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mirror of https://github.com/ocornut/imgui.git synced 2024-11-12 02:00:58 +01:00

MultiSelect: move shared logic to MultiSelectItemHeader().

No logic change AFAIK but added an indent level in MultiSelectItemHeader(). Logic changes will come in next commit.
This commit is contained in:
ocornut 2023-08-31 15:03:51 +02:00
parent 9da4efed2a
commit 5628dda5a5
3 changed files with 57 additions and 59 deletions

View File

@ -3419,7 +3419,8 @@ static void ShowDemoWindowMultiSelect()
ImGui::SetNextItemSelectionUserData(n);
if (widget_type == WidgetType_Selectable)
{
ImGui::Selectable(label, item_is_selected);
ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_None;
ImGui::Selectable(label, item_is_selected, selectable_flags);
if (item_curr_idx_to_focus == n)
ImGui::SetKeyboardFocusHere(-1);

View File

@ -3366,7 +3366,7 @@ namespace ImGui
IMGUI_API int TypingSelectFindBestLeadingMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data);
// Multi-Select API
IMGUI_API void MultiSelectItemHeader(ImGuiID id, bool* p_selected);
IMGUI_API void MultiSelectItemHeader(ImGuiID id, bool* p_selected, ImGuiButtonFlags* p_button_flags);
IMGUI_API void MultiSelectItemFooter(ImGuiID id, bool* p_selected, bool* p_pressed);
// Internal Columns API (this is not exposed because we will encourage transitioning to the Tables API)

View File

@ -6468,19 +6468,11 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiID storage_id, ImGuiTreeNodeFlags
// Multi-selection support (header)
if (is_multi_select)
{
MultiSelectItemHeader(id, &selected);
button_flags |= ImGuiButtonFlags_NoHoveredOnFocus;
// Handle multi-select + alter button flags for it
MultiSelectItemHeader(id, &selected, &button_flags);
// We absolutely need to distinguish open vs select so this is the default when multi-select is enabled.
// We absolutely need to distinguish open vs select so comes by default
flags |= ImGuiTreeNodeFlags_OpenOnArrow;
// To handle drag and drop of multiple items we need to avoid clearing selection on click.
// 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.
// FIXME-MULTISELECT: Consider opt-in for drag and drop behavior in ImGuiMultiSelectFlags?
if (!selected || (g.ActiveId == id && g.ActiveIdHasBeenPressedBefore))
button_flags = (button_flags | ImGuiButtonFlags_PressedOnClick) & ~ImGuiButtonFlags_PressedOnClickRelease;
else
button_flags |= ImGuiButtonFlags_PressedOnClickRelease;
}
else
{
@ -6822,15 +6814,8 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
const bool was_selected = selected;
if (is_multi_select)
{
MultiSelectItemHeader(id, &selected);
button_flags |= ImGuiButtonFlags_NoHoveredOnFocus;
// To handle drag and drop of multiple items we need to avoid clearing selection on click.
// 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.
if (!selected || (g.ActiveId == id && g.ActiveIdHasBeenPressedBefore))
button_flags |= ImGuiButtonFlags_PressedOnClick;
else
button_flags |= ImGuiButtonFlags_PressedOnClickRelease;
// Handle multi-select + alter button flags for it
MultiSelectItemHeader(id, &selected, &button_flags);
}
bool hovered, held;
@ -7271,52 +7256,64 @@ void ImGui::SetNextItemSelectionUserData(ImGuiSelectionUserData selection_user_d
}
}
void ImGui::MultiSelectItemHeader(ImGuiID id, bool* p_selected)
void ImGui::MultiSelectItemHeader(ImGuiID id, bool* p_selected, ImGuiButtonFlags* p_button_flags)
{
ImGuiContext& g = *GImGui;
ImGuiMultiSelectTempData* ms = g.CurrentMultiSelect;
if (!ms->IsFocused)
return;
ImGuiMultiSelectState* storage = ms->Storage;
IM_ASSERT(g.NextItemData.FocusScopeId == g.CurrentFocusScopeId && "Forgot to call SetNextItemSelectionUserData() prior to item, required in BeginMultiSelect()/EndMultiSelect() scope");
ImGuiSelectionUserData item_data = g.NextItemData.SelectionUserData;
// Apply Clear/SelectAll requests requested by BeginMultiSelect().
// This is only useful if the user hasn't processed them already, and this only works if the user isn't using the clipper.
// 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()
bool selected = *p_selected;
if (ms->BeginIO.RequestClear)
selected = false;
else if (ms->BeginIO.RequestSelectAll)
selected = true;
// 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)
// For this to work, we need someone to set 'RangeSrcPassedBy = true' at some point (either clipper either SetNextItemSelectionUserData() function)
if (ms->IsSetRange)
if (ms->IsFocused)
{
IM_ASSERT(id != 0 && (ms->KeyMods & ImGuiMod_Shift) != 0);
const bool is_range_dst = (ms->RangeDstPassedBy == false) && g.NavJustMovedToId == id; // Assume that g.NavJustMovedToId is not clipped.
if (is_range_dst)
{
ms->RangeDstPassedBy = true;
if (storage->RangeSrcItem == ImGuiSelectionUserData_Invalid) // If we don't have RangeSrc, assign RangeSrc = RangeDst
{
storage->RangeSrcItem = item_data;
storage->RangeSelected = selected ? 1 : 0;
}
}
const bool is_range_src = storage->RangeSrcItem == item_data;
if (is_range_src || is_range_dst || ms->RangeSrcPassedBy != ms->RangeDstPassedBy)
{
IM_ASSERT(storage->RangeSrcItem != ImGuiSelectionUserData_Invalid && storage->RangeSelected != -1);
selected = (storage->RangeSelected != 0);
}
else if ((ms->KeyMods & ImGuiMod_Ctrl) == 0)
ImGuiMultiSelectState* storage = ms->Storage;
ImGuiSelectionUserData item_data = g.NextItemData.SelectionUserData;
IM_ASSERT(g.NextItemData.FocusScopeId == g.CurrentFocusScopeId && "Forgot to call SetNextItemSelectionUserData() prior to item, required in BeginMultiSelect()/EndMultiSelect() scope");
// Apply Clear/SelectAll requests requested by BeginMultiSelect().
// This is only useful if the user hasn't processed them already, and this only works if the user isn't using the clipper.
// 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()
if (ms->BeginIO.RequestClear)
selected = false;
else if (ms->BeginIO.RequestSelectAll)
selected = true;
// 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)
// For this to work, we need someone to set 'RangeSrcPassedBy = true' at some point (either clipper either SetNextItemSelectionUserData() function)
if (ms->IsSetRange)
{
IM_ASSERT(id != 0 && (ms->KeyMods & ImGuiMod_Shift) != 0);
const bool is_range_dst = (ms->RangeDstPassedBy == false) && g.NavJustMovedToId == id; // Assume that g.NavJustMovedToId is not clipped.
if (is_range_dst)
{
ms->RangeDstPassedBy = true;
if (storage->RangeSrcItem == ImGuiSelectionUserData_Invalid) // If we don't have RangeSrc, assign RangeSrc = RangeDst
{
storage->RangeSrcItem = item_data;
storage->RangeSelected = selected ? 1 : 0;
}
}
const bool is_range_src = storage->RangeSrcItem == item_data;
if (is_range_src || is_range_dst || ms->RangeSrcPassedBy != ms->RangeDstPassedBy)
{
IM_ASSERT(storage->RangeSrcItem != ImGuiSelectionUserData_Invalid && storage->RangeSelected != -1);
selected = (storage->RangeSelected != 0);
}
else if ((ms->KeyMods & ImGuiMod_Ctrl) == 0)
selected = false;
}
*p_selected = selected;
}
*p_selected = selected;
// Alter button behavior flags
// To handle drag and drop of multiple items we need to avoid clearing selection on click.
// 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.
// FIXME-MULTISELECT: Consider opt-in for drag and drop behavior in ImGuiMultiSelectFlags?
ImGuiButtonFlags button_flags = *p_button_flags;
button_flags |= ImGuiButtonFlags_NoHoveredOnFocus;
if (!selected || (g.ActiveId == id && g.ActiveIdHasBeenPressedBefore))
button_flags = (button_flags | ImGuiButtonFlags_PressedOnClick) & ~ImGuiButtonFlags_PressedOnClickRelease;
else
button_flags |= ImGuiButtonFlags_PressedOnClickRelease;
*p_button_flags = button_flags;
}
void ImGui::MultiSelectItemFooter(ImGuiID id, bool* p_selected, bool* p_pressed)