diff --git a/imgui.h b/imgui.h index 9e5a9aef2..730a53e2b 100644 --- a/imgui.h +++ b/imgui.h @@ -671,7 +671,8 @@ namespace ImGui // Multi-selection system for Selectable() and TreeNode() functions. // - This enables standard multi-selection/range-selection idioms (CTRL+Mouse/Keyboard, SHIFT+Mouse/Keyboard, etc.) in a way that also allow a clipper to be used. - // - ImGuiSelectionUserData is often used to store your item index. Read comments near ImGuiMultiSelectIO for details. + // - ImGuiSelectionUserData is often used to store your item index. + // - Read comments near ImGuiMultiSelectIO for instructions/details and see 'Demo->Widgets->Selection State' for demo. IMGUI_API ImGuiMultiSelectIO* BeginMultiSelect(ImGuiMultiSelectFlags flags); IMGUI_API ImGuiMultiSelectIO* EndMultiSelect(); IMGUI_API void SetNextItemSelectionUserData(ImGuiSelectionUserData selection_user_data); @@ -2740,32 +2741,35 @@ enum ImGuiMultiSelectFlags_ // Multi-selection system // - Refer to 'Demo->Widgets->Selection State' for references using this. // - This system implements standard multi-selection idioms (CTRL+Mouse/Keyboard, SHIFT+Mouse/Keyboard, etc) -// and supports a clipper being used. Handling this manually may be tricky, this is why we provide the functionality. -// If you don't need SHIFT+Mouse/Keyboard range-select + clipping, you can use a simpler form of multi-selection yourself, -// by reacting to click/presses on Selectable() items and checking keyboard modifiers. -// The complexity of this system is mostly caused by supporting SHIFT+Click/Arrow range-select with clipped elements. +// and supports a clipper being used. Handling this manually and correctly i tricky, this is why we provide +// the functionality. If you don't need SHIFT+Mouse/Keyboard range-select + clipping, you can implement a +// simple form of multi-selection yourself, by reacting to click/presses on Selectable() items. // - TreeNode() and Selectable() are supported but custom widgets may use it as well. // - In the spirit of Dear ImGui design, your code owns actual selection data. // This is designed to allow all kinds of selection storage you may use in your application: -// e.g. instructive selection (store a bool inside each object), external array (store an array in your view data, next -// to your objects), set/map/hash (store only selected items), or other structures (store indices in an interval tree), etc. -// - The work involved to deal with multi-selection differs whether you want to only submit visible items and clip others, -// or submit all items regardless of their visibility. Clipping items is more efficient and will allow you to deal with -// large lists (1k~100k items) with no performance penalty, but requires a little more work on the code. -// For small selection set (<100 items), you might want to not bother with using the clipper, as the cost you should -// be negligible (as least on Dear ImGui side). -// If you are not sure, always start without clipping and you can work your way to the optimized version afterwards. +// e.g. set/map/hash (store only selected items), instructive selection (store a bool inside each object), +// external array (store an array in your view data, next to your objects), or other structures (store indices +// in an interval tree), etc. +// - The work involved to deal with multi-selection differs whether you want to only submit visible items and +// clip others, or submit all items regardless of their visibility. Clipping items is more efficient and will +// allow you to deal with large lists (1k~100k items) with no performance penalty, but requires a little more +// work on the code. +// For small selection set (<100 items), you might want to not bother with using the clipper, as the cost +// should be negligible (as least on Dear ImGui side). +// If you are not sure, always start without clipping! You can work your way to the optimized version afterwards. // About ImGuiSelectionUserData: // - This is your application-defined identifier in a selection set: // - For each item is submitted by your calls to SetNextItemSelectionUserData(). // - In return we store them into RangeSrcItem/RangeFirstItem/RangeLastItem and other fields in ImGuiMultiSelectIO. // - Most applications will store an object INDEX, hence the chosen name and type. -// Storing an integer index is the easiest thing to do, as SetRange requests will give you two end points -// and you will need to interpolate between them to honor range selection. +// Storing an integer index is the easiest thing to do, as RequestSetRange requests will give you two end-points +// and you will need to iterate/interpolate between them to honor range selection. // - However it is perfectly possible to store a POINTER inside this value! The multi-selection system never assume -// that you identify items by indices, and never attempt to interpolate between two ImGuiSelectionUserData values. +// that you identify items by indices. It never attempt to iterate/interpolate between 2 ImGuiSelectionUserData values. // - As most users will want to cast this to integer, for convenience and to reduce confusion we use ImS64 instead // of void*, being syntactically easier to downcast. But feel free to reinterpret_cast a pointer into this. +// - You may store another type of (e.g. an data) but this may make your lookups and the interpolation between +// two values more cumbersome. // - If you need to wrap this API for another language/framework, feel free to expose this as 'int' if simpler. // Usage flow: // BEGIN - (1) Call BeginMultiSelect() and retrieve the ImGuiMultiSelectIO* result. @@ -2777,12 +2781,15 @@ enum ImGuiMultiSelectFlags_ // - (4) Submit your items with SetNextItemSelectionUserData() + Selectable()/TreeNode() calls. (optionally call IsItemToggledSelection() if you need that info immediately for displaying your item, before EndMultiSelect()) // END - (5) Call EndMultiSelect() and retrieve the ImGuiMultiSelectIO* result. // - (6) Honor Clear/SelectAll/SetRange requests by updating your selection data. Same code as Step 2. -// If you submit all items (no clipper), Step 2 and 3 and will be handled by Selectable()/TreeNode on a per-item basis. -// However it is perfectly fine to honor all steps even if you don't use a clipper. +// If you submit all items (no clipper), Step 2 and 3 and will be handled by Selectable()/TreeNode on a per-item basis. +// However it is perfectly fine to honor all steps even if you don't use a clipper. +// Advanced: +// - Deletion: If you need to handle items deletion a little more work if needed for post-deletion focus and scrolling to be correct. +// refer to 'Demo->Widgets->Selection State' for demos supporting deletion. struct ImGuiMultiSelectIO { - // - Always process requests in this order: Clear, SelectAll, SetRange. Use 'Debug Log->Selection' to see requests as they happen. - // - Some fields are only necessary if your list is dynamic and allows deletion (getting "post-deletion" state right is exhibited in the demo) + // - Always process requests in this order: Clear, SelectAll, SetRange. Use 'Demo->Tools->Debug Log->Selection' to see requests as they happen. + // - Some fields are only necessary if your list is dynamic and allows deletion (getting "post-deletion" state right is shown in the demo) // - Below: who reads/writes each fields? 'r'=read, 'w'=write, 'ms'=multi-select code, 'app'=application/user code, 'BEGIN'=BeginMultiSelect() and after, 'END'=EndMultiSelect() and after. // REQUESTS --------------------------------// BEGIN / LOOP / END bool RequestClear; // ms:w, app:r / / ms:w, app:r // 1. Request app/user to clear selection. diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 7a1d74b96..3cd8bf6ad 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -2766,54 +2766,45 @@ static void ShowDemoWindowWidgets() // To store a single-selection: // - You only need a single variable and don't need any of this! // To store a multi-selection, in your real application you could: -// - Use intrusively stored selection (e.g. 'bool IsSelected' inside your object). This is by far the simplest -// way to store your selection data, but it means you cannot have multiple simultaneous views over your objects. -// This is what many of the simpler demos in this file are using (so they are not using this class). // - Use external storage: e.g. unordered_set/set/hash/map/interval trees (storing indices, objects id, etc.) -// are generally appropriate. Even a large array of bool might work for you... -// - If you need to handle extremely large selections, it might be advantageous to support a "negative" mode in -// your storage, so "Select All" becomes "Negative=1 + Clear" and then sparse unselect can add to the storage. +// are generally appropriate. Even a large array of bool might work for you... This is what we are doing here. +// - Use intrusively stored selection (e.g. 'bool IsSelected' inside your object). +// - This is simple, but it means you cannot have multiple simultaneous views over your objects. +// - This is what many of the simpler demos in other sections of this file are using (so they are not using this class). +// - Some of our features requires you to provide the selection size, which with this specific strategy require additional work: +// either you maintain it (which requires storage outside of objects) either you recompute (which may be costly for large sets). +// - So I would suggest that using intrusive selection for multi-select is not the most adequate. struct ExampleSelection { // Data ImGuiStorage Storage; // Selection set - int SelectionSize; // Number of selected items (== number of 1 in the Storage, maintained by this class). // FIXME-MULTISELECT: Imply more difficult to track with intrusive selection schemes? + int Size; // Number of selected items (== number of 1 in the Storage, maintained by this class). // FIXME-MULTISELECT: Imply more difficult to track with intrusive selection schemes? bool QueueDeletion; // Request deleting selected items // Functions ExampleSelection() { Clear(); } - void Clear() { Storage.Clear(); SelectionSize = 0; QueueDeletion = false; } - bool GetSelected(int n) const { return Storage.GetInt((ImGuiID)n, 0) != 0; } - void SetSelected(int n, bool v) { int* p_int = Storage.GetIntRef((ImGuiID)n, 0); if (*p_int == (int)v) return; if (v) SelectionSize++; else SelectionSize--; *p_int = (bool)v; } - int GetSize() const { return SelectionSize; } + void Clear() { Storage.Clear(); Size = 0; QueueDeletion = false; } + bool Contains(int n) const { return Storage.GetInt((ImGuiID)n, 0) != 0; } + void AddItem(int n) { int* p_int = Storage.GetIntRef((ImGuiID)n, 0); if (*p_int != 0) return; *p_int = 1; Size++; } + void RemoveItem(int n) { int* p_int = Storage.GetIntRef((ImGuiID)n, 0); if (*p_int == 0) return; *p_int = 0; Size--; } + void UpdateItem(int n, bool v) { if (v) AddItem(n); else RemoveItem(n); } + int GetSize() const { return Size; } + void DebugTooltip() { if (ImGui::BeginTooltip()) { for (auto& pair : Storage.Data) if (pair.val_i) ImGui::Text("0x%03X (%d)", pair.key, pair.key); ImGui::EndTooltip(); } } - // When using SetRange() / SelectAll() we assume that our objects ID are indices. - // In this demo we always store selection using indices and never in another manner (e.g. object ID or pointers). - // If your selection system is storing selection using object ID and you want to support Shift+Click range-selection, - // you will need a way to iterate from one item to the other item given the ID you use. - // You are likely to need some kind of data structure to convert 'view index' <> 'object ID' (FIXME-MULTISELECT: Would be worth providing a demo of doing this). - // Note: This implementation of SetRange() is inefficient because it doesn't take advantage of the fact that ImGuiStorage stores sorted key. - void SetRange(int a, int b, bool v) { for (int n = a; n <= b; n++) SetSelected(n, v); } - void SelectAll(int count) { Storage.Data.resize(count); for (int idx = 0; idx < count; idx++) Storage.Data[idx] = ImGuiStoragePair((ImGuiID)idx, 1); SelectionSize = count; } // This could be using SetRange(), but it this way is faster. - - // Apply requests coming from BeginMultiSelect() and EndMultiSelect(). Must be done in this order! Clear->SelectAll->SetRange. - // Enable 'Debug Log->Selection' to see selection requests as they happen. + // Apply requests coming from BeginMultiSelect() and EndMultiSelect(). + // - Must be done in this order! Clear->SelectAll->SetRange. Enable 'Demo->Tools->Debug Log->Selection' to see selection requests as they happen. + // - Honoring RequestSetRange requires that you can iterate/interpolate between RangeFirstItem and RangeLastItem. + // - In this demo we often submit indices to SetNextItemSelectionUserData() + store the same indices in persistent selection. + // - Your code may do differently. If you store pointers or objects ID in ImGuiSelectionUserData you may need to perform + // a lookup and have some way to iterate between two values. + // - A full-featured application is likely to allow search/filtering which is likely to lead to using indices and + // constructing a view index <> object id/ptr data structure. (FIXME-MULTISELECT: Would be worth providing a demo of doing this). + // - (Our implementation is slightly inefficient because it doesn't take advantage of the fat that ImguiStorage stores sorted key) void ApplyRequests(ImGuiMultiSelectIO* ms_io, int items_count) { if (ms_io->RequestClear) { Clear(); } - if (ms_io->RequestSelectAll) { SelectAll(items_count); } - if (ms_io->RequestSetRange) { SetRange((int)ms_io->RangeFirstItem, (int)ms_io->RangeLastItem, ms_io->RangeSelected ? 1 : 0); } - } - - void DebugTooltip() - { - if (ImGui::BeginTooltip()) - { - for (auto& pair : Storage.Data) - if (pair.val_i) - ImGui::Text("0x%03X (%d)", pair.key, pair.key); - ImGui::EndTooltip(); - } + if (ms_io->RequestSelectAll) { Clear(); for (int n = 0; n < items_count; n++) { AddItem(n); } } + if (ms_io->RequestSetRange) { for (int n = (int)ms_io->RangeFirstItem; n <= (int)ms_io->RangeLastItem; n++) { UpdateItem(n, ms_io->RangeSelected); } } } // Call after BeginMultiSelect(). @@ -2827,20 +2818,20 @@ struct ExampleSelection QueueDeletion = false; // If current item is not selected. - if (ms_io->NavIdSelected == false) // Here 'NavIdSelected' should be == to 'GetSelected(ms_io->NavIdData)' + if (ms_io->NavIdSelected == false) // Here 'NavIdSelected' should be == to 'GetSelected(ms_io->NavIdData)' { - ms_io->RangeSrcReset = true; // Request to recover RangeSrc from NavId next frame. Would be ok to reset even without the !NavIdSelected test but it would take an extra frame to recover RangeSrc when deleting a selected item. - return (int)ms_io->NavIdItem; // Request to land on same item after deletion. + ms_io->RangeSrcReset = true; // Request to recover RangeSrc from NavId next frame. Would be ok to reset even without the !NavIdSelected test but it would take an extra frame to recover RangeSrc when deleting a selected item. + return (int)ms_io->NavIdItem; // Request to land on same item after deletion. } // If current item is selected: land on first unselected item after RangeSrc. for (int n = (int)ms_io->RangeSrcItem + 1; n < items.Size; n++) - if (!GetSelected(n)) + if (!Contains(n)) return n; // If current item is selected: otherwise return last unselected item. for (int n = IM_MIN((int)ms_io->RangeSrcItem, items.Size) - 1; n >= 0; n--) - if (!GetSelected(n)) + if (!Contains(n)) return n; return -1; @@ -2859,12 +2850,12 @@ struct ExampleSelection // This particular ExampleSelection case is designed to showcase maintaining selection-state separated from items-data. IM_UNUSED(ms_io); ImVector new_items; - new_items.reserve(items.Size - SelectionSize); + new_items.reserve(items.Size - Size); int next_focus_idx_in_old_selection = (int)ms_io->RequestFocusItem; int next_focus_idx_in_new_selection = -1; for (int n = 0; n < items.Size; n++) { - if (!GetSelected(n)) + if (!Contains(n)) new_items.push_back(items[n]); if (next_focus_idx_in_old_selection == n) next_focus_idx_in_new_selection = new_items.Size - 1; @@ -2874,20 +2865,19 @@ struct ExampleSelection // Update selection Clear(); if (next_focus_idx_in_new_selection != -1 && ms_io->NavIdSelected) - SetSelected(next_focus_idx_in_new_selection, true); + AddItem(next_focus_idx_in_new_selection); } }; static void ShowDemoWindowMultiSelect() { - IMGUI_DEMO_MARKER("Widgets/Selection State"); - //ImGui::SetNextItemOpen(true, ImGuiCond_Once); - if (ImGui::TreeNode("Selection State")) + IMGUI_DEMO_MARKER("Widgets/Selection State & Multi-Select"); + if (ImGui::TreeNode("Selection State & Multi-Select")) { HelpMarker("Selections can be built under Selectable(), TreeNode() or other widgets. Selection state is owned by application code/data."); - IMGUI_DEMO_MARKER("Widgets/Selection State/Single Selection"); - if (ImGui::TreeNode("Single Selection")) + IMGUI_DEMO_MARKER("Widgets/Selection State/Single-Select"); + if (ImGui::TreeNode("Single-Select")) { static int selected = -1; for (int n = 0; n < 5; n++) @@ -2901,8 +2891,9 @@ static void ShowDemoWindowMultiSelect() } // Demonstrate implementation a most-basic form of multi-selection manually - IMGUI_DEMO_MARKER("Widgets/Selection State/Multiple Selection (simplfied, manual)"); - if (ImGui::TreeNode("Multiple Selection (simplified, manual)")) + // This doesn't support the SHIFT modifier which requires BeginMultiSelect()! + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (manual/simplified, without BeginMultiSelect)"); + if (ImGui::TreeNode("Multi-Select (manual/simplified, without BeginMultiSelect)")) { HelpMarker("Hold CTRL and click to select multiple items."); static bool selection[5] = { false, false, false, false, false }; @@ -2929,9 +2920,8 @@ static void ShowDemoWindowMultiSelect() // Demonstrate holding/updating multi-selection data using the BeginMultiSelect/EndMultiSelect API. // SHIFT+Click w/ CTRL and other standard features are supported. - IMGUI_DEMO_MARKER("Widgets/Selection State/Multiple Selection (full)"); - //ImGui::SetNextItemOpen(true, ImGuiCond_Once); - if (ImGui::TreeNode("Multiple Selection (full)")) + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select"); + if (ImGui::TreeNode("Multi-Select")) { static ExampleSelection selection; @@ -2956,7 +2946,7 @@ static void ShowDemoWindowMultiSelect() { char label[64]; sprintf(label, "Object %05d: %s", n, random_names[n % IM_ARRAYSIZE(random_names)]); - bool item_is_selected = selection.GetSelected(n); + bool item_is_selected = selection.Contains(n); ImGui::SetNextItemSelectionUserData(n); ImGui::Selectable(label, item_is_selected); } @@ -2978,8 +2968,8 @@ static void ShowDemoWindowMultiSelect() // - (3) BeginXXXX process // - (4) Focus process // - (5) EndXXXX process - IMGUI_DEMO_MARKER("Widgets/Selection State/Multiple Selection (full, with deletion)"); - if (ImGui::TreeNode("Multiple Selection (full, with deletion)")) + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (with deletion)"); + if (ImGui::TreeNode("Multi-Select (with deletion)")) { // Intentionally separating items data from selection data! // But you may decide to store selection data inside your item (aka intrusive storage). @@ -2999,7 +2989,7 @@ static void ShowDemoWindowMultiSelect() items.push_back(items_next_id++); if (ImGui::SmallButton("Add 20 items")) { for (int n = 0; n < 20; n++) { items.push_back(items_next_id++); } } ImGui::SameLine(); - if (ImGui::SmallButton("Remove 20 items")) { for (int n = IM_MIN(20, items.Size); n > 0; n--) { selection.SetSelected(items.Size - 1, false); items.pop_back(); } } // This is to test + if (ImGui::SmallButton("Remove 20 items")) { for (int n = IM_MIN(20, items.Size); n > 0; n--) { selection.RemoveItem(items.Size - 1); items.pop_back(); } } // This is to test // (1) Extra to support deletion: Submit scrolling range to avoid glitches on deletion const float items_height = ImGui::GetTextLineHeightWithSpacing(); @@ -3025,11 +3015,9 @@ static void ShowDemoWindowMultiSelect() char label[64]; sprintf(label, "Object %05d: %s", item_id, random_names[item_id % IM_ARRAYSIZE(random_names)]); - bool item_is_selected = selection.GetSelected(n); + bool item_is_selected = selection.Contains(n); ImGui::SetNextItemSelectionUserData(n); ImGui::Selectable(label, item_is_selected); - if (ImGui::IsItemToggledSelection()) - selection.SetSelected(n, !item_is_selected); if (next_focus_item_idx == n) ImGui::SetKeyboardFocusHere(-1); } @@ -3046,8 +3034,8 @@ static void ShowDemoWindowMultiSelect() } // Demonstrate individual selection scopes in same window - IMGUI_DEMO_MARKER("Widgets/Selection State/Multiple Selection (full, multiple scopes)"); - if (ImGui::TreeNode("Multiple Selection (full, multiple scopes)")) + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (multiple scopes)"); + if (ImGui::TreeNode("Multi-Select (multiple scopes)")) { const int SCOPES_COUNT = 3; const int ITEMS_COUNT = 8; // Per scope @@ -3068,7 +3056,7 @@ static void ShowDemoWindowMultiSelect() { char label[64]; sprintf(label, "Object %05d: %s", n, random_names[n % IM_ARRAYSIZE(random_names)]); - bool item_is_selected = selection->GetSelected(n); + bool item_is_selected = selection->Contains(n); ImGui::SetNextItemSelectionUserData(n); ImGui::Selectable(label, item_is_selected); } @@ -3087,9 +3075,9 @@ static void ShowDemoWindowMultiSelect() // - Showcase basic drag and drop. // - Showcase TreeNode variant (note that tree node don't expand in the demo: supporting expanding tree nodes + clipping a separate thing). // - Showcase using inside a table. - IMGUI_DEMO_MARKER("Widgets/Selection State/Multiple Selection (full, advanced)"); + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (advanced)"); //ImGui::SetNextItemOpen(true, ImGuiCond_Once); - if (ImGui::TreeNode("Multiple Selection (full, advanced)")) + if (ImGui::TreeNode("Multi-Select (advanced)")) { // Options enum WidgetType { WidgetType_Selectable, WidgetType_TreeNode }; @@ -3137,7 +3125,7 @@ static void ShowDemoWindowMultiSelect() // FIXME-MULTISELECT: may turn into 'ms_io->RequestDelete' -> need HasSelection passed. const bool want_delete = selection.QueueDeletion || ((selection.GetSize() > 0) && ImGui::IsWindowFocused() && ImGui::IsKeyPressed(ImGuiKey_Delete)); if (want_delete) - selection.ApplyDeletionPreLoop(ms_io, items); + ms_io->RequestFocusItem = selection.ApplyDeletionPreLoop(ms_io, items); const int next_focus_item_idx = (int)ms_io->RequestFocusItem; if (show_in_table) @@ -3192,7 +3180,7 @@ static void ShowDemoWindowMultiSelect() ImGui::SameLine(); } - bool item_is_selected = selection.GetSelected(n); + bool item_is_selected = selection.Contains(n); ImGui::SetNextItemSelectionUserData(n); if (widget_type == WidgetType_Selectable) {