mirror of
https://github.com/Drezil/imgui.git
synced 2024-11-22 03:47:00 +00:00
RangeSelect/MultiSelect: Transition to use FocusScope bits merged in master.
Preserve ability to shift+arrow into an item that is part of FocusScope but doesn't carry a selection without breaking selection.
This commit is contained in:
parent
abfa8487eb
commit
dd52a2854c
@ -4554,7 +4554,6 @@ void ImGui::Shutdown(ImGuiContext* context)
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g.ClipboardHandlerData.clear();
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g.ClipboardHandlerData.clear();
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g.MenusIdSubmittedThisFrame.clear();
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g.MenusIdSubmittedThisFrame.clear();
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g.InputTextState.ClearFreeMemory();
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g.InputTextState.ClearFreeMemory();
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g.MultiSelectScopeWindow = NULL;
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g.SettingsWindows.clear();
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g.SettingsWindows.clear();
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g.SettingsHandlers.clear();
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g.SettingsHandlers.clear();
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@ -9735,6 +9734,7 @@ static void ImGui::NavApplyItemToResult(ImGuiNavItemData* result)
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result->FocusScopeId = window->DC.NavFocusScopeIdCurrent;
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result->FocusScopeId = window->DC.NavFocusScopeIdCurrent;
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result->InFlags = g.LastItemData.InFlags;
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result->InFlags = g.LastItemData.InFlags;
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result->RectRel = WindowRectAbsToRel(window, g.LastItemData.NavRect);
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result->RectRel = WindowRectAbsToRel(window, g.LastItemData.NavRect);
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result->HasSelectionData = (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasSelectionData) != 0; // FIXME: Bizarre but valid we are calling NavApplyItemToResult() before clering the NextItemData
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}
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}
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// We get there when either NavId == id, or when g.NavAnyRequest is set (which is updated by NavUpdateAnyRequestFlag above)
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// We get there when either NavId == id, or when g.NavAnyRequest is set (which is updated by NavUpdateAnyRequestFlag above)
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@ -10491,6 +10491,7 @@ void ImGui::NavMoveRequestApplyResult()
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g.NavJustMovedToId = result->ID;
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g.NavJustMovedToId = result->ID;
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g.NavJustMovedToFocusScopeId = result->FocusScopeId;
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g.NavJustMovedToFocusScopeId = result->FocusScopeId;
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g.NavJustMovedToKeyMods = g.NavMoveKeyMods;
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g.NavJustMovedToKeyMods = g.NavMoveKeyMods;
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g.NavJustMovedToHasSelectionData = result->HasSelectionData;
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}
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}
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// Focus
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// Focus
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@ -1082,9 +1082,10 @@ struct ImGuiNextWindowData
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enum ImGuiNextItemDataFlags_
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enum ImGuiNextItemDataFlags_
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{
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{
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ImGuiNextItemDataFlags_None = 0,
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ImGuiNextItemDataFlags_None = 0,
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ImGuiNextItemDataFlags_HasWidth = 1 << 0,
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ImGuiNextItemDataFlags_HasWidth = 1 << 0,
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ImGuiNextItemDataFlags_HasOpen = 1 << 1
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ImGuiNextItemDataFlags_HasOpen = 1 << 1,
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ImGuiNextItemDataFlags_HasSelectionData = 1 << 2
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};
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};
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struct ImGuiNextItemData
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struct ImGuiNextItemData
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@ -1094,7 +1095,6 @@ struct ImGuiNextItemData
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ImGuiID FocusScopeId; // Set by SetNextItemMultiSelectData() (!= 0 signify value has been set, so it's an alternate version of HasSelectionData, we don't use Flags for this because they are cleared too early. This is mostly used for debugging)
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ImGuiID FocusScopeId; // Set by SetNextItemMultiSelectData() (!= 0 signify value has been set, so it's an alternate version of HasSelectionData, we don't use Flags for this because they are cleared too early. This is mostly used for debugging)
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ImGuiCond OpenCond;
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ImGuiCond OpenCond;
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bool OpenVal; // Set by SetNextItemOpen()
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bool OpenVal; // Set by SetNextItemOpen()
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ImGuiID MultiSelectScopeId; // Set by SetNextItemMultiSelectData()
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void* SelectionData; // Set by SetNextItemSelectionData() (note that NULL/0 is a valid value)
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void* SelectionData; // Set by SetNextItemSelectionData() (note that NULL/0 is a valid value)
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ImGuiNextItemData() { memset(this, 0, sizeof(*this)); }
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ImGuiNextItemData() { memset(this, 0, sizeof(*this)); }
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@ -1338,9 +1338,10 @@ struct ImGuiNavItemData
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float DistBox; // Move // Best candidate box distance to current NavId
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float DistBox; // Move // Best candidate box distance to current NavId
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float DistCenter; // Move // Best candidate center distance to current NavId
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float DistCenter; // Move // Best candidate center distance to current NavId
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float DistAxial; // Move // Best candidate axial distance to current NavId
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float DistAxial; // Move // Best candidate axial distance to current NavId
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bool HasSelectionData; // Move // Copy of (NextItemData.Flags & ImGuiNextItemDataFlags_HasSelection)
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ImGuiNavItemData() { Clear(); }
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ImGuiNavItemData() { Clear(); }
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void Clear() { Window = NULL; ID = FocusScopeId = 0; InFlags = 0; DistBox = DistCenter = DistAxial = FLT_MAX; }
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void Clear() { Window = NULL; ID = FocusScopeId = 0; InFlags = 0; DistBox = DistCenter = DistAxial = FLT_MAX; HasSelectionData = false; }
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};
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};
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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@ -1403,18 +1404,19 @@ struct ImGuiOldColumns
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// [SECTION] Multi-select support
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// [SECTION] Multi-select support
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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//#define IMGUI_HAS_MULTI_SELECT 1
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#ifdef IMGUI_HAS_MULTI_SELECT
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#ifdef IMGUI_HAS_MULTI_SELECT
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struct IMGUI_API ImGuiMultiSelectState
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struct IMGUI_API ImGuiMultiSelectState
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{
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{
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ImGuiID FocusScopeId; // Same as CurrentWindow->DC.FocusScopeIdCurrent (unless another selection scope was pushed manually)
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ImGuiID BackupFocusScopeId;
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ImGuiMultiSelectData In; // The In requests are set and returned by BeginMultiSelect()
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ImGuiMultiSelectData In; // The In requests are set and returned by BeginMultiSelect()
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ImGuiMultiSelectData Out; // The Out requests are finalized and returned by EndMultiSelect()
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ImGuiMultiSelectData Out; // The Out requests are finalized and returned by EndMultiSelect()
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bool InRangeDstPassedBy; // (Internal) set by the the item that match NavJustMovedToId when InRequestRangeSetNav is set.
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bool InRangeDstPassedBy; // (Internal) set by the the item that match NavJustMovedToId when InRequestRangeSetNav is set.
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bool InRequestSetRangeNav; // (Internal) set by BeginMultiSelect() when using Shift+Navigation. Because scrolling may be affected we can't afford a frame of lag with Shift+Navigation.
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bool InRequestSetRangeNav; // (Internal) set by BeginMultiSelect() when using Shift+Navigation. Because scrolling may be affected we can't afford a frame of lag with Shift+Navigation.
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ImGuiMultiSelectState() { Clear(); }
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ImGuiMultiSelectState() { Clear(); }
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void Clear() { In.Clear(); Out.Clear(); InRangeDstPassedBy = InRequestSetRangeNav = false; }
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void Clear() { FocusScopeId = BackupFocusScopeId = 0; In.Clear(); Out.Clear(); InRangeDstPassedBy = InRequestSetRangeNav = false; }
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};
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};
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#endif // #ifdef IMGUI_HAS_MULTI_SELECT
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#endif // #ifdef IMGUI_HAS_MULTI_SELECT
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@ -1672,6 +1674,7 @@ struct ImGuiContext
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ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest).
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ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest).
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ImGuiID NavJustMovedToFocusScopeId; // Just navigated to this focus scope id (result of a successfully MoveRequest).
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ImGuiID NavJustMovedToFocusScopeId; // Just navigated to this focus scope id (result of a successfully MoveRequest).
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ImGuiKeyModFlags NavJustMovedToKeyMods;
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ImGuiKeyModFlags NavJustMovedToKeyMods;
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bool NavJustMovedToHasSelectionData; // " (FIXME-NAV: We should maybe just store ImGuiNavMoveResult)
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ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame.
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ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame.
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ImGuiActivateFlags NavNextActivateFlags;
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ImGuiActivateFlags NavNextActivateFlags;
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ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS WILL ONLY BE None or NavGamepad or NavKeyboard.
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ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS WILL ONLY BE None or NavGamepad or NavKeyboard.
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@ -1715,10 +1718,9 @@ struct ImGuiContext
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bool NavWindowingToggleLayer;
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bool NavWindowingToggleLayer;
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// Range-Select/Multi-Select
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// Range-Select/Multi-Select
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ImGuiID MultiSelectScopeId;
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bool MultiSelectEnabled;
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ImGuiWindow* MultiSelectScopeWindow;
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ImGuiMultiSelectFlags MultiSelectFlags;
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ImGuiMultiSelectFlags MultiSelectFlags;
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ImGuiMultiSelectState MultiSelectState;
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ImGuiMultiSelectState MultiSelectState; // We currently don't support recursing/stacking multi-select
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// Render
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// Render
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float DimBgRatio; // 0.0..1.0 animation when fading in a dimming background (for modal window and CTRL+TAB list)
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float DimBgRatio; // 0.0..1.0 animation when fading in a dimming background (for modal window and CTRL+TAB list)
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@ -1890,6 +1892,7 @@ struct ImGuiContext
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NavJustMovedToId = NavJustMovedToFocusScopeId = NavNextActivateId = 0;
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NavJustMovedToId = NavJustMovedToFocusScopeId = NavNextActivateId = 0;
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NavActivateFlags = NavNextActivateFlags = ImGuiActivateFlags_None;
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NavActivateFlags = NavNextActivateFlags = ImGuiActivateFlags_None;
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NavJustMovedToKeyMods = ImGuiKeyModFlags_None;
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NavJustMovedToKeyMods = ImGuiKeyModFlags_None;
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NavJustMovedToHasSelectionData = false;
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NavInputSource = ImGuiInputSource_None;
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NavInputSource = ImGuiInputSource_None;
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NavLayer = ImGuiNavLayer_Main;
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NavLayer = ImGuiNavLayer_Main;
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NavIdIsAlive = false;
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NavIdIsAlive = false;
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@ -1915,9 +1918,8 @@ struct ImGuiContext
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NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f;
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NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f;
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NavWindowingToggleLayer = false;
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NavWindowingToggleLayer = false;
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MultiSelectScopeId = 0;
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MultiSelectEnabled = false;
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MultiSelectScopeWindow = NULL;
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MultiSelectFlags = ImGuiMultiSelectFlags_None;
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MultiSelectFlags = 0;
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DimBgRatio = 0.0f;
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DimBgRatio = 0.0f;
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MouseCursor = ImGuiMouseCursor_Arrow;
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MouseCursor = ImGuiMouseCursor_Arrow;
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@ -5924,7 +5924,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
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const bool was_selected = selected;
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const bool was_selected = selected;
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// Multi-selection support (header)
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// Multi-selection support (header)
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const bool is_multi_select = (g.MultiSelectScopeWindow == window);
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const bool is_multi_select = g.MultiSelectEnabled;
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if (is_multi_select)
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if (is_multi_select)
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{
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{
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flags |= ImGuiTreeNodeFlags_OpenOnArrow;
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flags |= ImGuiTreeNodeFlags_OpenOnArrow;
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@ -6253,7 +6253,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
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if (flags & ImGuiSelectableFlags_AllowItemOverlap) { button_flags |= ImGuiButtonFlags_AllowItemOverlap; }
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if (flags & ImGuiSelectableFlags_AllowItemOverlap) { button_flags |= ImGuiButtonFlags_AllowItemOverlap; }
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// Multi-selection support (header)
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// Multi-selection support (header)
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const bool is_multi_select = (g.MultiSelectScopeWindow == window);
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const bool is_multi_select = g.MultiSelectEnabled;
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const bool was_selected = selected;
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const bool was_selected = selected;
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if (is_multi_select)
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if (is_multi_select)
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{
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{
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@ -6369,17 +6369,20 @@ bool ImGui::Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags
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ImGuiMultiSelectData* ImGui::BeginMultiSelect(ImGuiMultiSelectFlags flags, void* range_ref, bool range_ref_is_selected)
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ImGuiMultiSelectData* ImGui::BeginMultiSelect(ImGuiMultiSelectFlags flags, void* range_ref, bool range_ref_is_selected)
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{
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{
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ImGuiContext& g = *ImGui::GetCurrentContext();
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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ImGuiWindow* window = g.CurrentWindow;
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IM_ASSERT(g.MultiSelectScopeId == 0); // No recursion allowed yet (we could allow it if we deem it useful)
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IM_ASSERT(g.MultiSelectEnabled == false); // No recursion allowed yet (we could allow it if we deem it useful)
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IM_ASSERT(g.MultiSelectFlags == 0);
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IM_ASSERT(g.MultiSelectFlags == 0);
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IM_ASSERT(g.MultiSelectState.FocusScopeId == 0);
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// FIXME: BeginFocusScope()
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ImGuiMultiSelectState* state = &g.MultiSelectState;
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ImGuiMultiSelectState* state = &g.MultiSelectState;
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g.MultiSelectScopeId = window->IDStack.back();
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g.MultiSelectScopeWindow = window;
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g.MultiSelectFlags = flags;
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state->Clear();
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state->Clear();
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state->BackupFocusScopeId = window->DC.NavFocusScopeIdCurrent;
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state->FocusScopeId = window->DC.NavFocusScopeIdCurrent = window->IDStack.back();
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g.MultiSelectEnabled = true;
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g.MultiSelectFlags = flags;
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if ((flags & ImGuiMultiSelectFlags_NoMultiSelect) == 0)
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if ((flags & ImGuiMultiSelectFlags_NoMultiSelect) == 0)
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{
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{
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@ -6388,7 +6391,7 @@ ImGuiMultiSelectData* ImGui::BeginMultiSelect(ImGuiMultiSelectFlags flags, void*
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}
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}
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// Auto clear when using Navigation to move within the selection (we compare SelectScopeId so it possible to use multiple lists inside a same window)
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// Auto clear when using Navigation to move within the selection (we compare SelectScopeId so it possible to use multiple lists inside a same window)
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if (g.NavJustMovedToId != 0 && g.NavJustMovedToFocusScopeId == g.MultiSelectScopeId)
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if (g.NavJustMovedToId != 0 && g.NavJustMovedToFocusScopeId == state->FocusScopeId && g.NavJustMovedToHasSelectionData)
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{
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{
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if (g.IO.KeyShift)
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if (g.IO.KeyShift)
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state->InRequestSetRangeNav = true;
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state->InRequestSetRangeNav = true;
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@ -6411,14 +6414,19 @@ ImGuiMultiSelectData* ImGui::BeginMultiSelect(ImGuiMultiSelectFlags flags, void*
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ImGuiMultiSelectData* ImGui::EndMultiSelect()
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ImGuiMultiSelectData* ImGui::EndMultiSelect()
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{
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{
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ImGuiContext& g = *ImGui::GetCurrentContext();
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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ImGuiMultiSelectState* state = &g.MultiSelectState;
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ImGuiMultiSelectState* state = &g.MultiSelectState;
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IM_ASSERT(g.MultiSelectScopeId != 0);
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IM_ASSERT(g.MultiSelectState.FocusScopeId != 0);
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IM_ASSERT(g.MultiSelectState.FocusScopeId == window->DC.NavFocusScopeIdCurrent);
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if (g.MultiSelectFlags & ImGuiMultiSelectFlags_NoUnselect)
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if (g.MultiSelectFlags & ImGuiMultiSelectFlags_NoUnselect)
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state->Out.RangeValue = true;
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state->Out.RangeValue = true;
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g.MultiSelectScopeId = 0;
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g.MultiSelectState.FocusScopeId = 0;
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g.MultiSelectScopeWindow = NULL;
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window->DC.NavFocusScopeIdCurrent = g.MultiSelectState.BackupFocusScopeId;
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g.MultiSelectFlags = 0;
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g.MultiSelectEnabled = false;
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g.MultiSelectFlags = ImGuiMultiSelectFlags_None;
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#ifdef IMGUI_DEBUG_MULTISELECT
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#ifdef IMGUI_DEBUG_MULTISELECT
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if (state->Out.RequestClear) printf("[%05d] EndMultiSelect: RequestClear\n", g.FrameCount);
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if (state->Out.RequestClear) printf("[%05d] EndMultiSelect: RequestClear\n", g.FrameCount);
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@ -6432,17 +6440,24 @@ ImGuiMultiSelectData* ImGui::EndMultiSelect()
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void ImGui::SetNextItemSelectionData(void* item_data)
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void ImGui::SetNextItemSelectionData(void* item_data)
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{
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{
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ImGuiContext& g = *GImGui;
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ImGuiContext& g = *GImGui;
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IM_ASSERT(g.MultiSelectScopeId != 0);
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ImGuiWindow* window = g.CurrentWindow;
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IM_ASSERT(window->DC.NavFocusScopeIdCurrent != 0);
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g.NextItemData.SelectionData = item_data;
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g.NextItemData.SelectionData = item_data;
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g.NextItemData.MultiSelectScopeId = g.MultiSelectScopeId;
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g.NextItemData.FocusScopeId = window->DC.NavFocusScopeIdCurrent;
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// Note that the flag will be cleared by ItemAdd(), so it's only useful for Navigation code!
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// This designed so widgets can also cheaply set this before calling ItemAdd(), so we are not tied to MultiSelect api.
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g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasSelectionData;
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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)
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{
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{
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ImGuiContext& g = *GImGui;
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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ImGuiMultiSelectState* state = &g.MultiSelectState;
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ImGuiMultiSelectState* state = &g.MultiSelectState;
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IM_ASSERT(g.NextItemData.MultiSelectScopeId == g.MultiSelectScopeId && "Forgot to call SetNextItemSelectionData() prior to item, required in BeginMultiSelect()/EndMultiSelect() scope");
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IM_UNUSED(window);
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IM_ASSERT(g.NextItemData.FocusScopeId == window->DC.NavFocusScopeIdCurrent && "Forgot to call SetNextItemSelectionData() prior to item, required in BeginMultiSelect()/EndMultiSelect() scope");
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void* item_data = g.NextItemData.SelectionData;
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void* item_data = g.NextItemData.SelectionData;
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// Apply Clear/SelectAll requests requested by BeginMultiSelect().
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// Apply Clear/SelectAll requests requested by BeginMultiSelect().
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@ -6483,7 +6498,7 @@ void ImGui::MultiSelectItemFooter(ImGuiID id, bool* p_selected, bool* p_pressed)
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ImGuiMultiSelectState* state = &g.MultiSelectState;
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ImGuiMultiSelectState* state = &g.MultiSelectState;
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void* item_data = g.NextItemData.SelectionData;
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void* item_data = g.NextItemData.SelectionData;
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g.NextItemData.MultiSelectScopeId = 0;
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g.NextItemData.FocusScopeId = 0;
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bool selected = *p_selected;
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bool selected = *p_selected;
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bool pressed = *p_pressed;
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bool pressed = *p_pressed;
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