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MultiSelect: clarified purpose and use of IsItemToggledSelection(). Added assert. Moved to multi-selection section of imgui.h.
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@ -5446,9 +5446,15 @@ bool ImGui::IsItemToggledOpen()
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return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledOpen) ? true : false;
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}
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// Call after a Selectable() or TreeNode() involved in multi-selection.
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// Useful if you need the per-item information before reaching EndMultiSelect(), e.g. for rendering purpose.
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// This is only meant to be called inside a BeginMultiSelect()/EndMultiSelect() block.
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// (Outside of multi-select, it would be misleading/ambiguous to report this signal, as widgets
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// return e.g. a pressed event and user code is in charge of altering selection in ways we cannot predict.)
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bool ImGui::IsItemToggledSelection()
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{
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ImGuiContext& g = *GImGui;
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IM_ASSERT(g.CurrentMultiSelect != NULL); // Can only be used inside a BeginMultiSelect()/EndMultiSelect()
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return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledSelection) ? true : false;
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}
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2
imgui.h
2
imgui.h
@ -676,6 +676,7 @@ namespace ImGui
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IMGUI_API ImGuiMultiSelectIO* BeginMultiSelect(ImGuiMultiSelectFlags flags);
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IMGUI_API ImGuiMultiSelectIO* EndMultiSelect();
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IMGUI_API void SetNextItemSelectionUserData(ImGuiSelectionUserData selection_user_data);
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IMGUI_API bool IsItemToggledSelection(); // Was the last item selection state toggled? Useful if you need the per-item information _before_ reaching EndMultiSelect(). We only returns toggle _event_ in order to handle clipping correctly.
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// Widgets: List Boxes
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// - This is essentially a thin wrapper to using BeginChild/EndChild with the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label.
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@ -909,7 +910,6 @@ namespace ImGui
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IMGUI_API bool IsItemDeactivated(); // was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that require continuous editing.
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IMGUI_API bool IsItemDeactivatedAfterEdit(); // was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that require continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item).
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IMGUI_API bool IsItemToggledOpen(); // was the last item open state toggled? set by TreeNode().
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IMGUI_API bool IsItemToggledSelection(); // was the last item selection state toggled? (after Selectable(), TreeNode() etc.) We only returns toggle _event_ in order to handle clipping correctly.
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IMGUI_API bool IsAnyItemHovered(); // is any item hovered?
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IMGUI_API bool IsAnyItemActive(); // is any item active?
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IMGUI_API bool IsAnyItemFocused(); // is any item focused?
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@ -6891,7 +6891,9 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
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if (disabled_item && !disabled_global)
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EndDisabled();
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// Users of BeginMultiSelect() scope: call ImGui::IsItemToggledSelection() to retrieve selection toggle. Selectable() returns a pressed state!
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// Selectable() always returns a pressed state!
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// Users of BeginMultiSelect()/EndMultiSelect() scope: you may call ImGui::IsItemToggledSelection() to retrieve
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// selection toggle, only useful if you need that state updated (e.g. for rendering purpose) before reaching EndMultiSelect().
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IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags);
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return pressed; //-V1020
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}
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@ -7335,7 +7337,7 @@ void ImGui::MultiSelectItemFooter(ImGuiID id, bool* p_selected, bool* p_pressed)
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ImGuiSelectionUserData item_data = g.NextItemData.SelectionUserData;
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const bool is_multiselect = (ms->Flags & ImGuiMultiSelectFlags_SingleSelect) == 0;
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const bool is_singleselect = (ms->Flags & ImGuiMultiSelectFlags_SingleSelect) != 0;
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bool is_ctrl = (ms->KeyMods & ImGuiMod_Ctrl) != 0;
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bool is_shift = (ms->KeyMods & ImGuiMod_Shift) != 0;
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@ -7394,16 +7396,16 @@ void ImGui::MultiSelectItemFooter(ImGuiID id, bool* p_selected, bool* p_pressed)
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//----------------------------------------------------------------------------------------
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const ImGuiInputSource input_source = (g.NavJustMovedToId == id || g.NavActivateId == id) ? g.NavInputSource : ImGuiInputSource_Mouse;
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if (!is_multiselect)
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if (is_singleselect)
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ms->EndIO.RequestClear = true;
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else if ((input_source == ImGuiInputSource_Mouse || g.NavActivateId == id) && !is_ctrl)
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ms->EndIO.RequestClear = true;
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else if ((input_source == ImGuiInputSource_Keyboard || input_source == ImGuiInputSource_Gamepad) && is_shift && !is_ctrl)
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ms->EndIO.RequestClear = true; // With is_false==false the RequestClear was done in BeginIO, not necessary to do again.
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ms->EndIO.RequestClear = true; // With is_shift==false the RequestClear was done in BeginIO, not necessary to do again.
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int range_direction;
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ms->EndIO.RequestSetRange = true;
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if (is_shift && is_multiselect)
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if (is_shift && !is_singleselect)
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{
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// Shift+Arrow always select
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// Ctrl+Shift+Arrow copy source selection state (alrady stored by BeginMultiSelect() in RangeSelected)
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