TreeNode, Demo: Property Editor: demonstrate a way to perform tree clipping by fast-forwarding through non-visible chunks. (#3823, #9251, #6990, #6042)

This commit is contained in:
ocornut
2026-02-23 22:31:17 +01:00
parent 46f0e2e247
commit 33dfa7f834
2 changed files with 104 additions and 15 deletions

View File

@@ -53,6 +53,10 @@ Other Changes:
- Moved TreeNodeGetOpen() helper to public API. I was hesitant to make this public
because I intend to provide a more generic and feature-full version, but in the meanwhile
this will do. (#3823, #9251, #7553, #6754, #5423, #2958, #2079, #1947, #1131, #722)
- In 'Demo->Property Editor' demonstrate a way to perform tree clipping by fast-forwarding
through non-visible chunks. (#3823, #9251, #6990, #6042)
Using SetNextItemStorageID() + TreeNodeGetOpen() makes this notably easier than
it was prior to 1.91.
- Style: border sizes are now scaled (and rounded) by ScaleAllSizes().
- Clipper:
- Clear `DisplayStart`/`DisplayEnd` fields when `Step()` returns false.

View File

@@ -9449,14 +9449,19 @@ struct ExampleAppPropertyEditor
{
ImGuiTextFilter Filter;
ExampleTreeNode* SelectedNode = NULL;
bool UseClipper = false;
void Draw(ExampleTreeNode* root_node)
{
// Left side: draw tree
// - Currently using a table to benefit from RowBg feature
// - Our tree node are all of equal height, facilitating the use of a clipper.
if (ImGui::BeginChild("##tree", ImVec2(300, 0), ImGuiChildFlags_ResizeX | ImGuiChildFlags_Borders | ImGuiChildFlags_NavFlattened))
{
ImGui::PushItemFlag(ImGuiItemFlags_NoNavDefaultFocus, true);
ImGui::Checkbox("Use Clipper", &UseClipper);
ImGui::SameLine();
ImGui::Text("(%d root nodes)", root_node->Childs.Size);
ImGui::SetNextItemWidth(-FLT_MIN);
ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_F, ImGuiInputFlags_Tooltip);
if (ImGui::InputTextWithHint("##Filter", "incl,-excl", Filter.InputBuf, IM_COUNTOF(Filter.InputBuf), ImGuiInputTextFlags_EscapeClearsAll))
@@ -9465,7 +9470,10 @@ struct ExampleAppPropertyEditor
if (ImGui::BeginTable("##list", 1, ImGuiTableFlags_RowBg))
{
DrawTree(root_node);
if (UseClipper)
DrawClippedTree(root_node);
else
DrawTree(root_node);
ImGui::EndTable();
}
}
@@ -9540,19 +9548,99 @@ struct ExampleAppPropertyEditor
// Custom search filter
// - Here we apply on root node only.
// - This does a stristr which is pretty heavy. In a real large-scale app you would likely store a filtered list which in turns would be trivial to linearize.
// - This does a case insensitive stristr which is pretty heavy. In a real large-scale app you would likely store a filtered list which in turns would be trivial to linearize.
inline bool IsNodePassingFilter(ExampleTreeNode* node)
{
return node->Parent->Parent != NULL || Filter.PassFilter(node->Name);
}
// Basic version, recursive. This is how you would generally draw a tree.
// - Simple but going to be noticeably costly if you have a large amount of nodes as DrawTreeNode() is called for all of them.
// - On my desktop PC (2020), for 10K nodes in an optimized build this takes ~1.2 ms
// - Unlike arrays or grids which are very easy to clip, trees are currently more difficult to clip.
void DrawTree(ExampleTreeNode* node)
{
for (ExampleTreeNode* child : node->Childs)
if (Filter.PassFilter(child->Name)) // Filter root node
DrawTreeNode(child);
if (IsNodePassingFilter(child) && DrawTreeNode(child))
{
DrawTree(child);
ImGui::TreePop();
}
}
void DrawTreeNode(ExampleTreeNode* node)
// More advanced version. Use a alternative clipping technique: fast-forwarding through non-visible chunks.
// - On my desktop PC (2020), for 10K nodes in an optimized build this takes ~0.1 ms
// (in ExampleTree_CreateDemoTree(), change 'int ROOT_ITEMS_COUNT = 10000' to try with this amount of root nodes).
// - 1. Use clipper with indeterminate count (items_count = INT_MAX): we need to call SeekCursorForItem() at the end once we know the count.
// - 2. Use SetNextItemStorageID() to specify ID used for open/close storage, making it easy to call TreeNodeGetOpen() on any arbitrary node.
// - 3. Linearize tree during traversal: our tree data structure makes it easy to access sibling and parents.
// - Unlike clipping for a regular array or grid which may be done using random access limited to visible areas,
// this technique requires traversing most accessible nodes. This could be made more optimal with extra work,
// but this is a decent simplicity<>speed trade-off.
// See https://github.com/ocornut/imgui/issues/3823 for discussions about this.
void DrawClippedTree(ExampleTreeNode* root_node)
{
ExampleTreeNode* node = root_node->Childs[0]; // First node
ImGuiListClipper clipper;
clipper.Begin(INT_MAX);
while (clipper.Step())
while (clipper.UserIndex < clipper.DisplayEnd && node != NULL)
node = DrawClippedTreeNodeAndAdvanceToNext(&clipper, node);
// Keep going to count nodes and submit final count so we have a reliable scrollbar.
// - One could consider caching this value and only refreshing it occasionally e.g. window is focused and an action occurs.
// - Incorrect but cheap approximation would be to use 'clipper_current_idx = IM_MAX(clipper_current_idx, root_node->Childs.Size)' instead.
// - If either of those is implemented, the general cost will approach zero when scrolling is at the top of the tree.
while (node != NULL)
node = DrawClippedTreeNodeAndAdvanceToNext(&clipper, node);
//clipper.UserIndex = IM_MAX(clipper.UserIndex, root_node->Childs.Size); // <-- Cheap approximation instead of while() loop above.
clipper.SeekCursorForItem(clipper.UserIndex);
}
ExampleTreeNode* DrawClippedTreeNodeAndAdvanceToNext(ImGuiListClipper* clipper, ExampleTreeNode* node)
{
if (IsNodePassingFilter(node))
{
// Draw node if within visible range
bool is_open = false;
if (clipper->UserIndex >= clipper->DisplayStart && clipper->UserIndex < clipper->DisplayEnd)
{
is_open = DrawTreeNode(node);
}
else
{
is_open = (node->Childs.Size > 0 && ImGui::TreeNodeGetOpen((ImGuiID)node->UID));
if (is_open)
ImGui::TreePush(node->Name);
}
clipper->UserIndex++;
// Next node: recurse into childs
if (is_open)
return node->Childs[0];
}
// Next node: next sibling, otherwise move back to parent
while (node != NULL)
{
if (node->IndexInParent + 1 < node->Parent->Childs.Size)
return node->Parent->Childs[node->IndexInParent + 1];
node = node->Parent;
if (node->Parent == NULL)
break;
ImGui::TreePop();
}
return NULL;
}
// To support node with same name we incorporate node->UID into the item ID.
// (this would more naturally be done using PushID(node->UID) + TreeNodeEx(node->Name, tree_flags),
// but it would require in DrawClippedTreeNodeAndAdvanceToNext() to add PushID() before TreePush(), and PopID() after TreePop(),
// so instead we use TreeNodeEx(node->UID, tree_flags, "%s", node->Name) here)
bool DrawTreeNode(ExampleTreeNode* node)
{
ImGui::TableNextRow();
ImGui::TableNextColumn();
ImGui::PushID(node->UID);
ImGuiTreeNodeFlags tree_flags = ImGuiTreeNodeFlags_None;
tree_flags |= ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick; // Standard opening mode as we are likely to want to add selection afterwards
tree_flags |= ImGuiTreeNodeFlags_NavLeftJumpsToParent; // Left arrow support
@@ -9561,21 +9649,18 @@ struct ExampleAppPropertyEditor
if (node == SelectedNode)
tree_flags |= ImGuiTreeNodeFlags_Selected; // Draw selection highlight
if (node->Childs.Size == 0)
tree_flags |= ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_Bullet;
tree_flags |= ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_Bullet | ImGuiTreeNodeFlags_NoTreePushOnOpen; // Use _NoTreePushOnOpen + set is_open=false to avoid unnecessarily push/pop on leaves.
if (node->DataMyBool == false)
ImGui::PushStyleColor(ImGuiCol_Text, ImGui::GetStyle().Colors[ImGuiCol_TextDisabled]);
bool is_open = ImGui::TreeNodeEx("", tree_flags, "%s", node->Name);
ImGui::SetNextItemStorageID((ImGuiID)node->UID); // Use node->UID as storage id
bool is_open = ImGui::TreeNodeEx((void*)(intptr_t)node->UID, tree_flags, "%s", node->Name);
if (node->Childs.Size == 0)
is_open = false;
if (node->DataMyBool == false)
ImGui::PopStyleColor();
if (ImGui::IsItemFocused())
SelectedNode = node;
if (is_open)
{
for (ExampleTreeNode* child : node->Childs)
DrawTreeNode(child);
ImGui::TreePop();
}
ImGui::PopID();
return is_open;
}
};