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.
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4afbfd5e71
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@ -3822,7 +3822,6 @@ void ImGui::Shutdown()
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g.MenusIdSubmittedThisFrame.clear();
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g.InputTextState.ClearFreeMemory();
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g.InputTextDeactivatedState.ClearFreeMemory();
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g.MultiSelectScopeWindow = NULL;
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g.SettingsWindows.clear();
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g.SettingsHandlers.clear();
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@ -1210,6 +1210,7 @@ enum ImGuiNextItemDataFlags_
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ImGuiNextItemDataFlags_HasOpen = 1 << 1,
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ImGuiNextItemDataFlags_HasShortcut = 1 << 2,
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ImGuiNextItemDataFlags_HasRefVal = 1 << 3,
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ImGuiNextItemDataFlags_HasSelectionData = 1 << 4,
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};
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struct ImGuiNextItemData
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@ -1217,6 +1218,7 @@ struct ImGuiNextItemData
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ImGuiNextItemDataFlags Flags;
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ImGuiItemFlags ItemFlags; // Currently only tested/used for ImGuiItemFlags_AllowOverlap.
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// Non-flags members are NOT cleared by ItemAdd() meaning they are still valid during NavProcessItem()
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ImGuiID FocusScopeId; // Set by SetNextItemSelectionUserData() (!= 0 signify value has been set)
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ImGuiSelectionUserData SelectionUserData; // Set by SetNextItemSelectionUserData() (note that NULL/0 is a valid value, we use -1 == ImGuiSelectionUserData_Invalid to mark invalid values)
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float Width; // Set by SetNextItemWidth()
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ImGuiKeyChord Shortcut; // Set by SetNextItemShortcut()
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@ -1713,13 +1715,14 @@ struct ImGuiOldColumns
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struct IMGUI_API ImGuiMultiSelectState
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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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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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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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ImGuiMultiSelectState() { Clear(); }
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void Clear() { In.Clear(); Out.Clear(); InRangeDstPassedBy = InRequestSetRangeNav = false; }
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void Clear() { FocusScopeId = 0; In.Clear(); Out.Clear(); InRangeDstPassedBy = InRequestSetRangeNav = false; }
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};
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#endif // #ifdef IMGUI_HAS_MULTI_SELECT
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@ -2117,10 +2120,9 @@ struct ImGuiContext
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ImVec2 NavWindowingAccumDeltaSize;
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// Range-Select/Multi-Select
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ImGuiID MultiSelectScopeId;
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ImGuiWindow* MultiSelectScopeWindow;
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bool MultiSelectEnabled;
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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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float DimBgRatio; // 0.0..1.0 animation when fading in a dimming background (for modal window and CTRL+TAB list)
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@ -2385,9 +2387,8 @@ struct ImGuiContext
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NavWindowingToggleLayer = false;
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NavWindowingToggleKey = ImGuiKey_None;
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MultiSelectScopeId = 0;
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MultiSelectScopeWindow = NULL;
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MultiSelectFlags = 0;
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MultiSelectEnabled = false;
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MultiSelectFlags = ImGuiMultiSelectFlags_None;
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DimBgRatio = 0.0f;
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@ -6466,7 +6466,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiID storage_id, ImGuiTreeNodeFlags
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const bool was_selected = selected;
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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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{
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flags |= ImGuiTreeNodeFlags_OpenOnArrow;
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@ -6814,7 +6814,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
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if ((flags & ImGuiSelectableFlags_AllowOverlap) || (g.LastItemData.InFlags & ImGuiItemFlags_AllowOverlap)) { button_flags |= ImGuiButtonFlags_AllowOverlap; }
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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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if (is_multi_select)
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{
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@ -7120,17 +7120,20 @@ void ImGui::DebugNodeTypingSelectState(ImGuiTypingSelectState* data)
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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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ImGuiContext& g = *ImGui::GetCurrentContext();
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ImGuiContext& g = *GImGui;
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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.MultiSelectState.FocusScopeId == 0);
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// FIXME: BeginFocusScope()
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ImGuiMultiSelectState* ms = &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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ms->Clear();
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ms->FocusScopeId = window->IDStack.back();
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PushFocusScope(ms->FocusScopeId);
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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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{
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@ -7139,7 +7142,7 @@ ImGuiMultiSelectData* ImGui::BeginMultiSelect(ImGuiMultiSelectFlags flags, void*
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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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if (g.NavJustMovedToId != 0 && g.NavJustMovedToFocusScopeId == g.MultiSelectScopeId)
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if (g.NavJustMovedToId != 0 && g.NavJustMovedToFocusScopeId == ms->FocusScopeId && g.NavJustMovedToHasSelectionData)
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{
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if (g.IO.KeyShift)
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ms->InRequestSetRangeNav = true;
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@ -7162,14 +7165,16 @@ ImGuiMultiSelectData* ImGui::BeginMultiSelect(ImGuiMultiSelectFlags flags, void*
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ImGuiMultiSelectData* ImGui::EndMultiSelect()
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{
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ImGuiContext& g = *ImGui::GetCurrentContext();
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ImGuiContext& g = *GImGui;
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ImGuiMultiSelectState* ms = &g.MultiSelectState;
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IM_ASSERT(g.MultiSelectScopeId != 0);
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IM_ASSERT(g.MultiSelectState.FocusScopeId == g.CurrentFocusScopeId);
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if (g.MultiSelectFlags & ImGuiMultiSelectFlags_NoUnselect)
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ms->Out.RangeValue = true;
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g.MultiSelectScopeId = 0;
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g.MultiSelectScopeWindow = NULL;
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g.MultiSelectFlags = 0;
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g.MultiSelectState.FocusScopeId = 0;
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PopFocusScope();
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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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if (ms->Out.RequestClear) printf("[%05d] EndMultiSelect: RequestClear\n", g.FrameCount);
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@ -7185,18 +7190,22 @@ void ImGui::SetNextItemSelectionUserData(ImGuiSelectionUserData selection_user_d
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// Note that flags 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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ImGuiContext& g = *GImGui;
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if (g.MultiSelectScopeId != 0)
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if (g.MultiSelectState.FocusScopeId != 0)
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g.NextItemData.ItemFlags |= ImGuiItemFlags_HasSelectionUserData | ImGuiItemFlags_IsMultiSelect;
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else
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g.NextItemData.ItemFlags |= ImGuiItemFlags_HasSelectionUserData;
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g.NextItemData.SelectionUserData = selection_user_data;
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g.NextItemData.FocusScopeId = g.CurrentFocusScopeId;
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}
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void ImGui::MultiSelectItemHeader(ImGuiID id, bool* p_selected)
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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ImGuiMultiSelectState* ms = &g.MultiSelectState;
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IM_UNUSED(window);
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IM_ASSERT(g.NextItemData.FocusScopeId == g.CurrentFocusScopeId && "Forgot to call SetNextItemSelectionUserData() prior to item, required in BeginMultiSelect()/EndMultiSelect() scope");
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IM_ASSERT((g.NextItemData.SelectionUserData != ImGuiSelectionUserData_Invalid) && "Forgot to call SetNextItemSelectionUserData() prior to item, required in BeginMultiSelect()/EndMultiSelect() scope");
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void* item_data = (void*)g.NextItemData.SelectionUserData;
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