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hub / github.com/RenderKit/embree / TreeNodeBehavior

Method TreeNodeBehavior

tutorials/common/imgui/imgui_widgets.cpp:5942–6127  ·  view source on GitHub ↗

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5940}
5941
5942bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end)
5943{
5944 ImGuiWindow* window = GetCurrentWindow();
5945 if (window->SkipItems)
5946 return false;
5947
5948 ImGuiContext& g = *GImGui;
5949 const ImGuiStyle& style = g.Style;
5950 const bool display_frame = (flags & ImGuiTreeNodeFlags_Framed) != 0;
5951 const ImVec2 padding = (display_frame || (flags & ImGuiTreeNodeFlags_FramePadding)) ? style.FramePadding : ImVec2(style.FramePadding.x, ImMin(window->DC.CurrLineTextBaseOffset, style.FramePadding.y));
5952
5953 if (!label_end)
5954 label_end = FindRenderedTextEnd(label);
5955 const ImVec2 label_size = CalcTextSize(label, label_end, false);
5956
5957 // We vertically grow up to current line height up the typical widget height.
5958 const float frame_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y * 2), label_size.y + padding.y * 2);
5959 ImRect frame_bb;
5960 frame_bb.Min.x = (flags & ImGuiTreeNodeFlags_SpanFullWidth) ? window->WorkRect.Min.x : window->DC.CursorPos.x;
5961 frame_bb.Min.y = window->DC.CursorPos.y;
5962 frame_bb.Max.x = window->WorkRect.Max.x;
5963 frame_bb.Max.y = window->DC.CursorPos.y + frame_height;
5964 if (display_frame)
5965 {
5966 // Framed header expand a little outside the default padding, to the edge of InnerClipRect
5967 // (FIXME: May remove this at some point and make InnerClipRect align with WindowPadding.x instead of WindowPadding.x*0.5f)
5968 frame_bb.Min.x -= IM_FLOOR(window->WindowPadding.x * 0.5f - 1.0f);
5969 frame_bb.Max.x += IM_FLOOR(window->WindowPadding.x * 0.5f);
5970 }
5971
5972 const float text_offset_x = g.FontSize + (display_frame ? padding.x * 3 : padding.x * 2); // Collapser arrow width + Spacing
5973 const float text_offset_y = ImMax(padding.y, window->DC.CurrLineTextBaseOffset); // Latch before ItemSize changes it
5974 const float text_width = g.FontSize + (label_size.x > 0.0f ? label_size.x + padding.x * 2 : 0.0f); // Include collapser
5975 ImVec2 text_pos(window->DC.CursorPos.x + text_offset_x, window->DC.CursorPos.y + text_offset_y);
5976 ItemSize(ImVec2(text_width, frame_height), padding.y);
5977
5978 // For regular tree nodes, we arbitrary allow to click past 2 worth of ItemSpacing
5979 ImRect interact_bb = frame_bb;
5980 if (!display_frame && (flags & (ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_SpanFullWidth)) == 0)
5981 interact_bb.Max.x = frame_bb.Min.x + text_width + style.ItemSpacing.x * 2.0f;
5982
5983 // Store a flag for the current depth to tell if we will allow closing this node when navigating one of its child.
5984 // For this purpose we essentially compare if g.NavIdIsAlive went from 0 to 1 between TreeNode() and TreePop().
5985 // This is currently only support 32 level deep and we are fine with (1 << Depth) overflowing into a zero.
5986 const bool is_leaf = (flags & ImGuiTreeNodeFlags_Leaf) != 0;
5987 bool is_open = TreeNodeUpdateNextOpen(id, flags);
5988 if (is_open && !g.NavIdIsAlive && (flags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere) && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))
5989 window->DC.TreeJumpToParentOnPopMask |= (1 << window->DC.TreeDepth);
5990
5991 bool item_add = ItemAdd(interact_bb, id);
5992 g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDisplayRect;
5993 g.LastItemData.DisplayRect = frame_bb;
5994
5995 if (!item_add)
5996 {
5997 if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))
5998 TreePushOverrideID(id);
5999 IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0));

Callers

nothing calls this directly

Calls 6

GetCurrentWindowFunction · 0.85
ImVec2Function · 0.85
ImMinFunction · 0.85
ImMaxFunction · 0.85
ItemSizeFunction · 0.85
SetIntMethod · 0.80

Tested by

no test coverage detected