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Comments + Internals: Selectable: decoupled internal flags and removed their menu / menu-item semantic as upcoming changes are requiring more flexibility.

pull/1822/head
omar 7 years ago
parent
commit
86f8cdbd98
  1. 2
      .github/issue_template.md
  2. 2
      TODO.txt
  3. 12
      imgui.cpp
  4. 9
      imgui_internal.h

2
.github/issue_template.md

@ -13,7 +13,7 @@ SELECT "PREVIEW CHANGES" TO TURN THE URL ABOVE INTO A CLICKABLE LINK.
XXX XXX
**Back-end/Renderer/OS:** _(if the question is related to inputs or rendering, otherwise delete this section)_ **Back-end file/Renderer/OS:** _(if the question is related to inputs/rendering/build, otherwise delete this section)_
XXX XXX

2
TODO.txt

@ -25,6 +25,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- window: increase minimum size of a window with menus or fix the menu rendering so that it doesn't look odd. - window: increase minimum size of a window with menus or fix the menu rendering so that it doesn't look odd.
- window: double-clicking on title bar to minimize isn't consistent, perhaps move to single-click on left-most collapse icon? - window: double-clicking on title bar to minimize isn't consistent, perhaps move to single-click on left-most collapse icon?
- window: expose contents size. (#1045) - window: expose contents size. (#1045)
- window: using SetWindowPos() inside Begin() and moving the window with the mouse reacts a very ugly glitch. We should just defer the SetWindowPos() call.
- window: GetWindowSize() returns (0,0) when not calculated? (#1045) - window: GetWindowSize() returns (0,0) when not calculated? (#1045)
- window: freeze window flag: if not focused/hovered, return false, render with previous ImDrawList. and/or reduce refresh rate. - window: freeze window flag: if not focused/hovered, return false, render with previous ImDrawList. and/or reduce refresh rate.
!- scrolling: allow immediately effective change of scroll after Begin() if we haven't appended items yet. !- scrolling: allow immediately effective change of scroll after Begin() if we haven't appended items yet.
@ -39,6 +40,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- drawlist: would be good to be able to deep copy of ImDrawData (we have a deep copy of ImDrawList now). - drawlist: would be good to be able to deep copy of ImDrawData (we have a deep copy of ImDrawList now).
- drawlist/opt: AddRect() axis aligned pixel aligned (no-aa) could use 8 triangles instead of 16 and no normal calculation. - drawlist/opt: AddRect() axis aligned pixel aligned (no-aa) could use 8 triangles instead of 16 and no normal calculation.
- drawlist: rendering: provide a way for imgui to output to a single/global vertex buffer, re-order indices only at the end of the frame (ref: https://gist.github.com/floooh/10388a0afbe08fce9e617d8aefa7d302) - drawlist: rendering: provide a way for imgui to output to a single/global vertex buffer, re-order indices only at the end of the frame (ref: https://gist.github.com/floooh/10388a0afbe08fce9e617d8aefa7d302)
- drawlist: callback: add an extra void* in ImDrawCallback to allow passing render-local data to the callback (would break API).
- main: considering adding an Init() function? some constructs are awkward in the implementation because of the lack of them. - main: considering adding an Init() function? some constructs are awkward in the implementation because of the lack of them.
- main: find a way to preserve relative orders of multiple reappearing windows (so an app toggling between "modes" e.g. fullscreen vs all tools) won't lose relative ordering. - main: find a way to preserve relative orders of multiple reappearing windows (so an app toggling between "modes" e.g. fullscreen vs all tools) won't lose relative ordering.

12
imgui.cpp

@ -11220,9 +11220,11 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
return false; return false;
} }
// We use NoHoldingActiveID on menus so that use can click and hold on menu and drag to browse child entries
ImGuiButtonFlags button_flags = 0; ImGuiButtonFlags button_flags = 0;
if (flags & ImGuiSelectableFlags_Menu) button_flags |= ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_NoHoldingActiveID; if (flags & ImGuiSelectableFlags_NoHoldingActiveID) button_flags |= ImGuiButtonFlags_NoHoldingActiveID;
if (flags & ImGuiSelectableFlags_MenuItem) button_flags |= ImGuiButtonFlags_PressedOnRelease; if (flags & ImGuiSelectableFlags_PressedOnClick) button_flags |= ImGuiButtonFlags_PressedOnClick;
if (flags & ImGuiSelectableFlags_PressedOnRelease) button_flags |= ImGuiButtonFlags_PressedOnRelease;
if (flags & ImGuiSelectableFlags_Disabled) button_flags |= ImGuiButtonFlags_Disabled; if (flags & ImGuiSelectableFlags_Disabled) button_flags |= ImGuiButtonFlags_Disabled;
if (flags & ImGuiSelectableFlags_AllowDoubleClick) button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; if (flags & ImGuiSelectableFlags_AllowDoubleClick) button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick;
bool hovered, held; bool hovered, held;
@ -11378,7 +11380,7 @@ bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, boo
ImVec2 pos = window->DC.CursorPos; ImVec2 pos = window->DC.CursorPos;
ImVec2 label_size = CalcTextSize(label, NULL, true); ImVec2 label_size = CalcTextSize(label, NULL, true);
ImGuiSelectableFlags flags = ImGuiSelectableFlags_MenuItem | (enabled ? 0 : ImGuiSelectableFlags_Disabled); ImGuiSelectableFlags flags = ImGuiSelectableFlags_PressedOnRelease | (enabled ? 0 : ImGuiSelectableFlags_Disabled);
bool pressed; bool pressed;
if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
{ {
@ -11552,7 +11554,7 @@ bool ImGui::BeginMenu(const char* label, bool enabled)
window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * 0.5f); window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * 0.5f);
PushStyleVar(ImGuiStyleVar_ItemSpacing, style.ItemSpacing * 2.0f); PushStyleVar(ImGuiStyleVar_ItemSpacing, style.ItemSpacing * 2.0f);
float w = label_size.x; float w = label_size.x;
pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_Menu | ImGuiSelectableFlags_DontClosePopups | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f)); pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_PressedOnClick | ImGuiSelectableFlags_DontClosePopups | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f));
PopStyleVar(); PopStyleVar();
window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar(). window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar().
} }
@ -11562,7 +11564,7 @@ bool ImGui::BeginMenu(const char* label, bool enabled)
popup_pos = ImVec2(pos.x, pos.y - style.WindowPadding.y); popup_pos = ImVec2(pos.x, pos.y - style.WindowPadding.y);
float w = window->MenuColumns.DeclColumns(label_size.x, 0.0f, (float)(int)(g.FontSize * 1.20f)); // Feedback to next frame float w = window->MenuColumns.DeclColumns(label_size.x, 0.0f, (float)(int)(g.FontSize * 1.20f)); // Feedback to next frame
float extra_w = ImMax(0.0f, GetContentRegionAvail().x - w); float extra_w = ImMax(0.0f, GetContentRegionAvail().x - w);
pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_Menu | ImGuiSelectableFlags_DontClosePopups | ImGuiSelectableFlags_DrawFillAvailWidth | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f)); pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_PressedOnClick | ImGuiSelectableFlags_DontClosePopups | ImGuiSelectableFlags_DrawFillAvailWidth | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f));
if (!enabled) PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]); if (!enabled) PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]);
RenderArrow(pos + ImVec2(window->MenuColumns.Pos[2] + extra_w + g.FontSize * 0.30f, 0.0f), ImGuiDir_Right); RenderArrow(pos + ImVec2(window->MenuColumns.Pos[2] + extra_w + g.FontSize * 0.30f, 0.0f), ImGuiDir_Right);
if (!enabled) PopStyleColor(); if (!enabled) PopStyleColor();

9
imgui_internal.h

@ -228,10 +228,11 @@ enum ImGuiColumnsFlags_
enum ImGuiSelectableFlagsPrivate_ enum ImGuiSelectableFlagsPrivate_
{ {
// NB: need to be in sync with last value of ImGuiSelectableFlags_ // NB: need to be in sync with last value of ImGuiSelectableFlags_
ImGuiSelectableFlags_Menu = 1 << 3, // -> PressedOnClick ImGuiSelectableFlags_NoHoldingActiveID = 1 << 3,
ImGuiSelectableFlags_MenuItem = 1 << 4, // -> PressedOnRelease ImGuiSelectableFlags_PressedOnClick = 1 << 4,
ImGuiSelectableFlags_Disabled = 1 << 5, ImGuiSelectableFlags_PressedOnRelease = 1 << 5,
ImGuiSelectableFlags_DrawFillAvailWidth = 1 << 6 ImGuiSelectableFlags_Disabled = 1 << 6,
ImGuiSelectableFlags_DrawFillAvailWidth = 1 << 7
}; };
enum ImGuiSeparatorFlags_ enum ImGuiSeparatorFlags_

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