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Added SetItemAllowOverlap() exposed in imgui_internal.h only

This commit is contained in:
ocornut 2015-12-03 21:30:17 +00:00
parent 18724f021a
commit ecc97bda7d
2 changed files with 22 additions and 11 deletions

View File

@ -1606,7 +1606,7 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window = NULL)
{
ImGuiState& g = *GImGui;
g.ActiveId = id;
g.ActiveIdAllowHoveringOthers = false;
g.ActiveIdAllowOverlap = false;
g.ActiveIdIsJustActivated = true;
g.ActiveIdWindow = window;
}
@ -1615,7 +1615,7 @@ void ImGui::SetHoveredID(ImGuiID id)
{
ImGuiState& g = *GImGui;
g.HoveredId = id;
g.HoveredIdAllowHoveringOthers = false;
g.HoveredIdAllowOverlap = false;
}
void ImGui::KeepAliveID(ImGuiID id)
@ -1676,7 +1676,7 @@ 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.ActiveIdAllowHoveringOthers || (g.ActiveId == window->MoveID))
if (g.ActiveId == 0 || (id && g.ActiveId == *id) || g.ActiveIdAllowOverlap || (g.ActiveId == window->MoveID))
if (IsWindowContentHoverable(window))
window->DC.LastItemHoveredAndUsable = true;
}
@ -1705,11 +1705,11 @@ 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 || g.HoveredIdAllowHoveringOthers)
if (g.HoveredId == 0 || g.HoveredId == id || g.HoveredIdAllowOverlap)
{
ImGuiWindow* window = GetCurrentWindowRead();
if (g.HoveredWindow == window || (flatten_childs && g.HoveredRootWindow == window->RootWindow))
if ((g.ActiveId == 0 || g.ActiveId == id || g.ActiveIdAllowHoveringOthers) && ImGui::IsMouseHoveringRect(bb.Min, bb.Max))
if ((g.ActiveId == 0 || g.ActiveId == id || g.ActiveIdAllowOverlap) && ImGui::IsMouseHoveringRect(bb.Min, bb.Max))
if (IsWindowContentHoverable(g.HoveredRootWindow))
return true;
}
@ -1937,7 +1937,7 @@ 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;
g.HoveredIdAllowOverlap = false;
if (!g.ActiveIdIsAlive && g.ActiveIdPreviousFrame == g.ActiveId && g.ActiveId != 0)
SetActiveID(0);
g.ActiveIdPreviousFrame = g.ActiveId;
@ -3027,6 +3027,16 @@ bool ImGui::IsItemVisible()
return r.Overlaps(window->DC.LastItemRect);
}
// Allow last item to be overlapped by a subsequent item. Both may be activated during the same frame before the later one takes priority.
void ImGui::SetItemAllowOverlap()
{
ImGuiState& g = *GImGui;
if (g.HoveredId == g.CurrentWindow->DC.LastItemID)
g.HoveredIdAllowOverlap = true;
if (g.ActiveId == g.CurrentWindow->DC.LastItemID)
g.ActiveIdAllowOverlap = true;
}
ImVec2 ImGui::GetItemRectMin()
{
ImGuiWindow* window = GetCurrentWindowRead();
@ -7279,7 +7289,7 @@ 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 library-wide concept of Selected vs Active.
g.ActiveIdAllowHoveringOthers = !io.MouseDown[0];
g.ActiveIdAllowOverlap = !io.MouseDown[0];
// Edit in progress
const float mouse_x = (g.IO.MousePos.x - frame_bb.Min.x - style.FramePadding.x) + edit_state.ScrollX;

View File

@ -360,13 +360,13 @@ struct ImGuiState
ImGuiWindow* HoveredWindow; // Will catch mouse inputs
ImGuiWindow* HoveredRootWindow; // Will catch mouse inputs (for focus/move only)
ImGuiID HoveredId; // Hovered widget
bool HoveredIdAllowHoveringOthers;
bool HoveredIdAllowOverlap;
ImGuiID HoveredIdPreviousFrame;
ImGuiID ActiveId; // Active widget
ImGuiID ActiveIdPreviousFrame;
bool ActiveIdIsAlive;
bool ActiveIdIsJustActivated; // Set at the time of activation for one frame
bool ActiveIdAllowHoveringOthers; // Set only by active widget
bool ActiveIdAllowOverlap; // 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
@ -445,13 +445,13 @@ struct ImGuiState
HoveredWindow = NULL;
HoveredRootWindow = NULL;
HoveredId = 0;
HoveredIdAllowHoveringOthers = false;
HoveredIdAllowOverlap = false;
HoveredIdPreviousFrame = 0;
ActiveId = 0;
ActiveIdPreviousFrame = 0;
ActiveIdIsAlive = false;
ActiveIdIsJustActivated = false;
ActiveIdAllowHoveringOthers = false;
ActiveIdAllowOverlap = false;
ActiveIdWindow = NULL;
MovedWindow = NULL;
SettingsDirtyTimer = 0.0f;
@ -683,6 +683,7 @@ namespace ImGui
IMGUI_API void FocusableItemUnregister(ImGuiWindow* window);
IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_x, float default_y);
IMGUI_API float CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x);
IMGUI_API void SetItemAllowOverlap(); // Allow last item to be overlapped by a subsequent item
// NB: All position are in absolute pixels coordinates (not window coordinates)
IMGUI_API void RenderText(ImVec2 pos, const char* text, const char* text_end = NULL, bool hide_text_after_hash = true);