Added IsItemDeactivated() to query if the last item was active previously but isn't anymore. Useful for Undo/Redo patterns. (#820, #956, #1875)
diff --git a/CHANGELOG.txt b/CHANGELOG.txt
index e1b9c38..c471d45 100644
--- a/CHANGELOG.txt
+++ b/CHANGELOG.txt
@@ -63,6 +63,7 @@
- Each example still has its own main.cpp which you may refer you to understand how to initialize and glue everything together.
- Some frameworks (such as the Allegro, Marmalade) handle both the "platform" and "rendering" part, and your custom engine may as well.
- Read examples/README.txt for details.
+ - Added IsItemDeactivated() to query if the last item was active previously but isn't anymore. Useful for Undo/Redo patterns. (#820, #956, #1875)
- Nav: Added support for PageUp/PageDown (explorer-style: first aim at bottom/top most item, when scroll a page worth of contents). (#787)
- Nav: To keep the navigated item in view we also attempt to scroll the parent window as well as the current window. (#787)
- TreeNode: Fixed nodes with ImGuiTreeNodeFlags_Leaf flag always returning true which was meaningless.
diff --git a/imgui.cpp b/imgui.cpp
index e57cdba..825a63d 100644
--- a/imgui.cpp
+++ b/imgui.cpp
@@ -2251,6 +2251,8 @@
ImGuiContext& g = *GImGui;
if (g.ActiveId == id)
g.ActiveIdIsAlive = true;
+ if (g.ActiveIdPreviousFrame == id)
+ g.ActiveIdPreviousFrameIsAlive = true;
}
static inline bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags)
@@ -3719,7 +3721,8 @@
g.ActiveIdTimer += g.IO.DeltaTime;
g.LastActiveIdTimer += g.IO.DeltaTime;
g.ActiveIdPreviousFrame = g.ActiveId;
- g.ActiveIdIsAlive = false;
+ g.ActiveIdPreviousFrameWindow = g.ActiveIdWindow;
+ g.ActiveIdIsAlive = g.ActiveIdPreviousFrameIsAlive = false;
g.ActiveIdIsJustActivated = false;
if (g.ScalarAsInputTextId && g.ActiveId != g.ScalarAsInputTextId)
g.ScalarAsInputTextId = 0;
@@ -3940,7 +3943,7 @@
g.NavWindow = NULL;
g.HoveredWindow = NULL;
g.HoveredRootWindow = NULL;
- g.ActiveIdWindow = NULL;
+ g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL;
g.MovingWindow = NULL;
g.ColorModifiers.clear();
g.StyleModifiers.clear();
@@ -4978,6 +4981,13 @@
return false;
}
+bool ImGui::IsItemDeactivated()
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ return (g.ActiveIdPreviousFrame == window->DC.LastItemId && g.ActiveIdPreviousFrame != 0 && g.ActiveId != window->DC.LastItemId);
+}
+
bool ImGui::IsItemFocused()
{
ImGuiContext& g = *GImGui;
@@ -12804,6 +12814,7 @@
group_data.BackupCurrentLineTextBaseOffset = window->DC.CurrentLineTextBaseOffset;
group_data.BackupLogLinePosY = window->DC.LogLinePosY;
group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive;
+ group_data.BackupActiveIdPreviousFrameIsAlive = g.ActiveIdPreviousFrameIsAlive;
group_data.AdvanceCursor = true;
window->DC.GroupOffsetX = window->DC.CursorPos.x - window->Pos.x - window->DC.ColumnsOffsetX;
@@ -12839,11 +12850,13 @@
ItemAdd(group_bb, 0);
}
- // If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive() will be functional on the entire group.
- // It would be be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but if you search for LastItemId you'll notice it is only used in that context.
- const bool active_id_within_group = (!group_data.BackupActiveIdIsAlive && g.ActiveIdIsAlive && g.ActiveId && g.ActiveIdWindow->RootWindow == window->RootWindow);
- if (active_id_within_group)
+ // If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive(), IsItemDeactivated() etc. will be functional on the entire group.
+ // It would be be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but put a little more burden on individual widgets.
+ // (and if you grep for LastItemId you'll notice it is only used in that context.
+ if (!group_data.BackupActiveIdIsAlive && g.ActiveIdIsAlive && g.ActiveId) // && g.ActiveIdWindow->RootWindow == window->RootWindow)
window->DC.LastItemId = g.ActiveId;
+ else if (!group_data.BackupActiveIdPreviousFrameIsAlive && g.ActiveIdPreviousFrameIsAlive) // && g.ActiveIdPreviousFrameWindow->RootWindow == window->RootWindow)
+ window->DC.LastItemId = g.ActiveIdPreviousFrame;
window->DC.LastItemRect = group_bb;
window->DC.GroupStack.pop_back();
diff --git a/imgui.h b/imgui.h
index 233e0f6..e2dfa1a 100644
--- a/imgui.h
+++ b/imgui.h
@@ -504,6 +504,7 @@
IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation?
IMGUI_API bool IsItemClicked(int mouse_button = 0); // is the last item clicked? (e.g. button/node just clicked on) == IsMouseClicked(0) && IsItemHovered()
IMGUI_API bool IsItemVisible(); // is the last item visible? (aka not out of sight due to clipping/scrolling.)
+ IMGUI_API bool IsItemDeactivated(); // is the last item just made inactive (item was previously active), useful for Undo/Redo patterns.
IMGUI_API bool IsAnyItemHovered();
IMGUI_API bool IsAnyItemActive();
IMGUI_API bool IsAnyItemFocused();
diff --git a/imgui_demo.cpp b/imgui_demo.cpp
index 53367a0..34e3e15 100644
--- a/imgui_demo.cpp
+++ b/imgui_demo.cpp
@@ -2028,7 +2028,7 @@
ImGui::TreePop();
}
- if (ImGui::TreeNode("Focused & Hovered Test"))
+ if (ImGui::TreeNode("Active, Focused & Hovered Test"))
{
static bool embed_all_inside_a_child_window = false;
ImGui::Checkbox("Embed everything inside a child window (for additional testing)", &embed_all_inside_a_child_window);
@@ -2068,16 +2068,22 @@
// Testing IsItemHovered() function (because BulletText is an item itself and that would affect the output of IsItemHovered, we pass all lines in a single items to shorten the code)
ImGui::Button("ITEM");
ImGui::BulletText(
+ "IsItemFocused() = %d\n"
"IsItemHovered() = %d\n"
"IsItemHovered(_AllowWhenBlockedByPopup) = %d\n"
"IsItemHovered(_AllowWhenBlockedByActiveItem) = %d\n"
"IsItemHovered(_AllowWhenOverlapped) = %d\n"
- "IsItemhovered(_RectOnly) = %d\n",
+ "IsItemHovered(_RectOnly) = %d\n"
+ "IsItemActive() = %d\n"
+ "IsItemDeactivated() = %d\n",
+ ImGui::IsItemFocused(),
ImGui::IsItemHovered(),
ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup),
ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem),
ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenOverlapped),
- ImGui::IsItemHovered(ImGuiHoveredFlags_RectOnly));
+ ImGui::IsItemHovered(ImGuiHoveredFlags_RectOnly),
+ ImGui::IsItemActive(),
+ ImGui::IsItemDeactivated());
ImGui::BeginChild("child", ImVec2(0,50), true);
ImGui::Text("This is another child window for testing IsWindowHovered() flags.");
diff --git a/imgui_internal.h b/imgui_internal.h
index 1ef9ce9..f6e4e05 100644
--- a/imgui_internal.h
+++ b/imgui_internal.h
@@ -394,6 +394,7 @@
float BackupCurrentLineTextBaseOffset;
float BackupLogLinePosY;
bool BackupActiveIdIsAlive;
+ bool BackupActiveIdPreviousFrameIsAlive;
bool AdvanceCursor;
};
@@ -624,9 +625,11 @@
bool ActiveIdIsAlive; // Active widget has been seen this frame
bool ActiveIdIsJustActivated; // Set at the time of activation for one frame
bool ActiveIdAllowOverlap; // Active widget allows another widget to steal active id (generally for overlapping widgets, but not always)
+ bool ActiveIdPreviousFrameIsAlive;
int ActiveIdAllowNavDirFlags; // Active widget allows using directional navigation (e.g. can activate a button and move away from it)
ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior)
ImGuiWindow* ActiveIdWindow;
+ ImGuiWindow* ActiveIdPreviousFrameWindow;
ImGuiInputSource ActiveIdSource; // Activating with mouse or nav (gamepad/keyboard)
ImGuiID LastActiveId; // Store the last non-zero ActiveId, useful for animation.
float LastActiveIdTimer; // Store the last non-zero ActiveId timer since the beginning of activation, useful for animation.
@@ -762,9 +765,10 @@
ActiveIdIsAlive = false;
ActiveIdIsJustActivated = false;
ActiveIdAllowOverlap = false;
+ ActiveIdPreviousFrameIsAlive = false;
ActiveIdAllowNavDirFlags = 0;
ActiveIdClickOffset = ImVec2(-1,-1);
- ActiveIdWindow = NULL;
+ ActiveIdWindow = ActiveIdPreviousFrameWindow = NULL;
ActiveIdSource = ImGuiInputSource_None;
LastActiveId = 0;
LastActiveIdTimer = 0.0f;