Added ActivateItem(), GetItemID() functions.

docking
omar 7 years ago
parent 80c4e2fe7b
commit 59c6f35bf6

@ -2837,6 +2837,11 @@ static void NavUpdate()
IM_ASSERT(g.NavActivateDownId == g.NavActivateId); IM_ASSERT(g.NavActivateDownId == g.NavActivateId);
g.NavMoveRequest = false; g.NavMoveRequest = false;
// Process explicit activation request
if (g.NavNextActivateId != 0)
g.NavActivateId = g.NavActivateDownId = g.NavInputId = g.NavNextActivateId;
g.NavNextActivateId = 0;
// Initiate directional inputs request // Initiate directional inputs request
const int allowed_dir_flags = (g.ActiveId == 0) ? ~0 : g.ActiveIdAllowNavDirFlags; const int allowed_dir_flags = (g.ActiveId == 0) ? ~0 : g.ActiveIdAllowNavDirFlags;
if (g.NavMoveRequestForwardStep == 0) if (g.NavMoveRequestForwardStep == 0)
@ -6379,6 +6384,18 @@ void ImGui::SetScrollHere(float center_y_ratio)
SetScrollFromPosY(target_y, center_y_ratio); SetScrollFromPosY(target_y, center_y_ratio);
} }
void ImGui::ActivateItem(ImGuiID id)
{
ImGuiContext& g = *GImGui;
g.NavNextActivateId = id;
}
ImGuiID ImGui::GetItemID()
{
ImGuiContext& g = *GImGui;
return g.CurrentWindow->DC.LastItemId;
}
void ImGui::SetKeyboardFocusHere(int offset) void ImGui::SetKeyboardFocusHere(int offset)
{ {
IM_ASSERT(offset >= -1); // -1 is allowed but not below IM_ASSERT(offset >= -1); // -1 is allowed but not below

@ -177,7 +177,6 @@ namespace ImGui
IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0..GetScrollMaxY()] IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0..GetScrollMaxY()]
IMGUI_API void SetScrollHere(float center_y_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom. IMGUI_API void SetScrollHere(float center_y_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom.
IMGUI_API void SetScrollFromPosY(float pos_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position valid. use GetCursorPos() or GetCursorStartPos()+offset to get valid positions. IMGUI_API void SetScrollFromPosY(float pos_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position valid. use GetCursorPos() or GetCursorStartPos()+offset to get valid positions.
IMGUI_API void SetKeyboardFocusHere(int offset = 0); // FIXME-NAVIGATION // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use -1 to access previous widget.
IMGUI_API void SetStateStorage(ImGuiStorage* tree); // replace tree state storage with our own (if you want to manipulate it yourself, typically clear subsection of it) IMGUI_API void SetStateStorage(ImGuiStorage* tree); // replace tree state storage with our own (if you want to manipulate it yourself, typically clear subsection of it)
IMGUI_API ImGuiStorage* GetStateStorage(); IMGUI_API ImGuiStorage* GetStateStorage();
@ -416,6 +415,11 @@ namespace ImGui
// Styles // Styles
IMGUI_API void StyleColorsClassic(ImGuiStyle* dst = NULL); IMGUI_API void StyleColorsClassic(ImGuiStyle* dst = NULL);
// Focus, Activation
IMGUI_API void ActivateItem(ImGuiID id); // remotely activate a button, checkbox, tree node etc. given its unique ID. activation is queued and processed on the next frame when the item is encountered again.
IMGUI_API ImGuiID GetItemID(); // get id of previous item, generally ~GetID(label)
IMGUI_API void SetKeyboardFocusHere(int offset = 0); // FIXME-NAVIGATION // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use -1 to access previous widget.
// Utilities // Utilities
IMGUI_API bool IsItemHovered(); // is the last item hovered by mouse (and usable)? or we are currently using Nav and the item is focused. IMGUI_API bool IsItemHovered(); // is the last item hovered by mouse (and usable)? or we are currently using Nav and the item is focused.
IMGUI_API bool IsItemRectHovered(); // is the last item hovered by mouse? even if another item is active or window is blocked by popup while we are hovering this IMGUI_API bool IsItemRectHovered(); // is the last item hovered by mouse? even if another item is active or window is blocked by popup while we are hovering this

@ -1754,6 +1754,11 @@ void ImGui::ShowTestWindow(bool* p_open)
if (ImGui::IsItemActive()) has_focus = 3; if (ImGui::IsItemActive()) has_focus = 3;
ImGui::PopAllowKeyboardFocus(); ImGui::PopAllowKeyboardFocus();
if (has_focus)
ImGui::Text("Item with focus: %d", has_focus);
else
ImGui::Text("Item with focus: <none>");
// Use >= 0 parameter to SetKeyboardFocusHere() to focus an upcoming item // Use >= 0 parameter to SetKeyboardFocusHere() to focus an upcoming item
static float f3[3] = { 0.0f, 0.0f, 0.0f }; static float f3[3] = { 0.0f, 0.0f, 0.0f };
int focus_ahead = -1; int focus_ahead = -1;
@ -1763,14 +1768,26 @@ void ImGui::ShowTestWindow(bool* p_open)
if (focus_ahead != -1) ImGui::SetKeyboardFocusHere(focus_ahead); if (focus_ahead != -1) ImGui::SetKeyboardFocusHere(focus_ahead);
ImGui::SliderFloat3("Float3", &f3[0], 0.0f, 1.0f); ImGui::SliderFloat3("Float3", &f3[0], 0.0f, 1.0f);
if (has_focus) ImGui::TextWrapped("NB: Cursor & selection are preserved when refocusing last used item in code.");
ImGui::Text("Item with focus: %d", has_focus);
else
ImGui::Text("Item with focus: <none>");
ImGui::TextWrapped("Cursor & selection are preserved when refocusing last used item in code.");
ImGui::TreePop(); ImGui::TreePop();
} }
#if 0
if (ImGui::TreeNode("Remote Activation"))
{
static char label[256];
ImGui::InputText("Label", label, IM_ARRAYSIZE(label));
ImGui::PopID(); // We don't yet have an easy way compute ID at other levels of the ID stack so we pop it manually for now (e.g. we'd like something like GetID("../label"))
ImGuiID id = ImGui::GetID(label);
ImGui::PushID("Remote Activation");
if (ImGui::SmallButton("Activate"))
ImGui::ActivateItem(id);
ImGui::SameLine();
ImGui::Text("ID = 0x%08X", id);
ImGui::TreePop();
}
#endif
if (ImGui::TreeNode("Dragging")) if (ImGui::TreeNode("Dragging"))
{ {
ImGui::TextWrapped("You can use ImGui::GetMouseDragDelta(0) to query for the dragged amount on any widget."); ImGui::TextWrapped("You can use ImGui::GetMouseDragDelta(0) to query for the dragged amount on any widget.");

@ -469,6 +469,7 @@ struct ImGuiContext
ImGuiID NavInputId; // ~~ IsNavInputPressed(ImGuiNavInput_PadInput) ? NavId : 0, etc. ImGuiID NavInputId; // ~~ IsNavInputPressed(ImGuiNavInput_PadInput) ? NavId : 0, etc.
ImGuiID NavJustTabbedId; // Just tabbed to this id. ImGuiID NavJustTabbedId; // Just tabbed to this id.
ImGuiID NavJustNavigatedId; // Just navigated to this id (result of a successfully MoveRequest) ImGuiID NavJustNavigatedId; // Just navigated to this id (result of a successfully MoveRequest)
ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame
ImRect NavScoringRectScreen; // Rectangle used for scoring, in screen space. Based of window->DC.NavRefRectRel[], modified for directional navigation scoring. ImRect NavScoringRectScreen; // Rectangle used for scoring, in screen space. Based of window->DC.NavRefRectRel[], modified for directional navigation scoring.
ImGuiWindow* NavWindowingTarget; ImGuiWindow* NavWindowingTarget;
float NavWindowingDisplayAlpha; float NavWindowingDisplayAlpha;
@ -584,7 +585,7 @@ struct ImGuiContext
NavWindow = NULL; NavWindow = NULL;
NavId = NavActivateId = NavActivateDownId = NavInputId = 0; NavId = NavActivateId = NavActivateDownId = NavInputId = 0;
NavJustTabbedId = NavJustNavigatedId = 0; NavJustTabbedId = NavJustNavigatedId = NavNextActivateId = 0;
NavScoringRectScreen = ImRect(); NavScoringRectScreen = ImRect();
NavWindowingTarget = NULL; NavWindowingTarget = NULL;
NavWindowingDisplayAlpha = 0.0f; NavWindowingDisplayAlpha = 0.0f;

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