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Tables: Fix reordering across hidden columns. Fix for frozen columns to never be larger than scrolling visible rect width.

pull/3657/head
omar 5 years ago
committed by ocornut
parent
commit
e85c226da4
  1. 43
      imgui_tables.cpp

43
imgui_tables.cpp

@ -346,12 +346,26 @@ void ImGui::TableBeginUpdateColumns(ImGuiTable* table)
table->HeldHeaderColumn = -1;
if (table->ReorderColumn != -1 && table->ReorderColumnDir != 0)
{
IM_ASSERT(table->ReorderColumnDir == -1 || table->ReorderColumnDir == +1);
// We need to handle reordering across hidden columns.
// In the configuration below, moving C to the right of E will lead to:
// ... C [D] E ---> ... [D] E C (Column name/index)
// ... 2 3 4 ... 2 3 4 (Display order)
const int reorder_dir = table->ReorderColumnDir;
IM_ASSERT(reorder_dir == -1 || reorder_dir == +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);
ImGuiTableColumn* src_column = &table->Columns[table->ReorderColumn];
ImGuiTableColumn* dst_column = &table->Columns[(reorder_dir == -1) ? src_column->PrevActiveColumn : src_column->NextActiveColumn];
IM_UNUSED(dst_column);
const int src_order = src_column->IndexDisplayOrder;
const int dst_order = dst_column->IndexDisplayOrder;
src_column->IndexDisplayOrder = (ImS8)dst_order;
for (int order_n = src_order + reorder_dir; order_n != dst_order + reorder_dir; order_n += reorder_dir)
table->Columns[table->DisplayOrder[order_n]].IndexDisplayOrder -= (ImS8)reorder_dir;
IM_ASSERT(dst_column->IndexDisplayOrder == dst_order - reorder_dir);
// Display order is stored in both columns->IndexDisplayOrder and table->DisplayOrder[], rebuild the later from the former.
for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
table->DisplayOrder[table->Columns[column_n].IndexDisplayOrder] = (ImS8)column_n;
table->ReorderColumnDir = 0;
table->IsSettingsDirty = true;
}
@ -690,14 +704,21 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
continue;
}
// If horizontal scrolling if disabled, we apply a final lossless shrinking of columns in order to make sure they are all visible.
// Because of this we also know that all of the columns will always fit in table->WorkRect and therefore in table->InnerRect (because ScrollX is off)
if (!(table->Flags & ImGuiTableFlags_ScrollX))
float max_x = FLT_MAX;
if (table->Flags & ImGuiTableFlags_ScrollX)
{
// Frozen columns can't reach beyond visible width else scrolling will naturally break.
if (order_n < table->FreezeColumnsRequest)
max_x = table->InnerClipRect.Max.x - (table->FreezeColumnsRequest - order_n) * min_column_width;
}
else
{
float max_x = table->WorkRect.Max.x - (table->ColumnsActiveCount - (column->IndexWithinActiveSet + 1)) * min_column_width;
if (offset_x + column->WidthGiven > max_x)
column->WidthGiven = ImMax(max_x - offset_x, min_column_width);
// If horizontal scrolling if disabled, we apply a final lossless shrinking of columns in order to make sure they are all visible.
// Because of this we also know that all of the columns will always fit in table->WorkRect and therefore in table->InnerRect (because ScrollX is off)
max_x = table->WorkRect.Max.x - (table->ColumnsActiveCount - (column->IndexWithinActiveSet + 1)) * min_column_width;
}
if (offset_x + column->WidthGiven > max_x)
column->WidthGiven = ImMax(max_x - offset_x, min_column_width);
column->MinX = offset_x;
column->MaxX = column->MinX + column->WidthGiven;

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