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Tables: Support for multiple Tables using same id where most settings are synced.

(some minor one-frame lack of sync when e.g. toggling visibility in context menu)
pull/3657/head
omar 5 years ago
committed by ocornut
parent
commit
e06a36ab12
  1. 7
      imgui_internal.h
  2. 78
      imgui_tables.cpp

7
imgui_internal.h

@ -1891,6 +1891,8 @@ struct ImGuiTable
int ColumnsActiveCount; // Number of non-hidden columns (<= ColumnsCount)
int CurrentColumn;
int CurrentRow;
ImS16 InstanceNo; // Count of BeginTable() calls with same ID in the same frame (generally 0)
ImS16 InstanceInteracted;
float RowPosY1;
float RowPosY2;
float RowTextBaseline;
@ -1910,6 +1912,7 @@ struct ImGuiTable
float LastFirstRowHeight; // Height of first row from last frame
float ColumnsTotalWidth;
float InnerWidth;
float ResizedColumnNextWidth;
ImRect OuterRect; // Note: OuterRect.Max.y is often FLT_MAX until EndTable(), unless a height has been specified in BeginTable().
ImRect WorkRect;
ImRect HostClipRect; // This is used to check if we can eventually merge our columns draw calls into the current draw call of the current window.
@ -1925,7 +1928,8 @@ struct ImGuiTable
ImS8 DeclColumnsCount; // Count calls to TableSetupColumn()
ImS8 HoveredColumnBody; // [DEBUG] Unlike HoveredColumnBorder this doesn't fulfill all Hovering rules properly. Used for debugging/tools for now.
ImS8 HoveredColumnBorder; // Index of column whose right-border is being hovered (for resizing).
ImS8 ResizedColumn; // Index of column being resized.
ImS8 ResizedColumn; // Index of column being resized. Reset by InstanceNo==0.
ImS8 HeadHeaderColumn; // Index of column header being held.
ImS8 LastResizedColumn;
ImS8 ReorderColumn; // Index of column being reordered. (not cleared)
ImS8 ReorderColumnDir; // -1 or +1
@ -1957,6 +1961,7 @@ struct ImGuiTable
{
memset(this, 0, sizeof(*this));
SettingsOffset = -1;
InstanceInteracted = -1;
LastFrameActive = -1;
LastResizedColumn = -1;
ContextPopupColumn = -1;

78
imgui_tables.cpp

@ -158,9 +158,8 @@ bool ImGui::BeginTable(const char* str_id, int columns_count, ImGuiTableFlags
ImVec2 actual_outer_size = CalcItemSize(outer_size, ImMax(avail_size.x, 1.0f), use_child_window ? ImMax(avail_size.y, 1.0f) : 0.0f);
ImRect outer_rect(outer_window->DC.CursorPos, outer_window->DC.CursorPos + actual_outer_size);
// If an outer size is specified ahead we will be able to early out when not visible,
// The exact rules here can evolve.
if (use_child_window && IsClippedEx(outer_rect, id, false))
// If an outer size is specified ahead we will be able to early out when not visible. Exact clipping rules may evolve.
if (use_child_window && IsClippedEx(outer_rect, 0, false))
{
ItemSize(outer_rect);
return false;
@ -173,9 +172,16 @@ bool ImGui::BeginTable(const char* str_id, int columns_count, ImGuiTableFlags
// Acquire storage for the table
ImGuiTable* table = g.Tables.GetOrAddByKey(id);
const ImGuiTableFlags table_last_flags = table->Flags;
const int instance_no = (table->LastFrameActive != g.FrameCount) ? 0 : table->InstanceNo + 1;
const ImGuiID instance_id = id + instance_no;
if (instance_no > 0)
IM_ASSERT(table->ColumnsCount == columns_count && "BeginTable(): Cannot change columns count mid-frame while preserving same ID");
// Initialize
table->ID = id;
table->Flags = flags;
table->IsFirstFrame = (table->LastFrameActive == -1);
table->InstanceNo = (ImS16)instance_no;
table->LastFrameActive = g.FrameCount;
table->OuterWindow = table->InnerWindow = outer_window;
table->ColumnsCount = columns_count;
@ -203,7 +209,7 @@ bool ImGui::BeginTable(const char* str_id, int columns_count, ImGuiTableFlags
// Create scrolling region (without border = zero window padding)
ImGuiWindowFlags child_flags = (flags & ImGuiTableFlags_ScrollX) ? ImGuiWindowFlags_HorizontalScrollbar : ImGuiWindowFlags_None;
BeginChildEx(str_id, id, table->OuterRect.GetSize(), false, child_flags);
BeginChildEx(str_id, instance_id, table->OuterRect.GetSize(), false, child_flags);
table->InnerWindow = g.CurrentWindow;
table->WorkRect = table->InnerWindow->WorkRect;
table->OuterRect = table->InnerWindow->Rect();
@ -211,7 +217,7 @@ bool ImGui::BeginTable(const char* str_id, int columns_count, ImGuiTableFlags
else
{
// WorkRect.Max will grow as we append contents.
PushID(id);
PushID(instance_id);
}
const bool has_cell_padding_x = (flags & (ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV)) != 0;
@ -244,7 +250,6 @@ bool ImGui::BeginTable(const char* str_id, int columns_count, ImGuiTableFlags
table->HoveredColumnBody = -1;
table->HoveredColumnBorder = -1;
table->RightMostActiveColumn = -1;
table->LeftMostStretchedColumnDisplayOrder = -1;
table->IsFirstFrame = false;
// FIXME-TABLE FIXME-STYLE: Using opaque colors facilitate overlapping elements of the grid
@ -291,18 +296,36 @@ bool ImGui::BeginTable(const char* str_id, int columns_count, ImGuiTableFlags
if (table->IsFirstFrame || table->IsSettingsRequestLoad)
TableLoadSettings(table);
// Handle resizing request
// (We process this at the first beginning of the frame)
// FIXME-TABLE: Preserve contents width _while resizing down_ until releasing.
// FIXME-TABLE: Contains columns if our work area doesn't allow for scrolling.
if (table->InstanceNo == 0)
{
if (table->ResizedColumn != -1 && table->ResizedColumnNextWidth != FLT_MAX)
TableSetColumnWidth(table, &table->Columns[table->ResizedColumn], table->ResizedColumnNextWidth);
table->ResizedColumnNextWidth = FLT_MAX;
table->ResizedColumn = -1;
}
// Handle reordering request
// Note: we don't clear ReorderColumn after handling the request.
if (table->ReorderColumn != -1 && table->ReorderColumnDir != 0)
{
IM_ASSERT(table->ReorderColumnDir == -1 || table->ReorderColumnDir == +1);
IM_ASSERT(table->Flags & ImGuiTableFlags_Reorderable);
ImGuiTableColumn* dragged_column = &table->Columns[table->ReorderColumn];
ImGuiTableColumn* target_column = &table->Columns[(table->ReorderColumnDir == -1) ? dragged_column->PrevActiveColumn : dragged_column->NextActiveColumn];
ImSwap(table->DisplayOrder[dragged_column->IndexDisplayOrder], table->DisplayOrder[target_column->IndexDisplayOrder]);
ImSwap(dragged_column->IndexDisplayOrder, target_column->IndexDisplayOrder);
table->ReorderColumnDir = 0;
table->IsSettingsDirty = true;
if (table->InstanceNo == 0)
{
if (table->HeadHeaderColumn == -1 && table->ReorderColumn != -1)
table->ReorderColumn = -1;
table->HeadHeaderColumn = -1;
if (table->ReorderColumn != -1 && table->ReorderColumnDir != 0)
{
IM_ASSERT(table->ReorderColumnDir == -1 || table->ReorderColumnDir == +1);
IM_ASSERT(table->Flags & ImGuiTableFlags_Reorderable);
ImGuiTableColumn* dragged_column = &table->Columns[table->ReorderColumn];
ImGuiTableColumn* target_column = &table->Columns[(table->ReorderColumnDir == -1) ? dragged_column->PrevActiveColumn : dragged_column->NextActiveColumn];
ImSwap(table->DisplayOrder[dragged_column->IndexDisplayOrder], table->DisplayOrder[target_column->IndexDisplayOrder]);
ImSwap(dragged_column->IndexDisplayOrder, target_column->IndexDisplayOrder);
table->ReorderColumnDir = 0;
table->IsSettingsDirty = true;
}
}
// Handle display order reset request
@ -713,7 +736,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
table->IsUsingHeaders = false;
// Context menu
if (table->IsContextPopupOpen)
if (table->IsContextPopupOpen && table->InstanceNo == table->InstanceInteracted)
{
if (BeginPopup("##TableContextMenu"))
{
@ -763,7 +786,7 @@ void ImGui::TableUpdateBorders(ImGuiTable* table)
if (column->Flags & (ImGuiTableColumnFlags_NoResize | ImGuiTableColumnFlags_NoDirectResize_))
continue;
ImGuiID column_id = table->ID + (ImGuiID)column_n;
ImGuiID column_id = table->ID + (table->InstanceNo * table->ColumnsCount) + column_n;
ImRect hit_rect(column->MaxX - hit_half_width, hit_y1, column->MaxX + hit_half_width, hit_y2);
//GetForegroundDrawList()->AddRect(hit_rect.Min, hit_rect.Max, IM_COL32(255, 0, 0, 100));
KeepAliveID(column_id);
@ -771,7 +794,10 @@ void ImGui::TableUpdateBorders(ImGuiTable* table)
bool hovered = false, held = false;
ButtonBehavior(hit_rect, column_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_AllowItemOverlap);
if (held)
{
table->ResizedColumn = (ImS8)column_n;
table->InstanceInteracted = table->InstanceNo;
}
if ((hovered && g.HoveredIdTimer > TABLE_RESIZE_SEPARATOR_FEEDBACK_TIMER) || held)
{
table->HoveredColumnBorder = (ImS8)column_n;
@ -861,14 +887,12 @@ void ImGui::EndTable()
}
// Apply resizing/dragging at the end of the frame
// FIXME-TABLE: Preserve contents width _while resizing down_ until releasing.
// FIXME-TABLE: Contains columns if our work area doesn't allow for scrolling.
if (table->ResizedColumn != -1)
{
ImGuiTableColumn* column = &table->Columns[table->ResizedColumn];
const float new_x2 = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + TABLE_RESIZE_SEPARATOR_HALF_THICKNESS);
const float new_width = ImFloor(new_x2 - column->MinX);
TableSetColumnWidth(table, column, new_width);
table->ResizedColumnNextWidth = new_width;
}
// Layout in outer window
@ -940,7 +964,7 @@ void ImGui::TableDrawBorders(ImGuiTable* table)
const int column_n = table->DisplayOrder[order_n];
ImGuiTableColumn* column = &table->Columns[column_n];
const bool is_hovered = (table->HoveredColumnBorder == column_n);
const bool is_resized = (table->ResizedColumn == column_n);
const bool is_resized = (table->ResizedColumn == column_n) && (table->InstanceInteracted == table->InstanceNo);
const bool draw_right_border = (column->MaxX <= table->InnerClipRect.Max.x) || (is_resized || is_hovered);
if (draw_right_border && column->MaxX > column->ClipRect.Min.x) // FIXME-TABLE FIXME-STYLE: Assume BorderSize==1, this is problematic if we want to increase the border size..
{
@ -1724,7 +1748,7 @@ void ImGui::TableAutoHeaders()
// [DEBUG]
//if (g.IO.KeyCtrl) { static char buf[32]; name = buf; ImGuiTableColumn* c = &table->Columns[column_n]; if (c->Flags & ImGuiTableColumnFlags_WidthStretch) ImFormatString(buf, 32, "%.3f>%.1f", c->ResizeWeight, c->WidthGiven); else ImFormatString(buf, 32, "%.1f", c->WidthGiven); }
PushID(column_n); // Allow unnamed labels (generally accidental, but let's behave nicely with them)
PushID(table->InstanceNo * table->ColumnsCount + column_n); // Allow unnamed labels (generally accidental, but let's behave nicely with them)
TableHeader(name);
PopID();
@ -1767,6 +1791,7 @@ void ImGui::TableAutoHeaders()
{
table->IsContextPopupOpen = true;
table->ContextPopupColumn = (ImS8)open_context_popup;
table->InstanceInteracted = table->InstanceNo;
OpenPopup("##TableContextMenu");
}
}
@ -1807,9 +1832,11 @@ void ImGui::TableHeader(const char* label)
//window->DC.CursorPos.x = column->MinX + table->CellPadding.x;
// Keep header highlighted when context menu is open. (FIXME-TABLE: however we cannot assume the ID of said popup if it has been created by the user...)
const bool selected = (table->IsContextPopupOpen && table->ContextPopupColumn == column_n);
const bool selected = (table->IsContextPopupOpen && table->ContextPopupColumn == column_n && table->InstanceInteracted == table->InstanceNo);
const bool pressed = Selectable("", selected, ImGuiSelectableFlags_DrawHoveredWhenHeld, ImVec2(0.0f, row_height));
const bool held = IsItemActive();
if (held)
table->HeadHeaderColumn = (ImS8)column_n;
window->DC.CursorPos.y -= g.Style.ItemSpacing.y * 0.5f;
// Drag and drop: re-order columns. Frozen columns are not reorderable.
@ -1818,6 +1845,7 @@ void ImGui::TableHeader(const char* label)
{
// While moving a column it will jump on the other side of the mouse, so we also test for MouseDelta.x
table->ReorderColumn = (ImS8)column_n;
table->InstanceInteracted = table->InstanceNo;
if (g.IO.MouseDelta.x < 0.0f && g.IO.MousePos.x < cell_r.Min.x)
if (column->PrevActiveColumn != -1 && (column->IndexWithinActiveSet < table->FreezeColumnsRequest) == (table->Columns[column->PrevActiveColumn].IndexWithinActiveSet < table->FreezeColumnsRequest))
table->ReorderColumnDir = -1;
@ -1863,8 +1891,6 @@ void ImGui::TableHeader(const char* label)
if (pressed && table->ReorderColumn != column_n)
TableSortSpecsClickColumn(table, column, g.IO.KeyShift);
}
if (!held && table->ReorderColumn == column_n)
table->ReorderColumn = -1;
// Render clipped label
// Clipping here ensure that in the majority of situations, all our header cells will be merged into a single draw call.

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