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Drag and Drop: rework RenderDragDropTargetRect() into RenderDragDropTargetRectForItem() and add RenderDragDropTargetRectEx(). (#1603, #5204)
This commit is contained in:
13
imgui.cpp
13
imgui.cpp
@@ -14793,7 +14793,7 @@ const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDrop
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payload.Preview = was_accepted_previously;
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payload.Preview = was_accepted_previously;
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flags |= (g.DragDropSourceFlags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); // Source can also inhibit the preview (useful for external sources that live for 1 frame)
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flags |= (g.DragDropSourceFlags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); // Source can also inhibit the preview (useful for external sources that live for 1 frame)
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if (!(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect) && payload.Preview)
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if (!(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect) && payload.Preview)
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RenderDragDropTargetRect(r, g.DragDropTargetClipRect);
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RenderDragDropTargetRectForItem(r);
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g.DragDropAcceptFrameCount = g.FrameCount;
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g.DragDropAcceptFrameCount = g.FrameCount;
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if ((g.DragDropSourceFlags & ImGuiDragDropFlags_SourceExtern) && g.DragDropMouseButton == -1)
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if ((g.DragDropSourceFlags & ImGuiDragDropFlags_SourceExtern) && g.DragDropMouseButton == -1)
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@@ -14809,21 +14809,26 @@ const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDrop
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}
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}
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// FIXME-STYLE FIXME-DRAGDROP: Settle on a proper default visuals for drop target.
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// FIXME-STYLE FIXME-DRAGDROP: Settle on a proper default visuals for drop target.
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void ImGui::RenderDragDropTargetRect(const ImRect& bb, const ImRect& item_clip_rect)
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void ImGui::RenderDragDropTargetRectForItem(const ImRect& bb)
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{
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{
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ImGuiContext& g = *GImGui;
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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ImGuiWindow* window = g.CurrentWindow;
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ImRect bb_display = bb;
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ImRect bb_display = bb;
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bb_display.ClipWith(item_clip_rect); // Clip THEN expand so we have a way to visualize that target is not entirely visible.
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bb_display.ClipWith(g.DragDropTargetClipRect); // Clip THEN expand so we have a way to visualize that target is not entirely visible.
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bb_display.Expand(3.5f);
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bb_display.Expand(3.5f);
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bool push_clip_rect = !window->ClipRect.Contains(bb_display);
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bool push_clip_rect = !window->ClipRect.Contains(bb_display);
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if (push_clip_rect)
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if (push_clip_rect)
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window->DrawList->PushClipRectFullScreen();
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window->DrawList->PushClipRectFullScreen();
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window->DrawList->AddRect(bb_display.Min, bb_display.Max, GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f); // FIXME-DPI
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RenderDragDropTargetRectEx(window->DrawList, bb_display);
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if (push_clip_rect)
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if (push_clip_rect)
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window->DrawList->PopClipRect();
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window->DrawList->PopClipRect();
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}
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}
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void ImGui::RenderDragDropTargetRectEx(ImDrawList* draw_list, const ImRect& bb)
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{
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draw_list->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f); // FIXME-DPI
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}
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const ImGuiPayload* ImGui::GetDragDropPayload()
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const ImGuiPayload* ImGui::GetDragDropPayload()
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{
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{
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ImGuiContext& g = *GImGui;
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ImGuiContext& g = *GImGui;
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@@ -3423,7 +3423,8 @@ namespace ImGui
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IMGUI_API bool BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id);
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IMGUI_API bool BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id);
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IMGUI_API void ClearDragDrop();
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IMGUI_API void ClearDragDrop();
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IMGUI_API bool IsDragDropPayloadBeingAccepted();
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IMGUI_API bool IsDragDropPayloadBeingAccepted();
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IMGUI_API void RenderDragDropTargetRect(const ImRect& bb, const ImRect& item_clip_rect);
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IMGUI_API void RenderDragDropTargetRectForItem(const ImRect& bb);
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IMGUI_API void RenderDragDropTargetRectEx(ImDrawList* draw_list, const ImRect& bb);
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// Typing-Select API
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// Typing-Select API
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// (provide Windows Explorer style "select items by typing partial name" + "cycle through items by typing same letter" feature)
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// (provide Windows Explorer style "select items by typing partial name" + "cycle through items by typing same letter" feature)
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