Added IsItemDeactivatedAfterChange() if the last item was active previously, isn't anymore, and during its active state modified a value. Note that you may still get false positive. (#820, #956, #1875)

docking
omar 6 years ago
parent be4b8b5615
commit d57fc7fb97

@ -63,7 +63,9 @@ Other Changes:
- Each example still has its own main.cpp which you may refer you to understand how to initialize and glue everything together.
- Some frameworks (such as the Allegro, Marmalade) handle both the "platform" and "rendering" part, and your custom engine may as well.
- Read examples/README.txt for details.
- Added IsItemDeactivated() to query if the last item was active previously but isn't anymore. Useful for Undo/Redo patterns. (#820, #956, #1875)
- Added IsItemDeactivated() to query if the last item was active previously and isn't anymore. Useful for Undo/Redo patterns. (#820, #956, #1875)
- Added IsItemDeactivatedAfterChange() if the last item was active previously, isn't anymore, and during its active state modified a value.
Note that you may still get false positive (e.g. drag value and while holding return on the same value). (#820, #956, #1875)
- Nav: Added support for PageUp/PageDown (explorer-style: first aim at bottom/top most item, when scroll a page worth of contents). (#787)
- Nav: To keep the navigated item in view we also attempt to scroll the parent window as well as the current window. (#787)
- TreeNode: Fixed nodes with ImGuiTreeNodeFlags_Leaf flag always returning true which was meaningless.

@ -2182,6 +2182,7 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
if (g.ActiveIdIsJustActivated)
{
g.ActiveIdTimer = 0.0f;
g.ActiveIdValueChanged = false;
if (id != 0)
{
g.LastActiveId = id;
@ -2249,6 +2250,15 @@ void ImGui::KeepAliveID(ImGuiID id)
g.ActiveIdPreviousFrameIsAlive = true;
}
void ImGui::MarkItemValueChanged(ImGuiID id)
{
// This marking is solely to be able to provide info for IsItemDeactivatedAfterChange().
// ActiveId might have been released by the time we call this (as in the typical press/release button behavior) but still need need to fill the data.
ImGuiContext& g = *GImGui;
IM_ASSERT(g.ActiveId == id || g.ActiveId == 0);
g.ActiveIdValueChanged = true;
}
static inline bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags)
{
// An active popup disable hovering on other windows (apart from its own children)
@ -3716,6 +3726,7 @@ void ImGui::NewFrame()
g.LastActiveIdTimer += g.IO.DeltaTime;
g.ActiveIdPreviousFrame = g.ActiveId;
g.ActiveIdPreviousFrameWindow = g.ActiveIdWindow;
g.ActiveIdPreviousFrameValueChanged = g.ActiveIdValueChanged;
g.ActiveIdIsAlive = g.ActiveIdPreviousFrameIsAlive = false;
g.ActiveIdIsJustActivated = false;
if (g.ScalarAsInputTextId && g.ActiveId != g.ScalarAsInputTextId)
@ -4982,6 +4993,12 @@ bool ImGui::IsItemDeactivated()
return (g.ActiveIdPreviousFrame == window->DC.LastItemId && g.ActiveIdPreviousFrame != 0 && g.ActiveId != window->DC.LastItemId);
}
bool ImGui::IsItemDeactivatedAfterChange()
{
ImGuiContext& g = *GImGui;
return IsItemDeactivated() && (g.ActiveIdPreviousFrameValueChanged || (g.ActiveId == 0 && g.ActiveIdValueChanged));
}
bool ImGui::IsItemFocused()
{
ImGuiContext& g = *GImGui;
@ -8022,6 +8039,8 @@ bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags
flags |= ImGuiButtonFlags_Repeat;
bool hovered, held;
bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags);
if (pressed)
MarkItemValueChanged(id);
// Render
const ImU32 col = GetColorU32((hovered && held) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
@ -9327,6 +9346,8 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* v, co
// Actual slider behavior + render grab
ItemSize(total_bb, style.FramePadding.y);
const bool value_changed = SliderBehavior(frame_bb, id, data_type, v, v_min, v_max, format, power);
if (value_changed)
MarkItemValueChanged(id);
// Display value using user-provided display format so user can add prefix/suffix/decorations to the value.
char value_buf[64];
@ -9380,7 +9401,9 @@ bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType d
}
// Actual slider behavior + render grab
bool value_changed = SliderBehavior(frame_bb, id, data_type, v, v_min, v_max, format, power, ImGuiSliderFlags_Vertical);
const bool value_changed = SliderBehavior(frame_bb, id, data_type, v, v_min, v_max, format, power, ImGuiSliderFlags_Vertical);
if (value_changed)
MarkItemValueChanged(id);
// Display value using user-provided display format so user can add prefix/suffix/decorations to the value.
// For the vertical slider we allow centered text to overlap the frame padding
@ -9657,6 +9680,8 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* v, floa
// Actual drag behavior
ItemSize(total_bb, style.FramePadding.y);
const bool value_changed = DragBehavior(id, data_type, v, v_speed, v_min, v_max, format, power);
if (value_changed)
MarkItemValueChanged(id);
// Draw frame
const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);
@ -10005,7 +10030,10 @@ bool ImGui::Checkbox(const char* label, bool* v)
bool hovered, held;
bool pressed = ButtonBehavior(total_bb, id, &hovered, &held);
if (pressed)
{
*v = !(*v);
MarkItemValueChanged(id);
}
RenderNavHighlight(total_bb, id);
RenderFrame(check_bb.Min, check_bb.Max, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), true, style.FrameRounding);
@ -10073,6 +10101,8 @@ bool ImGui::RadioButton(const char* label, bool active)
bool hovered, held;
bool pressed = ButtonBehavior(total_bb, id, &hovered, &held);
if (pressed)
MarkItemValueChanged(id);
RenderNavHighlight(total_bb, id);
window->DrawList->AddCircleFilled(center, radius, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), 16);
@ -10969,6 +10999,9 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
if (label_size.x > 0)
RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
if (value_changed)
MarkItemValueChanged(id);
if ((flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0)
return enter_pressed;
else
@ -11433,6 +11466,8 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
g.NavDisableHighlight = true;
SetNavID(id, window->DC.NavLayerCurrent);
}
if (pressed)
MarkItemValueChanged(id);
// Render
if (hovered || selected)
@ -12025,6 +12060,9 @@ bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFl
if (!(flags & ImGuiColorEditFlags_NoTooltip) && hovered)
ColorTooltip(desc_id, &col.x, flags & (ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf));
if (pressed)
MarkItemValueChanged(id);
return pressed;
}
@ -12319,6 +12357,9 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag
if (picker_active_window && g.ActiveId != 0 && g.ActiveIdWindow == picker_active_window)
window->DC.LastItemId = g.ActiveId;
if (value_changed)
MarkItemValueChanged(window->DC.LastItemId);
return value_changed;
}
@ -12642,9 +12683,15 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
}
EndGroup();
if (value_changed && memcmp(backup_initial_col, col, components * sizeof(float)) == 0)
value_changed = false;
if (value_changed)
MarkItemValueChanged(window->DC.LastItemId);
PopID();
return value_changed && memcmp(backup_initial_col, col, components * sizeof(float));
return value_changed;
}
// Horizontal separating line.
@ -12752,6 +12799,8 @@ bool ImGui::SplitterBehavior(ImGuiID id, const ImRect& bb, ImGuiAxis axis, float
*size1 += mouse_delta;
*size2 -= mouse_delta;
bb_render.Translate((axis == ImGuiAxis_X) ? ImVec2(mouse_delta, 0.0f) : ImVec2(0.0f, mouse_delta));
MarkItemValueChanged(id);
}
// Render

@ -506,7 +506,8 @@ namespace ImGui
IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation?
IMGUI_API bool IsItemClicked(int mouse_button = 0); // is the last item clicked? (e.g. button/node just clicked on) == IsMouseClicked(mouse_button) && IsItemHovered()
IMGUI_API bool IsItemVisible(); // is the last item visible? (items may be out of sight because of clipping/scrolling)
IMGUI_API bool IsItemDeactivated(); // was the last item just made inactive (item was previously active), useful for Undo/Redo patterns.
IMGUI_API bool IsItemDeactivated(); // was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that requires continuous editing.
IMGUI_API bool IsItemDeactivatedAfterChange(); // was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that requires continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item).
IMGUI_API bool IsAnyItemHovered();
IMGUI_API bool IsAnyItemActive();
IMGUI_API bool IsAnyItemFocused();

@ -1178,18 +1178,21 @@ void ImGui::ShowDemoWindow(bool* p_open)
// Display the value of IsItemHovered() and other common item state functions. Note that the flags can be combined.
// (because BulletText is an item itself and that would affect the output of IsItemHovered() we pass all state in a single call to simplify the code).
static int item_type = 1;
static bool b = false;
static float col4f[4] = { 1.0f, 0.5, 0.0f, 1.0f };
ImGui::RadioButton("Text", &item_type, 0); ImGui::SameLine();
ImGui::RadioButton("Button", &item_type, 1); ImGui::SameLine();
ImGui::RadioButton("SliderFloat", &item_type, 2); ImGui::SameLine();
ImGui::RadioButton("ColorEdit4", &item_type, 3); ImGui::SameLine();
ImGui::RadioButton("ListBox", &item_type, 4);
ImGui::RadioButton("CheckBox", &item_type, 2); ImGui::SameLine();
ImGui::RadioButton("SliderFloat", &item_type, 3); ImGui::SameLine();
ImGui::RadioButton("ColorEdit4", &item_type, 4); ImGui::SameLine();
ImGui::RadioButton("ListBox", &item_type, 5);
bool ret = false;
if (item_type == 0) { ImGui::Text("ITEM: Text"); } // Testing text items with no identifier/interaction
if (item_type == 1) { ret = ImGui::Button("ITEM: Button"); } // Testing button
if (item_type == 2) { ret = ImGui::SliderFloat("ITEM: SliderFloat", &col4f[0], 0.0f, 1.0f); } // Testing basic item
if (item_type == 3) { ret = ImGui::ColorEdit4("ITEM: ColorEdit4", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged)
if (item_type == 4) { const char* items[] = { "Apple", "Banana", "Cherry" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", &current, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); }
if (item_type == 2) { ret = ImGui::Checkbox("ITEM: CheckBox", &b); } // Testing checkbox
if (item_type == 3) { ret = ImGui::SliderFloat("ITEM: SliderFloat", &col4f[0], 0.0f, 1.0f); } // Testing basic item
if (item_type == 4) { ret = ImGui::ColorEdit4("ITEM: ColorEdit4", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged)
if (item_type == 5) { const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", &current, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); }
ImGui::BulletText(
"Return value = %d\n"
"IsItemFocused() = %d\n"
@ -1200,6 +1203,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
"IsItemHovered(_RectOnly) = %d\n"
"IsItemActive() = %d\n"
"IsItemDeactivated() = %d\n"
"IsItemDeactivatedAfterChange() = %d\n"
"IsItemVisible() = %d\n",
ret,
ImGui::IsItemFocused(),
@ -1210,6 +1214,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
ImGui::IsItemHovered(ImGuiHoveredFlags_RectOnly),
ImGui::IsItemActive(),
ImGui::IsItemDeactivated(),
ImGui::IsItemDeactivatedAfterChange(),
ImGui::IsItemVisible()
);

@ -625,7 +625,9 @@ struct ImGuiContext
bool ActiveIdIsAlive; // Active widget has been seen this frame
bool ActiveIdIsJustActivated; // Set at the time of activation for one frame
bool ActiveIdAllowOverlap; // Active widget allows another widget to steal active id (generally for overlapping widgets, but not always)
bool ActiveIdValueChanged;
bool ActiveIdPreviousFrameIsAlive;
bool ActiveIdPreviousFrameValueChanged;
int ActiveIdAllowNavDirFlags; // Active widget allows using directional navigation (e.g. can activate a button and move away from it)
ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior)
ImGuiWindow* ActiveIdWindow;
@ -765,7 +767,9 @@ struct ImGuiContext
ActiveIdIsAlive = false;
ActiveIdIsJustActivated = false;
ActiveIdAllowOverlap = false;
ActiveIdValueChanged = false;
ActiveIdPreviousFrameIsAlive = false;
ActiveIdPreviousFrameValueChanged = false;
ActiveIdAllowNavDirFlags = 0;
ActiveIdClickOffset = ImVec2(-1,-1);
ActiveIdWindow = ActiveIdPreviousFrameWindow = NULL;
@ -1082,6 +1086,7 @@ namespace ImGui
IMGUI_API ImGuiID GetHoveredID();
IMGUI_API void SetHoveredID(ImGuiID id);
IMGUI_API void KeepAliveID(ImGuiID id);
IMGUI_API void MarkItemValueChanged(ImGuiID id);
IMGUI_API void ItemSize(const ImVec2& size, float text_offset_y = 0.0f);
IMGUI_API void ItemSize(const ImRect& bb, float text_offset_y = 0.0f);

Loading…
Cancel
Save