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:
omar 2020-01-13 15:05:53 +01:00 committed by ocornut
parent 4afbfd5e71
commit 9c7183dd04
3 changed files with 31 additions and 22 deletions

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@ -3822,7 +3822,6 @@ void ImGui::Shutdown()
g.MenusIdSubmittedThisFrame.clear(); g.MenusIdSubmittedThisFrame.clear();
g.InputTextState.ClearFreeMemory(); g.InputTextState.ClearFreeMemory();
g.InputTextDeactivatedState.ClearFreeMemory(); g.InputTextDeactivatedState.ClearFreeMemory();
g.MultiSelectScopeWindow = NULL;
g.SettingsWindows.clear(); g.SettingsWindows.clear();
g.SettingsHandlers.clear(); g.SettingsHandlers.clear();

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@ -1210,6 +1210,7 @@ enum ImGuiNextItemDataFlags_
ImGuiNextItemDataFlags_HasOpen = 1 << 1, ImGuiNextItemDataFlags_HasOpen = 1 << 1,
ImGuiNextItemDataFlags_HasShortcut = 1 << 2, ImGuiNextItemDataFlags_HasShortcut = 1 << 2,
ImGuiNextItemDataFlags_HasRefVal = 1 << 3, ImGuiNextItemDataFlags_HasRefVal = 1 << 3,
ImGuiNextItemDataFlags_HasSelectionData = 1 << 4,
}; };
struct ImGuiNextItemData struct ImGuiNextItemData
@ -1217,6 +1218,7 @@ struct ImGuiNextItemData
ImGuiNextItemDataFlags Flags; ImGuiNextItemDataFlags Flags;
ImGuiItemFlags ItemFlags; // Currently only tested/used for ImGuiItemFlags_AllowOverlap. ImGuiItemFlags ItemFlags; // Currently only tested/used for ImGuiItemFlags_AllowOverlap.
// Non-flags members are NOT cleared by ItemAdd() meaning they are still valid during NavProcessItem() // Non-flags members are NOT cleared by ItemAdd() meaning they are still valid during NavProcessItem()
ImGuiID FocusScopeId; // Set by SetNextItemSelectionUserData() (!= 0 signify value has been set)
ImGuiSelectionUserData SelectionUserData; // Set by SetNextItemSelectionUserData() (note that NULL/0 is a valid value, we use -1 == ImGuiSelectionUserData_Invalid to mark invalid values) ImGuiSelectionUserData SelectionUserData; // Set by SetNextItemSelectionUserData() (note that NULL/0 is a valid value, we use -1 == ImGuiSelectionUserData_Invalid to mark invalid values)
float Width; // Set by SetNextItemWidth() float Width; // Set by SetNextItemWidth()
ImGuiKeyChord Shortcut; // Set by SetNextItemShortcut() ImGuiKeyChord Shortcut; // Set by SetNextItemShortcut()
@ -1713,13 +1715,14 @@ struct ImGuiOldColumns
struct IMGUI_API ImGuiMultiSelectState struct IMGUI_API ImGuiMultiSelectState
{ {
ImGuiID FocusScopeId; // Same as CurrentWindow->DC.FocusScopeIdCurrent (unless another selection scope was pushed manually)
ImGuiMultiSelectData In; // The In requests are set and returned by BeginMultiSelect() ImGuiMultiSelectData In; // The In requests are set and returned by BeginMultiSelect()
ImGuiMultiSelectData Out; // The Out requests are finalized and returned by EndMultiSelect() ImGuiMultiSelectData Out; // The Out requests are finalized and returned by EndMultiSelect()
bool InRangeDstPassedBy; // (Internal) set by the the item that match NavJustMovedToId when InRequestRangeSetNav is set. bool InRangeDstPassedBy; // (Internal) set by the the item that match NavJustMovedToId when InRequestRangeSetNav is set.
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. 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.
ImGuiMultiSelectState() { Clear(); } ImGuiMultiSelectState() { Clear(); }
void Clear() { In.Clear(); Out.Clear(); InRangeDstPassedBy = InRequestSetRangeNav = false; } void Clear() { FocusScopeId = 0; In.Clear(); Out.Clear(); InRangeDstPassedBy = InRequestSetRangeNav = false; }
}; };
#endif // #ifdef IMGUI_HAS_MULTI_SELECT #endif // #ifdef IMGUI_HAS_MULTI_SELECT
@ -2117,10 +2120,9 @@ struct ImGuiContext
ImVec2 NavWindowingAccumDeltaSize; ImVec2 NavWindowingAccumDeltaSize;
// Range-Select/Multi-Select // Range-Select/Multi-Select
ImGuiID MultiSelectScopeId; bool MultiSelectEnabled;
ImGuiWindow* MultiSelectScopeWindow;
ImGuiMultiSelectFlags MultiSelectFlags; ImGuiMultiSelectFlags MultiSelectFlags;
ImGuiMultiSelectState MultiSelectState; ImGuiMultiSelectState MultiSelectState; // We currently don't support recursing/stacking multi-select
// Render // Render
float DimBgRatio; // 0.0..1.0 animation when fading in a dimming background (for modal window and CTRL+TAB list) float DimBgRatio; // 0.0..1.0 animation when fading in a dimming background (for modal window and CTRL+TAB list)
@ -2385,9 +2387,8 @@ struct ImGuiContext
NavWindowingToggleLayer = false; NavWindowingToggleLayer = false;
NavWindowingToggleKey = ImGuiKey_None; NavWindowingToggleKey = ImGuiKey_None;
MultiSelectScopeId = 0; MultiSelectEnabled = false;
MultiSelectScopeWindow = NULL; MultiSelectFlags = ImGuiMultiSelectFlags_None;
MultiSelectFlags = 0;
DimBgRatio = 0.0f; DimBgRatio = 0.0f;

View File

@ -6466,7 +6466,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiID storage_id, ImGuiTreeNodeFlags
const bool was_selected = selected; const bool was_selected = selected;
// Multi-selection support (header) // Multi-selection support (header)
const bool is_multi_select = (g.MultiSelectScopeWindow == window); const bool is_multi_select = g.MultiSelectEnabled;
if (is_multi_select) if (is_multi_select)
{ {
flags |= ImGuiTreeNodeFlags_OpenOnArrow; flags |= ImGuiTreeNodeFlags_OpenOnArrow;
@ -6814,7 +6814,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
if ((flags & ImGuiSelectableFlags_AllowOverlap) || (g.LastItemData.InFlags & ImGuiItemFlags_AllowOverlap)) { button_flags |= ImGuiButtonFlags_AllowOverlap; } if ((flags & ImGuiSelectableFlags_AllowOverlap) || (g.LastItemData.InFlags & ImGuiItemFlags_AllowOverlap)) { button_flags |= ImGuiButtonFlags_AllowOverlap; }
// Multi-selection support (header) // Multi-selection support (header)
const bool is_multi_select = (g.MultiSelectScopeWindow == window); const bool is_multi_select = g.MultiSelectEnabled;
const bool was_selected = selected; const bool was_selected = selected;
if (is_multi_select) if (is_multi_select)
{ {
@ -7120,17 +7120,20 @@ void ImGui::DebugNodeTypingSelectState(ImGuiTypingSelectState* data)
ImGuiMultiSelectData* ImGui::BeginMultiSelect(ImGuiMultiSelectFlags flags, void* range_ref, bool range_ref_is_selected) ImGuiMultiSelectData* ImGui::BeginMultiSelect(ImGuiMultiSelectFlags flags, void* range_ref, bool range_ref_is_selected)
{ {
ImGuiContext& g = *ImGui::GetCurrentContext(); ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow; ImGuiWindow* window = g.CurrentWindow;
IM_ASSERT(g.MultiSelectScopeId == 0); // No recursion allowed yet (we could allow it if we deem it useful) IM_ASSERT(g.MultiSelectEnabled == false); // No recursion allowed yet (we could allow it if we deem it useful)
IM_ASSERT(g.MultiSelectFlags == 0); IM_ASSERT(g.MultiSelectFlags == 0);
IM_ASSERT(g.MultiSelectState.FocusScopeId == 0);
// FIXME: BeginFocusScope()
ImGuiMultiSelectState* ms = &g.MultiSelectState; ImGuiMultiSelectState* ms = &g.MultiSelectState;
g.MultiSelectScopeId = window->IDStack.back();
g.MultiSelectScopeWindow = window;
g.MultiSelectFlags = flags;
ms->Clear(); ms->Clear();
ms->FocusScopeId = window->IDStack.back();
PushFocusScope(ms->FocusScopeId);
g.MultiSelectEnabled = true;
g.MultiSelectFlags = flags;
if ((flags & ImGuiMultiSelectFlags_NoMultiSelect) == 0) if ((flags & ImGuiMultiSelectFlags_NoMultiSelect) == 0)
{ {
@ -7139,7 +7142,7 @@ ImGuiMultiSelectData* ImGui::BeginMultiSelect(ImGuiMultiSelectFlags flags, void*
} }
// Auto clear when using Navigation to move within the selection (we compare SelectScopeId so it possible to use multiple lists inside a same window) // Auto clear when using Navigation to move within the selection (we compare SelectScopeId so it possible to use multiple lists inside a same window)
if (g.NavJustMovedToId != 0 && g.NavJustMovedToFocusScopeId == g.MultiSelectScopeId) if (g.NavJustMovedToId != 0 && g.NavJustMovedToFocusScopeId == ms->FocusScopeId && g.NavJustMovedToHasSelectionData)
{ {
if (g.IO.KeyShift) if (g.IO.KeyShift)
ms->InRequestSetRangeNav = true; ms->InRequestSetRangeNav = true;
@ -7162,14 +7165,16 @@ ImGuiMultiSelectData* ImGui::BeginMultiSelect(ImGuiMultiSelectFlags flags, void*
ImGuiMultiSelectData* ImGui::EndMultiSelect() ImGuiMultiSelectData* ImGui::EndMultiSelect()
{ {
ImGuiContext& g = *ImGui::GetCurrentContext(); ImGuiContext& g = *GImGui;
ImGuiMultiSelectState* ms = &g.MultiSelectState; ImGuiMultiSelectState* ms = &g.MultiSelectState;
IM_ASSERT(g.MultiSelectScopeId != 0); IM_ASSERT(g.MultiSelectState.FocusScopeId == g.CurrentFocusScopeId);
if (g.MultiSelectFlags & ImGuiMultiSelectFlags_NoUnselect) if (g.MultiSelectFlags & ImGuiMultiSelectFlags_NoUnselect)
ms->Out.RangeValue = true; ms->Out.RangeValue = true;
g.MultiSelectScopeId = 0; g.MultiSelectState.FocusScopeId = 0;
g.MultiSelectScopeWindow = NULL; PopFocusScope();
g.MultiSelectFlags = 0; g.MultiSelectEnabled = false;
g.MultiSelectFlags = ImGuiMultiSelectFlags_None;
#ifdef IMGUI_DEBUG_MULTISELECT #ifdef IMGUI_DEBUG_MULTISELECT
if (ms->Out.RequestClear) printf("[%05d] EndMultiSelect: RequestClear\n", g.FrameCount); if (ms->Out.RequestClear) printf("[%05d] EndMultiSelect: RequestClear\n", g.FrameCount);
@ -7185,18 +7190,22 @@ void ImGui::SetNextItemSelectionUserData(ImGuiSelectionUserData selection_user_d
// Note that flags will be cleared by ItemAdd(), so it's only useful for Navigation code! // Note that flags will be cleared by ItemAdd(), so it's only useful for Navigation code!
// This designed so widgets can also cheaply set this before calling ItemAdd(), so we are not tied to MultiSelect api. // This designed so widgets can also cheaply set this before calling ItemAdd(), so we are not tied to MultiSelect api.
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
if (g.MultiSelectScopeId != 0) if (g.MultiSelectState.FocusScopeId != 0)
g.NextItemData.ItemFlags |= ImGuiItemFlags_HasSelectionUserData | ImGuiItemFlags_IsMultiSelect; g.NextItemData.ItemFlags |= ImGuiItemFlags_HasSelectionUserData | ImGuiItemFlags_IsMultiSelect;
else else
g.NextItemData.ItemFlags |= ImGuiItemFlags_HasSelectionUserData; g.NextItemData.ItemFlags |= ImGuiItemFlags_HasSelectionUserData;
g.NextItemData.SelectionUserData = selection_user_data; g.NextItemData.SelectionUserData = selection_user_data;
g.NextItemData.FocusScopeId = g.CurrentFocusScopeId;
} }
void ImGui::MultiSelectItemHeader(ImGuiID id, bool* p_selected) void ImGui::MultiSelectItemHeader(ImGuiID id, bool* p_selected)
{ {
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
ImGuiMultiSelectState* ms = &g.MultiSelectState; ImGuiMultiSelectState* ms = &g.MultiSelectState;
IM_UNUSED(window);
IM_ASSERT(g.NextItemData.FocusScopeId == g.CurrentFocusScopeId && "Forgot to call SetNextItemSelectionUserData() 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"); 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; void* item_data = (void*)g.NextItemData.SelectionUserData;