TreeNodeEx(): ImGuiTreeNodeFlags_AlwaysOpen->ImGuiTreeNodeFlags_Leaf, + added ImGuiTreeNodeFlags_Bullet (#324, #581)

This commit is contained in:
ocornut 2016-05-28 17:12:13 +02:00
parent 2acb61e3a1
commit 806a146198
3 changed files with 35 additions and 21 deletions

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@ -5776,7 +5776,7 @@ void ImGui::LogButtons()
bool ImGui::TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags) bool ImGui::TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags)
{ {
if (flags & ImGuiTreeNodeFlags_AlwaysOpen) if (flags & ImGuiTreeNodeFlags_Leaf)
return true; return true;
// We only write to the tree storage if the user clicks (or explicitely use SetNextTreeNode*** functions) // We only write to the tree storage if the user clicks (or explicitely use SetNextTreeNode*** functions)
@ -5871,7 +5871,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick)
button_flags |= ImGuiButtonFlags_PressedOnDoubleClick | ((flags & ImGuiTreeNodeFlags_OpenOnArrow) ? ImGuiButtonFlags_PressedOnClickRelease : 0); button_flags |= ImGuiButtonFlags_PressedOnDoubleClick | ((flags & ImGuiTreeNodeFlags_OpenOnArrow) ? ImGuiButtonFlags_PressedOnClickRelease : 0);
bool hovered, held, pressed = ButtonBehavior(interact_bb, id, &hovered, &held, button_flags); bool hovered, held, pressed = ButtonBehavior(interact_bb, id, &hovered, &held, button_flags);
if (pressed && !(flags & ImGuiTreeNodeFlags_AlwaysOpen)) if (pressed && !(flags & ImGuiTreeNodeFlags_Leaf))
{ {
bool toggled = !(flags & (ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick)); bool toggled = !(flags & (ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick));
if (flags & ImGuiTreeNodeFlags_OpenOnArrow) if (flags & ImGuiTreeNodeFlags_OpenOnArrow)
@ -5915,9 +5915,9 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
if (hovered || (flags & ImGuiTreeNodeFlags_Selected)) if (hovered || (flags & ImGuiTreeNodeFlags_Selected))
RenderFrame(bb.Min, bb.Max, col, false); RenderFrame(bb.Min, bb.Max, col, false);
if (flags & ImGuiTreeNodeFlags_AlwaysOpen) if (flags & ImGuiTreeNodeFlags_Bullet)
RenderBullet(bb.Min + ImVec2(text_offset_x * 0.5f, g.FontSize*0.50f + text_base_offset_y)); RenderBullet(bb.Min + ImVec2(text_offset_x * 0.5f, g.FontSize*0.50f + text_base_offset_y));
else else if (!(flags & ImGuiTreeNodeFlags_Leaf))
RenderCollapseTriangle(bb.Min + ImVec2(padding.x, g.FontSize*0.15f + text_base_offset_y), is_open, 0.70f, false); RenderCollapseTriangle(bb.Min + ImVec2(padding.x, g.FontSize*0.15f + text_base_offset_y), is_open, 0.70f, false);
if (g.LogEnabled) if (g.LogEnabled)
LogRenderedText(text_pos, ">"); LogRenderedText(text_pos, ">");

View File

@ -541,10 +541,11 @@ enum ImGuiTreeNodeFlags_
ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, // Default node to be open ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, // Default node to be open
ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, // Need double-click to open node ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, // Need double-click to open node
ImGuiTreeNodeFlags_OpenOnArrow = 1 << 7, // Only open when clicking on the arrow part. If ImGuiTreeNodeFlags_OpenOnDoubleClick is also set, single-click arrow or double-click all box to open. ImGuiTreeNodeFlags_OpenOnArrow = 1 << 7, // Only open when clicking on the arrow part. If ImGuiTreeNodeFlags_OpenOnDoubleClick is also set, single-click arrow or double-click all box to open.
ImGuiTreeNodeFlags_AlwaysOpen = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes). ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes).
//ImGuiTreeNodeFlags_UnindentArrow = 1 << 9, // FIXME: TODO: Unindent tree so that Label is aligned to current X position ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow
//ImGuITreeNodeFlags_SpanAllAvailWidth = 1 << 10, // FIXME: TODO: Extend hit box horizontally even if not framed //ImGuiTreeNodeFlags_UnindentArrow = 1 << 10, // FIXME: TODO: Unindent tree so that Label is aligned to current X position
//ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 11, // FIXME: TODO: Automatically scroll on TreePop() if node got just open and contents is not visible //ImGuITreeNodeFlags_SpanAllAvailWidth = 1 << 11, // FIXME: TODO: Extend hit box horizontally even if not framed
//ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 12, // FIXME: TODO: Automatically scroll on TreePop() if node got just open and contents is not visible
ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoAutoOpenOnLog ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoAutoOpenOnLog
}; };

View File

@ -253,32 +253,45 @@ void ImGui::ShowTestWindow(bool* p_open)
if (ImGui::TreeNode("With selectable nodes")) if (ImGui::TreeNode("With selectable nodes"))
{ {
ShowHelpMarker("Click to select, CTRL+Click to toggle, click on arrows to open"); ShowHelpMarker("This is a more standard looking tree with selectable nodes.\nClick to select, CTRL+Click to toggle, click on arrows or double-click to open.");
static int selection_mask = 0x02; // Dumb representation of what may be user-side selection state. You may carry selection state inside or outside your objects in whatever format you see fit. ImGui::PushStyleVar(ImGuiStyleVar_IndentSpacing, ImGui::GetFontSize()*3); // Increase spacing to differentiate leaves from expanded contents.
int node_clicked = -1; static int selection_mask = (1 << 2); // Dumb representation of what may be user-side selection state. You may carry selection state inside or outside your objects in whatever format you see fit.
int node_clicked = -1; // Temporary storage of what node we have clicked to process selection at the end of the loop. May be a pointer to your own node type, etc.
for (int i = 0; i < 6; i++) for (int i = 0; i < 6; i++)
{ {
// Disable the default open on single-click behavior and pass in Selected flag according to our selection state.
ImGuiTreeNodeFlags node_flags = ((selection_mask & (1 << i)) ? ImGuiTreeNodeFlags_Selected : 0) | ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick; ImGuiTreeNodeFlags node_flags = ((selection_mask & (1 << i)) ? ImGuiTreeNodeFlags_Selected : 0) | ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick;
if (i >= 3) if (i < 3)
node_flags |= ImGuiTreeNodeFlags_AlwaysOpen; {
bool node_open = ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable %s %d", (i >= 3) ? "Leaf" : "Node", i); // Node
bool node_open = ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Node %d", i);
if (ImGui::IsItemClicked()) if (ImGui::IsItemClicked())
node_clicked = i; node_clicked = i;
if (node_open) if (node_open)
{ {
ImGui::Text("Selectable Blah blah"); ImGui::Text("Blah blah\nBlah Blah");
ImGui::Text("Blah blah");
ImGui::TreePop(); ImGui::TreePop();
} }
} }
else
{
// Leaf: Here we use the ImGuiTreeNodeFlags_Leaf functionality + ImGuiTreeNodeFlags_NoTreePushOnOpen to avoid testing return value and doing a TreePop
// The only reason we have a TreeNode at all is to allow selection of the leaf. Otherwise we can use BulletText() or a simple Text() element offset by GetTreeNodeToLabelSpacing()
node_flags |= ImGuiTreeNodeFlags_Leaf|ImGuiTreeNodeFlags_NoTreePushOnOpen;
ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Leaf %d", i);
if (ImGui::IsItemClicked())
node_clicked = i;
}
}
if (node_clicked != -1) if (node_clicked != -1)
{ {
// Update selection state. Process outside of tree loop to avoid visual inconsistencies during the clicking-frame. // Update selection state. Process outside of tree loop to avoid visual inconsistencies during the clicking-frame.
if (ImGui::GetIO().KeyCtrl) if (ImGui::GetIO().KeyCtrl)
selection_mask ^= (1 << node_clicked); // CTRL+click to toggle selection_mask ^= (1 << node_clicked); // CTRL+click to toggle
else if (!(selection_mask & (1 << node_clicked))) // If there is already a selection don't replace we clicked node is part of it else //if (!(selection_mask & (1 << node_clicked))) // Depending on selection behavior you want, this commented bit preserve selection when clicking on item that is part of the selection
selection_mask = (1 << node_clicked); // Click to single-select selection_mask = (1 << node_clicked); // Click to single-select
} }
ImGui::PopStyleVar();
ImGui::TreePop(); ImGui::TreePop();
} }
ImGui::TreePop(); ImGui::TreePop();