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Drag and Drop: Fixed drop target highlight on items temporarily pushing a widened clip rect. (#7049, #4281, #3272)
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@ -44,6 +44,9 @@ Breaking changes:
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Other changes:
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- Drag and Drop: Fixed drop target highlight on items temporarily pushing a widened clip rect
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(namely Selectables and Treenodes using SpanAllColumn flag) so the highlight properly covers
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all columns. (#7049, #4281, #3272)
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- Misc: Fixed text functions fast-path for handling "%s" and "%.*s" to handle null pointers gracefully,
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like most printf implementations. (#7016, #3466, #6846) [@codefrog2002]
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- Misc: Renamed some defines in imstb_textedit.h to avoid conflicts when using unity/jumbo builds
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10
imgui.cpp
10
imgui.cpp
@ -12778,13 +12778,14 @@ bool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id)
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IM_ASSERT(g.DragDropWithinTarget == false);
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g.DragDropTargetRect = bb;
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g.DragDropTargetClipRect = window->ClipRect; // May want to be overriden by user depending on use case?
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g.DragDropTargetId = id;
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g.DragDropWithinTarget = true;
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return true;
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}
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// We don't use BeginDragDropTargetCustom() and duplicate its code because:
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// 1) we use LastItemRectHoveredRect which handles items that push a temporarily clip rectangle in their code. Calling BeginDragDropTargetCustom(LastItemRect) would not handle them.
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// 1) we use LastItemData's ImGuiItemStatusFlags_HoveredRect which handles items that push a temporarily clip rectangle in their code. Calling BeginDragDropTargetCustom(LastItemRect) would not handle them.
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// 2) and it's faster. as this code may be very frequently called, we want to early out as fast as we can.
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// Also note how the HoveredWindow test is positioned differently in both functions (in both functions we optimize for the cheapest early out case)
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bool ImGui::BeginDragDropTarget()
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@ -12812,6 +12813,7 @@ bool ImGui::BeginDragDropTarget()
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IM_ASSERT(g.DragDropWithinTarget == false);
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g.DragDropTargetRect = display_rect;
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g.DragDropTargetClipRect = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasClipRect) ? g.LastItemData.ClipRect : window->ClipRect;
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g.DragDropTargetId = id;
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g.DragDropWithinTarget = true;
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return true;
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@ -12849,7 +12851,7 @@ const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDrop
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payload.Preview = was_accepted_previously;
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flags |= (g.DragDropSourceFlags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); // Source can also inhibit the preview (useful for external sources that live for 1 frame)
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if (!(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect) && payload.Preview)
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RenderDragDropTargetRect(r);
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RenderDragDropTargetRect(r, g.DragDropTargetClipRect);
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g.DragDropAcceptFrameCount = g.FrameCount;
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payload.Delivery = was_accepted_previously && !IsMouseDown(g.DragDropMouseButton); // For extern drag sources affecting OS window focus, it's easier to just test !IsMouseDown() instead of IsMouseReleased()
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@ -12861,12 +12863,12 @@ const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDrop
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}
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// FIXME-STYLE FIXME-DRAGDROP: Settle on a proper default visuals for drop target.
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void ImGui::RenderDragDropTargetRect(const ImRect& bb)
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void ImGui::RenderDragDropTargetRect(const ImRect& bb, const ImRect& item_clip_rect)
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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ImRect bb_display = bb;
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bb_display.ClipWith(window->ClipRect); // Clip THEN expand so we have a way to visualize that target is not entirely visible.
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bb_display.ClipWith(item_clip_rect); // Clip THEN expand so we have a way to visualize that target is not entirely visible.
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bb_display.Expand(3.5f);
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bool push_clip_rect = !window->ClipRect.Contains(bb_display);
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if (push_clip_rect)
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@ -837,6 +837,7 @@ enum ImGuiItemStatusFlags_
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ImGuiItemStatusFlags_HoveredWindow = 1 << 7, // Override the HoveredWindow test to allow cross-window hover testing.
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ImGuiItemStatusFlags_FocusedByTabbing = 1 << 8, // Set when the Focusable item just got focused by Tabbing (FIXME: to be removed soon)
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ImGuiItemStatusFlags_Visible = 1 << 9, // [WIP] Set when item is overlapping the current clipping rectangle (Used internally. Please don't use yet: API/system will change as we refactor Itemadd()).
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ImGuiItemStatusFlags_HasClipRect = 1 << 10, // g.LastItemData.ClipRect is valid
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// Additional status + semantic for ImGuiTestEngine
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#ifdef IMGUI_ENABLE_TEST_ENGINE
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@ -1221,7 +1222,9 @@ struct ImGuiLastItemData
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ImGuiItemStatusFlags StatusFlags; // See ImGuiItemStatusFlags_
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ImRect Rect; // Full rectangle
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ImRect NavRect; // Navigation scoring rectangle (not displayed)
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ImRect DisplayRect; // Display rectangle (only if ImGuiItemStatusFlags_HasDisplayRect is set)
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// Rarely used fields are not explicitly cleared, only valid when the corresponding ImGuiItemStatusFlags is set.
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ImRect DisplayRect; // Display rectangle (ONLY VALID IF ImGuiItemStatusFlags_HasDisplayRect is set)
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ImRect ClipRect; // Clip rectangle at the time of submitting item (ONLY VALID IF ImGuiItemStatusFlags_HasClipRect is set)
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ImGuiLastItemData() { memset(this, 0, sizeof(*this)); }
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};
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@ -2038,6 +2041,7 @@ struct ImGuiContext
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int DragDropMouseButton;
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ImGuiPayload DragDropPayload;
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ImRect DragDropTargetRect; // Store rectangle of current target candidate (we favor small targets when overlapping)
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ImRect DragDropTargetClipRect; // Store ClipRect at the time of item's drawing
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ImGuiID DragDropTargetId;
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ImGuiDragDropFlags DragDropAcceptFlags;
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float DragDropAcceptIdCurrRectSurface; // Target item surface (we resolve overlapping targets by prioritizing the smaller surface)
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@ -3168,7 +3172,7 @@ namespace ImGui
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IMGUI_API bool BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id);
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IMGUI_API void ClearDragDrop();
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IMGUI_API bool IsDragDropPayloadBeingAccepted();
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IMGUI_API void RenderDragDropTargetRect(const ImRect& bb);
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IMGUI_API void RenderDragDropTargetRect(const ImRect& bb, const ImRect& item_clip_rect);
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// Typing-Select API
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IMGUI_API ImGuiTypingSelectRequest* GetTypingSelectRequest(ImGuiTypingSelectFlags flags = ImGuiTypingSelectFlags_None);
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@ -6232,7 +6232,11 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
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}
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if (span_all_columns)
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{
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TablePushBackgroundChannel();
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g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasClipRect;
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g.LastItemData.ClipRect = window->ClipRect;
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}
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ImGuiButtonFlags button_flags = ImGuiTreeNodeFlags_None;
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if ((flags & ImGuiTreeNodeFlags_AllowOverlap) || (g.LastItemData.InFlags & ImGuiItemFlags_AllowOverlap))
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@ -6562,10 +6566,15 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
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// FIXME: We can standardize the behavior of those two, we could also keep the fast path of override ClipRect + full push on render only,
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// which would be advantageous since most selectable are not selected.
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if (span_all_columns && window->DC.CurrentColumns)
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PushColumnsBackground();
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else if (span_all_columns && g.CurrentTable)
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TablePushBackgroundChannel();
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if (span_all_columns)
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{
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if (g.CurrentTable)
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TablePushBackgroundChannel();
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else if (window->DC.CurrentColumns)
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PushColumnsBackground();
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g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasClipRect;
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g.LastItemData.ClipRect = window->ClipRect;
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}
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// We use NoHoldingActiveID on menus so user can click and _hold_ on a menu then drag to browse child entries
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ImGuiButtonFlags button_flags = 0;
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@ -6616,10 +6625,13 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
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if (g.NavId == id)
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RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding);
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if (span_all_columns && window->DC.CurrentColumns)
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PopColumnsBackground();
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else if (span_all_columns && g.CurrentTable)
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TablePopBackgroundChannel();
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if (span_all_columns)
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{
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if (g.CurrentTable)
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TablePopBackgroundChannel();
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else if (window->DC.CurrentColumns)
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PopColumnsBackground();
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}
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RenderTextClipped(text_min, text_max, label, NULL, &label_size, style.SelectableTextAlign, &bb);
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