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Table/grid range select #7424

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tasiek30 opened this issue Mar 20, 2024 · 20 comments
Open

Table/grid range select #7424

tasiek30 opened this issue Mar 20, 2024 · 20 comments

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@tasiek30
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Version/Branch of Dear ImGui:

Version 1.90.1, Branch: docking

Back-ends:

imgui_impl_win32.cpp + imgui_impl_opengl3.cpp

Compiler, OS:

Windows 11 + GCC 12.2.0

Full config/build information:

No response

Details:

I have question what is best method to implement range select in table.

I have to implement table with scalar input. In this table I need to be able to select an area and change the values ​​in all selected cells.
Also I have to know which cells have been changed.

At this moment i pass to my function vectors that hold cell state.

Problems:

  • Current selection method need to hold each cell flag, and cell background is set in next loop iteration
  • Selection is not limited to only one table (video)
  • After i.e. change window size keyboard focus is lost

Maybe someone have some ideas how to improve my implementation?

Screenshots/Video:

table.mp4

Minimal, Complete and Verifiable Example code:

static ImVec2 sel_start, sel_end;
static bool selActive;

static bool SelectionRect(ImVec2& start_pos, ImVec2& end_pos, ImGuiMouseButton mouse_button)
{
    //IM_ASSERT(start_pos != NULL);
    //IM_ASSERT(end_pos != NULL);
    bool selecting = false;
    if (ImGui::IsMouseClicked(mouse_button))
        start_pos = ImGui::GetMousePos();
    if (ImGui::IsMouseDown(mouse_button)) {
        selecting = true;
        end_pos = ImGui::GetMousePos();
        ImDrawList* draw_list = ImGui::GetForegroundDrawList(); //ImGui::GetWindowDrawList();
        draw_list->AddRect(start_pos, end_pos, ImGui::GetColorU32(IM_COL32(0, 130, 216, 255)));   // Border
        draw_list->AddRectFilled(start_pos, end_pos, ImGui::GetColorU32(IM_COL32(0, 130, 216, 50)));    // Background
    }
    //return ImGui::IsMouseReleased(mouse_button);
    return selecting;
}

static bool isSelected(ImVec2& sel_min, ImVec2& sel_max, ImVec2& item_min, ImVec2& item_max ) {
    ImVec2 tmp_min = sel_min;
    ImVec2 tmp_max = sel_max;

    if(tmp_min.x > tmp_max.x) {
        float x_min = tmp_min.x;
        float x_max = tmp_max.x;
        tmp_min.x = x_max;
        tmp_max.x = x_min;
    }

    if(tmp_min.y > tmp_max.y) {
        float y_min = tmp_min.y;
        float y_max = tmp_max.y;
        tmp_min.y = y_max;
        tmp_max.y = y_min;
    }

    if(    tmp_min.x < item_max.x
        && tmp_min.y < item_max.y
        && tmp_max.x > item_min.x
        && tmp_max.y > item_min.y) {
        return true;
    }
    else {

    }
    return false;
}
void * getter(void * base, int index, int stride) {
    return base+(index*stride);
}
bool GUI::wdgMapNew(const char* label,
        int sizeX,
        int sizeY,
        float* valX,
        float* valY,
        float* valV,
        bool* selected,
        bool* edited,
        int lenX,
        int lenY,
        int stride,
        const char* formatX,
        const char* formatY,
        const char* formatV) {

    bool isEdited = false;

    bool firstCellFlag = false;
    bool setSelectionFlag = false;
    float toSet = 0.0f;

    ImGuiTableFlags flags =
                    ImGuiTableFlags_Borders | ImGuiTableFlags_NoPadInnerX | ImGuiTableFlags_NoPadOuterX;
                    //ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY |
                    //ImGuiTableFlags_NoHostExtendX | ImGuiTableFlags_NoHostExtendY;
    ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0));
    ImGui::PushStyleVar(ImGuiStyleVar_CellPadding, ImVec2(0, 0));

    if ( ImGui::BeginTable(label, sizeX+1, flags) ) {
        //bool selActive = SelectionRect(sel_start, sel_end);


        ImGui::PushID(label);
        ImGui::TableNextColumn(); // first empty, could be i.e. units? bar/rpm

        for(int x=0; x<sizeX; x++) {
            if(x >= lenX) {
                break;
            }
            ImGui::TableNextColumn();
            ImGui::PushID(x);
            ImGui::SetNextItemWidth(-FLT_MIN);
            ImGui::InputScalar("##AxisX", ImGuiDataType_Float, getter(valX, x, stride), NULL, NULL, formatX);
            ImGui::PopID();
        }

        ImGui::PushStyleColor(ImGuiCol_FrameBg, ImGui::GetStyleColorVec4(ImGuiCol_ChildBg));
        for(int y=0; y<sizeY; y++) {
            ImGui::TableNextRow();
            ImGui::TableNextColumn();

            if(y < lenY) {
                ImGui::PushID(y);
                ImGui::SetNextItemWidth(-FLT_MIN);
                ImGui::InputScalar("##AxisY", ImGuiDataType_Float, getter(valY, y, stride), NULL, NULL, formatY);
                ImGui::PopID();
            }

            for(int x=0; x<sizeX; x++) {
                int index = y*lenX + x;
                if(index >= lenX*lenY) {
                    break;
                }
                ImGui::TableNextColumn();
                ImGui::PushID(index);
                float prev = *(float*)getter(valV, index, stride);
                bool * pIsSelected = (bool*)getter(selected, index, stride);
                if(*pIsSelected) {
                    ImGui::PushStyleColor(ImGuiCol_FrameBg, IM_COL32(0, 130, 216, 50));

                    if(!firstCellFlag) {
                        firstCellFlag = true;
                        if(selActive) {
                            ImGui::SetKeyboardFocusHere();
                        }
                    }
                    if(setSelectionFlag) {
                        *(float*)getter(valV, index, stride) = toSet;
                    }
                }

                ImGui::SetNextItemWidth(-FLT_MIN);

                if (ImGui::InputScalar("##Data", ImGuiDataType_Float, getter(valV, index, stride), NULL, NULL, formatV, ImGuiInputTextFlags_EnterReturnsTrue) ) {
                    // on enter edit all other values
                    *(bool*)getter(edited, index, stride) = true;
                }
                else {
                    *(bool*)getter(edited, index, stride) = false;
                }

                // catch event when there is no change in value, but i want to set other cells
                bool enterPressed = ImGui::IsKeyPressed(ImGuiKey_Enter) | ImGui::IsKeyPressed(ImGuiKey_KeypadEnter);
                if( enterPressed && ImGui::IsItemDeactivated() ) {
                    setSelectionFlag = true;
                    toSet = *(float*)getter(valV, index, stride);
                    isEdited = true;
                }

                // check if item changed
                if(isEdited) {
                    if(prev != *(float*)getter(valV, index, stride)) {
                        *(bool*)getter(edited, index, stride) = true;
                    }
                    else {
                        *(bool*)getter(edited, index, stride) = false;
                    }
                }
                if(*pIsSelected) {
                    ImGui::PopStyleColor();
                }
                ImVec2 cell_start = ImGui::GetItemRectMin();
                ImVec2 cell_end = ImGui::GetItemRectMax();
                if(selActive) {
                    *pIsSelected = isSelected(sel_start, sel_end, cell_start, cell_end);
                }
                ImGui::PopID();
            }
        }
        ImGui::PopStyleColor();

        ImGui::PopID();

        ImGui::EndTable();

        bool isActive = ImGui::IsItemActive();
        bool isHovered = ImGui::IsItemHovered(ImGuiHoveredFlags_RectOnly);
        bool isFocused = ImGui::IsItemFocused();

        if(ImGui::IsItemHovered(ImGuiHoveredFlags_RectOnly)) {
            selActive = SelectionRect(sel_start, sel_end);
        }
        else {
           // selActive = false;
        }

        ImGui::Text("active: %d, hovered: %d, focused: %d, selActive: %d", isActive, isHovered, isFocused, selActive);
    }
    ImGui::PopStyleVar(2);

    return isEdited;
}
typedef struct {
    float val;
    bool isSelected;
    bool isEdited;
}TABLE_CELL;

class TABLE {
public:
    TABLE() {};
    TABLE(unsigned int sizeX, unsigned int sizeY) {
        resize(sizeX, sizeY);
    }
    ~TABLE() {};

    int cellSize(void) { return sizeof(TABLE_CELL); }

    void resize(unsigned int sizeX, unsigned int sizeY) {
        X.resize(sizeX);
        Y.resize(sizeY);
        V.resize(sizeX*sizeY);
    }

public:
    std::vector<TABLE_CELL> X;
    std::vector<TABLE_CELL> Y;
    std::vector<TABLE_CELL> V;
};

static bool wdgTable(const char* label, TABLE &t) {
    return GUI::wdgMapNew(label,
                        t.X.size(),
                        t.Y.size(),
                        &t.X[0].val,
                        &t.Y[0].val,
                        &t.V[0].val,
                        &t.V[0].isSelected,
                        &t.V[0].isEdited,
                        t.X.size(),
                        t.Y.size(),
                        t.cellSize(),
                        "%.0f", "%.0f");
}
@PathogenDavid
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Contributor

Have you tried the range_select branch to see if it meets your needs?

I know Omar is looking for feedback on it, and in the near future it should be the canonical way to handle what you're doing.

It can be merged into docking with some minor conflict resolution.

@tasiek30
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Author

I need couple days to try it :)

@tasiek30
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Author

This feature looks very promising. But actually i don't know if there is posibility to select input widgets i.e. InputScalar?. Also i have some strange behavior during rectangle selection (video)

Nagrywanie.2024-04-18.134417.mp4
    ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_ClearOnClickVoid | ImGuiMultiSelectFlags_BoxSelect2d);

    static ImGuiSelectionBasicStorage selection;
    selection.ApplyRequests(ms_io, 16*16);

    ImGui::Text("Selection: %d/%d", selection.Size, 16*16);
    if ( ImGui::BeginTable("MAP NEW", 16, flags) ) {
        ImGui::PushStyleColor(ImGuiCol_FrameBg, ImGui::GetStyleColorVec4(ImGuiCol_ChildBg));
        for(int y=0; y<16; y++) {
            ImGui::TableNextRow();
            for(int x=0; x<16; x++) {
                ImGui::TableNextColumn();
                ImGui::PushID(y+x*16);
                ImGui::SetNextItemWidth(50.0);

                bool IsSelected = selection.Contains((ImGuiID)(y+x*16));

                ImGui::SetNextItemSelectionUserData(y+x*16);

                if(IsSelected) {
                    ImGui::PushStyleColor(ImGuiCol_FrameBg, IM_COL32(0, 130, 216, 50));
                }

                char label[64];
                sprintf(label, "%d", y+x*16);
                ImGui::Selectable(label, IsSelected);
                //ImGui::Text(label);
                //ImGui::Checkbox(label, (bool*)&data[y][x]);
                /*if (ImGui::InputScalar("##Data", ImGuiDataType_Float, &data[y][x], NULL, NULL, "%.2f", ImGuiInputTextFlags_EnterReturnsTrue) ) {
                    dataToSet = data[y][x];
                }*/

                if(IsSelected) {
                    ImGui::PopStyleColor();
                }

                ImGui::PopID();
            }
        }
        ImGui::PopStyleColor();
        ImGui::EndTable();
    }

    ms_io = ImGui::EndMultiSelect();

    selection.ApplyRequests(ms_io, 16*16);

@ocornut
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ocornut commented Apr 18, 2024

Thank you for your thoughtful and careful repro, I will investigate it.

An InputScalar() is not selectable but I'm not sure what it would mean to select it.
Would the underlying intent to e.g. select many fields and type in all of them together ?

@ocornut
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ocornut commented Apr 18, 2024

Note how you are using "y + x * 16" everywhere, meaning your selectables are not submitted in the same sequential order as their value, and by default ImGuiSelectionBasicStorage assume that value passed to ImGui::SetNextItemSelectionUserData() are interpolable indices.

[A] If you instead use:

//int idx = y + x * 16; // Broken
int idx = x + y * 16; // OK

(and change all values to use idx)

Note the value order now goes left-to-right, top-to-bottom:
image

Then it works, but note that shift+down/up assume a type of selection that's not necessarily what you want here (I think we may need a flag to make shift+select use 2d coordinates rather than sequential?). That's the case for all three alternatives.

[B] Alternatively, you change change the idx->stored selection id mapping:

selection.AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage*, int idx)
{
    int x = idx % 16;
    int y = idx / 16;
    return (ImGuiID)(y + x * 16);
};
int idx = x + y * 16; // Submission index
int id = y + x * 16; // ID (== selection.AdapterIndexToStorageId(idx))
//IM_ASSERT(selection.AdapterIndexToStorageId(&selection, idx) == id);
[...]
ImGui::PushID(idx); // <-- here it doesn't matter which you use as long as it is unique
[...]
ImGui::SetNextItemSelectionUserData(idx); // <-- here you pass index
[...]
bool IsSelected = selection.Contains((ImGuiID)(id)); // <-- Stored selection ID, == selection.AdapterIndexToStorageId(idx)

image

[C] A third alternative would to submit items in the same order as the id you want to use. aka fill entire column first, but it may be harder to perform clipping there.

(
I also found an issue when using box-select in a window that is not a child window.
The current logic prevents focusing, steals hovers and nav id. I pushed a mitigation (a304677) to allow clicking on title bar at least, and will need to revisit some of the logic for box-select.
)

This is really useful feedback as I found two things to improve already. Thanks!

@ocornut
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ocornut commented Apr 18, 2024

(I also found an issue when using box-select in a window that is not a child window.
The current logic prevents focusing, steals hovers and nav id. I pushed a mitigation to allow clicking on title bar at least, and will need to revisit some of the logic for box-select.)

Pushed a better fix d60299d for both ScopeWindow and ScopeRect cases.

@tasiek30
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Thank you for your thoughtful and careful repro, I will investigate it.

An InputScalar() is not selectable but I'm not sure what it would mean to select it. Would the underlying intent to e.g. select many fields and type in all of them together ?

Yes exactly. I need to select cells and be able to change them to same value, increase all or even extrapolate (smooth)

@ocornut
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Owner

ocornut commented Apr 19, 2024

Yes exactly. I need to select cells and be able to change them to same value, increase all or even extrapolate (smooth)

I think in this case it makes sense to display and focus a single InputText() widget, and when edited apply the value to all of selection.
Aka you don't need (and you cannot have) multiple active InputText(), but one can represent the selection.

@tasiek30
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Is this possible to draw this InputText Over Selectable?

@ocornut
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ocornut commented Apr 19, 2024

Yes, you need to pass ImGuiSelectableFlags_AllowOverlap to the `Selectable().

See Demo->Layout->Overlap Mode or Demo->Widgets->Selectables->Rendering more items on the same line

@ocornut
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ocornut commented Apr 19, 2024

I am going to try working on a simple demo to demonstrate a grid with text editable items that allows multi-write like this.

@ocornut
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ocornut commented Apr 19, 2024

I wrote a draft of it but it doesn't allow to multi-edit as currently multi-select system has a bias toward unselecting others when e.g. pressing enter on an item, so may need an improvement of multi-select.

void DemoSelectableEditableGrid()
{
    ImGui::Begin("Selection #7424");
    {
        const int COUNT_X = 10;
        const int COUNT_Y = 16;
        const int COUNT = COUNT_X * COUNT_Y;
        static ImGuiSelectionBasicStorage selection;
        static float data[COUNT];
        static int editing_n = -1;
        static int focus_n_next = -1;

        // FIXME: don't clear selection when clicking selected item
        ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect2d);
        selection.ApplyRequests(ms_io, COUNT);
        ImGui::Text("Selection: %d/%d", selection.Size, COUNT);

        const int focus_n_curr = focus_n_next;
        focus_n_next = -1;
        if (ImGui::BeginTable("Array", COUNT_X, ImGuiTableFlags_Borders))
        {
            for (int n = 0; n < COUNT; n++)
            {
                ImGui::TableNextColumn(); // Next cell w/ auto-wrap
                ImGui::PushID(n);

                const bool is_selected = selection.Contains((ImGuiID)n);
                ImGui::SetNextItemSelectionUserData(n);

                ImVec2 p = ImGui::GetCursorScreenPos();
                if (focus_n_curr == n)
                    ImGui::SetKeyboardFocusHere(0);

                if (editing_n != n)
                {
                    char label[64];
                    sprintf(label, "%g###sel", data[n]);
                    ImGui::Selectable(label, is_selected);
                    if (ImGui::IsItemClicked() && ImGui::IsMouseDoubleClicked(0))
                        editing_n = focus_n_next = n;
                    if (ImGui::IsItemFocused() && ImGui::IsKeyPressed(ImGuiKey_Enter))
                        editing_n = focus_n_next = n;
                }
                if (editing_n == n)
                {
                    // May be easier if we had a public-facing version of TempInputXXX functions
                    ImGui::TableSetBgColor(ImGuiTableBgTarget_CellBg, ImGui::GetColorU32(ImGuiCol_Header));
                    ImGui::SetCursorScreenPos(p);
                    ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0));
                    ImGui::SetNextItemWidth(-FLT_MIN);
                    // FIXME: May want to use InputText() and convert empty string to 0.0f (vs InputFloat preserve value)
                    ImGui::InputFloat("###edit", &data[n], 0.0f, 0.0f, "%g");
                    if (ImGui::IsItemDeactivated())
                    {
                        editing_n = -1;
                        if (ImGui::IsItemFocused() && !ImGui::IsMouseClicked(0))
                            focus_n_next = n;
                    }
                    ImGui::PopStyleVar();
                }
                ImGui::PopID();
            }
            ImGui::EndTable();
        }
        ms_io = ImGui::EndMultiSelect();
        selection.ApplyRequests(ms_io, COUNT);
    }
    ImGui::End();
}

selectable_editable_grid

Honestly this is the kind of thing where there are lots of subtleties which are not trivial to get right/perfect with dear imgui, so it'll require more work. It'll be an interesting demo.

@tasiek30
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Hello

Thank @ocornut for Your reply. I think it is almost done.... One bad thing is that i have changed a little ImGui source code. This should be done in more sophisticated way.

table.mp4
void DemoSelectableEditableGrid()
{
    ImGui::Begin("Selection #7424");
    {
        const int COUNT_X = 10;
        const int COUNT_Y = 16;
        const int COUNT = COUNT_X * COUNT_Y;
        static ImGuiSelectionBasicStorage selection;
        static float data[COUNT];
        static int editing_n = -1;
        static int focus_n_next = -1;
        static bool set_flag = false;
        static bool change_flag = false;
        float change = 0.0f;

        // FIXME: don't clear selection when clicking selected item
        ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(
                ImGuiMultiSelectFlags_ClearOnEscape
                | ImGuiMultiSelectFlags_BoxSelect2d
                | ImGuiMultiSelectFlags_ClearOnClickVoid
                );
        selection.ApplyRequests(ms_io, COUNT);
        ImGui::Text("Selection: %d/%d", selection.Size, COUNT);

        const int focus_n_curr = focus_n_next;
        focus_n_next = -1;
        if (ImGui::BeginTable("Array", COUNT_X, ImGuiTableFlags_Borders))
        {
            if(ImGui::IsKeyPressed(ImGuiKey_KeypadAdd)) {
                change_flag = true;
                change = 1.0f;
            }
            else if(ImGui::IsKeyPressed(ImGuiKey_KeypadSubtract)) {
                change_flag = true;
                change = -1.0f;
            }

            for (int n = 0; n < COUNT; n++)
            {
                ImGui::TableNextColumn(); // Next cell w/ auto-wrap
                ImGui::PushID(n);

                const bool is_selected = selection.Contains((ImGuiID)n);
                ImGui::SetNextItemSelectionUserData(n);

                ImVec2 p = ImGui::GetCursorScreenPos();
                if (focus_n_curr == n)
                    ImGui::SetKeyboardFocusHere(0);

                char label[64];
                sprintf(label, "%g###sel", data[n]);
                ImGui::SetNextItemAllowOverlap();
                ImGui::Selectable(label, is_selected);

                if (ImGui::IsItemClicked() && ImGui::IsMouseDoubleClicked(0)) {
                    editing_n = focus_n_next = n;
                }
                if (ImGui::IsItemFocused() && ImGui::IsKeyPressed(ImGuiKey_Enter)) {
                    editing_n = focus_n_next = n;
                }

                if (editing_n == n)
                {
                    // May be easier if we had a public-facing version of TempInputXXX functions
                    ImGui::TableSetBgColor(ImGuiTableBgTarget_CellBg, ImGui::GetColorU32(ImGuiCol_Header));
                    ImGui::SetCursorScreenPos(p);
                    ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0));
                    ImGui::SetNextItemWidth(-FLT_MIN);
                    // FIXME: May want to use InputText() and convert empty string to 0.0f (vs InputFloat preserve value)
                    ImGui::SetKeyboardFocusHere(0);

                    ImGui::InputFloat("###edit", &data[n], 0.0f, 0.0f, "%g");
                    if (ImGui::IsItemDeactivated())
                    {
                        set_flag = true;
                        change = data[n];
                        editing_n = -1;
                        if (ImGui::IsItemFocused() && !ImGui::IsMouseClicked(0))
                            focus_n_next = n;
                    }
                    ImGui::PopStyleVar();
                }
                ImGui::PopID();
            }
            ImGui::EndTable();
        }
        ms_io = ImGui::EndMultiSelect();
        selection.ApplyRequests(ms_io, COUNT);

        if(set_flag) {
            set_flag = false;
            for(int n = 0; n < COUNT; n++) {
                if(selection.Contains((ImGuiID)n) ) {
                    data[n] = change;
                }
            }
        }

        if(change_flag) {
            change_flag = false;
            for(int n = 0; n < COUNT; n++) {
                if(selection.Contains((ImGuiID)n) ) {
                    data[n] += change;
                }
            }
        }

    }
    ImGui::End();
}

In Source code i just commented out clear request when focus is lost. ImGuiMultiSelectIO* ImGui::BeginMultiSelect(ImGuiMultiSelectFlags flags) in imgui_widgets.cpp

    else if (g.NavJustMovedFromFocusScopeId == ms->FocusScopeId)
    {
        // Also clear on leaving scope (may be optional?)
        if ((ms->KeyMods & (ImGuiMod_Ctrl | ImGuiMod_Shift)) == 0 && (flags & (ImGuiMultiSelectFlags_NoAutoClear | ImGuiMultiSelectFlags_NoAutoSelect)) == 0) {
            //request_clear = true;
        }
    }

@ocornut
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ocornut commented Apr 25, 2024

In Source code i just commented out clear request when focus is lost. ImGuiMultiSelectIO* ImGui::BeginMultiSelect(ImGuiMultiSelectFlags flags) in imgui_widgets.cpp

This is not specifically when focus is lost but when LEAVING the current scope.
Can you clarify why you want/need to disable it? (then I can see if it's worth adding an option for it)

@tasiek30
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In Source code i just commented out clear request when focus is lost. ImGuiMultiSelectIO* ImGui::BeginMultiSelect(ImGuiMultiSelectFlags flags) in imgui_widgets.cpp

This is not specifically when focus is lost but when LEAVING the current scope. Can you clarify why you want/need to disable it? (then I can see if it's worth adding an option for it)

It was the easiest way to keep selection after enter pressed and switch focus to InputFloat

@ocornut
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ocornut commented Apr 25, 2024

It was the easiest way to keep selection after enter pressed and switch focus to InputFloat

OK so that's a workaround but I will find a way to design a solution for it. Thanks for clarifying!

@ocornut
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ocornut commented May 8, 2024

   else if (g.NavJustMovedFromFocusScopeId == ms->FocusScopeId)
    {
        // Also clear on leaving scope (may be optional?)
        if ((ms->KeyMods & (ImGuiMod_Ctrl | ImGuiMod_Shift)) == 0 && (flags & (ImGuiMultiSelectFlags_NoAutoClear | ImGuiMultiSelectFlags_NoAutoSelect)) == 0) {
            //request_clear = true;
        }
    }

It's interesting because the logic in my code triggers the NavJustMovedToFocusScopeId block, while the logic in yours triggers the NavJustMovedFromFocusScopeId block. Will need further research before I can design a proper flag.

@ocornut
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ocornut commented Jun 13, 2024

@tasiek30 I think the right fix is currently to do this:

Everytime you call SetKeyboardFocusHere(), add this line:

ImGui::SetKeyboardFocusHere(0);
ImGui::GetCurrentContext()->NavMoveFlags |= ImGuiNavMoveFlags_NoSelect;

Can you try it?

I am going to refactor and expose new functions such as ActivateItem() which will have those flags exposed in some way.

Note that API for BeginMultiSelect() changed since your example, you have to pass selection.Size and COUNT to BeginMultiSelect().

ocornut added a commit that referenced this issue Jul 18, 2024
… scope_hovered for decorated/non-child windows + avoid stealing NavId. (#7424)
ocornut added a commit that referenced this issue Jul 18, 2024
@ocornut
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ocornut commented Jul 18, 2024

FYI

  • multi-select has now been merged into master.
  • i have added a ImGuiMultiSelectFlags_NoAutoClearOnReselect flag which essentially has the effect you wanted (so you don't need to use the ImGuiNavMoveFlags_NoSelect hack) apparently it is still needed

I am keeping this open because I would like to finish this "2d spreadsheet demo", however simple. I think one missing this for this is a flag to make RangeSelect a "2D" operation based on item geometry, so Shift+Down would select a single item in the next row instead of selecting in a 1D manner like e.g. explorer does. For some reason this is not trivial to implement so I'll do that later.

@ocornut ocornut changed the title Table range select Table/grid range select Jul 18, 2024
Ciachociech added a commit to Ciachociech/imgui that referenced this issue Jul 24, 2024
* Version 1.90.8

* Version 1.90.9 WIP

* Internals: renamed HoveredIdDisabled to HoveredIdIsDisabled for consistency.

* Examples: GLFW+Vulkan: handle swap chain resize even without Vulkan returning VK_SUBOPTIMAL_KHR (ocornut#7671)

* Examples: SDL+Vulkan: handle swap chain resize even without Vulkan returning VK_SUBOPTIMAL_KHR (ocornut#7671)

* Removed old nested structure: renaming ImGuiStorage::ImGuiStoragePair type to ImGuiStoragePair (simpler for many languages).

* Internals: made ImLowerBound() accessible in internals + take a span. + rearrange child/popup/tooltips section.

Because upcoming rework of ImGuiSelectionBasicStorage will want to do a lower bound on a span.

* IO: do not disable io.ConfigWindowsResizeFromEdges when ImGuiBackendFlags_HasMouseCursors is not set by backend.

Amend 42bf149

* Style: (Breaking) renamed ImGuiCol_TabActive -> ImGuiCol_TabSelected, ImGuiCol_TabUnfocused -> ImGuiCol_TabDimmed, ImGuiCol_TabUnfocusedActive -> ImGuiCol_TabDimmedSelected.

Amend ocornut#261, ocornut#351

* TabBar, Style: added ImGuiTabBarFlags_DrawSelectedOverline and ImGuiCol_TabSelectedOverline, ImGuiCol_TabDimmedSelectedOverline.

* Drag and Drop: BeginDragDropSource() with ImGuiDragDropFlags_SourceExtern. (ocornut#143)

Amend 0c6e260

* Drag and Drop: Fixes an issue when elapsing payload would be based on last payload frame instead of last drag source frame.

* Internals: added ImGuiContext::ContextName optionally used by debug log and to facilitate debugging.

* Drag and Drop: comments, debug log entries.

* Drag and Drop: BeginDragDropSource() with ImGuiDragDropFlags_SourceExtern assume a mouse button being pressed. (ocornut#143)

* Drag and Drop: (Breaking) renamed ImGuiDragDropFlags_SourceAutoExpirePayload to ImGuiDragDropFlags_PayloadAutoExpire. (ocornut#1725, ocornut#143)

* Drag and Drop: Added ImGuiDragDropFlags_PayloadNoCrossContext and ImGuiDragDropFlags_PayloadNoCrossProcess flags.

* Ignore .ini file with other suffixes.

* Fixed build warning.

* IO: added ClearInputMouse(). made ClearInputKeys() not clear mouse data. (ocornut#4921)

Amend 6aa408c

* IO: added ImGuiConfigFlags_NoKeyboard for consistency and convenience. (ocornut#4921)

# Conflicts:
#	imgui.h
#	imgui_demo.cpp

* Nav: CTRL+Tab overlay display context name if any.

* Internals: storing HoveredWindowBeforeClear for use by multi-context compositor drag and drop propagation.

# Conflicts:
#	imgui.cpp
#	imgui_internal.h

* (Breaking) Move ImGuiWindowFlags_NavFlattened to ImGuiChildFlags_NavFlattened. (ocornut#7687)

* Backends: SDL3: Follow SDL3 removal of keysym field in SDL_KeyboardEvent (ocornut#7729)

* Demo: Style Editor: clarify how _CalcCircleAutoSegmentCount() doesn't always get exact final segment count. (ocornut#7731)

* Backends: Vulkan: Remove Volk/ from volk.h #include directives (ocornut#7722, ocornut#6582, ocornut#4854)

* Metrics/Debugger: Browsing a Storage perform hover lookup on identifier.

* Viewports: Backported 'void* ImGuiViewport::PlatformHandle' from docking branch for use by backends.

* Backends: SDL3: Update for SDL_StartTextInput()/SDL_StopTextInput() API changes. (ocornut#7735)

* Examples: undo adding SDL3 example to Visual Studio sln.

* Backends: OSX: build fix. Amend 32f9dfc

* ImGuiStorage: tweak impl for BuildSortByKey().

* Inputs: fixed using Shortcut() or SetNextItemShortcut() within a disabled block bypassing the disabled state. (ocornut#7726)

* Tables: moved TableGetHoveredColumn() to public API. (ocornut#7715, ocornut#3740)

* Windows: BeginChild(): fixed a glitch when during a resize of a child window which is tightly close to the boundaries of its parent. (ocornut#7706)

* Nav: store NavJustMovedToIsTabbing + shuffle a few nav related fields.

(for usage by multi-select)

* Backends: OpenGL2, OpenGL3: ImGui_ImplOpenGL3_NewFrame() recreates font texture if it has been destroyed by ImGui_ImplOpenGL3_DestroyFontsTexture(). (ocornut#7748)

Analogous to change to Vulkan backend in 1.90.

* Backends: Win32: Fixed warning with old MinGW/GCC versions.

* Drags: added ImGuisliderFlags_WrapAround flag for DragInt(), DragFloat() etc. (ocornut#7749)

* Fix typo, rename ImGuisliderFlags_WrapAround flag to ImGuiSliderFlags_WrapAround. (ocornut#7752, ocornut#7749)

* Checkbox: minor tidying up to simplify work on multi-select branch.

* Backends: Allegro5: Correctly handle unstable bit in version checks (ocornut#7755)

* Backends: SDLRenderer3: Update for SDL_RenderGeometryRaw() API changes.

* Backends: SDL3: update for SDL_SetTextInputRect() -> SDL_SetTextInputArea() api change. (ocornut#7760, ocornut#7754)

* Examples: SDL3: Remove use of SDL_HINT_IME_NATIVE_UI.

* Disabled: Reworked 1.90.8 behavior of Begin() not inheriting current BeginDisabled() state. Only tooltip are clearing that state. (ocornut#211, ocornut#7640)

* imgui_freetype: fixed divide by zero while handling FT_PIXEL_MODE_BGRA glyphs. (ocornut#7267, ocornut#3369)

* IO: do not claim io.WantCaptureMouse=true on the mouse release frame of a button which was pressed over void.  (ocornut#1392)

* Version 1.90.9

* Version 1.91.0 WIP

* Backends: SDL3: Update for API changes: SDLK_x renames and SDLK_KP_x removals (ocornut#7761, ocornut#7762)

Also updated function signature in SDL2 backend to match and because it is expected we will use that data (as per ocornut#7672)

* Backends: SDL3: Updated comments (IME seems fixed in SDL3). Added SDL3 examples to Visual Studio solution.

* Debug Tools: Added IMGUI_DEBUG_LOG(), ImGui::DebugLog() in public API. (ocornut#5855)

* Debug Log: Added "Configure Outputs.." button. (ocornut#5855)

* Backends: SDL3: add default case to fix warnings. (ocornut#7763)

* Demo: changed style editor inline block to its own window.

* IO: added io.PlatformOpenInShellFn handler to open a link/folder/file in OS shell, added IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS. (ocornut#7660)

* (Breaking) IO, IME: renamed platform IME hook io.SetPlatformImeDataFn() -> io.PlatformSetImeDataFn() and added explicit context.

* Commented out obsolete ImGuiModFlags and ImGuiModFlags_XXX values (renamed to ImGuiKeyChord and ImGuiMod_XXX in 1.89). (ocornut#4921, ocornut#456)

* Build fix for non Windows platforms.

* IO: disable default io.PlatformOpenInShellFn() implementation on iPhone, as compiler errors that system() is not available on iOS.

* Internals: added FontScale storage.

* Added TextLink(), TextLinkOpenURL() hyperlink widgets. (ocornut#7660)

* Internals: added FontScale storage (amend 0f63d3e).

* Backends: GLFW,SDL2: Added ioPlatformOpenInShellFn handler for web/Emscripten versions. (ocornut#7660)

* IO: amend PlatformOpenInShellFn specs to return a bool. (ocornut#7660)

Amend 8f36798

* Misc tweaks, comments.

* TreeNode: rename/rework ImGuiNavTreeNodeData system to be usable by more features. (ocornut#2920, ocornut#1131, ocornut#7553)

Reworked to it is easier during TreeNode code to request extra data to be stored.

* Fixed Unix version of PlatformOpenInShellFn_DefaultImpl. (ocornut#7772, ocornut#7660)

+ Enable on non-iPhone macOS builds

* DemosFix typo in help text in demo Tables/Borders (ocornut#7780)

The help text for flags had a "V" flag duplicated, this change corrects it to the missing "H" flag.

* Backends: Win32: fixed ImGuiMod_Super being mapped to VK_APPS instead of VK_LWIN||VK_RWIN (ocornut#7768, ocornut#4858, ocornut#2622)

Amend 0755767

The `ImGui_ImplWin32_UpdateKeyModifiers()` function maps `ImGuiMod_Super` to `VK_APPS`, the "Application" key located between the Right Windows (Super) and Right Control keys on the keyboard, see https://conemu.github.io/en/AppsKey.html

This means that when using `ImGui::GetIO().KeySuper` to try to get the down state of the `VK_RWIN` or `VK_LWIN` keys, it'll always return FALSE when either of those keys are held down, and only return TRUE when `VK_APPS` is held down.

* Backends: GLFW+Emscripten: (Breaking) Renamed ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback() to ImGui_ImplGlfw_InstallEmscriptenCallbacks(), added GLFWwindow* parameter. (ocornut#7647, ocornut#7600)

+ Fixed Emscripten warning when using mouse wheel on some setups.

* Backends: GLFW+Emscripten: Added support for GLFW3 contrib port. (ocornut#7647)

* Backends: GLFW+Emscripten: Fixed build (ocornut#7647)

* Examples: SDL3+OpenGL: Update for API changes: SDL_GL_DeleteContext() renamed to SDL_GL_DestroyContext().

* Fix definition check (ocornut#7793)

* Backends: SDL3: Update for API changes: SDL_GetProperty() change to SDL_GetPointerProperty(). (ocornut#7794)

* Backends: SDL3: fixed typo leading to PlatformHandleRaw not being set leading to SHOWNA path not working for multi-viewports.

* Internals: Added TreeNodeIsOpen() to facilitate discoverability. (ocornut#7553, ocornut#1131, ocornut#2958, ocornut#2079, ocornut#722)

* Added ImGuiDataType_Bool for convenience.

* Demo: Reworked "Property Editor" demo in a manner that more ressemble the tree data and struct description data that a real application would want to use.

* Added PushItemFlag(), PopItemFlag(), ImGuiItemFlags.

* (Breaking) Obsoleted PushButtonRepeat()/PopButtonRepeat() in favor of using new PushItemFlag()/PopItemFlag() with ImGuiItemFlags_ButtonRepeat.

* Added ImGuiItemFlags_AutoClosePopups as a replacement for internal's ImGuiItemFlags_SelectableDontClosePopup. (ocornut#1379, ocornut#1468, ocornut#2200, ocornut#4936, ocornut#5216, ocornut#7302, ocornut#7573)

* (Breaking) Renamed ImGuiSelectableFlags_DontClosePopups to ImGuiSelectableFlags_NoAutoClosePopups. (ocornut#1379, ocornut#1468, ocornut#2200, ocornut#4936, ocornut#5216, ocornut#7302, ocornut#7573)

* Obsoleted PushTabStop()/PopTabStop() in favor of using new PushItemFlag()/PopItemFlag() with ImGuiItemFlags_NoTabStop.

* Fixed pvs-studio warning.

* Demo: Property Editor: rearrange code + replace use of bool to proper ImGuiChildFlags.

Amend 46691d1

* Demo: Property Editor: add basic filter.

* Style: close button and collapse/window-menu button hover highlight made rectangular instead of round.

The reason they were round in the first place was to work better with rounded windows/frames.
However since the 4a81424 rework ocornut#6749 we can naturally use a tigher bounding box and it seems to work ok either way.

* Nav, Demo: comments.

* Clipper: added SeekCursorForItem() function, for use when using ImGuiListClipper::Begin(INT_MAX). (ocornut#1311)

Tagging ocornut#3609 just in case we made a mistake introducing a regression (but tests are passing and have been extended).

* TreeNode: Internals: facilitate dissociating item ID from storage ID (useful for 1861)

* Internals: rename recently added TreeNodeIsOpen() -> TreeNodeGetOpen(). (ocornut#7553, ocornut#1131, ocornut#2958, ocornut#2079, ocornut#722)

Amend ac7d6fb

* Backends: SDL3: Update for API changes: SDL_GetClipboardText() string ownership change. (ocornut#7801)

* MultiSelect: WIP range-select (ocornut#1861) (rebased six millions times)

* MultiSelect: Removed SelectableSpacing as I'm not sure it is of use for now (history insert)

* MultiSelect: Added IMGUI_HAS_MULTI_SELECT define. Fixed right-click toggling selection without clearing active id, could lead to MarkItemEdited() asserting. Fixed demo.

* MultiSelect: Demo sharing selection helper code. Fixed static analyzer warnings.

* MultiSelect: Renamed SetNextItemMultiSelectData() to SetNextItemSelectionUserData()

* 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.

* MultiSelect: Fix for TreeNode following merge of 011d475. Demo: basic test for tree nodes.

* MultiSelect: Fixed CTRL+A not testing focus scope id. Fixed CTRL+A not testing active id. Added demo code.

Comments.

* MultiSelect: Comments. Tweak demo.

* MultiSelect: Fix Selectable() ambiguous return value, clarify need to use IsItemToggledSelection().

* MultiSelect: Fix testing key mods from after the nav request (remove need to hold the mod longer)

* MultiSelect: Temporary fix/work-around for child/popup to not inherit MultiSelectEnabled flag, until we make mulit-select data stackable.

* MultiSelect: Fixed issue with Ctrl+click on TreeNode + amend demo to test drag and drop.

* MultiSelect: Demo: Add a simpler version.

* MultiSelect: Added ImGuiMultiSelectFlags_ClearOnEscape (unsure of best design), expose IsFocused for custom shortcuts.

* MultiSelect: Demo: Added pointer indirection and indent level.

This is to reduce noise for upcoming commits, ahead of adding a loop here.

* MultiSelect: Added ImGuiMultiSelectFlags_ClearOnClickWindowVoid. + Demo: showcase multiple selection scopes in same window.

* MultiSelect: Enter doesn't alter selection (unlike Space).

Fix for changes done in 5606.

* MultiSelect: Shallow tweaks/refactors.

Including moving IsFocused back internally for now.

* MultiSelect: Fixed needing to set RangeSrcPassedBy when not using clipper.

* MultiSelect: made SetNextItemSelectionData() optional to allow disjoint selection (e.g. with a CollapsingHeader between items). Amend demo.

* MultiSelect: Enter can alter selection if current item is not selected.

* MultiSelect: removed DragDropActive/preserve_existing_selection logic which seems unused + comments.

Can't find trace of early prototype for range-select but I couldn't find way to trigger this anymore. May be wrong. Will find out.

* MultiSelect: refactor before introducing persistant state pool and to facilitate adding recursion + debug log calls.

This is mostly the noisy/shallow stuff committed here, to get this out of the way.

* MultiSelect: (Breaking) Rename ImGuiMultiSelectData to ImGuiMultiSelectIO.

* MultiSelect: Demo tweak. Removed multi-scope from Advanced (too messy), made it a seperate mini-demo.

* MultiSelect: Internals rename of IO fields to avoid ambiguity with io/rw concepts + memset constructors, tweaks.

debug

* MultiSelect: (Breaking) Renamed 'RangeSrc -> 'RangeSrcItem', "RangeDst' -> 'RangeDstItem'

This is necessary to have consistent names in upcoming fields (NavIdItem etc.)

* MultiSelect: (Breaking) Renamed 'RangeValue' -> 'RangeSelected' + amend comments.

* MultiSelect: Remove ImGuiMultiSelectFlags_NoUnselect because I currently can't find use for this specific design.

And/or it seem partly broken.

* MultiSelect: Remove the need for using IsItemToggledSelection(). Update comments.

This is the simple version that past our tests. MultiSelectItemFooter() is in need of a cleanup.

* MultiSelect: Tidying up/simpllifying MultiSelectItemFooter().

Intended to be entirely a no-op, merely a transform of source code for simplification. But committing separatey from behavior change in previous change.

* MultiSelect: Clarify and better enforce lifetime of BeginMultiSelect() value.

* MultiSelect: Demo: first-draft of user-side deletion idioms.

(will need support from lib)

* MultiSelect: (Breaking) BeginMultiSelect() doesn't need two last params maintained by users. Moving some storage from user to core. Proper deletion demo.

* MultiSelect: Maintain NavIdSelected for user. Simplify deletion demo.

* MultiSelect: Further simplication of user code to support Deletion.

Provide standard RequestFocusItem storage.

* MultiSelect: Demo: Delete items from menu.

* MultiSelect: Fixed right-click handling in MultiSelectItemFooter() when not focused.

* MultiSelect: Cleanup unused comments/code.

* MultiSelect: (Breaking) Fix + Rename ImGuiMultiSelectFlags_NoMultiSelect to ImGuiMultiSelectFlags_SingleSelect as it seems easier to grasp.

Feature was broken by "Tidying up..." June 30 commit.

* MultiSelect: Comments, tweaks.

+ Alignment to reduce noise on next commit.

* MultiSelect: (Breaking) Use ImGuiSelectionUserData (= ImS64) instead of void* for selection user data.

Less confusing for most users, less casting.

* MultiSelect: move HasSelectionData to ImGuiItemFlags to facilitate copying around in standardized fieds.

Required/motivated to simplify support for ImGuiTreeNodeFlags_NavLeftJumpsBackHere (bc3c0ce) in this branch.

* MultiSelect: Tweak debug log to print decimal+hex values for item data.

Struggled to get standard PRIX64 to work on CI.

* MultiSelect: clear selection when leaving a scope with a nav directional request.

May need to clarify how to depends on actions being performed (e.g. click doesn't).
May become optional?

* MultiSelect: (Breaking) RequestSetRange's parameter are RangeFirstItem...RangeLastItem (which was always ordered unlike RangeSrcItem...RangeDstItme). Removed RangeDstItem. Removed RangeDirection.

* MultiSelect: Demo: rework ExampleSelection names to map better to typical user code + variety of Comments tweaks.

* MultiSelect: Demo: added simpler demo using Clipper. Clarify RangeSrcPassedBy doc.

* MultiSelect: (Breaking) Removed RangeSrcPassedBy in favor of favoring user to call IncludeByIndex(RangeSrcItem) which is easier/simpler to honor.

Especially as recent changes made it required to also update RangeSrcPassedBy after last clipper Step.
Should now be simpler.

* MultiSelect: Demo: rework ExampleSelection with an ExampleSelectionAdapter layer, allowing to share more code accross examples using different storage systems.

Not ideal way to showcase this demo but this is really more flexible.

* MultiSelect: Demo: Remove UserDataToIndex from ExampleSelectionAdapter.

Seems to make a better demo this way.

* MultiSelect: Demo: Make ExampleSelection use ImGuiID. More self-explanatory.

* MultiSelect: Demo: Deletion: Rework ApplyDeletionPreLoop to use adapter + fix PostLoop not using right value of RequestFocusItem.

Recovery made it transparent visually but user side selection would be empty for a frame before recovery.

* MultiSelect: Demo: Deletion: Various renames to clarify. Use adapter and item list in both ApplyDeletion functions.

This also minify the patch for an alternative/wip attmept at redesgining pre/post deletion logic. But turns out current attempt may be easier to grasp.

* Demo: Dual List Box: Added a dual list box (6648)

* MultiSelect: ImGuiMultiSelectIO's field are not used during loop anymore, stripping them out of comments.

* MultiSelect: moved RequestClear output so it'll match request list version better. Use Storage->RangeSrcItem in EndMultiSelect().

* MultiSelect: move shared logic to MultiSelectItemHeader().

No logic change AFAIK but added an indent level in MultiSelectItemHeader(). Logic changes will come in next commit.

* MultiSelect: Added ImGuiMultiSelectFlags_SelectOnClickRelease to allow dragging an unselected item without altering selection + update drag and drop demo.

* Demo: Assets Browser: Added assets browser demo.

* Demo: Assets Browser: store items, sorting, type overlay.

* MultiSelect: removed seemingly unnecessary block in BeginMultiSelect().

- EndIO.RangeSelected always set along with EndIO.RequestSetRange
- Trying to assert for the assignment making a difference when EndIO.RequestSetRange is already set couldn't find a case (tests passing).

* MultiSelect: clarified purpose and use of IsItemToggledSelection(). Added assert. Moved to multi-selection section of imgui.h.

* MultiSelect: added missing call on Shutdown(). Better reuse selection buffer.

* MultiSelect: (Breaking) io contains a ImVector<ImGuiSelectionRequest> list.

* MultiSelect: we don't need to ever write to EndIO.RangeSrcItem as this is not meant to be used.

* MultiSelect: added support for recovery in ErrorCheckEndWindowRecover().

* MultiSelect: use a single ImGuiMultiSelectIO buffer.

+ using local storage var in EndMultiSelect(), should be no-op.

* MultiSelect: simplify clearing ImGuiMultiSelectTempData.

* Demo: Assets Browser: add hit spacing, requierd for box-select patterns.

* MultiSelect: (breaking) renamed ImGuiMultiSelectFlags_ClearOnClickWindowVoid -> ImGuiMultiSelectFlags_ClearOnClickVoid. Added ImGuiMultiSelectFlags_ScopeWindow, ImGuiMultiSelectFlags_ScopeRect.

* MultiSelect: Box-Select: added support for ImGuiMultiSelectFlags_BoxSelect.

(v11)
FIXME: broken on clipping demo.

* MultiSelect: Box-Select: added scroll support.

* MultiSelect: Demo: rework and move selection adapter inside ExampleSelection.

* MultiSelect: added support for nested/stacked BeginMultiSelect().

Mimicking table logic, reusing amortized buffers.

* MultiSelect: remove ImGuiSelectionRequest/ImGuiMultiSelectIO details from public api to reduce confusion + comments.

* MultiSelect: move demo's ExampleSelection to main api as a convenient ImGuiSelectionBasicStorage for basic users.

* MultiSelect: reworked comments in imgui.h now that we have our own section.

* MultiSelect: Demo: Assets Browser: added deletion support. Store ID in selection. Moved QueueDeletion to local var to emphasis that this is a user extension.

* MultiSelect: Demo: Assets Browser: track scrolling target so we can roughly land on hovered item.

It's impossible to do this perfectly without some form of locking on item because as the hovered item X position changes it's easy to drift.

* MultiSelect: Box-Select: Fixed holes when using with clipper (in 1D list.)

Clipper accounts for Selectable() layout oddity as BoxSelect is sensitive to it.
Also tweaked scroll triggering region inward.
Rename ImGuiMultiSelectFlags_NoBoxSelectScroll to ImGuiMultiSelectFlags_BoxSelectNoScroll.
Fixed use with ImGuiMultiSelectFlags_SinglaSelect.

* MultiSelect: Box-Select: Added ImGuiMultiSelectFlags_BoxSelect2d support. Enabled in Asset Browser. Selectable() supports it.

* MultiSelect: Box-Select: Refactor into its own structure, designed for single-instance but closer to being reusable outside Multi-Select.

Kept same member names.

* MultiSelect: Box-Select: Refactor: Renames.

Split into two commits to facilite looking into previous one if needed.

* MultiSelect: Box-Select: Fixed scrolling on high framerates.

* MultiSelect: Box-Select: Further refactor to extra mode code away from multi-select function into box-select funcitons.

* MultiSelect: Fixed ImGuiSelectionBasicStorage::ApplyRequests() incorrectly maintaining selection size on SelectAll.

* MultiSelect: Comments + Assets Browser : Tweak colors.

* MultiSelect: Added ImGuiMultiSelectFlags_NoRangeSelect. Fixed ImGuiMultiSelectFlags_ScopeRect not querying proper window hover.

* MultiSelect: Box-Select: Fixed CTRL+drag from void clearing items.

* MultiSelect: Box-Select: Fixed initial drag from not claiming hovered id, preventing window behind to move for a frame.

* MultiSelect: Fixed ImGuiMultiSelectFlags_SelectOnClickRelease over tree node arrow.

* MultiSelect: (Breaking) merge ImGuiSelectionRequestType_Clear and ImGuiSelectionRequestType_SelectAll into ImGuiSelectionRequestType_SetAll., rename ImGuiSelectionRequest::RangeSelected to Selected.

The reasoning is that it makes it easier/faster to write an adhoc ImGuiMultiSelectIO handler (e.g. trying to apply multi-select to checkboxes)

* MultiSelect: Simplified ImGuiSelectionBasicStorage by using a single SetItemSelected() entry point.

* MultiSelect: Comments + tweaked location for widgets to test ImGuiItemFlags_IsMultiSelect to avoid misleading into thinking doing it before ItemAdd() is necessary.

* MultiSelect: Demo: make various child windows resizable, with synched heights for the dual list box demo.

* MultiSelect: added ImGuiMultiSelectFlags_NoAutoSelect, ImGuiMultiSelectFlags_NoAutoClear features + added Checkbox Demo

Refer to "widgets_multiselect_checkboxes" in imgui_test_suite.

* MultiSelect: Box-Select: fix preventing focus. amend determination of scope_hovered for decorated/non-child windows + avoid stealing NavId. (ocornut#7424)

* MultiSelect: Demo: use Shortcut().

Got rid of suggestion to move Delete signal processing to BeginMultiSelect(), seems unnecessary.

* RangeSelect/MultiSelect: (Breaking) Added current_selection_size to BeginMultiSelect().

Required for shortcut routing so we can e.g. have Escape be used to clear selection THEN to exit child window.

* MultiSelect: Box-Select: minor refactor, tidying up.

* MultiSelect: Box-Select: when dragging from void, first hit item sets NavId by simulating a press, so navigation can resume from that spot.

* MultiSelect: added GetMultiSelectState() + store LastSelectionSize as provided by user, convenient for quick debugging and testing.

* MultiSelect: Box-Select: fixed "when dragging from void" implementation messing with calling BeginMultiSelect() without a selection size.

* MultiSelect: (breaking) renamed ImGuiSelectionBasicStorage::AdapterData to UserData.

* MultiSelect: Box-Select: fixes for checkboxes support. Comments.

* MultiSelect: (breaking) renamed ImGuiMultiSelectFlags_BoxSelect -> ImGuiMultiSelectFlags_BoxSelect1d, ImGuiMultiSelectFlags_BoxSelect2d -> ImGuiMultiSelectFlags_BoxSelect.

ImGuiMultiSelectFlags_BoxSelect1d being an optimization it is the optional flag.

* MultiSelect: mark parent child window as navigable into, with highlight. Assume user will always submit interactive items.

* MultiSelect: (breaking) Added 'items_count' parameter to BeginMultiSelect(). Will enable extra features, and remove equivalent param from ImGuiSelectionBasicStorage::ApplyRequests(.

* MultiSelect: added ImGuiSelectionBasicStorage::GetStorageIdFromIndex() indirection to be easier on the reader.

Tempting to make it a virtual.

* MultiSelect: fixed ImGuiSelectionBasicStorage::Swap() helper.

* MultiSelect: added ImGuiSelectionExternalStorage helper. Simplify bool demo.

* MultiSelect: comments, header tweaks., simplication (some of it on wiki).

* MultiSelect: ImGuiSelectionBasicStorage: added GetNextSelectedItem() to abstract selection storage from user. Amend Assets Browser demo to handle drag and drop correctly.

* MultiSelect: ImGuiSelectionBasicStorage: rework to accept massive selections requests without flinching.

Batch modification + storage only keeps selected items.

* MultiSelect: ImGuiSelectionBasicStorage: simplify by removing compacting code (compacting may be opt-in?).

GetNextSelectedItem() wrapper gives us more flexibility to work on this kind of stuff now.

* MultiSelect: ImGuiSelectionBasicStorage: move function bodies to cpp file.

+ make ImGuiStorage::BuildSortByKey() less affected by msvc debug mode.

* Demo: Assets Browser: added a way to disable sorting and hide sorting options.

This is mostly designed to showcase that on very large sets (e.g. 1 million) most of the time is likely spent on sorting.

* MultiSelect: ImGuiSelectionBasicStorage: (breaking) rework GetNextSelectedItem() api to avoid ambiguity/failure when user uses a zero id.

* MultiSelect: provide RangeDirection to allow selection handler to handler backward shift+click.

* MultiSelect: ImGuiSelectionBasicStorage: added PreserveOrder, maintain implicit order data in storage.

Little tested but provided for completeness.

* MultiSelect: (breaking) renamed ImGuiMultiSelectFlags_BoxSelect -> ImGuiMultiSelectFlags_BoxSelect2d. Which include not assuming one flag imply the other.

Amend 2024/05/31 commit.

* MultiSelect: Shift+Tab doesn't enable Shift select on landing item.

* MultiSelect: added ImGuiMultiSelectFlags_NoAutoClearOnReselect + tweak flags comments. (ocornut#7424)

* MultiSelect: minor tidying up.

Checkbox() was reworked in master effectively fixing render clipping when culled by BoxSelect2d's UnclipMode.

* MultiSelect: added courtesy ImGuiMultiSelectFlags_NavWrapX flag so we can demo this until a nav api is designed.

* MultiSelect: Box-Select: uses SetActiveIdUsingAllKeyboardKeys() to avoid nav interference, much like most drag operations.

* MultiSelect: Box-Select: handle Esc to disable box-select.

This avoid remove a one-frame delay when finishing box-select, where Esc wouldn't be routed to selection but to child.

* MultiSelect: ImGuiSelectionBasicStorage: optimized for smaller insertion amounts in larger sets + fix caling batch select with same value.

* MultiSelect: Better document how TreeNode() is not trivially usable yet.

Will revert when the time is right.

* MultiSelect: added Changelog for the feature. Removed IMGUI_HAS_MULTI_SELECT.

* Demo: moved ExampleTreeNode, ExampleMemberInfo above in the demo file. Tidying up index.

+ change ExampleTreeNode::UID from ImGuiID to int to not suggest that the user ID needs to be of a certain type

* Demo: moved some fields inside a struct.

* Demo: moved menu bar code to its own function.

* MultiSelect: using ImGuiMultiSelectFlags_NoRangeSelect ensure never having to interpolate between two ImGuiSelectionUserData.

* Inputs: added SetItemKeyOwner(ImGuiKey key) in public API. (ocornut#456, ocornut#2637, ocornut#2620, ocornut#2891, ocornut#3370, ocornut#3724, ocornut#4828, ocornut#5108, ocornut#5242, ocornut#5641)

* Backends: SDL3: Update for API changes: SDL_GetGamepads() memory ownership change. (ocornut#7807)

* TabBar, Style: added style option for the size of the Tab-Bar Overline (ocornut#7804)

Amend 21bda2e.

* Added a comment hinting at how to set IMGUI_API for shared librairies on e.g. Linux, macOS (ocornut#7806)

* Demo: rework Property Editor.

* Nav: fixed c licking window decorations (e.g. resize borders) from losing focused item when within a child window using ImGuiChildFlags_NavFlattened.

In essence, using ImGuiFocusRequestFlags_RestoreFocusedChild here is a way to reduce changes caused by FocusWindow(), but it could be done more neatly.
See amended "nav_flattened" test.

* Demo: Property Editor: using ImGuiChildFlags_NavFlattened now that a bug is fixed. Fixed static analyzer.

* Backends: OpenGL3: Fixed unsupported option warning with apple clang (ocornut#7810)

* Internals, TreeNode: indent all render block into its own scope (aim is to add a is_visible test there later)

* Internals, TreeNode, Selectable: tweak span_all_columns paths for clarity.

* CollapsingHeader: left-side outer extend matches right-side one (moved left by one pixel)

Amend c3a348a

* Debug Log: fixed incorrect checkbox layout when partially clipped., doesn't parse 64-bits hex value as ImGuiID lookups.

* Groups, Tables: fixed EndGroup() failing to correctly capture current table occupied size. (ocornut#7543)

See "layout_group_endtable" test.

* MultiSelect: sequential SetRange merging not generally handled by box-select path, useful for others.

* MultiSelect: add internal MultiSelectAddSetAll() helper.

* MultiSelect: fixed an issue caused by previous commit.

Amend a285835. Breaks box-select.

---------

Co-authored-by: ocornut <[email protected]>
Co-authored-by: cfillion <[email protected]>
Co-authored-by: Gary Geng <[email protected]>
Co-authored-by: Martin Ejdestig <[email protected]>
Co-authored-by: Kevin Coghlan <[email protected]>
Co-authored-by: Connor Clark <[email protected]>
Co-authored-by: Max Ortner <[email protected]>
Co-authored-by: Hugues Evrard <[email protected]>
Co-authored-by: Aemony <[email protected]>
Co-authored-by: Yan Pujante <[email protected]>
Co-authored-by: Cyao <[email protected]>
Co-authored-by: wermi <[email protected]>
Co-authored-by: Thomas Stehle <[email protected]>
@tasiek30
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Hi.
Thank You for support! Currently a have a lot of other work so i will check everything later.

Currently my table looks like below

obraz

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