MultiSelect: Renamed SetNextItemMultiSelectData() to SetNextItemSelectionUserData()

This commit is contained in:
omar 2020-01-14 16:18:55 +01:00 committed by ocornut
parent 17c4c2154a
commit 4afbfd5e71
3 changed files with 13 additions and 5 deletions

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@ -2749,7 +2749,7 @@ enum ImGuiMultiSelectFlags_
// performance penalty, but requires a little more work on the code. If you only have a few hundreds elements in your possible selection set,
// you may as well not bother with clipping, as the cost should be negligible (as least on imgui side).
// If you are not sure, always start without clipping and you can work your way to the more optimized version afterwards.
// - The void* Src/Dst value represent a selectable object. They are the values you pass to SetNextItemMultiSelectData().
// - The void* Src/Dst value represent a selectable object. They are the values you pass to SetNextItemSelectionUserData().
// Storing an integer index is the easiest thing to do, as SetRange requests will give you two end points. But the code never assume that sortable integers are used.
// - In the spirit of imgui design, your code own the selection data. So this is designed to handle all kind of selection data: instructive (store a bool inside each object),
// external array (store an array aside from your objects), set (store only selected items in a hash/map/set), using intervals (store indices in an interval tree), etc.
@ -2760,7 +2760,7 @@ enum ImGuiMultiSelectFlags_
// 3) Set RangeSrcPassedBy=true if the RangeSrc item is part of the items clipped before the first submitted/visible item. [Only required if you are using a clipper in step 4]
// This is because for range-selection we need to know if we are currently "inside" or "outside" the range.
// If you are using integer indices everywhere, this is easy to compute: if (clipper.DisplayStart > (int)data->RangeSrc) { data->RangeSrcPassedBy = true; }
// 4) Submit your items with SetNextItemMultiSelectData() + Selectable()/TreeNode() calls.
// 4) Submit your items with SetNextItemSelectionUserData() + Selectable()/TreeNode() calls.
// Call IsItemSelectionToggled() to query with the selection state has been toggled, in which you need the info immediately (before EndMultiSelect()) for your display.
// When cannot reliably return a "IsItemSelected()" value because we need to consider clipped (unprocessed) item, this is why we return a toggle event instead.
// 5) Call EndMultiSelect(). Save the value of ->RangeSrc for the next frame (you may convert the value in a format that is safe for persistance)

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@ -2845,7 +2845,7 @@ static void ShowDemoWindowMultiSelect()
};
int COUNT = 1000;
HelpMarker("Hold CTRL and click to select multiple items. Hold SHIFT to select a range.");
HelpMarker("Hold CTRL and click to select multiple items. Hold SHIFT to select a range. Keyboard is also supported.");
ImGui::CheckboxFlags("io.ConfigFlags: NavEnableKeyboard", (unsigned int*)&ImGui::GetIO().ConfigFlags, ImGuiConfigFlags_NavEnableKeyboard);
if (ImGui::BeginListBox("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20)))
@ -2853,6 +2853,7 @@ static void ShowDemoWindowMultiSelect()
ImGuiMultiSelectData* multi_select_data = ImGui::BeginMultiSelect(ImGuiMultiSelectFlags_None, (void*)(intptr_t)selection_ref, selection.GetSelected((int)selection_ref));
if (multi_select_data->RequestClear) { selection.Clear(); }
if (multi_select_data->RequestSelectAll) { selection.SelectAll(COUNT); }
ImVec2 color_button_sz(ImGui::GetFontSize(), ImGui::GetFontSize());
ImGuiListClipper clipper;
clipper.Begin(COUNT);
while (clipper.Step())
@ -2865,6 +2866,13 @@ static void ShowDemoWindowMultiSelect()
char label[64];
sprintf(label, "Object %05d (category: %s)", n, random_names[n % IM_ARRAYSIZE(random_names)]);
bool item_is_selected = selection.GetSelected(n);
// Emit a color button, to test that Shift+LeftArrow landing on an item that is not part
// of the selection scope doesn't erroneously alter our selection.
ImVec4 dummy_col = ImColor((ImU32)ImGui::GetID(label));
ImGui::ColorButton("##", dummy_col, ImGuiColorEditFlags_NoTooltip, color_button_sz);
ImGui::SameLine();
ImGui::SetNextItemSelectionUserData(n);
if (ImGui::Selectable(label, item_is_selected))
selection.SetSelected(n, !item_is_selected);

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@ -7113,7 +7113,7 @@ void ImGui::DebugNodeTypingSelectState(ImGuiTypingSelectState* data)
//-------------------------------------------------------------------------
// - BeginMultiSelect()
// - EndMultiSelect()
// - SetNextItemMultiSelectData()
// - SetNextItemSelectionUserData()
// - MultiSelectItemHeader() [Internal]
// - MultiSelectItemFooter() [Internal]
//-------------------------------------------------------------------------
@ -7197,7 +7197,7 @@ void ImGui::MultiSelectItemHeader(ImGuiID id, bool* p_selected)
ImGuiContext& g = *GImGui;
ImGuiMultiSelectState* ms = &g.MultiSelectState;
IM_ASSERT((g.NextItemData.SelectionUserData != ImGuiSelectionUserData_Invalid) && "Forgot to call SetNextItemMultiSelectData() prior to item, required in BeginMultiSelect()/EndMultiSelect() scope");
IM_ASSERT((g.NextItemData.SelectionUserData != ImGuiSelectionUserData_Invalid) && "Forgot to call SetNextItemSelectionUserData() prior to item, required in BeginMultiSelect()/EndMultiSelect() scope");
void* item_data = (void*)g.NextItemData.SelectionUserData;
// Apply Clear/SelectAll requests requested by BeginMultiSelect().