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@ -4811,20 +4811,24 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l |
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} |
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// Flags that affects opening behavior:
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// - 0(default) ..................... single-click anywhere to open
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// - 0 (default) .................... single-click anywhere to open
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// - OpenOnDoubleClick .............. double-click anywhere to open
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// - OpenOnArrow .................... single-click on arrow to open
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// - OpenOnDoubleClick|OpenOnArrow .. single-click on arrow or double-click anywhere to open
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ImGuiButtonFlags button_flags = ImGuiButtonFlags_NoKeyModifiers | ((flags & ImGuiTreeNodeFlags_AllowItemOverlap) ? ImGuiButtonFlags_AllowItemOverlap : 0); |
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if (!is_leaf) |
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button_flags |= ImGuiButtonFlags_PressedOnDragDropHold; |
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ImGuiButtonFlags button_flags = ImGuiButtonFlags_NoKeyModifiers; |
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if (flags & ImGuiTreeNodeFlags_AllowItemOverlap) |
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button_flags |= ImGuiButtonFlags_AllowItemOverlap; |
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if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) |
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button_flags |= ImGuiButtonFlags_PressedOnDoubleClick | ((flags & ImGuiTreeNodeFlags_OpenOnArrow) ? ImGuiButtonFlags_PressedOnClickRelease : 0); |
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if (!is_leaf) |
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button_flags |= ImGuiButtonFlags_PressedOnDragDropHold; |
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bool hovered, held, pressed = ButtonBehavior(interact_bb, id, &hovered, &held, button_flags); |
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bool selected = (flags & ImGuiTreeNodeFlags_Selected) != 0; |
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bool hovered, held; |
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bool pressed = ButtonBehavior(interact_bb, id, &hovered, &held, button_flags); |
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bool toggled = false; |
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if (!is_leaf) |
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{ |
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bool toggled = false; |
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if (pressed) |
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{ |
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toggled = !(flags & (ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick)) || (g.NavActivateId == id); |
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@ -4859,11 +4863,12 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l |
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// Render
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const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); |
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const ImVec2 text_pos = frame_bb.Min + ImVec2(text_offset_x, text_base_offset_y); |
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ImGuiNavHighlightFlags nav_highlight_flags = ImGuiNavHighlightFlags_TypeThin; |
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if (display_frame) |
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{ |
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// Framed type
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RenderFrame(frame_bb.Min, frame_bb.Max, col, true, style.FrameRounding); |
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RenderNavHighlight(frame_bb, id, ImGuiNavHighlightFlags_TypeThin); |
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RenderNavHighlight(frame_bb, id, nav_highlight_flags); |
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RenderArrow(frame_bb.Min + ImVec2(padding.x, text_base_offset_y), is_open ? ImGuiDir_Down : ImGuiDir_Right, 1.0f); |
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if (g.LogEnabled) |
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{ |
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@ -4882,10 +4887,10 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l |
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else |
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{ |
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// Unframed typed for tree nodes
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if (hovered || (flags & ImGuiTreeNodeFlags_Selected)) |
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if (hovered || selected) |
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{ |
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RenderFrame(frame_bb.Min, frame_bb.Max, col, false); |
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RenderNavHighlight(frame_bb, id, ImGuiNavHighlightFlags_TypeThin); |
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RenderNavHighlight(frame_bb, id, nav_highlight_flags); |
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} |
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if (flags & ImGuiTreeNodeFlags_Bullet) |
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@ -5065,11 +5070,11 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl |
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if (flags & ImGuiSelectableFlags_PressedOnRelease) button_flags |= ImGuiButtonFlags_PressedOnRelease; |
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if (flags & ImGuiSelectableFlags_Disabled) button_flags |= ImGuiButtonFlags_Disabled; |
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if (flags & ImGuiSelectableFlags_AllowDoubleClick) button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; |
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bool hovered, held; |
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bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags); |
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if (flags & ImGuiSelectableFlags_Disabled) |
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selected = false; |
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bool hovered, held; |
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bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags); |
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// Hovering selectable with mouse updates NavId accordingly so navigation can be resumed with gamepad/keyboard (this doesn't happen on most widgets)
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if (pressed || hovered) |
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if (!g.NavDisableMouseHover && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent) |
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