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@ -7866,445 +7866,4 @@ void ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, |
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//-------------------------------------------------------------------------
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// [SECTION] Widgets: Columns, BeginColumns, EndColumns, etc.
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// In the current version, Columns are very weak. Needs to be replaced with a more full-featured system.
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//-------------------------------------------------------------------------
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// - SetWindowClipRectBeforeSetChannel() [Internal]
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// - GetColumnIndex()
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// - GetColumnCount()
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// - GetColumnOffset()
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// - GetColumnWidth()
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// - SetColumnOffset()
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// - SetColumnWidth()
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// - PushColumnClipRect() [Internal]
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// - PushColumnsBackground() [Internal]
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// - PopColumnsBackground() [Internal]
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// - FindOrCreateColumns() [Internal]
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// - GetColumnsID() [Internal]
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// - BeginColumns()
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// - NextColumn()
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// - EndColumns()
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// - Columns()
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//-------------------------------------------------------------------------
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// [Internal] Small optimization to avoid calls to PopClipRect/SetCurrentChannel/PushClipRect in sequences,
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// they would meddle many times with the underlying ImDrawCmd.
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// Instead, we do a preemptive overwrite of clipping rectangle _without_ altering the command-buffer and let
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// the subsequent single call to SetCurrentChannel() does it things once.
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void ImGui::SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect) |
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{ |
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ImVec4 clip_rect_vec4 = clip_rect.ToVec4(); |
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window->ClipRect = clip_rect; |
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window->DrawList->_CmdHeader.ClipRect = clip_rect_vec4; |
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window->DrawList->_ClipRectStack.Data[window->DrawList->_ClipRectStack.Size - 1] = clip_rect_vec4; |
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} |
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int ImGui::GetColumnIndex() |
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{ |
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ImGuiWindow* window = GetCurrentWindowRead(); |
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return window->DC.CurrentColumns ? window->DC.CurrentColumns->Current : 0; |
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} |
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int ImGui::GetColumnsCount() |
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{ |
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ImGuiWindow* window = GetCurrentWindowRead(); |
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return window->DC.CurrentColumns ? window->DC.CurrentColumns->Count : 1; |
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} |
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float ImGui::GetColumnOffsetFromNorm(const ImGuiOldColumns* columns, float offset_norm) |
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{ |
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return offset_norm * (columns->OffMaxX - columns->OffMinX); |
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} |
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float ImGui::GetColumnNormFromOffset(const ImGuiOldColumns* columns, float offset) |
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{ |
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return offset / (columns->OffMaxX - columns->OffMinX); |
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} |
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static const float COLUMNS_HIT_RECT_HALF_WIDTH = 4.0f; |
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static float GetDraggedColumnOffset(ImGuiOldColumns* columns, int column_index) |
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{ |
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// Active (dragged) column always follow mouse. The reason we need this is that dragging a column to the right edge of an auto-resizing
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// window creates a feedback loop because we store normalized positions. So while dragging we enforce absolute positioning.
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ImGuiContext& g = *GImGui; |
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ImGuiWindow* window = g.CurrentWindow; |
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IM_ASSERT(column_index > 0); // We are not supposed to drag column 0.
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IM_ASSERT(g.ActiveId == columns->ID + ImGuiID(column_index)); |
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float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x + COLUMNS_HIT_RECT_HALF_WIDTH - window->Pos.x; |
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x = ImMax(x, ImGui::GetColumnOffset(column_index - 1) + g.Style.ColumnsMinSpacing); |
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if ((columns->Flags & ImGuiOldColumnFlags_NoPreserveWidths)) |
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x = ImMin(x, ImGui::GetColumnOffset(column_index + 1) - g.Style.ColumnsMinSpacing); |
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return x; |
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} |
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float ImGui::GetColumnOffset(int column_index) |
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{ |
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ImGuiWindow* window = GetCurrentWindowRead(); |
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ImGuiOldColumns* columns = window->DC.CurrentColumns; |
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if (columns == NULL) |
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return 0.0f; |
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if (column_index < 0) |
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column_index = columns->Current; |
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IM_ASSERT(column_index < columns->Columns.Size); |
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const float t = columns->Columns[column_index].OffsetNorm; |
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const float x_offset = ImLerp(columns->OffMinX, columns->OffMaxX, t); |
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return x_offset; |
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} |
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static float GetColumnWidthEx(ImGuiOldColumns* columns, int column_index, bool before_resize = false) |
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{ |
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if (column_index < 0) |
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column_index = columns->Current; |
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float offset_norm; |
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if (before_resize) |
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offset_norm = columns->Columns[column_index + 1].OffsetNormBeforeResize - columns->Columns[column_index].OffsetNormBeforeResize; |
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else |
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offset_norm = columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm; |
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return ImGui::GetColumnOffsetFromNorm(columns, offset_norm); |
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} |
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float ImGui::GetColumnWidth(int column_index) |
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{ |
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ImGuiContext& g = *GImGui; |
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ImGuiWindow* window = g.CurrentWindow; |
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ImGuiOldColumns* columns = window->DC.CurrentColumns; |
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if (columns == NULL) |
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return GetContentRegionAvail().x; |
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if (column_index < 0) |
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column_index = columns->Current; |
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return GetColumnOffsetFromNorm(columns, columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm); |
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} |
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void ImGui::SetColumnOffset(int column_index, float offset) |
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{ |
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ImGuiContext& g = *GImGui; |
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ImGuiWindow* window = g.CurrentWindow; |
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ImGuiOldColumns* columns = window->DC.CurrentColumns; |
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IM_ASSERT(columns != NULL); |
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if (column_index < 0) |
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column_index = columns->Current; |
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IM_ASSERT(column_index < columns->Columns.Size); |
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const bool preserve_width = !(columns->Flags & ImGuiOldColumnFlags_NoPreserveWidths) && (column_index < columns->Count - 1); |
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const float width = preserve_width ? GetColumnWidthEx(columns, column_index, columns->IsBeingResized) : 0.0f; |
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if (!(columns->Flags & ImGuiOldColumnFlags_NoForceWithinWindow)) |
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offset = ImMin(offset, columns->OffMaxX - g.Style.ColumnsMinSpacing * (columns->Count - column_index)); |
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columns->Columns[column_index].OffsetNorm = GetColumnNormFromOffset(columns, offset - columns->OffMinX); |
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if (preserve_width) |
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SetColumnOffset(column_index + 1, offset + ImMax(g.Style.ColumnsMinSpacing, width)); |
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} |
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void ImGui::SetColumnWidth(int column_index, float width) |
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{ |
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ImGuiWindow* window = GetCurrentWindowRead(); |
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ImGuiOldColumns* columns = window->DC.CurrentColumns; |
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IM_ASSERT(columns != NULL); |
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if (column_index < 0) |
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column_index = columns->Current; |
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SetColumnOffset(column_index + 1, GetColumnOffset(column_index) + width); |
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} |
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void ImGui::PushColumnClipRect(int column_index) |
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{ |
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ImGuiWindow* window = GetCurrentWindowRead(); |
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ImGuiOldColumns* columns = window->DC.CurrentColumns; |
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if (column_index < 0) |
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column_index = columns->Current; |
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ImGuiOldColumnData* column = &columns->Columns[column_index]; |
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PushClipRect(column->ClipRect.Min, column->ClipRect.Max, false); |
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} |
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// Get into the columns background draw command (which is generally the same draw command as before we called BeginColumns)
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void ImGui::PushColumnsBackground() |
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{ |
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ImGuiWindow* window = GetCurrentWindowRead(); |
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ImGuiOldColumns* columns = window->DC.CurrentColumns; |
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if (columns->Count == 1) |
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return; |
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// Optimization: avoid SetCurrentChannel() + PushClipRect()
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columns->HostBackupClipRect = window->ClipRect; |
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SetWindowClipRectBeforeSetChannel(window, columns->HostInitialClipRect); |
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columns->Splitter.SetCurrentChannel(window->DrawList, 0); |
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} |
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void ImGui::PopColumnsBackground() |
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{ |
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ImGuiWindow* window = GetCurrentWindowRead(); |
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ImGuiOldColumns* columns = window->DC.CurrentColumns; |
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if (columns->Count == 1) |
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return; |
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// Optimization: avoid PopClipRect() + SetCurrentChannel()
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SetWindowClipRectBeforeSetChannel(window, columns->HostBackupClipRect); |
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columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1); |
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} |
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ImGuiOldColumns* ImGui::FindOrCreateColumns(ImGuiWindow* window, ImGuiID id) |
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{ |
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// We have few columns per window so for now we don't need bother much with turning this into a faster lookup.
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for (int n = 0; n < window->ColumnsStorage.Size; n++) |
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if (window->ColumnsStorage[n].ID == id) |
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return &window->ColumnsStorage[n]; |
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window->ColumnsStorage.push_back(ImGuiOldColumns()); |
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ImGuiOldColumns* columns = &window->ColumnsStorage.back(); |
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columns->ID = id; |
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return columns; |
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} |
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ImGuiID ImGui::GetColumnsID(const char* str_id, int columns_count) |
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{ |
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ImGuiWindow* window = GetCurrentWindow(); |
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// Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget.
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// In addition, when an identifier isn't explicitly provided we include the number of columns in the hash to make it uniquer.
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PushID(0x11223347 + (str_id ? 0 : columns_count)); |
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ImGuiID id = window->GetID(str_id ? str_id : "columns"); |
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PopID(); |
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return id; |
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} |
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void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiOldColumnFlags flags) |
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{ |
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ImGuiContext& g = *GImGui; |
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ImGuiWindow* window = GetCurrentWindow(); |
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IM_ASSERT(columns_count >= 1); |
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IM_ASSERT(window->DC.CurrentColumns == NULL); // Nested columns are currently not supported
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// Acquire storage for the columns set
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ImGuiID id = GetColumnsID(str_id, columns_count); |
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ImGuiOldColumns* columns = FindOrCreateColumns(window, id); |
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IM_ASSERT(columns->ID == id); |
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columns->Current = 0; |
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columns->Count = columns_count; |
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columns->Flags = flags; |
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window->DC.CurrentColumns = columns; |
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columns->HostCursorPosY = window->DC.CursorPos.y; |
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columns->HostCursorMaxPosX = window->DC.CursorMaxPos.x; |
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columns->HostInitialClipRect = window->ClipRect; |
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columns->HostBackupParentWorkRect = window->ParentWorkRect; |
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window->ParentWorkRect = window->WorkRect; |
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// Set state for first column
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// We aim so that the right-most column will have the same clipping width as other after being clipped by parent ClipRect
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const float column_padding = g.Style.ItemSpacing.x; |
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const float half_clip_extend_x = ImFloor(ImMax(window->WindowPadding.x * 0.5f, window->WindowBorderSize)); |
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const float max_1 = window->WorkRect.Max.x + column_padding - ImMax(column_padding - window->WindowPadding.x, 0.0f); |
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const float max_2 = window->WorkRect.Max.x + half_clip_extend_x; |
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columns->OffMinX = window->DC.Indent.x - column_padding + ImMax(column_padding - window->WindowPadding.x, 0.0f); |
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columns->OffMaxX = ImMax(ImMin(max_1, max_2) - window->Pos.x, columns->OffMinX + 1.0f); |
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columns->LineMinY = columns->LineMaxY = window->DC.CursorPos.y; |
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// Clear data if columns count changed
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if (columns->Columns.Size != 0 && columns->Columns.Size != columns_count + 1) |
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columns->Columns.resize(0); |
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// Initialize default widths
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columns->IsFirstFrame = (columns->Columns.Size == 0); |
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if (columns->Columns.Size == 0) |
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{ |
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columns->Columns.reserve(columns_count + 1); |
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for (int n = 0; n < columns_count + 1; n++) |
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{ |
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ImGuiOldColumnData column; |
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column.OffsetNorm = n / (float)columns_count; |
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columns->Columns.push_back(column); |
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} |
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} |
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for (int n = 0; n < columns_count; n++) |
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{ |
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// Compute clipping rectangle
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ImGuiOldColumnData* column = &columns->Columns[n]; |
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float clip_x1 = IM_ROUND(window->Pos.x + GetColumnOffset(n)); |
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float clip_x2 = IM_ROUND(window->Pos.x + GetColumnOffset(n + 1) - 1.0f); |
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column->ClipRect = ImRect(clip_x1, -FLT_MAX, clip_x2, +FLT_MAX); |
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column->ClipRect.ClipWithFull(window->ClipRect); |
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} |
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if (columns->Count > 1) |
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{ |
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columns->Splitter.Split(window->DrawList, 1 + columns->Count); |
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columns->Splitter.SetCurrentChannel(window->DrawList, 1); |
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PushColumnClipRect(0); |
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} |
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// We don't generally store Indent.x inside ColumnsOffset because it may be manipulated by the user.
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float offset_0 = GetColumnOffset(columns->Current); |
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float offset_1 = GetColumnOffset(columns->Current + 1); |
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float width = offset_1 - offset_0; |
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PushItemWidth(width * 0.65f); |
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window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f); |
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window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); |
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window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding; |
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} |
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void ImGui::NextColumn() |
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{ |
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ImGuiWindow* window = GetCurrentWindow(); |
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if (window->SkipItems || window->DC.CurrentColumns == NULL) |
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return; |
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ImGuiContext& g = *GImGui; |
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ImGuiOldColumns* columns = window->DC.CurrentColumns; |
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if (columns->Count == 1) |
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{ |
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window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); |
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IM_ASSERT(columns->Current == 0); |
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return; |
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} |
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// Next column
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if (++columns->Current == columns->Count) |
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columns->Current = 0; |
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PopItemWidth(); |
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// Optimization: avoid PopClipRect() + SetCurrentChannel() + PushClipRect()
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// (which would needlessly attempt to update commands in the wrong channel, then pop or overwrite them),
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ImGuiOldColumnData* column = &columns->Columns[columns->Current]; |
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SetWindowClipRectBeforeSetChannel(window, column->ClipRect); |
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columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1); |
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const float column_padding = g.Style.ItemSpacing.x; |
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columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); |
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if (columns->Current > 0) |
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{ |
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// Columns 1+ ignore IndentX (by canceling it out)
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// FIXME-COLUMNS: Unnecessary, could be locked?
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window->DC.ColumnsOffset.x = GetColumnOffset(columns->Current) - window->DC.Indent.x + column_padding; |
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} |
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else |
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{ |
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// New row/line: column 0 honor IndentX.
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window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f); |
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columns->LineMinY = columns->LineMaxY; |
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} |
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window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); |
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window->DC.CursorPos.y = columns->LineMinY; |
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window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); |
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window->DC.CurrLineTextBaseOffset = 0.0f; |
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// FIXME-COLUMNS: Share code with BeginColumns() - move code on columns setup.
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float offset_0 = GetColumnOffset(columns->Current); |
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float offset_1 = GetColumnOffset(columns->Current + 1); |
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float width = offset_1 - offset_0; |
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PushItemWidth(width * 0.65f); |
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window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding; |
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} |
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void ImGui::EndColumns() |
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{ |
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ImGuiContext& g = *GImGui; |
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ImGuiWindow* window = GetCurrentWindow(); |
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ImGuiOldColumns* columns = window->DC.CurrentColumns; |
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IM_ASSERT(columns != NULL); |
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PopItemWidth(); |
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if (columns->Count > 1) |
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{ |
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PopClipRect(); |
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columns->Splitter.Merge(window->DrawList); |
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} |
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const ImGuiOldColumnFlags flags = columns->Flags; |
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columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); |
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window->DC.CursorPos.y = columns->LineMaxY; |
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if (!(flags & ImGuiOldColumnFlags_GrowParentContentsSize)) |
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window->DC.CursorMaxPos.x = columns->HostCursorMaxPosX; // Restore cursor max pos, as columns don't grow parent
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// Draw columns borders and handle resize
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// The IsBeingResized flag ensure we preserve pre-resize columns width so back-and-forth are not lossy
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bool is_being_resized = false; |
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if (!(flags & ImGuiOldColumnFlags_NoBorder) && !window->SkipItems) |
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{ |
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// We clip Y boundaries CPU side because very long triangles are mishandled by some GPU drivers.
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const float y1 = ImMax(columns->HostCursorPosY, window->ClipRect.Min.y); |
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const float y2 = ImMin(window->DC.CursorPos.y, window->ClipRect.Max.y); |
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int dragging_column = -1; |
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for (int n = 1; n < columns->Count; n++) |
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{ |
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ImGuiOldColumnData* column = &columns->Columns[n]; |
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float x = window->Pos.x + GetColumnOffset(n); |
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const ImGuiID column_id = columns->ID + ImGuiID(n); |
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const float column_hit_hw = COLUMNS_HIT_RECT_HALF_WIDTH; |
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const ImRect column_hit_rect(ImVec2(x - column_hit_hw, y1), ImVec2(x + column_hit_hw, y2)); |
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KeepAliveID(column_id); |
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if (IsClippedEx(column_hit_rect, column_id, false)) |
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continue; |
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bool hovered = false, held = false; |
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if (!(flags & ImGuiOldColumnFlags_NoResize)) |
|
|
|
{ |
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|
ButtonBehavior(column_hit_rect, column_id, &hovered, &held); |
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|
if (hovered || held) |
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g.MouseCursor = ImGuiMouseCursor_ResizeEW; |
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if (held && !(column->Flags & ImGuiOldColumnFlags_NoResize)) |
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dragging_column = n; |
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|
} |
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|
// Draw column
|
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const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator); |
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|
const float xi = IM_FLOOR(x); |
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window->DrawList->AddLine(ImVec2(xi, y1 + 1.0f), ImVec2(xi, y2), col); |
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|
|
} |
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|
// Apply dragging after drawing the column lines, so our rendered lines are in sync with how items were displayed during the frame.
|
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|
|
if (dragging_column != -1) |
|
|
|
{ |
|
|
|
if (!columns->IsBeingResized) |
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|
|
for (int n = 0; n < columns->Count + 1; n++) |
|
|
|
columns->Columns[n].OffsetNormBeforeResize = columns->Columns[n].OffsetNorm; |
|
|
|
columns->IsBeingResized = is_being_resized = true; |
|
|
|
float x = GetDraggedColumnOffset(columns, dragging_column); |
|
|
|
SetColumnOffset(dragging_column, x); |
|
|
|
} |
|
|
|
} |
|
|
|
columns->IsBeingResized = is_being_resized; |
|
|
|
|
|
|
|
window->WorkRect = window->ParentWorkRect; |
|
|
|
window->ParentWorkRect = columns->HostBackupParentWorkRect; |
|
|
|
window->DC.CurrentColumns = NULL; |
|
|
|
window->DC.ColumnsOffset.x = 0.0f; |
|
|
|
window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); |
|
|
|
} |
|
|
|
|
|
|
|
void ImGui::Columns(int columns_count, const char* id, bool border) |
|
|
|
{ |
|
|
|
ImGuiWindow* window = GetCurrentWindow(); |
|
|
|
IM_ASSERT(columns_count >= 1); |
|
|
|
|
|
|
|
ImGuiOldColumnFlags flags = (border ? 0 : ImGuiOldColumnFlags_NoBorder); |
|
|
|
//flags |= ImGuiOldColumnFlags_NoPreserveWidths; // NB: Legacy behavior
|
|
|
|
ImGuiOldColumns* columns = window->DC.CurrentColumns; |
|
|
|
if (columns != NULL && columns->Count == columns_count && columns->Flags == flags) |
|
|
|
return; |
|
|
|
|
|
|
|
if (columns != NULL) |
|
|
|
EndColumns(); |
|
|
|
|
|
|
|
if (columns_count != 1) |
|
|
|
BeginColumns(id, columns_count, flags); |
|
|
|
} |
|
|
|
|
|
|
|
//-------------------------------------------------------------------------
|
|
|
|
|
|
|
|
#endif // #ifndef IMGUI_DISABLE
|
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