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mirror of https://github.com/ocornut/imgui.git synced 2024-09-24 03:28:33 +02:00

HoveredId is set via a SetHoveredID() function. Added HoveredIdAllowHoveringOthers not used by default API.

This commit is contained in:
ocornut 2015-10-06 19:27:24 +02:00
parent 06d594e86b
commit d087671369
2 changed files with 37 additions and 25 deletions

View File

@ -282,9 +282,9 @@
Button("Hello###ID"; // Label = "Hello", ID = hash of "ID"
Button("World###ID"; // Label = "World", ID = hash of "ID" (same as above)
sprintf(buf, "My game (%f FPS)###MyGame");
Begin(buf); // Variable label, ID = hash of "MyGame"
sprintf(buf, "My game (%f FPS)###MyGame");
Begin(buf); // Variable label, ID = hash of "MyGame"
- Use PushID() / PopID() to create scopes and avoid ID conflicts within the same Window.
This is the most convenient way of distinguishing ID if you are iterating and creating many UI elements.
@ -1572,11 +1572,18 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window = NULL)
{
ImGuiState& g = *GImGui;
g.ActiveId = id;
g.ActiveIdIsFocusedOnly = false;
g.ActiveIdAllowHoveringOthers = false;
g.ActiveIdIsJustActivated = true;
g.ActiveIdWindow = window;
}
void ImGui::SetHoveredID(ImGuiID id)
{
ImGuiState& g = *GImGui;
g.HoveredId = id;
g.HoveredIdAllowHoveringOthers = false;
}
void ImGui::KeepAliveID(ImGuiID id)
{
ImGuiState& g = *GImGui;
@ -1635,7 +1642,7 @@ bool ImGui::ItemAdd(const ImRect& bb, const ImGuiID* id)
window->DC.LastItemHoveredRect = true;
window->DC.LastItemHoveredAndUsable = false;
if (g.HoveredRootWindow == window->RootWindow)
if (g.ActiveId == 0 || (id && g.ActiveId == *id) || g.ActiveIdIsFocusedOnly || (g.ActiveId == window->MoveID))
if (g.ActiveId == 0 || (id && g.ActiveId == *id) || g.ActiveIdAllowHoveringOthers || (g.ActiveId == window->MoveID))
if (IsWindowContentHoverable(window))
window->DC.LastItemHoveredAndUsable = true;
}
@ -1664,11 +1671,11 @@ bool ImGui::IsClippedEx(const ImRect& bb, const ImGuiID* id, bool clip_even_when
bool ImGui::IsHovered(const ImRect& bb, ImGuiID id, bool flatten_childs)
{
ImGuiState& g = *GImGui;
if (g.HoveredId == 0 || g.HoveredId == id)
if (g.HoveredId == 0 || g.HoveredId == id || g.HoveredIdAllowHoveringOthers)
{
ImGuiWindow* window = GetCurrentWindowRead();
if (g.HoveredWindow == window || (flatten_childs && g.HoveredRootWindow == window->RootWindow))
if ((g.ActiveId == 0 || g.ActiveId == id || g.ActiveIdIsFocusedOnly) && ImGui::IsMouseHoveringRect(bb.Min, bb.Max))
if ((g.ActiveId == 0 || g.ActiveId == id || g.ActiveIdAllowHoveringOthers) && ImGui::IsMouseHoveringRect(bb.Min, bb.Max))
if (IsWindowContentHoverable(g.HoveredRootWindow))
return true;
}
@ -1885,6 +1892,7 @@ void ImGui::NewFrame()
// Clear reference to active widget if the widget isn't alive anymore
g.HoveredIdPreviousFrame = g.HoveredId;
g.HoveredId = 0;
g.HoveredIdAllowHoveringOthers = false;
if (!g.ActiveIdIsAlive && g.ActiveIdPreviousFrame == g.ActiveId && g.ActiveId != 0)
SetActiveID(0);
g.ActiveIdPreviousFrame = g.ActiveId;
@ -4049,12 +4057,12 @@ static void Scrollbar(ImGuiWindow* window, bool horizontal)
: ImRect(window_rect.Max.x - style.ScrollbarSize, window->Pos.y + window->TitleBarHeight(), window_rect.Max.x, window_rect.Max.y - other_scrollbar_size_w);
float window_rounding = (window->Flags & ImGuiWindowFlags_ChildWindow) ? style.ChildWindowRounding : style.WindowRounding;
int window_rounding_corners;
if (horizontal)
window_rounding_corners = 8 | (other_scrollbar ? 0 : 4);
else
window_rounding_corners = ((window->Flags & ImGuiWindowFlags_NoTitleBar) ? 2 : 0) | (other_scrollbar ? 0 : 4);
window->DrawList->AddRectFilled(bb.Min, bb.Max, window->Color(ImGuiCol_ScrollbarBg), window_rounding, window_rounding_corners);
int window_rounding_corners;
if (horizontal)
window_rounding_corners = 8 | (other_scrollbar ? 0 : 4);
else
window_rounding_corners = ((window->Flags & ImGuiWindowFlags_NoTitleBar) ? 2 : 0) | (other_scrollbar ? 0 : 4);
window->DrawList->AddRectFilled(bb.Min, bb.Max, window->Color(ImGuiCol_ScrollbarBg), window_rounding, window_rounding_corners);
bb.Reduce(ImVec2(ImClamp((float)(int)((bb.Max.x - bb.Min.x - 2.0f) * 0.5f), 0.0f, 3.0f), ImClamp((float)(int)((bb.Max.y - bb.Min.y - 2.0f) * 0.5f), 0.0f, 3.0f)));
// V denote the main axis of the scrollbar
@ -4085,7 +4093,7 @@ static void Scrollbar(ImGuiWindow* window, bool horizontal)
// Click position in scrollbar normalized space (0.0f->1.0f)
const float clicked_v_norm = ImSaturate((mouse_pos_v - scrollbar_pos_v) / scrollbar_size_v);
g.HoveredId = id;
ImGui::SetHoveredID(id);
bool seek_absolute = false;
if (!previously_held)
@ -5107,7 +5115,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
const bool hovered = IsHovered(bb, id, (flags & ImGuiButtonFlags_FlattenChilds) != 0);
if (hovered)
{
g.HoveredId = id;
SetHoveredID(id);
if (allow_key_modifiers || (!g.IO.KeyCtrl && !g.IO.KeyShift && !g.IO.KeyAlt))
{
if (g.IO.MouseClicked[0])
@ -5846,7 +5854,7 @@ bool ImGui::InputScalarAsWidgetReplacement(const ImRect& aabb, const char* label
// Our replacement widget will override the focus ID (registered previously to allow for a TAB focus to happen)
SetActiveID(g.ScalarAsInputTextId, window);
g.HoveredId = 0;
SetHoveredID(0);
FocusableItemUnregister(window);
char buf[32];
@ -5857,7 +5865,7 @@ bool ImGui::InputScalarAsWidgetReplacement(const ImRect& aabb, const char* label
// First frame
IM_ASSERT(g.ActiveId == id); // InputText ID expected to match the Slider ID (else we'd need to store them both, which is also possible)
g.ScalarAsInputTextId = g.ActiveId;
g.HoveredId = id;
SetHoveredID(id);
}
else if (g.ActiveId != g.ScalarAsInputTextId)
{
@ -6063,7 +6071,7 @@ bool ImGui::SliderFloat(const char* label, float* v, float v_min, float v_max, c
const bool hovered = IsHovered(frame_bb, id);
if (hovered)
g.HoveredId = id;
SetHoveredID(id);
if (!display_format)
display_format = "%.3f";
@ -6122,7 +6130,7 @@ bool ImGui::VSliderFloat(const char* label, const ImVec2& size, float* v, float
const bool hovered = IsHovered(frame_bb, id);
if (hovered)
g.HoveredId = id;
SetHoveredID(id);
if (!display_format)
display_format = "%.3f";
@ -6363,7 +6371,7 @@ bool ImGui::DragFloat(const char* label, float* v, float v_speed, float v_min, f
const bool hovered = IsHovered(frame_bb, id);
if (hovered)
g.HoveredId = id;
SetHoveredID(id);
if (!display_format)
display_format = "%.3f";
@ -7108,7 +7116,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
const bool hovered = IsHovered(frame_bb, id);
if (hovered)
{
g.HoveredId = id;
SetHoveredID(id);
g.MouseCursor = ImGuiMouseCursor_TextInput;
}
const bool user_clicked = hovered && io.MouseClicked[0];
@ -7176,7 +7184,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
// 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.
g.ActiveIdIsFocusedOnly = !io.MouseDown[0];
g.ActiveIdAllowHoveringOthers = !io.MouseDown[0];
// Edit in progress
const float mouse_x = (g.IO.MousePos.x - frame_bb.Min.x - style.FramePadding.x) + edit_state.ScrollX;
@ -7835,7 +7843,7 @@ bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(voi
bool menu_toggled = false;
if (hovered)
{
g.HoveredId = id;
SetHoveredID(id);
if (g.IO.MouseClicked[0])
{
SetActiveID(0);
@ -8520,6 +8528,7 @@ void ImGui::Dummy(const ImVec2& size)
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return;
const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);
ItemSize(bb);
ItemAdd(bb, NULL);

View File

@ -346,12 +346,13 @@ struct ImGuiState
ImGuiWindow* HoveredWindow; // Will catch mouse inputs
ImGuiWindow* HoveredRootWindow; // Will catch mouse inputs (for focus/move only)
ImGuiID HoveredId; // Hovered widget
bool HoveredIdAllowHoveringOthers;
ImGuiID HoveredIdPreviousFrame;
ImGuiID ActiveId; // Active widget
ImGuiID ActiveIdPreviousFrame;
bool ActiveIdIsAlive;
bool ActiveIdIsJustActivated; // Set at the time of activation for one frame
bool ActiveIdIsFocusedOnly; // Set only by active widget. Denote focus but no active interaction
bool ActiveIdAllowHoveringOthers; // Set only by active widget
ImGuiWindow* ActiveIdWindow;
ImGuiWindow* MovedWindow; // Track the child window we clicked on to move a window. Pointer is only valid if ActiveID is the "#MOVE" identifier of a window.
ImVector<ImGuiIniData> Settings; // .ini Settings
@ -428,12 +429,13 @@ struct ImGuiState
HoveredWindow = NULL;
HoveredRootWindow = NULL;
HoveredId = 0;
HoveredIdAllowHoveringOthers = false;
HoveredIdPreviousFrame = 0;
ActiveId = 0;
ActiveIdPreviousFrame = 0;
ActiveIdIsAlive = false;
ActiveIdIsJustActivated = false;
ActiveIdIsFocusedOnly = false;
ActiveIdAllowHoveringOthers = false;
ActiveIdWindow = NULL;
MovedWindow = NULL;
SettingsDirtyTimer = 0.0f;
@ -647,6 +649,7 @@ namespace ImGui
IMGUI_API void FocusWindow(ImGuiWindow* window);
IMGUI_API void SetActiveID(ImGuiID id, ImGuiWindow* window);
IMGUI_API void SetHoveredID(ImGuiID id);
IMGUI_API void KeepAliveID(ImGuiID id);
IMGUI_API void EndFrame(); // This automatically called by Render()