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MultiSelect: made SetNextItemSelectionData() optional to allow disjoint selection (e.g. with a CollapsingHeader between items). Amend demo.
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4
imgui.h
4
imgui.h
@ -2766,14 +2766,14 @@ enum ImGuiMultiSelectFlags_
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// 1) Call BeginMultiSelect() with the last saved value of ->RangeSrc and its selection state.
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// It is because you need to pass its selection state (and you own selection) that we don't store this value in Dear ImGui.
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// (For the initial frame or when resetting your selection state: you may use the value for your first item or a "null" value that matches the type stored in your void*).
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// 2) Honor Clear/SelectAll requests by updating your selection data. Only required if you are using a clipper in step 4: but you can use same code as step 6 anyway.
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// 2) Honor Clear/SelectAll/SetRange requests by updating your selection data. (Only required if you are using a clipper in step 4: but you can use same code as step 6 anyway.)
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// Loop
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// 3) Set RangeSrcPassedBy=true if the RangeSrc item is part of the items clipped before the first submitted/visible item. [Only required if you are using a clipper in step 4]
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// This is because for range-selection we need to know if we are currently "inside" or "outside" the range.
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// If you are using integer indices everywhere, this is easy to compute: if (clipper.DisplayStart > (int)data->RangeSrc) { data->RangeSrcPassedBy = true; }
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// 4) Submit your items with SetNextItemSelectionUserData() + Selectable()/TreeNode() calls.
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// Call IsItemToggledSelection() to query if the selection state has been toggled, if you need the info immediately for your display (before EndMultiSelect()).
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// When cannot return a "IsItemSelected()" value because we need to consider clipped/unprocessed items, this is why we return a "Toggle" event instead.
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// When cannot provide a "IsItemSelected()" value because we need to consider clipped/unprocessed items, this is why we return a "Toggled" event instead.
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// End
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// 5) Call EndMultiSelect(). Save the value of ->RangeSrc for the next frame (you may convert the value in a format that is safe for persistance)
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// 6) Honor Clear/SelectAll/SetRange requests by updating your selection data. Always process them in this order (as you will receive Clear+SetRange request simultaneously)
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@ -2830,6 +2830,7 @@ static void ShowDemoWindowMultiSelect()
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ImGui::TreePop();
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}
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// Demonstrate implementation a most-basic form of multi-selection manually
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IMGUI_DEMO_MARKER("Widgets/Selection State/Multiple Selection (simplfied, manual)");
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if (ImGui::TreeNode("Multiple Selection (simplified, manual)"))
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{
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@ -2841,9 +2842,9 @@ static void ShowDemoWindowMultiSelect()
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sprintf(buf, "Object %d", n);
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if (ImGui::Selectable(buf, selection[n]))
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{
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if (!ImGui::GetIO().KeyCtrl) // Clear selection when CTRL is not held
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if (!ImGui::GetIO().KeyCtrl) // Clear selection when CTRL is not held
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memset(selection, 0, sizeof(selection));
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selection[n] ^= 1;
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selection[n] ^= 1; // Toggle current item
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}
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}
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ImGui::TreePop();
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@ -2883,7 +2884,6 @@ static void ShowDemoWindowMultiSelect()
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{
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char label[64];
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sprintf(label, "Object %05d: %s", n, random_names[n % IM_ARRAYSIZE(random_names)]);
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bool item_is_selected = selection.GetSelected(n);
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ImGui::SetNextItemSelectionUserData(n);
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ImGui::Selectable(label, item_is_selected);
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@ -2916,28 +2916,36 @@ static void ShowDemoWindowMultiSelect()
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enum WidgetType { WidgetType_Selectable, WidgetType_TreeNode };
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static bool use_table = false;
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static bool use_drag_drop = true;
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static bool multiple_selection_scopes = false;
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static bool use_multiple_scopes = false;
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static ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_None;
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static WidgetType widget_type = WidgetType_TreeNode;
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if (ImGui::RadioButton("Selectables", widget_type == WidgetType_Selectable)) { widget_type = WidgetType_Selectable; }
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ImGui::SameLine();
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if (ImGui::RadioButton("Tree nodes", widget_type == WidgetType_TreeNode)) { widget_type = WidgetType_TreeNode; }
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ImGui::Checkbox("Use table", &use_table);
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ImGui::Checkbox("Use drag & drop", &use_drag_drop);
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ImGui::Checkbox("Distinct selection scopes in same window", &multiple_selection_scopes);
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ImGui::Checkbox("Multiple selection scopes in same window", &use_multiple_scopes);
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ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoMultiSelect", &flags, ImGuiMultiSelectFlags_NoMultiSelect);
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ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoUnselect", &flags, ImGuiMultiSelectFlags_NoUnselect);
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ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoSelectAll", &flags, ImGuiMultiSelectFlags_NoSelectAll);
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ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ClearOnEscape", &flags, ImGuiMultiSelectFlags_ClearOnEscape);
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ImGui::BeginDisabled(use_multiple_scopes);
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ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ClearOnClickWindowVoid", &flags, ImGuiMultiSelectFlags_ClearOnClickWindowVoid);
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ImGui::EndDisabled();
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// When 'multiple_selection_scopes' is set we show 3 selection scopes in the host window instead of 1 in a scrolling window.
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// When 'use_multiple_scopes' is set we show 3 selection scopes in the host window instead of 1 in a scrolling window.
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static ExampleSelection selections_data[3];
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const int selection_scope_count = multiple_selection_scopes ? 3 : 1;
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const int selection_scope_count = use_multiple_scopes ? 3 : 1;
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for (int selection_scope_n = 0; selection_scope_n < selection_scope_count; selection_scope_n++)
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{
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ExampleSelection* selection = &selections_data[selection_scope_n];
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const int ITEMS_COUNT = multiple_selection_scopes ? 12 : 1000;
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const int ITEMS_COUNT = use_multiple_scopes ? 12 : 1000; // Smaller count to make it easier to see multiple scopes in same screen.
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ImGui::PushID(selection_scope_n);
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// Open a scrolling region
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bool draw_selection = true;
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if (multiple_selection_scopes)
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if (use_multiple_scopes)
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{
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ImGui::SeparatorText("Selection scope");
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}
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@ -2952,15 +2960,13 @@ static void ShowDemoWindowMultiSelect()
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if (widget_type == WidgetType_TreeNode)
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ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(ImGui::GetStyle().ItemSpacing.x, 0.0f));
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ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_None;
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if (multiple_selection_scopes)
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;// flags |= ImGuiMultiSelectFlags_ClearOnClickRectVoid;
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else
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flags |= ImGuiMultiSelectFlags_ClearOnClickWindowVoid;
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ImGuiMultiSelectData* multi_select_data = ImGui::BeginMultiSelect(flags, (void*)(intptr_t)selection->RangeRef, selection->GetSelected(selection->RangeRef));
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ImGuiMultiSelectFlags local_flags = flags;
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if (use_multiple_scopes)
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local_flags &= ~ImGuiMultiSelectFlags_ClearOnClickWindowVoid; // local_flags |= ImGuiMultiSelectFlags_ClearOnClickRectVoid;
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ImGuiMultiSelectData* multi_select_data = ImGui::BeginMultiSelect(local_flags, (void*)(intptr_t)selection->RangeRef, selection->GetSelected(selection->RangeRef));
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selection->ApplyRequests(multi_select_data, ITEMS_COUNT);
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if (multiple_selection_scopes)
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if (use_multiple_scopes)
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ImGui::Text("Selection size: %d", selection->GetSelectionSize()); // Draw counter below Separator and after BeginMultiSelect()
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if (use_table)
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@ -3062,7 +3068,7 @@ static void ShowDemoWindowMultiSelect()
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if (widget_type == WidgetType_TreeNode)
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ImGui::PopStyleVar();
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if (multiple_selection_scopes == false)
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if (use_multiple_scopes == false)
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ImGui::EndListBox();
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}
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ImGui::PopID(); // ImGui::PushID(selection_scope_n);
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@ -6391,6 +6391,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiID storage_id, ImGuiTreeNodeFlags
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// Compute open and multi-select states before ItemAdd() as it clear NextItem data.
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bool is_open = TreeNodeUpdateNextOpen(storage_id, flags);
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const bool is_multi_select = (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasSelectionData) != 0; // Before ItemAdd()
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bool item_add = ItemAdd(interact_bb, id);
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g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDisplayRect;
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g.LastItemData.DisplayRect = frame_bb;
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@ -6464,7 +6465,6 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiID storage_id, ImGuiTreeNodeFlags
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const bool was_selected = selected;
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// Multi-selection support (header)
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const bool is_multi_select = (g.MultiSelectState.Window == window);
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if (is_multi_select)
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{
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MultiSelectItemHeader(id, &selected);
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@ -6780,7 +6780,9 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
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}
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const bool disabled_item = (flags & ImGuiSelectableFlags_Disabled) != 0;
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const bool is_multi_select = (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasSelectionData) != 0; // Before ItemAdd()
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const bool item_add = ItemAdd(bb, id, NULL, disabled_item ? (ImGuiItemFlags)ImGuiItemFlags_Disabled : ImGuiItemFlags_None);
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if (span_all_columns)
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{
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window->ClipRect.Min.x = backup_clip_rect_min_x;
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@ -6816,7 +6818,6 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
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if ((flags & ImGuiSelectableFlags_AllowOverlap) || (g.LastItemData.InFlags & ImGuiItemFlags_AllowOverlap)) { button_flags |= ImGuiButtonFlags_AllowOverlap; }
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// Multi-selection support (header)
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const bool is_multi_select = (g.MultiSelectState.Window == window);
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const bool was_selected = selected;
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if (is_multi_select)
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{
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@ -7166,7 +7167,7 @@ ImGuiMultiSelectData* ImGui::BeginMultiSelect(ImGuiMultiSelectFlags flags, void*
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ms->In.RequestSelectAll = true;
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if (flags & ImGuiMultiSelectFlags_ClearOnEscape)
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if (Shortcut(ImGuiKey_Escape))
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if (Shortcut(ImGuiKey_Escape)) // FIXME-MULTISELECT: Only hog shortcut if selection is not null, meaning we need "has selection or "selection size" data here.
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ms->In.RequestClear = true;
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}
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