MultiSelect: Demo sharing selection helper code. Fixed static analyzer warnings.
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imgui.h
8
imgui.h
@ -2725,11 +2725,13 @@ struct ImColor
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#define IMGUI_HAS_MULTI_SELECT // Multi-Select/Range-Select WIP branch // <-- This is currently _not_ in the top of imgui.h to prevent merge conflicts.
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// Flags for BeginMultiSelect().
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// This system is designed to allow mouse/keyboard multi-selection, including support for range-selection (SHIFT + click) which is difficult to re-implement manually.
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// If you disable multi-selection with ImGuiMultiSelectFlags_NoMultiSelect (which is provided for consistency and flexibility), the whole BeginMultiSelect() system
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// becomes largely overkill as you can handle single-selection in a simpler manner by just calling Selectable() and reacting on clicks yourself.
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// This system is designed to allow mouse/keyboard multi-selection, including support for range-selection (SHIFT + click),
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// which is difficult to re-implement manually. If you disable multi-selection with ImGuiMultiSelectFlags_NoMultiSelect
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// (which is provided for consistency and flexibility), the whole BeginMultiSelect() system becomes largely overkill as
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// you can handle single-selection in a simpler manner by just calling Selectable() and reacting on clicks yourself.
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enum ImGuiMultiSelectFlags_
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{
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ImGuiMultiSelectFlags_None = 0,
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ImGuiMultiSelectFlags_NoMultiSelect = 1 << 0,
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ImGuiMultiSelectFlags_NoUnselect = 1 << 1, // Disable unselecting items with CTRL+Click, CTRL+Space etc.
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ImGuiMultiSelectFlags_NoSelectAll = 1 << 2, // Disable CTRL+A shortcut to set RequestSelectAll
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@ -2759,6 +2759,38 @@ static void ShowDemoWindowWidgets()
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}
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}
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// [Advanced] Helper class to simulate storage of a multi-selection state, used by the advanced multi-selection demos.
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// We use ImGuiStorage (simple key->value storage) to avoid external dependencies but it's probably not optimal.
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// To store a single-selection:
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// - You only need a single variable and don't need any of this!
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// To store a multi-selection, in your real application you could:
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// - Use intrusively stored selection (e.g. 'bool IsSelected' inside your object). This is by far the simplest
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// way to store your selection data, but it means you cannot have multiple simultaneous views over your objects.
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// This is what may of the simpler demos in this file are using (so they are not using this class).
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// - Otherwise, any externally stored unordered_set/set/hash/map/interval trees (storing indices, objects id, etc.)
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// are generally appropriate. Even a large array of bool might work for you...
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struct ExampleSelectionData
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{
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ImGuiStorage Storage;
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int SelectedCount; // Number of selected items (storage will keep this updated)
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ExampleSelectionData() { Clear(); }
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void Clear() { Storage.Clear(); SelectedCount = 0; }
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bool GetSelected(int id) const { return Storage.GetInt((ImGuiID)id) != 0; }
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void SetSelected(int id, bool v) { int* p_int = Storage.GetIntRef((ImGuiID)id); if (*p_int == (int)v) return; SelectedCount = v ? (SelectedCount + 1) : (SelectedCount - 1); *p_int = (bool)v; }
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int GetSelectedCount() const { return SelectedCount; }
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// When using SelectAll() / SetRange() we assume that our objects ID are indices.
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// In this demo we always store selection using indices and never in another manner (e.g. object ID or pointers).
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// If your selection system is storing selection using object ID and you want to support Shift+Click range-selection,
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// you will need a way to iterate from one object to another given the ID you use.
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// You are likely to need some kind of data structure to convert 'view index' from/to 'ID'.
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// FIXME-MULTISELECT: Would be worth providing a demo of doing this.
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// FIXME-MULTISELECT: SetRange() is currently very inefficient since it doesn't take advantage of the fact that ImGuiStorage stores sorted key.
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void SetRange(int a, int b, bool v) { if (b < a) { int tmp = b; b = a; a = tmp; } for (int n = a; n <= b; n++) SetSelected(n, v); }
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void SelectAll(int count) { Storage.Data.resize(count); for (int n = 0; n < count; n++) Storage.Data[n] = ImGuiStoragePair((ImGuiID)n, 1); SelectedCount = count; } // This could be using SetRange() but this is faster.
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};
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static void ShowDemoWindowMultiSelect()
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{
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IMGUI_DEMO_MARKER("Widgets/Selection State");
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@ -2803,22 +2835,8 @@ static void ShowDemoWindowMultiSelect()
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if (ImGui::TreeNode("Multiple Selection (Full)"))
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{
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// Demonstrate holding/updating multi-selection data and using the BeginMultiSelect/EndMultiSelect API to support range-selection and clipping.
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// In this demo we use ImGuiStorage (simple key->value storage) to avoid external dependencies but it's probably not optimal.
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// In your real code you could use e.g std::unordered_set<> or your own data structure for storing selection.
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// If you don't mind being limited to one view over your objects, the simplest way is to use an intrusive selection (e.g. store bool inside object, as used in examples above).
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// Otherwise external set/hash/map/interval trees (storing indices, etc.) may be appropriate.
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struct MySelection
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{
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ImGuiStorage Storage;
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void Clear() { Storage.Clear(); }
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void SelectAll(int count) { Storage.Data.reserve(count); Storage.Data.resize(0); for (int n = 0; n < count; n++) Storage.Data.push_back(ImGuiStoragePair((ImGuiID)n, 1)); }
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void SetRange(int a, int b, int sel) { if (b < a) { int tmp = b; b = a; a = tmp; } for (int n = a; n <= b; n++) Storage.SetInt((ImGuiID)n, sel); }
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bool GetSelected(int id) const { return Storage.GetInt((ImGuiID)id) != 0; }
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void SetSelected(int id, bool v) { SetRange(id, id, v ? 1 : 0); }
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};
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static int selection_ref = 0; // Selection pivot (last clicked item, we need to preserve this to handle range-select)
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static MySelection selection;
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static ExampleSelectionData selection;
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const char* random_names[] =
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{
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"Artichoke", "Arugula", "Asparagus", "Avocado", "Bamboo Shoots", "Bean Sprouts", "Beans", "Beet", "Belgian Endive", "Bell Pepper",
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@ -2832,8 +2850,8 @@ static void ShowDemoWindowMultiSelect()
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if (ImGui::BeginListBox("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20)))
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{
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ImGuiMultiSelectData* multi_select_data = ImGui::BeginMultiSelect(0, (void*)(intptr_t)selection_ref, selection.GetSelected((int)selection_ref));
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if (multi_select_data->RequestClear) { selection.Clear(); }
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ImGuiMultiSelectData* multi_select_data = ImGui::BeginMultiSelect(ImGuiMultiSelectFlags_None, (void*)(intptr_t)selection_ref, selection.GetSelected((int)selection_ref));
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if (multi_select_data->RequestClear) { selection.Clear(); }
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if (multi_select_data->RequestSelectAll) { selection.SelectAll(COUNT); }
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ImGuiListClipper clipper;
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clipper.Begin(COUNT);
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@ -2856,9 +2874,9 @@ static void ShowDemoWindowMultiSelect()
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multi_select_data = ImGui::EndMultiSelect();
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selection_ref = (int)(intptr_t)multi_select_data->RangeSrc;
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ImGui::EndListBox();
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if (multi_select_data->RequestClear) { selection.Clear(); }
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if (multi_select_data->RequestClear) { selection.Clear(); }
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if (multi_select_data->RequestSelectAll) { selection.SelectAll(COUNT); }
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if (multi_select_data->RequestSetRange) { selection.SetRange((int)(intptr_t)multi_select_data->RangeSrc, (int)(intptr_t)multi_select_data->RangeDst, multi_select_data->RangeValue ? 1 : 0); }
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if (multi_select_data->RequestSetRange) { selection.SetRange((int)(intptr_t)multi_select_data->RangeSrc, (int)(intptr_t)multi_select_data->RangeDst, multi_select_data->RangeValue ? 1 : 0); }
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}
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ImGui::TreePop();
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}
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@ -7248,10 +7248,10 @@ void ImGui::MultiSelectItemFooter(ImGuiID id, bool* p_selected, bool* p_pressed)
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// Auto-select as you navigate a list
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if (g.NavJustMovedToId == id)
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{
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if (!g.IO.KeyCtrl)
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selected = pressed = true;
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else if (g.IO.KeyCtrl && g.IO.KeyShift)
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if (is_ctrl && is_shift)
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pressed = true;
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else if (!is_ctrl)
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selected = pressed = true;
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}
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// Right-click handling: this could be moved at the Selectable() level.
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@ -7320,9 +7320,9 @@ void ImGui::MultiSelectItemFooter(ImGuiID id, bool* p_selected, bool* p_pressed)
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}
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else if (input_source == ImGuiInputSource_Keyboard || input_source == ImGuiInputSource_Gamepad)
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{
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if (!is_multiselect)
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if (is_multiselect && is_shift && !is_ctrl)
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ms->Out.RequestClear = true;
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else if (is_shift && !is_ctrl && is_multiselect)
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else if (!is_multiselect)
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ms->Out.RequestClear = true;
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}
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}
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