavClearPreferredPosForAxis(ImGuiAxis_Y); + NavUpdateAnyRequestFlag(); +} + void ImGui::NavMoveRequestCancel() { ImGuiContext& g = *GImGui; diff --git a/imgui.h b/imgui.h index 931a5d17e..26c55736e 100644 --- a/imgui.h +++ b/imgui.h @@ -26,7 +26,7 @@ // Library Version // (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345') #define IMGUI_VERSION "1.89.9 WIP" -#define IMGUI_VERSION_NUM 18981 +#define IMGUI_VERSION_NUM 18982 #define IMGUI_HAS_TABLE /* diff --git a/imgui_internal.h b/imgui_internal.h index f328a0720..f10843a5f 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -135,6 +135,7 @@ struct ImGuiLastItemData; // Status storage for last submitted items struct ImGuiLocEntry; // A localization entry. struct ImGuiMenuColumns; // Simple column measurement, currently used for MenuItem() only struct ImGuiNavItemData; // Result of a gamepad/keyboard directional navigation move query result +struct ImGuiNavTreeNodeData; // Temporary storage for last TreeNode() being a Left arrow landing candidate. struct ImGuiMetricsConfig; // Storage for ShowMetricsWindow() and DebugNodeXXX() functions struct ImGuiNextWindowData; // Storage for SetNextWindow** functions struct ImGuiNextItemData; // Storage for SetNextItem** functions @@ -1201,6 +1202,16 @@ struct ImGuiLastItemData ImGuiLastItemData() { memset(this, 0, sizeof(*this)); } }; +// Store data emitted by TreeNode() for usage by TreePop() to implement ImGuiTreeNodeFlags_NavLeftJumpsBackHere. +// This is the minimum amount of data that we need to perform the equivalent of NavApplyItemToResult() and which we can't infer in TreePop() +// Only stored when the node is a potential candidate for landing on a Left arrow jump. +struct ImGuiNavTreeNodeData +{ + ImGuiID ID; + ImGuiItemFlags InFlags; + ImRect NavRect; +}; + struct IMGUI_API ImGuiStackSizes { short SizeOfIDStack; @@ -1865,6 +1876,8 @@ struct ImGuiContext ImVectorGroupStack; // Stack for BeginGroup()/EndGroup() - not inherited by Begin() ImVectorOpenPopupStack; // Which popups are open (persistent) ImVectorBeginPopupStack; // Which level of BeginPopup() we are in (reset every frame) + ImVector NavTreeNodeStack; // Stack for TreeNode() when a NavLeft requested is emitted. + int BeginMenuCount; // Viewports @@ -2930,6 +2943,7 @@ namespace ImGui IMGUI_API void NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags); IMGUI_API void NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags); IMGUI_API void NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result); + IMGUI_API void NavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result, ImGuiNavTreeNodeData* tree_node_data); IMGUI_API void NavMoveRequestCancel(); IMGUI_API void NavMoveRequestApplyResult(); IMGUI_API void NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags); diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 67f1d0dd2..e5b9c0610 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -6155,18 +6155,29 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l if (!display_frame && (flags & (ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_SpanFullWidth)) == 0) interact_bb.Max.x = frame_bb.Min.x + text_width + style.ItemSpacing.x * 2.0f; - // Store a flag for the current depth to tell if we will allow closing this node when navigating one of its child. - // For this purpose we essentially compare if g.NavIdIsAlive went from 0 to 1 between TreeNode() and TreePop(). - // This is currently only support 32 level deep and we are fine with (1 << Depth) overflowing into a zero. - const bool is_leaf = (flags & ImGuiTreeNodeFlags_Leaf) != 0; + // Compute open and multi-select states before ItemAdd() as it clear NextItem data. bool is_open = TreeNodeUpdateNextOpen(id, flags); - if (is_open && !g.NavIdIsAlive && (flags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere) && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) - window->DC.TreeJumpToParentOnPopMask |= (1 << window->DC.TreeDepth); - bool item_add = ItemAdd(interact_bb, id); g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDisplayRect; g.LastItemData.DisplayRect = frame_bb; + // If a NavLeft request is happening and ImGuiTreeNodeFlags_NavLeftJumpsBackHere enabled: + // Store data for the current depth to allow returning to this node from any child item. + // For this purpose we essentially compare if g.NavIdIsAlive went from 0 to 1 between TreeNode() and TreePop(). + // It will become tempting to enable ImGuiTreeNodeFlags_NavLeftJumpsBackHere by default or move it to ImGuiStyle. + // Currently only supports 32 level deep and we are fine with (1 << Depth) overflowing into a zero, easy to increase. + if (is_open && !g.NavIdIsAlive && (flags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere) && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) + if (g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet()) + { + g.NavTreeNodeStack.resize(g.NavTreeNodeStack.Size + 1); + ImGuiNavTreeNodeData* nav_tree_node_data = &g.NavTreeNodeStack.back(); + nav_tree_node_data->ID = id; + nav_tree_node_data->InFlags = g.LastItemData.InFlags; + nav_tree_node_data->NavRect = g.LastItemData.NavRect; + window->DC.TreeJumpToParentOnPopMask |= (1 << window->DC.TreeDepth); + } + + const bool is_leaf = (flags & ImGuiTreeNodeFlags_Leaf) != 0; if (!item_add) { if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) @@ -6336,12 +6347,14 @@ void ImGui::TreePop() ImU32 tree_depth_mask = (1 << window->DC.TreeDepth); // Handle Left arrow to move to parent tree node (when ImGuiTreeNodeFlags_NavLeftJumpsBackHere is enabled) - if (g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet()) - if (g.NavIdIsAlive && (window->DC.TreeJumpToParentOnPopMask & tree_depth_mask)) - { - SetNavID(window->IDStack.back(), g.NavLayer, 0, ImRect()); - NavMoveRequestCancel(); - } + if (window->DC.TreeJumpToParentOnPopMask & tree_depth_mask) // Only set during request + { + ImGuiNavTreeNodeData* nav_tree_node_data = &g.NavTreeNodeStack.back(); + IM_ASSERT(nav_tree_node_data->ID == window->IDStack.back()); + if (g.NavIdIsAlive && g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet()) + NavMoveRequestResolveWithPastTreeNode(&g.NavMoveResultLocal, nav_tree_node_data); + g.NavTreeNodeStack.pop_back(); + } window->DC.TreeJumpToParentOnPopMask &= tree_depth_mask - 1; IM_ASSERT(window->IDStack.Size > 1); // There should always be 1 element in the IDStack (pushed during window creation). If this triggers you called TreePop/PopID too much.