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Internals: ButtonEx, ButtonBehavior can support multiple mouse buttons.
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@ -433,7 +433,15 @@ enum ImGuiButtonFlags_
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ImGuiButtonFlags_NoHoldingActiveId = 1 << 13, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only)
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ImGuiButtonFlags_NoNavFocus = 1 << 14, // don't override navigation focus when activated
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ImGuiButtonFlags_NoHoveredOnNav = 1 << 15, // don't report as hovered when navigated on
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ImGuiButtonFlags_PressedOnMask_ = ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_PressedOnDragDropHold
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ImGuiButtonFlags_MouseButtonLeft = 1 << 16, // [Default] react on left mouse button
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ImGuiButtonFlags_MouseButtonRight = 1 << 17, // react on right mouse button
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ImGuiButtonFlags_MouseButtonMiddle = 1 << 18, // react on center mouse button
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ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle,
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ImGuiButtonFlags_MouseButtonShift_ = 16,
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ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft,
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ImGuiButtonFlags_PressedOnMask_ = ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_PressedOnDragDropHold,
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ImGuiButtonFlags_PressedOnDefault_ = ImGuiButtonFlags_PressedOnClickRelease
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};
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enum ImGuiSliderFlags_
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@ -1033,6 +1041,7 @@ struct ImGuiContext
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ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior)
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ImGuiWindow* ActiveIdWindow;
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ImGuiInputSource ActiveIdSource; // Activating with mouse or nav (gamepad/keyboard)
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int ActiveIdMouseButton;
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ImGuiID ActiveIdPreviousFrame;
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bool ActiveIdPreviousFrameIsAlive;
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bool ActiveIdPreviousFrameHasBeenEditedBefore;
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@ -1225,6 +1234,7 @@ struct ImGuiContext
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ActiveIdClickOffset = ImVec2(-1,-1);
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ActiveIdWindow = NULL;
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ActiveIdSource = ImGuiInputSource_None;
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ActiveIdMouseButton = 0;
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ActiveIdPreviousFrame = 0;
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ActiveIdPreviousFrameIsAlive = false;
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ActiveIdPreviousFrameHasBeenEditedBefore = false;
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@ -464,9 +464,13 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
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return false;
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}
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// Default behavior requires click+release on same spot
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// Default only reacts to left mouse button
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if ((flags & ImGuiButtonFlags_MouseButtonMask_) == 0)
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flags |= ImGuiButtonFlags_MouseButtonDefault_;
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// Default behavior requires click + release inside bounding box
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if ((flags & ImGuiButtonFlags_PressedOnMask_) == 0)
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flags |= ImGuiButtonFlags_PressedOnClickRelease;
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flags |= ImGuiButtonFlags_PressedOnDefault_;
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ImGuiWindow* backup_hovered_window = g.HoveredWindow;
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const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredRootWindow == window;
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@ -505,38 +509,55 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
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if (hovered && (flags & ImGuiButtonFlags_AllowItemOverlap) && (g.HoveredIdPreviousFrame != id && g.HoveredIdPreviousFrame != 0))
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hovered = false;
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// Mouse
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// Mouse handling
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if (hovered)
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{
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if (!(flags & ImGuiButtonFlags_NoKeyModifiers) || (!g.IO.KeyCtrl && !g.IO.KeyShift && !g.IO.KeyAlt))
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{
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if ((flags & (ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere)) && g.IO.MouseClicked[0])
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// Poll buttons
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int mouse_button_clicked = -1;
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int mouse_button_released = -1;
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if ((flags & ImGuiButtonFlags_MouseButtonLeft) && g.IO.MouseClicked[0]) { mouse_button_clicked = 0; }
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else if ((flags & ImGuiButtonFlags_MouseButtonRight) && g.IO.MouseClicked[1]) { mouse_button_clicked = 1; }
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else if ((flags & ImGuiButtonFlags_MouseButtonMiddle) && g.IO.MouseClicked[2]) { mouse_button_clicked = 2; }
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if ((flags & ImGuiButtonFlags_MouseButtonLeft) && g.IO.MouseReleased[0]) { mouse_button_released = 0; }
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else if ((flags & ImGuiButtonFlags_MouseButtonRight) && g.IO.MouseReleased[1]) { mouse_button_released = 1; }
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else if ((flags & ImGuiButtonFlags_MouseButtonMiddle) && g.IO.MouseReleased[2]) { mouse_button_released = 2; }
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if (mouse_button_clicked != -1 && g.ActiveId != id)
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{
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SetActiveID(id, window);
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if (!(flags & ImGuiButtonFlags_NoNavFocus))
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SetFocusID(id, window);
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FocusWindow(window);
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if (flags & (ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere))
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{
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SetActiveID(id, window);
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g.ActiveIdMouseButton = mouse_button_clicked;
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if (!(flags & ImGuiButtonFlags_NoNavFocus))
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SetFocusID(id, window);
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FocusWindow(window);
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}
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if ((flags & ImGuiButtonFlags_PressedOnClick) || ((flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseDoubleClicked[mouse_button_clicked]))
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{
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pressed = true;
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if (flags & ImGuiButtonFlags_NoHoldingActiveId)
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ClearActiveID();
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else
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SetActiveID(id, window); // Hold on ID
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g.ActiveIdMouseButton = mouse_button_clicked;
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FocusWindow(window);
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}
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}
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if (((flags & ImGuiButtonFlags_PressedOnClick) && g.IO.MouseClicked[0]) || ((flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseDoubleClicked[0]))
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if ((flags & ImGuiButtonFlags_PressedOnRelease) && mouse_button_released != -1)
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{
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pressed = true;
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if (flags & ImGuiButtonFlags_NoHoldingActiveId)
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ClearActiveID();
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else
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SetActiveID(id, window); // Hold on ID
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FocusWindow(window);
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}
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if ((flags & ImGuiButtonFlags_PressedOnRelease) && g.IO.MouseReleased[0])
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{
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if (!((flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[0] >= g.IO.KeyRepeatDelay)) // Repeat mode trumps <on release>
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// Repeat mode trumps on release behavior
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if (!((flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[mouse_button_released] >= g.IO.KeyRepeatDelay))
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pressed = true;
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ClearActiveID();
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}
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// 'Repeat' mode acts when held regardless of _PressedOn flags (see table above).
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// Relies on repeat logic of IsMouseClicked() but we may as well do it ourselves if we end up exposing finer RepeatDelay/RepeatRate settings.
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if ((flags & ImGuiButtonFlags_Repeat) && g.ActiveId == id && g.IO.MouseDownDuration[0] > 0.0f && IsMouseClicked(0, true))
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pressed = true;
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if (g.ActiveId == id && (flags & ImGuiButtonFlags_Repeat))
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if (g.IO.MouseDownDuration[g.ActiveIdMouseButton] > 0.0f && IsMouseClicked(g.ActiveIdMouseButton, true))
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pressed = true;
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}
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if (pressed)
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@ -548,7 +569,6 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
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if (g.NavId == id && !g.NavDisableHighlight && g.NavDisableMouseHover && (g.ActiveId == 0 || g.ActiveId == id || g.ActiveId == window->MoveId))
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if (!(flags & ImGuiButtonFlags_NoHoveredOnNav))
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hovered = true;
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if (g.NavActivateDownId == id)
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{
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bool nav_activated_by_code = (g.NavActivateId == id);
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@ -568,24 +588,25 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
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bool held = false;
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if (g.ActiveId == id)
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{
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if (pressed)
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g.ActiveIdHasBeenPressedBefore = true;
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if (g.ActiveIdSource == ImGuiInputSource_Mouse)
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{
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if (g.ActiveIdIsJustActivated)
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g.ActiveIdClickOffset = g.IO.MousePos - bb.Min;
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if (g.IO.MouseDown[0])
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const int mouse_button = g.ActiveIdMouseButton;
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IM_ASSERT(mouse_button >= 0 && mouse_button < ImGuiMouseButton_COUNT);
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if (g.IO.MouseDown[mouse_button])
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{
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held = true;
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}
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else
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{
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const bool release_in = hovered && (flags & ImGuiButtonFlags_PressedOnClickRelease) != 0;
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const bool release_anywhere = (flags & ImGuiButtonFlags_PressedOnClickReleaseAnywhere) != 0;
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bool release_in = hovered && (flags & ImGuiButtonFlags_PressedOnClickRelease) != 0;
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bool release_anywhere = (flags & ImGuiButtonFlags_PressedOnClickReleaseAnywhere) != 0;
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if ((release_in || release_anywhere) && !g.DragDropActive)
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{
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bool is_double_click_release = (flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseDownWasDoubleClick[0];
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bool is_repeating_already = (flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[0] >= g.IO.KeyRepeatDelay; // Repeat mode trumps <on release>
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bool is_double_click_release = (flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseDownWasDoubleClick[mouse_button];
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bool is_repeating_already = (flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[mouse_button] >= g.IO.KeyRepeatDelay; // Repeat mode trumps <on release>
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if (!is_double_click_release && !is_repeating_already)
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pressed = true;
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}
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@ -599,6 +620,8 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
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if (g.NavActivateDownId != id)
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ClearActiveID();
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}
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if (pressed)
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g.ActiveIdHasBeenPressedBefore = true;
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}
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if (out_hovered) *out_hovered = hovered;
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