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Tables: separate bg0 and bg1 draw channels, selectable above bg color + will facilitate drawing of borders in EndTable().

+ unused code to strip out dummy draw channel calls.
pull/3657/head
ocornut 4 years ago
parent
commit
197e9c085b
  1. 5
      imgui_internal.h
  2. 62
      imgui_tables.cpp

5
imgui_internal.h

@ -1890,7 +1890,7 @@ struct ImGuiTabBar
#define IM_COL32_DISABLE IM_COL32(0,0,0,1) // Special sentinel code which cannot be used as a regular color. #define IM_COL32_DISABLE IM_COL32(0,0,0,1) // Special sentinel code which cannot be used as a regular color.
#define IMGUI_TABLE_MAX_COLUMNS 64 // sizeof(ImU64) * 8. This is solely because we frequently encode columns set in a ImU64. #define IMGUI_TABLE_MAX_COLUMNS 64 // sizeof(ImU64) * 8. This is solely because we frequently encode columns set in a ImU64.
#define IMGUI_TABLE_MAX_DRAW_CHANNELS (1 + 2 + 64 * 2) // See TableUpdateDrawChannels() #define IMGUI_TABLE_MAX_DRAW_CHANNELS (4 + 64 * 2) // See TableUpdateDrawChannels()
// [Internal] sizeof() ~ 100 // [Internal] sizeof() ~ 100
// We use the terminology "Visible" to refer to a column that is not Hidden by user or settings. However it may still be out of view and clipped (see IsClipped). // We use the terminology "Visible" to refer to a column that is not Hidden by user or settings. However it may still be out of view and clipped (see IsClipped).
@ -2035,7 +2035,8 @@ struct ImGuiTable
ImS8 FreezeColumnsCount; // Actual frozen columns count (== FreezeColumnsRequest, or == 0 when no scrolling offset) ImS8 FreezeColumnsCount; // Actual frozen columns count (== FreezeColumnsRequest, or == 0 when no scrolling offset)
ImS8 RowCellDataCurrent; // Index of current RowCellData[] entry in current row ImS8 RowCellDataCurrent; // Index of current RowCellData[] entry in current row
ImU8 DummyDrawChannel; // Redirect non-visible columns here. ImU8 DummyDrawChannel; // Redirect non-visible columns here.
ImU8 BgDrawChannelUnfrozen; // Index within DrawSplitter.Channels[] ImU8 Bg1DrawChannelCurrent; // For Selectable() and other widgets drawing accross columns after the freezing line. Index within DrawSplitter.Channels[]
ImU8 Bg1DrawChannelUnfrozen;
bool IsLayoutLocked; // Set by TableUpdateLayout() which is called when beginning the first row. bool IsLayoutLocked; // Set by TableUpdateLayout() which is called when beginning the first row.
bool IsInsideRow; // Set when inside TableBeginRow()/TableEndRow(). bool IsInsideRow; // Set when inside TableBeginRow()/TableEndRow().
bool IsInitializing; bool IsInitializing;

62
imgui_tables.cpp

@ -93,6 +93,9 @@
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// Configuration // Configuration
static const int TABLE_DRAW_CHANNEL_BG0 = 0;
static const int TABLE_DRAW_CHANNEL_BG1_FROZEN = 1;
static const int TABLE_DRAW_CHANNEL_UNCLIPPED = 2; // When using ImGuiTableFlags_NoClip
static const float TABLE_BORDER_SIZE = 1.0f; // FIXME-TABLE: Currently hard-coded. static const float TABLE_BORDER_SIZE = 1.0f; // FIXME-TABLE: Currently hard-coded.
static const float TABLE_RESIZE_SEPARATOR_HALF_THICKNESS = 4.0f; // Extend outside inner borders. static const float TABLE_RESIZE_SEPARATOR_HALF_THICKNESS = 4.0f; // Extend outside inner borders.
static const float TABLE_RESIZE_SEPARATOR_FEEDBACK_TIMER = 0.06f; // Delay/timer before making the hover feedback (color+cursor) visible because tables/columns tends to be more cramped. static const float TABLE_RESIZE_SEPARATOR_FEEDBACK_TIMER = 0.06f; // Delay/timer before making the hover feedback (color+cursor) visible because tables/columns tends to be more cramped.
@ -894,7 +897,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
// Initial state // Initial state
ImGuiWindow* inner_window = table->InnerWindow; ImGuiWindow* inner_window = table->InnerWindow;
if (table->Flags & ImGuiTableFlags_NoClip) if (table->Flags & ImGuiTableFlags_NoClip)
table->DrawSplitter.SetCurrentChannel(inner_window->DrawList, 1); table->DrawSplitter.SetCurrentChannel(inner_window->DrawList, TABLE_DRAW_CHANNEL_UNCLIPPED);
else else
inner_window->DrawList->PushClipRect(inner_window->ClipRect.Min, inner_window->ClipRect.Max, false); inner_window->DrawList->PushClipRect(inner_window->ClipRect.Min, inner_window->ClipRect.Max, false);
@ -1015,6 +1018,7 @@ void ImGui::EndTable()
// Draw borders // Draw borders
if ((flags & ImGuiTableFlags_Borders) != 0) if ((flags & ImGuiTableFlags_Borders) != 0)
TableDrawBorders(table); TableDrawBorders(table);
table->DrawSplitter.SetCurrentChannel(inner_window->DrawList, 0);
// Store content width reference for each column (before attempting to merge draw calls) // Store content width reference for each column (before attempting to merge draw calls)
const float backup_outer_cursor_pos_x = outer_window->DC.CursorPos.x; const float backup_outer_cursor_pos_x = outer_window->DC.CursorPos.x;
@ -1024,8 +1028,19 @@ void ImGui::EndTable()
if (table->RightMostVisibleColumn != -1) if (table->RightMostVisibleColumn != -1)
max_pos_x = ImMax(max_pos_x, table->Columns[table->RightMostVisibleColumn].MaxX); max_pos_x = ImMax(max_pos_x, table->Columns[table->RightMostVisibleColumn].MaxX);
#if 0
// Strip out dummy channel draw calls
// We have no way to prevent user submitting direct ImDrawList calls into a hidden column (but ImGui:: calls will be clipped out)
// FIXME-TABLE: The problem with this approach is we are effectively making it harder for users watching metrics to spot wasted vertices.
if (table->DummyDrawChannel != (ImU8)-1)
{
ImDrawChannel* dummy_channel = &table->DrawSplitter._Channels[table->DummyDrawChannel];
dummy_channel->_CmdBuffer.resize(0);
dummy_channel->_IdxBuffer.resize(0);
}
#endif
// Flatten channels and merge draw calls // Flatten channels and merge draw calls
table->DrawSplitter.SetCurrentChannel(inner_window->DrawList, 0);
if ((table->Flags & ImGuiTableFlags_NoClip) == 0) if ((table->Flags & ImGuiTableFlags_NoClip) == 0)
TableReorderDrawChannelsForMerge(table); TableReorderDrawChannelsForMerge(table);
table->DrawSplitter.Merge(inner_window->DrawList); table->DrawSplitter.Merge(inner_window->DrawList);
@ -1101,7 +1116,7 @@ void ImGui::TableDrawBorders(ImGuiTable* table)
{ {
ImGuiWindow* inner_window = table->InnerWindow; ImGuiWindow* inner_window = table->InnerWindow;
ImGuiWindow* outer_window = table->OuterWindow; ImGuiWindow* outer_window = table->OuterWindow;
table->DrawSplitter.SetCurrentChannel(inner_window->DrawList, 0); table->DrawSplitter.SetCurrentChannel(inner_window->DrawList, TABLE_DRAW_CHANNEL_BG0);
if (inner_window->Hidden || !table->HostClipRect.Overlaps(table->InnerClipRect)) if (inner_window->Hidden || !table->HostClipRect.Overlaps(table->InnerClipRect))
return; return;
ImDrawList* inner_drawlist = inner_window->DrawList; ImDrawList* inner_drawlist = inner_window->DrawList;
@ -1322,23 +1337,24 @@ void ImGui::TableSetColumnVisible(int column_n, bool visible)
// - We allocate 1 or 2 background draw channels. This is because we know PushTableBackground() is only used for // - We allocate 1 or 2 background draw channels. This is because we know PushTableBackground() is only used for
// horizontal spanning. If we allowed vertical spanning we'd need one background draw channel per merge group (1-4). // horizontal spanning. If we allowed vertical spanning we'd need one background draw channel per merge group (1-4).
// Draw channel allocation (before merging): // Draw channel allocation (before merging):
// - NoClip --> 1+D+1 channels: background + foreground (same clip rect == 1 draw call) // - NoClip --> 2+D+1 channels: bg0 + bg1 + foreground (same clip rect == 1 draw call) (FIXME-TABLE: could merge bg1 and foreground?)
// - Clip --> 1+D+N channels // - Clip --> 2+D+N channels
// - FreezeRows --> 1+D+N*2 (unless scrolling value is zero) // - FreezeRows --> 2+D+N*2 (unless scrolling value is zero)
// - FreezeRows || FreezeColunns --> 2+D+N*2 (unless scrolling value is zero) // - FreezeRows || FreezeColunns --> 3+D+N*2 (unless scrolling value is zero)
// Where D is 1 if any column is clipped or hidden (dummy channel) otherwise 0. // Where D is 1 if any column is clipped or hidden (dummy channel) otherwise 0.
void ImGui::TableUpdateDrawChannels(ImGuiTable* table) void ImGui::TableUpdateDrawChannels(ImGuiTable* table)
{ {
const int freeze_row_multiplier = (table->FreezeRowsCount > 0) ? 2 : 1; const int freeze_row_multiplier = (table->FreezeRowsCount > 0) ? 2 : 1;
const int channels_for_row = (table->Flags & ImGuiTableFlags_NoClip) ? 1 : table->ColumnsVisibleCount; const int channels_for_row = (table->Flags & ImGuiTableFlags_NoClip) ? 1 : table->ColumnsVisibleCount;
const int channels_for_bg = 1 * freeze_row_multiplier; const int channels_for_bg = 1 + 1 * freeze_row_multiplier;
const int channels_for_dummy = (table->ColumnsVisibleCount < table->ColumnsCount || table->VisibleUnclippedMaskByIndex != table->VisibleMaskByIndex) ? +1 : 0; const int channels_for_dummy = (table->ColumnsVisibleCount < table->ColumnsCount || table->VisibleUnclippedMaskByIndex != table->VisibleMaskByIndex) ? +1 : 0;
const int channels_total = channels_for_bg + (channels_for_row * freeze_row_multiplier) + channels_for_dummy; const int channels_total = channels_for_bg + (channels_for_row * freeze_row_multiplier) + channels_for_dummy;
table->DrawSplitter.Split(table->InnerWindow->DrawList, channels_total); table->DrawSplitter.Split(table->InnerWindow->DrawList, channels_total);
table->DummyDrawChannel = (ImU8)((channels_for_dummy > 0) ? channels_total - 1 : -1); table->DummyDrawChannel = (ImU8)((channels_for_dummy > 0) ? channels_total - 1 : -1);
table->BgDrawChannelUnfrozen = (ImU8)((table->FreezeRowsCount > 0) ? channels_for_row + 1 : 0); table->Bg1DrawChannelCurrent = TABLE_DRAW_CHANNEL_BG1_FROZEN;
table->Bg1DrawChannelUnfrozen = (ImU8)((table->FreezeRowsCount > 0) ? 2 + channels_for_row : TABLE_DRAW_CHANNEL_BG1_FROZEN);
int draw_channel_current = 1; int draw_channel_current = 2;
for (int column_n = 0; column_n < table->ColumnsCount; column_n++) for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
{ {
ImGuiTableColumn* column = &table->Columns[column_n]; ImGuiTableColumn* column = &table->Columns[column_n];
@ -1475,15 +1491,16 @@ void ImGui::TableReorderDrawChannelsForMerge(ImGuiTable* table)
// 2. Rewrite channel list in our preferred order // 2. Rewrite channel list in our preferred order
if (merge_group_mask != 0) if (merge_group_mask != 0)
{ {
// We skip background channel 0 from the shuffling since it won't move (see channels allocation in TableUpdateDrawChannels()). // We skip channel 0 (Bg0) and 1 (Bg1 frozen) from the shuffling since they won't move - see channels allocation in TableUpdateDrawChannels().
const int LEADING_DRAW_CHANNELS = 1; const int LEADING_DRAW_CHANNELS = 2;
g.DrawChannelsTempMergeBuffer.resize(splitter->_Count - LEADING_DRAW_CHANNELS); // Use shared temporary storage so the allocation gets amortized g.DrawChannelsTempMergeBuffer.resize(splitter->_Count - LEADING_DRAW_CHANNELS); // Use shared temporary storage so the allocation gets amortized
ImDrawChannel* dst_tmp = g.DrawChannelsTempMergeBuffer.Data; ImDrawChannel* dst_tmp = g.DrawChannelsTempMergeBuffer.Data;
ImBitArray<IMGUI_TABLE_MAX_DRAW_CHANNELS> remaining_mask; // We need 131-bit of storage ImBitArray<IMGUI_TABLE_MAX_DRAW_CHANNELS> remaining_mask; // We need 132-bit of storage
remaining_mask.ClearBits(); remaining_mask.ClearBits();
remaining_mask.SetBitRange(LEADING_DRAW_CHANNELS, splitter->_Count - 1); remaining_mask.SetBitRange(LEADING_DRAW_CHANNELS, splitter->_Count - 1);
remaining_mask.ClearBit(table->BgDrawChannelUnfrozen); remaining_mask.ClearBit(table->Bg1DrawChannelUnfrozen);
int remaining_count = splitter->_Count - ((table->BgDrawChannelUnfrozen == 0) ? 1 : 2); IM_ASSERT(has_freeze_v == false || table->Bg1DrawChannelUnfrozen != TABLE_DRAW_CHANNEL_BG1_FROZEN);
int remaining_count = splitter->_Count - (has_freeze_v ? LEADING_DRAW_CHANNELS + 1 : LEADING_DRAW_CHANNELS);
//ImRect host_rect = (table->InnerWindow == table->OuterWindow) ? table->InnerClipRect : table->HostClipRect; //ImRect host_rect = (table->InnerWindow == table->OuterWindow) ? table->InnerClipRect : table->HostClipRect;
ImRect host_rect = table->HostClipRect; ImRect host_rect = table->HostClipRect;
for (int merge_group_n = 0; merge_group_n < IM_ARRAYSIZE(merge_groups); merge_group_n++) for (int merge_group_n = 0; merge_group_n < IM_ARRAYSIZE(merge_groups); merge_group_n++)
@ -1531,9 +1548,9 @@ void ImGui::TableReorderDrawChannelsForMerge(ImGuiTable* table)
} }
} }
// BgDrawChannelFrozen is always channel 0, but make sure BgDrawChannelUnfrozen appears in the middle of our groups // Make sure Bg1DrawChannelUnfrozen appears in the middle of our groups (whereas Bg0 and Bg1 frozen are fixed to 0 and 1)
if (merge_group_n == 1 && table->BgDrawChannelUnfrozen != 0) if (merge_group_n == 1 && has_freeze_v)
memcpy(dst_tmp++, &splitter->_Channels[table->BgDrawChannelUnfrozen], sizeof(ImDrawChannel)); memcpy(dst_tmp++, &splitter->_Channels[table->Bg1DrawChannelUnfrozen], sizeof(ImDrawChannel));
} }
// Append unmergeable channels that we didn't reorder at the end of the list // Append unmergeable channels that we didn't reorder at the end of the list
@ -1748,7 +1765,7 @@ void ImGui::TableEndRow(ImGuiTable* table)
// always followed by a change of clipping rectangle we perform the smallest overwrite possible here. // always followed by a change of clipping rectangle we perform the smallest overwrite possible here.
if ((table->Flags & ImGuiTableFlags_NoClip) == 0) if ((table->Flags & ImGuiTableFlags_NoClip) == 0)
window->DrawList->_CmdHeader.ClipRect = table->BgClipRectForDrawCmd.ToVec4(); window->DrawList->_CmdHeader.ClipRect = table->BgClipRectForDrawCmd.ToVec4();
table->DrawSplitter.SetCurrentChannel(window->DrawList, table->IsUnfrozen ? table->BgDrawChannelUnfrozen : 0); table->DrawSplitter.SetCurrentChannel(window->DrawList, TABLE_DRAW_CHANNEL_BG0);
} }
// Draw row background // Draw row background
@ -1805,6 +1822,7 @@ void ImGui::TableEndRow(ImGuiTable* table)
float y0 = ImMax(table->RowPosY2 + 1, window->InnerClipRect.Min.y); float y0 = ImMax(table->RowPosY2 + 1, window->InnerClipRect.Min.y);
table->BgClipRect.Min.y = table->BgClipRectForDrawCmd.Min.y = ImMin(y0, window->InnerClipRect.Max.y); table->BgClipRect.Min.y = table->BgClipRectForDrawCmd.Min.y = ImMin(y0, window->InnerClipRect.Max.y);
table->BgClipRect.Max.y = table->BgClipRectForDrawCmd.Max.y = window->InnerClipRect.Max.y; table->BgClipRect.Max.y = table->BgClipRectForDrawCmd.Max.y = window->InnerClipRect.Max.y;
table->Bg1DrawChannelCurrent = table->Bg1DrawChannelUnfrozen;
IM_ASSERT(table->BgClipRectForDrawCmd.Min.y <= table->BgClipRectForDrawCmd.Max.y); IM_ASSERT(table->BgClipRectForDrawCmd.Min.y <= table->BgClipRectForDrawCmd.Max.y);
float row_height = table->RowPosY2 - table->RowPosY1; float row_height = table->RowPosY2 - table->RowPosY1;
@ -1860,7 +1878,9 @@ void ImGui::TableBeginCell(ImGuiTable* table, int column_n)
window->SkipItems = column->IsSkipItems; window->SkipItems = column->IsSkipItems;
if (table->Flags & ImGuiTableFlags_NoClip) if (table->Flags & ImGuiTableFlags_NoClip)
{ {
table->DrawSplitter.SetCurrentChannel(window->DrawList, 1); // FIXME: if we end up drawing all borders/bg in EndTable, could remove this and just assert that channel hasn't changed.
table->DrawSplitter.SetCurrentChannel(window->DrawList, TABLE_DRAW_CHANNEL_UNCLIPPED);
//IM_ASSERT(table->DrawSplitter._Current == TABLE_DRAW_CHANNEL_UNCLIPPED);
} }
else else
{ {
@ -2025,7 +2045,7 @@ void ImGui::PushTableBackground()
// Optimization: avoid SetCurrentChannel() + PushClipRect() // Optimization: avoid SetCurrentChannel() + PushClipRect()
table->HostBackupClipRect = window->ClipRect; table->HostBackupClipRect = window->ClipRect;
SetWindowClipRectBeforeSetChannel(window, table->BgClipRectForDrawCmd); SetWindowClipRectBeforeSetChannel(window, table->BgClipRectForDrawCmd);
table->DrawSplitter.SetCurrentChannel(window->DrawList, table->IsUnfrozen ? table->BgDrawChannelUnfrozen : 0); table->DrawSplitter.SetCurrentChannel(window->DrawList, table->Bg1DrawChannelCurrent);
} }
void ImGui::PopTableBackground() void ImGui::PopTableBackground()

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