parent
c2a3d5e47b
commit
ce3a8d7c79
160
imgui_demo.cpp
160
imgui_demo.cpp
@ -262,13 +262,14 @@ void* GImGuiDemoMarkerCallbackUserData = NULL;
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struct ExampleTreeNode
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{
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// Tree structure
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char Name[28];
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char Name[28] = "";
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int UID = 0;
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ExampleTreeNode* Parent = NULL;
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ImVector<ExampleTreeNode*> Childs;
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unsigned short IndexInParent = 0; // Maintaining this allows us to implement linear traversal more easily
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// Leaf Data
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bool HasData = false; // All leaves have data
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bool HasData = false; // All leaves have data
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bool DataMyBool = true;
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int DataMyInt = 128;
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ImVec2 DataMyVec2 = ImVec2(0.0f, 3.141592f);
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@ -298,6 +299,7 @@ static ExampleTreeNode* ExampleTree_CreateNode(const char* name, int uid, Exampl
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snprintf(node->Name, IM_ARRAYSIZE(node->Name), "%s", name);
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node->UID = uid;
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node->Parent = parent;
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node->IndexInParent = parent ? (unsigned short)parent->Childs.Size : 0;
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if (parent)
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parent->Childs.push_back(node);
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return node;
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@ -3442,6 +3444,160 @@ static void ShowDemoWindowMultiSelect(DemoWindowData* demo_data)
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ImGui::TreePop();
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}
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// Demonstrate supporting multiple-selection in a tree.
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// - We don't use linear indices for selection user data, but our ExampleTreeNode* pointer directly!
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// This showcase how SetNextItemSelectionUserData() never assume indices!
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// - The difficulty here is to "interpolate" from RangeSrcItem to RangeDstItem in the SetAll/SetRange request.
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// We want this interpolation to match what the user sees: in visible order, skipping closed nodes.
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// This is implemented by our TreeGetNextNodeInVisibleOrder() user-space helper.
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// - Important: In a real codebase aiming to implement full-featured selectable tree with custom filtering, you
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// are more likely to build an array mapping sequential indices to visible tree nodes, since your
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// filtering/search + clipping process will benefit from it. Having this will make this interpolation much easier.
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// - Consider this a prototype: we are working toward simplifying some of it.
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IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (trees)");
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if (ImGui::TreeNode("Multi-Select (trees)"))
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{
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HelpMarker(
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"This is rather advanced and experimental. If you are getting started with multi-select,"
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"please don't start by looking at how to use it for a tree!\n\n"
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"Future versions will try to simplify and formalize some of this.");
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struct ExampleTreeFuncs
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{
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static void DrawNode(ExampleTreeNode* node, ImGuiSelectionBasicStorage* selection)
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{
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ImGuiTreeNodeFlags tree_node_flags = ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick;
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tree_node_flags |= ImGuiTreeNodeFlags_NavLeftJumpsBackHere; // Enable pressing left to jump to parent
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if (node->Childs.Size == 0)
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tree_node_flags |= ImGuiTreeNodeFlags_Bullet | ImGuiTreeNodeFlags_Leaf;
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if (selection->Contains((ImGuiID)node->UID))
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tree_node_flags |= ImGuiTreeNodeFlags_Selected;
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// Using SetNextItemStorageID() to specify storage id, so we can easily peek into
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// the storage holding open/close stage, using our TreeNodeGetOpen/TreeNodeSetOpen() functions.
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ImGui::SetNextItemSelectionUserData((ImGuiSelectionUserData)(intptr_t)node);
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ImGui::SetNextItemStorageID((ImGuiID)node->UID);
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if (ImGui::TreeNodeEx(node->Name, tree_node_flags))
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{
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for (ExampleTreeNode* child : node->Childs)
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DrawNode(child, selection);
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ImGui::TreePop();
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}
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else if (ImGui::IsItemToggledOpen())
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{
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TreeCloseAndUnselectChildNodes(node, selection);
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}
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}
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static bool TreeNodeGetOpen(ExampleTreeNode* node)
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{
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return ImGui::GetStateStorage()->GetBool((ImGuiID)node->UID);
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}
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static void TreeNodeSetOpen(ExampleTreeNode* node, bool open)
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{
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ImGui::GetStateStorage()->SetBool((ImGuiID)node->UID, open);
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}
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// When closing a node: 1) close and unselect all child nodes, 2) select parent if any child was selected.
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// FIXME: This is currently handled by user logic but I'm hoping to eventually provide tree node
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// features to do this automatically, e.g. a ImGuiTreeNodeFlags_AutoCloseChildNodes etc.
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static int TreeCloseAndUnselectChildNodes(ExampleTreeNode* node, ImGuiSelectionBasicStorage* selection, int depth = 0)
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{
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// Recursive close (the test for depth == 0 is because we call this on a node that was just closed!)
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int unselected_count = selection->Contains((ImGuiID)node->UID) ? 1 : 0;
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if (depth == 0 || TreeNodeGetOpen(node))
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{
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for (ExampleTreeNode* child : node->Childs)
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unselected_count += TreeCloseAndUnselectChildNodes(child, selection, depth + 1);
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TreeNodeSetOpen(node, false);
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}
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// Select root node if any of its child was selected, otherwise unselect
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selection->SetItemSelected((ImGuiID)node->UID, (depth == 0 && unselected_count > 0));
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return unselected_count;
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}
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// Apply multi-selection requests
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static void ApplySelectionRequests(ImGuiMultiSelectIO* ms_io, ExampleTreeNode* tree, ImGuiSelectionBasicStorage* selection)
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{
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for (ImGuiSelectionRequest& req : ms_io->Requests)
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{
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if (req.Type == ImGuiSelectionRequestType_SetAll)
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{
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if (req.Selected)
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TreeSetAllInOpenNodes(tree, selection, req.Selected);
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else
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selection->Clear();
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}
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else if (req.Type == ImGuiSelectionRequestType_SetRange)
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{
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ExampleTreeNode* first_node = (ExampleTreeNode*)(intptr_t)req.RangeFirstItem;
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ExampleTreeNode* last_node = (ExampleTreeNode*)(intptr_t)req.RangeLastItem;
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for (ExampleTreeNode* node = first_node; node != NULL; node = TreeGetNextNodeInVisibleOrder(node, last_node))
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selection->SetItemSelected((ImGuiID)node->UID, req.Selected);
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}
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}
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}
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static void TreeSetAllInOpenNodes(ExampleTreeNode* node, ImGuiSelectionBasicStorage* selection, bool selected)
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{
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if (node->Parent != NULL) // Root node isn't visible nor selectable in our scheme
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selection->SetItemSelected((ImGuiID)node->UID, selected);
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if (node->Parent == NULL || TreeNodeGetOpen(node))
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for (ExampleTreeNode* child : node->Childs)
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TreeSetAllInOpenNodes(child, selection, selected);
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}
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// Interpolate in *user-visible order* AND only *over opened nodes*.
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// If you have a sequential mapping tables (e.g. generated after a filter/search pass) this would be simpler.
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// Here the tricks are that:
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// - we store/maintain ExampleTreeNode::IndexInParent which allows implementing a linear iterator easily, without searches, without recursion.
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// this could be replaced by a search in parent, aka 'int index_in_parent = curr_node->Parent->Childs.find_index(curr_node)'
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// which would only be called when crossing from child to a parent, aka not too much.
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// - we call SetNextItemStorageID() before our TreeNode() calls with an ID which doesn't relate to UI stack,
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// making it easier to call TreeNodeGetOpen()/TreeNodeSetOpen() from any location.
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static ExampleTreeNode* TreeGetNextNodeInVisibleOrder(ExampleTreeNode* curr_node, ExampleTreeNode* last_node)
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{
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// Reached last node
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if (curr_node == last_node)
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return NULL;
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// Recurse into childs. Query storage to tell if the node is open.
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if (curr_node->Childs.Size > 0 && TreeNodeGetOpen(curr_node))
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return curr_node->Childs[0];
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// Next sibling, then into our own parent
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while (curr_node->Parent != NULL)
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{
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if (curr_node->IndexInParent + 1 < curr_node->Parent->Childs.Size)
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return curr_node->Parent->Childs[curr_node->IndexInParent + 1];
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curr_node = curr_node->Parent;
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}
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return NULL;
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}
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}; // ExampleTreeFuncs
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static ImGuiSelectionBasicStorage selection;
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static ExampleTreeNode* tree = ExampleTree_CreateDemoTree(); // Create tree once
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ImGui::Text("Selection size: %d", selection.Size);
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if (ImGui::BeginChild("##Tree", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY))
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{
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ImGuiMultiSelectFlags ms_flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect2d;
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ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(ms_flags, selection.Size, -1);
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ExampleTreeFuncs::ApplySelectionRequests(ms_io, tree, &selection);
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for (ExampleTreeNode* node : tree->Childs)
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ExampleTreeFuncs::DrawNode(node, &selection);
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ms_io = ImGui::EndMultiSelect();
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ExampleTreeFuncs::ApplySelectionRequests(ms_io, tree, &selection);
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}
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ImGui::EndChild();
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ImGui::TreePop();
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}
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// Advanced demonstration of BeginMultiSelect()
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// - Showcase clipping.
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// - Showcase deletion.
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