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MultiSelect: move shared logic to MultiSelectItemHeader().
No logic change AFAIK but added an indent level in MultiSelectItemHeader(). Logic changes will come in next commit.
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@ -3419,7 +3419,8 @@ static void ShowDemoWindowMultiSelect()
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ImGui::SetNextItemSelectionUserData(n);
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if (widget_type == WidgetType_Selectable)
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{
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ImGui::Selectable(label, item_is_selected);
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ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_None;
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ImGui::Selectable(label, item_is_selected, selectable_flags);
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if (item_curr_idx_to_focus == n)
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ImGui::SetKeyboardFocusHere(-1);
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@ -3366,7 +3366,7 @@ namespace ImGui
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IMGUI_API int TypingSelectFindBestLeadingMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data);
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// Multi-Select API
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IMGUI_API void MultiSelectItemHeader(ImGuiID id, bool* p_selected);
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IMGUI_API void MultiSelectItemHeader(ImGuiID id, bool* p_selected, ImGuiButtonFlags* p_button_flags);
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IMGUI_API void MultiSelectItemFooter(ImGuiID id, bool* p_selected, bool* p_pressed);
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// Internal Columns API (this is not exposed because we will encourage transitioning to the Tables API)
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@ -6468,19 +6468,11 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiID storage_id, ImGuiTreeNodeFlags
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// Multi-selection support (header)
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if (is_multi_select)
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{
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MultiSelectItemHeader(id, &selected);
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button_flags |= ImGuiButtonFlags_NoHoveredOnFocus;
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// Handle multi-select + alter button flags for it
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MultiSelectItemHeader(id, &selected, &button_flags);
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// We absolutely need to distinguish open vs select so this is the default when multi-select is enabled.
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// We absolutely need to distinguish open vs select so comes by default
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flags |= ImGuiTreeNodeFlags_OpenOnArrow;
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// To handle drag and drop of multiple items we need to avoid clearing selection on click.
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// Enabling this test makes actions using CTRL+SHIFT delay their effect on MouseUp which is annoying, but it allows drag and drop of multiple items.
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// FIXME-MULTISELECT: Consider opt-in for drag and drop behavior in ImGuiMultiSelectFlags?
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if (!selected || (g.ActiveId == id && g.ActiveIdHasBeenPressedBefore))
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button_flags = (button_flags | ImGuiButtonFlags_PressedOnClick) & ~ImGuiButtonFlags_PressedOnClickRelease;
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else
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button_flags |= ImGuiButtonFlags_PressedOnClickRelease;
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}
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else
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{
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@ -6822,15 +6814,8 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
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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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MultiSelectItemHeader(id, &selected);
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button_flags |= ImGuiButtonFlags_NoHoveredOnFocus;
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// To handle drag and drop of multiple items we need to avoid clearing selection on click.
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// Enabling this test makes actions using CTRL+SHIFT delay their effect on the mouse release which is annoying, but it allows drag and drop of multiple items.
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if (!selected || (g.ActiveId == id && g.ActiveIdHasBeenPressedBefore))
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button_flags |= ImGuiButtonFlags_PressedOnClick;
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else
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button_flags |= ImGuiButtonFlags_PressedOnClickRelease;
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// Handle multi-select + alter button flags for it
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MultiSelectItemHeader(id, &selected, &button_flags);
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}
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bool hovered, held;
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@ -7271,52 +7256,64 @@ void ImGui::SetNextItemSelectionUserData(ImGuiSelectionUserData selection_user_d
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}
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}
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void ImGui::MultiSelectItemHeader(ImGuiID id, bool* p_selected)
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void ImGui::MultiSelectItemHeader(ImGuiID id, bool* p_selected, ImGuiButtonFlags* p_button_flags)
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{
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ImGuiContext& g = *GImGui;
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ImGuiMultiSelectTempData* ms = g.CurrentMultiSelect;
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if (!ms->IsFocused)
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return;
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ImGuiMultiSelectState* storage = ms->Storage;
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IM_ASSERT(g.NextItemData.FocusScopeId == g.CurrentFocusScopeId && "Forgot to call SetNextItemSelectionUserData() prior to item, required in BeginMultiSelect()/EndMultiSelect() scope");
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ImGuiSelectionUserData item_data = g.NextItemData.SelectionUserData;
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// Apply Clear/SelectAll requests requested by BeginMultiSelect().
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// This is only useful if the user hasn't processed them already, and this only works if the user isn't using the clipper.
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// If you are using a clipper (aka not submitting every element of the list) you need to process the Clear/SelectAll request after calling BeginMultiSelect()
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bool selected = *p_selected;
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if (ms->BeginIO.RequestClear)
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selected = false;
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else if (ms->BeginIO.RequestSelectAll)
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selected = true;
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// When using SHIFT+Nav: because it can incur scrolling we cannot afford a frame of lag with the selection highlight (otherwise scrolling would happen before selection)
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// For this to work, we need someone to set 'RangeSrcPassedBy = true' at some point (either clipper either SetNextItemSelectionUserData() function)
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if (ms->IsSetRange)
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if (ms->IsFocused)
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{
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IM_ASSERT(id != 0 && (ms->KeyMods & ImGuiMod_Shift) != 0);
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const bool is_range_dst = (ms->RangeDstPassedBy == false) && g.NavJustMovedToId == id; // Assume that g.NavJustMovedToId is not clipped.
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if (is_range_dst)
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{
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ms->RangeDstPassedBy = true;
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if (storage->RangeSrcItem == ImGuiSelectionUserData_Invalid) // If we don't have RangeSrc, assign RangeSrc = RangeDst
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{
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storage->RangeSrcItem = item_data;
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storage->RangeSelected = selected ? 1 : 0;
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}
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}
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const bool is_range_src = storage->RangeSrcItem == item_data;
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if (is_range_src || is_range_dst || ms->RangeSrcPassedBy != ms->RangeDstPassedBy)
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{
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IM_ASSERT(storage->RangeSrcItem != ImGuiSelectionUserData_Invalid && storage->RangeSelected != -1);
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selected = (storage->RangeSelected != 0);
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}
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else if ((ms->KeyMods & ImGuiMod_Ctrl) == 0)
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ImGuiMultiSelectState* storage = ms->Storage;
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ImGuiSelectionUserData item_data = g.NextItemData.SelectionUserData;
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IM_ASSERT(g.NextItemData.FocusScopeId == g.CurrentFocusScopeId && "Forgot to call SetNextItemSelectionUserData() prior to item, required in BeginMultiSelect()/EndMultiSelect() scope");
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// Apply Clear/SelectAll requests requested by BeginMultiSelect().
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// This is only useful if the user hasn't processed them already, and this only works if the user isn't using the clipper.
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// If you are using a clipper (aka not submitting every element of the list) you need to process the Clear/SelectAll request after calling BeginMultiSelect()
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if (ms->BeginIO.RequestClear)
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selected = false;
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else if (ms->BeginIO.RequestSelectAll)
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selected = true;
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// When using SHIFT+Nav: because it can incur scrolling we cannot afford a frame of lag with the selection highlight (otherwise scrolling would happen before selection)
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// For this to work, we need someone to set 'RangeSrcPassedBy = true' at some point (either clipper either SetNextItemSelectionUserData() function)
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if (ms->IsSetRange)
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{
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IM_ASSERT(id != 0 && (ms->KeyMods & ImGuiMod_Shift) != 0);
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const bool is_range_dst = (ms->RangeDstPassedBy == false) && g.NavJustMovedToId == id; // Assume that g.NavJustMovedToId is not clipped.
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if (is_range_dst)
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{
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ms->RangeDstPassedBy = true;
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if (storage->RangeSrcItem == ImGuiSelectionUserData_Invalid) // If we don't have RangeSrc, assign RangeSrc = RangeDst
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{
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storage->RangeSrcItem = item_data;
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storage->RangeSelected = selected ? 1 : 0;
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}
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}
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const bool is_range_src = storage->RangeSrcItem == item_data;
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if (is_range_src || is_range_dst || ms->RangeSrcPassedBy != ms->RangeDstPassedBy)
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{
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IM_ASSERT(storage->RangeSrcItem != ImGuiSelectionUserData_Invalid && storage->RangeSelected != -1);
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selected = (storage->RangeSelected != 0);
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}
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else if ((ms->KeyMods & ImGuiMod_Ctrl) == 0)
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selected = false;
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}
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*p_selected = selected;
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}
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*p_selected = selected;
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// Alter button behavior flags
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// To handle drag and drop of multiple items we need to avoid clearing selection on click.
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// Enabling this test makes actions using CTRL+SHIFT delay their effect on MouseUp which is annoying, but it allows drag and drop of multiple items.
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// FIXME-MULTISELECT: Consider opt-in for drag and drop behavior in ImGuiMultiSelectFlags?
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ImGuiButtonFlags button_flags = *p_button_flags;
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button_flags |= ImGuiButtonFlags_NoHoveredOnFocus;
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if (!selected || (g.ActiveId == id && g.ActiveIdHasBeenPressedBefore))
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button_flags = (button_flags | ImGuiButtonFlags_PressedOnClick) & ~ImGuiButtonFlags_PressedOnClickRelease;
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else
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button_flags |= ImGuiButtonFlags_PressedOnClickRelease;
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*p_button_flags = button_flags;
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}
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void ImGui::MultiSelectItemFooter(ImGuiID id, bool* p_selected, bool* p_pressed)
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