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Internals: Minor changes to TreeNodeBehavior() and Selectable() for the benefit of fhe range_select branch. (#1861)
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@ -4811,20 +4811,24 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
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}
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// Flags that affects opening behavior:
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// - 0(default) ..................... single-click anywhere to open
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// - 0 (default) .................... single-click anywhere to open
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// - OpenOnDoubleClick .............. double-click anywhere to open
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// - OpenOnArrow .................... single-click on arrow to open
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// - OpenOnDoubleClick|OpenOnArrow .. single-click on arrow or double-click anywhere to open
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ImGuiButtonFlags button_flags = ImGuiButtonFlags_NoKeyModifiers | ((flags & ImGuiTreeNodeFlags_AllowItemOverlap) ? ImGuiButtonFlags_AllowItemOverlap : 0);
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if (!is_leaf)
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button_flags |= ImGuiButtonFlags_PressedOnDragDropHold;
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ImGuiButtonFlags button_flags = ImGuiButtonFlags_NoKeyModifiers;
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if (flags & ImGuiTreeNodeFlags_AllowItemOverlap)
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button_flags |= ImGuiButtonFlags_AllowItemOverlap;
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if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick)
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button_flags |= ImGuiButtonFlags_PressedOnDoubleClick | ((flags & ImGuiTreeNodeFlags_OpenOnArrow) ? ImGuiButtonFlags_PressedOnClickRelease : 0);
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if (!is_leaf)
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button_flags |= ImGuiButtonFlags_PressedOnDragDropHold;
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bool hovered, held, pressed = ButtonBehavior(interact_bb, id, &hovered, &held, button_flags);
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bool selected = (flags & ImGuiTreeNodeFlags_Selected) != 0;
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bool hovered, held;
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bool pressed = ButtonBehavior(interact_bb, id, &hovered, &held, button_flags);
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bool toggled = false;
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if (!is_leaf)
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{
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bool toggled = false;
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if (pressed)
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{
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toggled = !(flags & (ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick)) || (g.NavActivateId == id);
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@ -4859,11 +4863,12 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
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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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const ImVec2 text_pos = frame_bb.Min + ImVec2(text_offset_x, text_base_offset_y);
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ImGuiNavHighlightFlags nav_highlight_flags = ImGuiNavHighlightFlags_TypeThin;
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if (display_frame)
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{
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// Framed type
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RenderFrame(frame_bb.Min, frame_bb.Max, col, true, style.FrameRounding);
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RenderNavHighlight(frame_bb, id, ImGuiNavHighlightFlags_TypeThin);
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RenderNavHighlight(frame_bb, id, nav_highlight_flags);
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RenderArrow(frame_bb.Min + ImVec2(padding.x, text_base_offset_y), is_open ? ImGuiDir_Down : ImGuiDir_Right, 1.0f);
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if (g.LogEnabled)
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{
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@ -4882,10 +4887,10 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
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else
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{
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// Unframed typed for tree nodes
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if (hovered || (flags & ImGuiTreeNodeFlags_Selected))
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if (hovered || selected)
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{
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RenderFrame(frame_bb.Min, frame_bb.Max, col, false);
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RenderNavHighlight(frame_bb, id, ImGuiNavHighlightFlags_TypeThin);
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RenderNavHighlight(frame_bb, id, nav_highlight_flags);
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}
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if (flags & ImGuiTreeNodeFlags_Bullet)
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@ -5065,11 +5070,11 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
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if (flags & ImGuiSelectableFlags_PressedOnRelease) button_flags |= ImGuiButtonFlags_PressedOnRelease;
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if (flags & ImGuiSelectableFlags_Disabled) button_flags |= ImGuiButtonFlags_Disabled;
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if (flags & ImGuiSelectableFlags_AllowDoubleClick) button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick;
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bool hovered, held;
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bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags);
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if (flags & ImGuiSelectableFlags_Disabled)
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selected = false;
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bool hovered, held;
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bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags);
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// Hovering selectable with mouse updates NavId accordingly so navigation can be resumed with gamepad/keyboard (this doesn't happen on most widgets)
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if (pressed || hovered)
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if (!g.NavDisableMouseHover && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent)
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