Internals: ButtonEx, ButtonBehavior can support multiple mouse buttons.
diff --git a/imgui_internal.h b/imgui_internal.h
index a6a4012..db9aaa1 100644
--- a/imgui_internal.h
+++ b/imgui_internal.h
@@ -433,7 +433,15 @@
ImGuiButtonFlags_NoHoldingActiveId = 1 << 13, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only)
ImGuiButtonFlags_NoNavFocus = 1 << 14, // don't override navigation focus when activated
ImGuiButtonFlags_NoHoveredOnNav = 1 << 15, // don't report as hovered when navigated on
- ImGuiButtonFlags_PressedOnMask_ = ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_PressedOnDragDropHold
+ ImGuiButtonFlags_MouseButtonLeft = 1 << 16, // [Default] react on left mouse button
+ ImGuiButtonFlags_MouseButtonRight = 1 << 17, // react on right mouse button
+ ImGuiButtonFlags_MouseButtonMiddle = 1 << 18, // react on center mouse button
+
+ ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle,
+ ImGuiButtonFlags_MouseButtonShift_ = 16,
+ ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft,
+ ImGuiButtonFlags_PressedOnMask_ = ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_PressedOnDragDropHold,
+ ImGuiButtonFlags_PressedOnDefault_ = ImGuiButtonFlags_PressedOnClickRelease
};
enum ImGuiSliderFlags_
@@ -1033,6 +1041,7 @@
ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior)
ImGuiWindow* ActiveIdWindow;
ImGuiInputSource ActiveIdSource; // Activating with mouse or nav (gamepad/keyboard)
+ int ActiveIdMouseButton;
ImGuiID ActiveIdPreviousFrame;
bool ActiveIdPreviousFrameIsAlive;
bool ActiveIdPreviousFrameHasBeenEditedBefore;
@@ -1225,6 +1234,7 @@
ActiveIdClickOffset = ImVec2(-1,-1);
ActiveIdWindow = NULL;
ActiveIdSource = ImGuiInputSource_None;
+ ActiveIdMouseButton = 0;
ActiveIdPreviousFrame = 0;
ActiveIdPreviousFrameIsAlive = false;
ActiveIdPreviousFrameHasBeenEditedBefore = false;
diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp
index eb64ab1..099673f 100644
--- a/imgui_widgets.cpp
+++ b/imgui_widgets.cpp
@@ -464,9 +464,13 @@
return false;
}
- // Default behavior requires click+release on same spot
+ // Default only reacts to left mouse button
+ if ((flags & ImGuiButtonFlags_MouseButtonMask_) == 0)
+ flags |= ImGuiButtonFlags_MouseButtonDefault_;
+
+ // Default behavior requires click + release inside bounding box
if ((flags & ImGuiButtonFlags_PressedOnMask_) == 0)
- flags |= ImGuiButtonFlags_PressedOnClickRelease;
+ flags |= ImGuiButtonFlags_PressedOnDefault_;
ImGuiWindow* backup_hovered_window = g.HoveredWindow;
const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredRootWindow == window;
@@ -505,38 +509,55 @@
if (hovered && (flags & ImGuiButtonFlags_AllowItemOverlap) && (g.HoveredIdPreviousFrame != id && g.HoveredIdPreviousFrame != 0))
hovered = false;
- // Mouse
+ // Mouse handling
if (hovered)
{
if (!(flags & ImGuiButtonFlags_NoKeyModifiers) || (!g.IO.KeyCtrl && !g.IO.KeyShift && !g.IO.KeyAlt))
{
- if ((flags & (ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere)) && g.IO.MouseClicked[0])
+ // Poll buttons
+ int mouse_button_clicked = -1;
+ int mouse_button_released = -1;
+ if ((flags & ImGuiButtonFlags_MouseButtonLeft) && g.IO.MouseClicked[0]) { mouse_button_clicked = 0; }
+ else if ((flags & ImGuiButtonFlags_MouseButtonRight) && g.IO.MouseClicked[1]) { mouse_button_clicked = 1; }
+ else if ((flags & ImGuiButtonFlags_MouseButtonMiddle) && g.IO.MouseClicked[2]) { mouse_button_clicked = 2; }
+ if ((flags & ImGuiButtonFlags_MouseButtonLeft) && g.IO.MouseReleased[0]) { mouse_button_released = 0; }
+ else if ((flags & ImGuiButtonFlags_MouseButtonRight) && g.IO.MouseReleased[1]) { mouse_button_released = 1; }
+ else if ((flags & ImGuiButtonFlags_MouseButtonMiddle) && g.IO.MouseReleased[2]) { mouse_button_released = 2; }
+
+ if (mouse_button_clicked != -1 && g.ActiveId != id)
{
- SetActiveID(id, window);
- if (!(flags & ImGuiButtonFlags_NoNavFocus))
- SetFocusID(id, window);
- FocusWindow(window);
+ if (flags & (ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere))
+ {
+ SetActiveID(id, window);
+ g.ActiveIdMouseButton = mouse_button_clicked;
+ if (!(flags & ImGuiButtonFlags_NoNavFocus))
+ SetFocusID(id, window);
+ FocusWindow(window);
+ }
+ if ((flags & ImGuiButtonFlags_PressedOnClick) || ((flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseDoubleClicked[mouse_button_clicked]))
+ {
+ pressed = true;
+ if (flags & ImGuiButtonFlags_NoHoldingActiveId)
+ ClearActiveID();
+ else
+ SetActiveID(id, window); // Hold on ID
+ g.ActiveIdMouseButton = mouse_button_clicked;
+ FocusWindow(window);
+ }
}
- if (((flags & ImGuiButtonFlags_PressedOnClick) && g.IO.MouseClicked[0]) || ((flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseDoubleClicked[0]))
+ if ((flags & ImGuiButtonFlags_PressedOnRelease) && mouse_button_released != -1)
{
- pressed = true;
- if (flags & ImGuiButtonFlags_NoHoldingActiveId)
- ClearActiveID();
- else
- SetActiveID(id, window); // Hold on ID
- FocusWindow(window);
- }
- if ((flags & ImGuiButtonFlags_PressedOnRelease) && g.IO.MouseReleased[0])
- {
- if (!((flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[0] >= g.IO.KeyRepeatDelay)) // Repeat mode trumps <on release>
+ // Repeat mode trumps on release behavior
+ if (!((flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[mouse_button_released] >= g.IO.KeyRepeatDelay))
pressed = true;
ClearActiveID();
}
// 'Repeat' mode acts when held regardless of _PressedOn flags (see table above).
// Relies on repeat logic of IsMouseClicked() but we may as well do it ourselves if we end up exposing finer RepeatDelay/RepeatRate settings.
- if ((flags & ImGuiButtonFlags_Repeat) && g.ActiveId == id && g.IO.MouseDownDuration[0] > 0.0f && IsMouseClicked(0, true))
- pressed = true;
+ if (g.ActiveId == id && (flags & ImGuiButtonFlags_Repeat))
+ if (g.IO.MouseDownDuration[g.ActiveIdMouseButton] > 0.0f && IsMouseClicked(g.ActiveIdMouseButton, true))
+ pressed = true;
}
if (pressed)
@@ -548,7 +569,6 @@
if (g.NavId == id && !g.NavDisableHighlight && g.NavDisableMouseHover && (g.ActiveId == 0 || g.ActiveId == id || g.ActiveId == window->MoveId))
if (!(flags & ImGuiButtonFlags_NoHoveredOnNav))
hovered = true;
-
if (g.NavActivateDownId == id)
{
bool nav_activated_by_code = (g.NavActivateId == id);
@@ -568,24 +588,25 @@
bool held = false;
if (g.ActiveId == id)
{
- if (pressed)
- g.ActiveIdHasBeenPressedBefore = true;
if (g.ActiveIdSource == ImGuiInputSource_Mouse)
{
if (g.ActiveIdIsJustActivated)
g.ActiveIdClickOffset = g.IO.MousePos - bb.Min;
- if (g.IO.MouseDown[0])
+
+ const int mouse_button = g.ActiveIdMouseButton;
+ IM_ASSERT(mouse_button >= 0 && mouse_button < ImGuiMouseButton_COUNT);
+ if (g.IO.MouseDown[mouse_button])
{
held = true;
}
else
{
- const bool release_in = hovered && (flags & ImGuiButtonFlags_PressedOnClickRelease) != 0;
- const bool release_anywhere = (flags & ImGuiButtonFlags_PressedOnClickReleaseAnywhere) != 0;
+ bool release_in = hovered && (flags & ImGuiButtonFlags_PressedOnClickRelease) != 0;
+ bool release_anywhere = (flags & ImGuiButtonFlags_PressedOnClickReleaseAnywhere) != 0;
if ((release_in || release_anywhere) && !g.DragDropActive)
{
- bool is_double_click_release = (flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseDownWasDoubleClick[0];
- bool is_repeating_already = (flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[0] >= g.IO.KeyRepeatDelay; // Repeat mode trumps <on release>
+ bool is_double_click_release = (flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseDownWasDoubleClick[mouse_button];
+ bool is_repeating_already = (flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[mouse_button] >= g.IO.KeyRepeatDelay; // Repeat mode trumps <on release>
if (!is_double_click_release && !is_repeating_already)
pressed = true;
}
@@ -599,6 +620,8 @@
if (g.NavActivateDownId != id)
ClearActiveID();
}
+ if (pressed)
+ g.ActiveIdHasBeenPressedBefore = true;
}
if (out_hovered) *out_hovered = hovered;