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2803 lines
132 KiB
2803 lines
132 KiB
// dear imgui, v1.80 WIP
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// (tables and columns code)
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/*
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*
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* Index of this file:
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*
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* // [SECTION] Widgets: BeginTable, EndTable, etc.
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* // [SECTION] Widgets: Columns, BeginColumns, EndColumns, etc.
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*
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*/
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#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
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#define _CRT_SECURE_NO_WARNINGS
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#endif
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#include "imgui.h"
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#ifndef IMGUI_DISABLE
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#ifndef IMGUI_DEFINE_MATH_OPERATORS
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#define IMGUI_DEFINE_MATH_OPERATORS
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#endif
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#include "imgui_internal.h"
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#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
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#include <stddef.h> // intptr_t
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#else
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#include <stdint.h> // intptr_t
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#endif
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// Visual Studio warnings
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#ifdef _MSC_VER
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#pragma warning (disable: 4127) // condition expression is constant
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#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
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#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later
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#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types
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#endif
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#endif
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// Clang/GCC warnings with -Weverything
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#if defined(__clang__)
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#if __has_warning("-Wunknown-warning-option")
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#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great!
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#endif
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#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx'
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#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse.
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#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok.
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#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
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#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0
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#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.
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#pragma clang diagnostic ignored "-Wenum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_')
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#pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated
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#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
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#elif defined(__GNUC__)
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#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
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#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
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#endif
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//-----------------------------------------------------------------------------
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// [SECTION] Widgets: BeginTable, EndTable, etc.
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//-----------------------------------------------------------------------------
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// Typical call flow: (root level is public API):
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// - BeginTable() user begin into a table
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// - BeginChild() - (if ScrollX/ScrollY is set)
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// - TableBeginInitVisibility() - lock columns visibility
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// - TableSetupColumn() user submit columns details (optional)
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// - TableAutoHeaders() or TableHeader() user submit a headers row (optional)
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// - TableSortSpecsClickColumn()
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// - TableGetSortSpecs() user queries updated sort specs (optional)
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// - TableNextRow() / TableNextCell() user begin into the first row, also automatically called by TableAutoHeaders()
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// - TableUpdateLayout() - called by the FIRST call to TableNextRow()
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// - TableUpdateDrawChannels() - setup ImDrawList channels
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// - TableUpdateBorders() - detect hovering columns for resize, ahead of contents submission
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// - TableDrawContextMenu() - draw right-click context menu
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// - [...] user emit contents
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// - EndTable() user ends the table
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// - TableDrawBorders() - draw outer borders, inner vertical borders
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// - TableDrawMergeChannels() - merge draw channels if clipping isn't required
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// - TableSetColumnWidth() - apply resizing width
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// - TableUpdateColumnsWeightFromWidth()
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// - EndChild() - (if ScrollX/ScrollY is set)
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// Configuration
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static const float TABLE_RESIZE_SEPARATOR_HALF_THICKNESS = 4.0f; // Extend outside inner borders.
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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.
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// Helper
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inline ImGuiTableFlags TableFixFlags(ImGuiTableFlags flags)
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{
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// Adjust flags: set default sizing policy
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if ((flags & ImGuiTableFlags_SizingPolicyMaskX_) == 0)
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flags |= (flags & ImGuiTableFlags_ScrollX) ? ImGuiTableFlags_SizingPolicyFixedX : ImGuiTableFlags_SizingPolicyStretchX;
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// Adjust flags: MultiSortable automatically enable Sortable
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if (flags & ImGuiTableFlags_MultiSortable)
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flags |= ImGuiTableFlags_Sortable;
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// Adjust flags: disable saved settings if there's nothing to save
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if ((flags & (ImGuiTableFlags_Resizable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Sortable)) == 0)
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flags |= ImGuiTableFlags_NoSavedSettings;
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// Adjust flags: enforce borders when resizable
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if (flags & ImGuiTableFlags_Resizable)
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flags |= ImGuiTableFlags_BordersV;
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// Adjust flags: disable top rows freezing if there's no scrolling
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if ((flags & ImGuiTableFlags_ScrollX) == 0)
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flags &= ~ImGuiTableFlags_ScrollFreezeColumnsMask_;
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if ((flags & ImGuiTableFlags_ScrollY) == 0)
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flags &= ~ImGuiTableFlags_ScrollFreezeRowsMask_;
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// Adjust flags: disable NoHostExtendY if we have any scrolling going on
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if ((flags & ImGuiTableFlags_NoHostExtendY) && (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) != 0)
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flags &= ~ImGuiTableFlags_NoHostExtendY;
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// Adjust flags: we don't support NoClipX with (FreezeColumns > 0), we could with some work but it doesn't appear to be worth the effort
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if (flags & ImGuiTableFlags_ScrollFreezeColumnsMask_)
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flags &= ~ImGuiTableFlags_NoClipX;
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return flags;
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}
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// About 'outer_size':
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// The meaning of outer_size needs to differ slightly depending of if we are using ScrollX/ScrollY flags.
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// With ScrollX/ScrollY: using a child window for scrolling:
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// - outer_size.y < 0.0f -> bottom align
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// - outer_size.y = 0.0f -> bottom align: consistent with BeginChild(), best to preserve (0,0) default arg
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// - outer_size.y > 0.0f -> fixed child height
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// Without scrolling, we output table directly in parent window:
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// - outer_size.y < 0.0f -> bottom align (will auto extend, unless NoHostExtendV is set)
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// - outer_size.y = 0.0f -> zero minimum height (will auto extend, unless NoHostExtendV is set)
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// - outer_size.y > 0.0f -> minimum height (will auto extend, unless NoHostExtendV is set)
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// About: 'inner_width':
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// With ScrollX:
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// - inner_width < 0.0f -> *illegal* fit in known width (right align from outer_size.x) <-- weird
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// - inner_width = 0.0f -> auto enlarge: *only* fixed size columns, which will take space they need (proportional columns becomes fixed columns) <-- desired default :(
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// - inner_width > 0.0f -> fit in known width: fixed column take space they need if possible (otherwise shrink down), proportional columns share remaining space.
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// Without ScrollX:
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// - inner_width < 0.0f -> fit in known width (right align from outer_size.x) <-- desired default
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// - inner_width = 0.0f -> auto enlarge: will emit contents size in parent window
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// - inner_width > 0.0f -> fit in known width (bypass outer_size.x, permitted but not useful, should instead alter outer_width)
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// FIXME-TABLE: This is currently not very useful.
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// FIXME-TABLE: Replace enlarge vs fixed width by a flag.
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// Even if not really useful, we allow 'inner_scroll_width < outer_size.x' for consistency and to facilitate understanding of what the value does.
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bool ImGui::BeginTable(const char* str_id, int columns_count, ImGuiTableFlags flags, const ImVec2& outer_size, float inner_width)
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* outer_window = GetCurrentWindow();
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IM_ASSERT(columns_count > 0 && columns_count < IMGUI_TABLE_MAX_COLUMNS && "Only 0..63 columns allowed!");
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if (flags & ImGuiTableFlags_ScrollX)
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IM_ASSERT(inner_width >= 0.0f);
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ImGuiID id = GetID(str_id);
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const bool use_child_window = (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) != 0;
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const ImVec2 avail_size = GetContentRegionAvail();
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ImVec2 actual_outer_size = CalcItemSize(outer_size, ImMax(avail_size.x, 1.0f), use_child_window ? ImMax(avail_size.y, 1.0f) : 0.0f);
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ImRect outer_rect(outer_window->DC.CursorPos, outer_window->DC.CursorPos + actual_outer_size);
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// If an outer size is specified ahead we will be able to early out when not visible. Exact clipping rules may evolve.
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if (use_child_window && IsClippedEx(outer_rect, 0, false))
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{
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ItemSize(outer_rect);
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return false;
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}
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flags = TableFixFlags(flags);
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if (outer_window->Flags & ImGuiWindowFlags_NoSavedSettings)
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flags |= ImGuiTableFlags_NoSavedSettings;
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// Acquire storage for the table
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ImGuiTable* table = g.Tables.GetOrAddByKey(id);
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const ImGuiTableFlags table_last_flags = table->Flags;
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const int instance_no = (table->LastFrameActive != g.FrameCount) ? 0 : table->InstanceNo + 1;
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const ImGuiID instance_id = id + instance_no;
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if (instance_no > 0)
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IM_ASSERT(table->ColumnsCount == columns_count && "BeginTable(): Cannot change columns count mid-frame while preserving same ID");
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// Initialize
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table->ID = id;
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table->Flags = flags;
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table->IsFirstFrame = (table->LastFrameActive == -1);
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table->InstanceNo = (ImS16)instance_no;
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table->LastFrameActive = g.FrameCount;
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table->OuterWindow = table->InnerWindow = outer_window;
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table->ColumnsCount = columns_count;
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table->ColumnsNames.Buf.resize(0);
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table->IsLayoutLocked = false;
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table->InnerWidth = inner_width;
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table->OuterRect = outer_rect;
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table->WorkRect = outer_rect;
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if (use_child_window)
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{
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// Ensure no vertical scrollbar appears if we only want horizontal one, to make flag consistent (we have no other way to disable vertical scrollbar of a window while keeping the horizontal one showing)
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ImVec2 override_content_size(FLT_MAX, FLT_MAX);
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if ((flags & ImGuiTableFlags_ScrollX) && !(flags & ImGuiTableFlags_ScrollY))
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override_content_size.y = FLT_MIN;
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// Ensure specified width (when not specified, Stretched columns will act as if the width == OuterWidth and never lead to any scrolling)
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// We don't handle inner_width < 0.0f, we could potentially use it to right-align based on the right side of the child window work rect,
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// which would require knowing ahead if we are going to have decoration taking horizontal spaces (typically a vertical scrollbar).
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if (inner_width != 0.0f)
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override_content_size.x = inner_width;
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if (override_content_size.x != FLT_MAX || override_content_size.y != FLT_MAX)
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SetNextWindowContentSize(ImVec2(override_content_size.x != FLT_MAX ? override_content_size.x : 0.0f, override_content_size.y != FLT_MAX ? override_content_size.y : 0.0f));
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// Create scrolling region (without border = zero window padding)
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ImGuiWindowFlags child_flags = (flags & ImGuiTableFlags_ScrollX) ? ImGuiWindowFlags_HorizontalScrollbar : ImGuiWindowFlags_None;
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BeginChildEx(str_id, instance_id, table->OuterRect.GetSize(), false, child_flags);
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table->InnerWindow = g.CurrentWindow;
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table->WorkRect = table->InnerWindow->WorkRect;
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table->OuterRect = table->InnerWindow->Rect();
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}
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else
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{
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// WorkRect.Max will grow as we append contents.
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PushID(instance_id);
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}
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const bool has_cell_padding_x = (flags & (ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV)) != 0;
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ImGuiWindow* inner_window = table->InnerWindow;
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table->CurrentColumn = -1;
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table->CurrentRow = -1;
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table->RowBgColorCounter = 0;
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table->LastRowFlags = ImGuiTableRowFlags_None;
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table->CellPaddingX1 = has_cell_padding_x ? g.Style.CellPadding.x + 1.0f : 0.0f;
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table->CellPaddingX2 = has_cell_padding_x ? g.Style.CellPadding.x : 0.0f;
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table->CellPaddingY = g.Style.CellPadding.y;
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table->CellSpacingX = has_cell_padding_x ? 0.0f : g.Style.CellPadding.x;
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table->HostClipRect = inner_window->ClipRect;
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table->InnerClipRect = (inner_window == outer_window) ? table->WorkRect : inner_window->ClipRect;
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table->InnerClipRect.ClipWith(table->WorkRect); // We need this to honor inner_width
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table->InnerClipRect.ClipWith(table->HostClipRect);
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table->InnerClipRect.Max.y = (flags & ImGuiTableFlags_NoHostExtendY) ? table->WorkRect.Max.y : inner_window->ClipRect.Max.y;
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table->BackgroundClipRect = table->InnerClipRect;
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table->RowPosY1 = table->RowPosY2 = table->WorkRect.Min.y; // This is needed somehow
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table->RowTextBaseline = 0.0f; // This will be cleared again by TableBeginRow()
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table->FreezeRowsRequest = (ImS8)((flags & ImGuiTableFlags_ScrollFreezeRowsMask_) >> ImGuiTableFlags_ScrollFreezeRowsShift_);
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table->FreezeRowsCount = (inner_window->Scroll.y != 0.0f) ? table->FreezeRowsRequest : 0;
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table->FreezeColumnsRequest = (ImS8)((flags & ImGuiTableFlags_ScrollFreezeColumnsMask_) >> ImGuiTableFlags_ScrollFreezeColumnsShift_);
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table->FreezeColumnsCount = (inner_window->Scroll.x != 0.0f) ? table->FreezeColumnsRequest : 0;
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table->IsFreezeRowsPassed = (table->FreezeRowsCount == 0);
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table->DeclColumnsCount = 0;
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table->LastResizedColumn = table->ResizedColumn;
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table->HoveredColumnBody = -1;
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table->HoveredColumnBorder = -1;
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table->RightMostActiveColumn = -1;
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table->IsFirstFrame = false;
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// FIXME-TABLE FIXME-STYLE: Using opaque colors facilitate overlapping elements of the grid
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//table->BorderOuterColor = GetColorU32(ImGuiCol_Separator, 1.00f);
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//table->BorderInnerColor = GetColorU32(ImGuiCol_Separator, 0.60f);
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table->BorderOuterColor = GetColorU32(ImVec4(0.31f, 0.31f, 0.35f, 1.00f));
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table->BorderInnerColor = GetColorU32(ImVec4(0.23f, 0.23f, 0.25f, 1.00f));
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//table->BorderOuterColor = IM_COL32(255, 0, 0, 255);
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//table->BorderInnerColor = IM_COL32(255, 255, 0, 255);
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table->BorderX1 = table->InnerClipRect.Min.x;// +((table->Flags & ImGuiTableFlags_BordersOuter) ? 0.0f : -1.0f);
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table->BorderX2 = table->InnerClipRect.Max.x;// +((table->Flags & ImGuiTableFlags_BordersOuter) ? 0.0f : +1.0f);
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// Make table current
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g.CurrentTableStack.push_back(ImGuiPtrOrIndex(g.Tables.GetIndex(table)));
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g.CurrentTable = table;
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outer_window->DC.CurrentTable = table;
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if ((table_last_flags & ImGuiTableFlags_Reorderable) && !(flags & ImGuiTableFlags_Reorderable))
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table->IsResetDisplayOrderRequest = true;
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// Clear data if columns count changed
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if (table->Columns.Size != 0 && table->Columns.Size != columns_count)
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{
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table->Columns.resize(0);
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table->DisplayOrder.resize(0);
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}
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// Setup default columns state
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if (table->Columns.Size == 0)
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{
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table->IsFirstFrame = true;
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table->IsSortSpecsDirty = true;
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table->Columns.reserve(columns_count);
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table->DisplayOrder.reserve(columns_count);
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for (int n = 0; n < columns_count; n++)
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{
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ImGuiTableColumn column;
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column.IndexDisplayOrder = (ImS8)n;
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table->Columns.push_back(column);
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table->DisplayOrder.push_back(column.IndexDisplayOrder);
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}
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}
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// Load settings
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if (table->IsFirstFrame || table->IsSettingsRequestLoad)
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TableLoadSettings(table);
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// Handle resizing request
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// (We process this at the first beginning of the frame)
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// FIXME-TABLE: Preserve contents width _while resizing down_ until releasing.
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// FIXME-TABLE: Contains columns if our work area doesn't allow for scrolling.
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if (table->InstanceNo == 0)
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{
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if (table->ResizedColumn != -1 && table->ResizedColumnNextWidth != FLT_MAX)
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TableSetColumnWidth(table, &table->Columns[table->ResizedColumn], table->ResizedColumnNextWidth);
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table->ResizedColumnNextWidth = FLT_MAX;
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table->ResizedColumn = -1;
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}
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// Handle reordering request
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// Note: we don't clear ReorderColumn after handling the request.
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if (table->InstanceNo == 0)
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{
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if (table->HeadHeaderColumn == -1 && table->ReorderColumn != -1)
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table->ReorderColumn = -1;
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table->HeadHeaderColumn = -1;
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if (table->ReorderColumn != -1 && table->ReorderColumnDir != 0)
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{
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IM_ASSERT(table->ReorderColumnDir == -1 || table->ReorderColumnDir == +1);
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IM_ASSERT(table->Flags & ImGuiTableFlags_Reorderable);
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ImGuiTableColumn* dragged_column = &table->Columns[table->ReorderColumn];
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ImGuiTableColumn* target_column = &table->Columns[(table->ReorderColumnDir == -1) ? dragged_column->PrevActiveColumn : dragged_column->NextActiveColumn];
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ImSwap(table->DisplayOrder[dragged_column->IndexDisplayOrder], table->DisplayOrder[target_column->IndexDisplayOrder]);
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ImSwap(dragged_column->IndexDisplayOrder, target_column->IndexDisplayOrder);
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table->ReorderColumnDir = 0;
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table->IsSettingsDirty = true;
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}
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}
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// Handle display order reset request
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if (table->IsResetDisplayOrderRequest)
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{
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for (int n = 0; n < columns_count; n++)
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table->DisplayOrder[n] = table->Columns[n].IndexDisplayOrder = (ImU8)n;
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table->IsResetDisplayOrderRequest = false;
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table->IsSettingsDirty = true;
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}
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TableBeginInitVisibility(table);
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// Grab a copy of window fields we will modify
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table->BackupSkipItems = inner_window->SkipItems;
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table->BackupWorkRect = inner_window->WorkRect;
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table->BackupCursorMaxPos = inner_window->DC.CursorMaxPos;
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if (flags & ImGuiTableFlags_NoClipX)
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table->DrawSplitter.SetCurrentChannel(inner_window->DrawList, 1);
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else
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inner_window->DrawList->PushClipRect(inner_window->ClipRect.Min, inner_window->ClipRect.Max, false);
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return true;
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}
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void ImGui::TableBeginInitVisibility(ImGuiTable* table)
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{
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// Setup and lock Active state and order
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table->ColumnsActiveCount = 0;
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table->IsDefaultDisplayOrder = true;
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ImGuiTableColumn* last_active_column = NULL;
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bool want_column_auto_fit = false;
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for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
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{
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const int column_n = table->DisplayOrder[order_n];
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if (column_n != order_n)
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table->IsDefaultDisplayOrder = false;
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ImGuiTableColumn* column = &table->Columns[column_n];
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column->NameOffset = -1;
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if (!(table->Flags & ImGuiTableFlags_Hideable) || (column->Flags & ImGuiTableColumnFlags_NoHide))
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column->NextIsActive = true;
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if (column->IsActive != column->NextIsActive)
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{
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column->IsActive = column->NextIsActive;
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table->IsSettingsDirty = true;
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if (!column->IsActive && column->SortOrder != -1)
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table->IsSortSpecsDirty = true;
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}
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if (column->SortOrder > 0 && !(table->Flags & ImGuiTableFlags_MultiSortable))
|
|
table->IsSortSpecsDirty = true;
|
|
if (column->AutoFitQueue != 0x00)
|
|
want_column_auto_fit = true;
|
|
|
|
ImU64 index_mask = (ImU64)1 << column_n;
|
|
ImU64 display_order_mask = (ImU64)1 << column->IndexDisplayOrder;
|
|
if (column->IsActive)
|
|
{
|
|
column->PrevActiveColumn = column->NextActiveColumn = -1;
|
|
if (last_active_column)
|
|
{
|
|
last_active_column->NextActiveColumn = (ImS8)column_n;
|
|
column->PrevActiveColumn = (ImS8)table->Columns.index_from_ptr(last_active_column);
|
|
}
|
|
column->IndexWithinActiveSet = (ImS8)table->ColumnsActiveCount;
|
|
table->ColumnsActiveCount++;
|
|
table->ActiveMaskByIndex |= index_mask;
|
|
table->ActiveMaskByDisplayOrder |= display_order_mask;
|
|
last_active_column = column;
|
|
}
|
|
else
|
|
{
|
|
column->IndexWithinActiveSet = -1;
|
|
table->ActiveMaskByIndex &= ~index_mask;
|
|
table->ActiveMaskByDisplayOrder &= ~display_order_mask;
|
|
}
|
|
IM_ASSERT(column->IndexWithinActiveSet <= column->IndexDisplayOrder);
|
|
}
|
|
table->VisibleMaskByIndex = table->ActiveMaskByIndex; // Columns will be masked out by TableUpdateLayout() when Clipped
|
|
table->RightMostActiveColumn = (ImS8)(last_active_column ? table->Columns.index_from_ptr(last_active_column) : -1);
|
|
|
|
// Disable child window clipping while fitting columns. This is not strictly necessary but makes it possible to avoid
|
|
// the column fitting to wait until the first visible frame of the child container (may or not be a good thing).
|
|
if (want_column_auto_fit && table->OuterWindow != table->InnerWindow)
|
|
table->InnerWindow->SkipItems = false;
|
|
}
|
|
|
|
void ImGui::TableUpdateDrawChannels(ImGuiTable* table)
|
|
{
|
|
// Allocate draw channels.
|
|
// - We allocate them following the storage order instead of the display order so reordering won't needlessly increase overall dormant memory cost
|
|
// - We isolate headers draw commands in their own channels instead of just altering clip rects. This is in order to facilitate merging of draw commands.
|
|
// - After crossing FreezeRowsCount, all columns see their current draw channel increased.
|
|
// - We only use the dummy draw channel so we can push a null clipping rectangle into it without affecting other channels, while simplifying per-row/per-cell overhead. It will be empty and discarded when merged.
|
|
// Draw channel allocation (before merging):
|
|
// - NoClip --> 1+1 channels: background + foreground (same clip rect == 1 draw call)
|
|
// - Clip --> 1+N channels
|
|
// - FreezeRows || FreezeColumns --> 1+N*2 (unless scrolling value is zero)
|
|
// - FreezeRows && FreezeColunns --> 2+N*2 (unless scrolling value is zero)
|
|
const int freeze_row_multiplier = (table->FreezeRowsCount > 0) ? 2 : 1;
|
|
const int channels_for_row = (table->Flags & ImGuiTableFlags_NoClipX) ? 1 : table->ColumnsActiveCount;
|
|
const int channels_for_background = 1;
|
|
const int channels_for_dummy = (table->ColumnsActiveCount < table->ColumnsCount || table->VisibleMaskByIndex != table->ActiveMaskByIndex) ? +1 : 0;
|
|
const int channels_total = channels_for_background + (channels_for_row * freeze_row_multiplier) + channels_for_dummy;
|
|
table->DrawSplitter.Split(table->InnerWindow->DrawList, channels_total);
|
|
table->DummyDrawChannel = channels_for_dummy ? (ImS8)(channels_total - 1) : -1;
|
|
|
|
int draw_channel_current = 1;
|
|
for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
|
|
{
|
|
ImGuiTableColumn* column = &table->Columns[column_n];
|
|
if (!column->IsClipped)
|
|
{
|
|
column->DrawChannelRowsBeforeFreeze = (ImS8)(draw_channel_current);
|
|
column->DrawChannelRowsAfterFreeze = (ImS8)(draw_channel_current + (table->FreezeRowsCount > 0 ? channels_for_row : 0));
|
|
if (!(table->Flags & ImGuiTableFlags_NoClipX))
|
|
draw_channel_current++;
|
|
}
|
|
else
|
|
{
|
|
column->DrawChannelRowsBeforeFreeze = column->DrawChannelRowsAfterFreeze = table->DummyDrawChannel;
|
|
}
|
|
column->DrawChannelCurrent = column->DrawChannelRowsBeforeFreeze;
|
|
}
|
|
}
|
|
|
|
// Adjust flags: default width mode + weighted columns are not allowed when auto extending
|
|
static ImGuiTableColumnFlags TableFixColumnFlags(ImGuiTable* table, ImGuiTableColumnFlags flags)
|
|
{
|
|
// Sizing Policy
|
|
if ((flags & ImGuiTableColumnFlags_WidthMask_) == 0)
|
|
{
|
|
if (table->Flags & ImGuiTableFlags_SizingPolicyFixedX)
|
|
flags |= ((table->Flags & ImGuiTableFlags_Resizable) && !(flags & ImGuiTableColumnFlags_NoResize)) ? ImGuiTableColumnFlags_WidthFixed : ImGuiTableColumnFlags_WidthAlwaysAutoResize;
|
|
else
|
|
flags |= ImGuiTableColumnFlags_WidthStretch;
|
|
}
|
|
IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiTableColumnFlags_WidthMask_)); // Check that only 1 of each set is used.
|
|
if ((flags & ImGuiTableColumnFlags_WidthAlwaysAutoResize))// || ((flags & ImGuiTableColumnFlags_WidthStretch) && (table->Flags & ImGuiTableFlags_SizingPolicyStretchX)))
|
|
flags |= ImGuiTableColumnFlags_NoResize;
|
|
//if ((flags & ImGuiTableColumnFlags_WidthStretch) && (table->Flags & ImGuiTableFlags_SizingPolicyFixedX))
|
|
// flags = (flags & ~ImGuiTableColumnFlags_WidthMask_) | ImGuiTableColumnFlags_WidthFixed;
|
|
|
|
// Sorting
|
|
if ((flags & ImGuiTableColumnFlags_NoSortAscending) && (flags & ImGuiTableColumnFlags_NoSortDescending))
|
|
flags |= ImGuiTableColumnFlags_NoSort;
|
|
|
|
// Alignment
|
|
//if ((flags & ImGuiTableColumnFlags_AlignMask_) == 0)
|
|
// flags |= ImGuiTableColumnFlags_AlignCenter;
|
|
//IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiTableColumnFlags_AlignMask_)); // Check that only 1 of each set is used.
|
|
|
|
return flags;
|
|
}
|
|
|
|
static void TableFixColumnSortDirection(ImGuiTableColumn* column)
|
|
{
|
|
// Handle NoSortAscending/NoSortDescending
|
|
if (column->SortDirection == ImGuiSortDirection_Ascending && (column->Flags & ImGuiTableColumnFlags_NoSortAscending))
|
|
column->SortDirection = ImGuiSortDirection_Descending;
|
|
else if (column->SortDirection == ImGuiSortDirection_Descending && (column->Flags & ImGuiTableColumnFlags_NoSortDescending))
|
|
column->SortDirection = ImGuiSortDirection_Ascending;
|
|
}
|
|
|
|
static float TableGetMinColumnWidth()
|
|
{
|
|
ImGuiContext& g = *GImGui;
|
|
// return g.Style.ColumnsMinSpacing;
|
|
return g.Style.FramePadding.x * 3.0f;
|
|
}
|
|
|
|
// Layout columns for the frame
|
|
// Runs on the first call to TableNextRow(), to give a chance for TableSetupColumn() to be called first.
|
|
// FIXME-TABLE: Our width (and therefore our WorkRect) will be minimal in the first frame for WidthAlwaysAutoResize columns,
|
|
// increase feedback side-effect with widgets relying on WorkRect.Max.x. Maybe provide a default distribution for WidthAlwaysAutoResize columns?
|
|
void ImGui::TableUpdateLayout(ImGuiTable* table)
|
|
{
|
|
IM_ASSERT(table->IsLayoutLocked == false);
|
|
|
|
// Compute offset, clip rect for the frame
|
|
const ImRect work_rect = table->WorkRect;
|
|
const float padding_auto_x = table->CellPaddingX1; // Can't make auto padding larger than what WorkRect knows about so right-alignment matches.
|
|
const float min_column_width = TableGetMinColumnWidth();
|
|
|
|
int count_fixed = 0;
|
|
float width_fixed = 0.0f;
|
|
float total_weights = 0.0f;
|
|
table->LeftMostStretchedColumnDisplayOrder = -1;
|
|
for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
|
|
{
|
|
if (!(table->ActiveMaskByDisplayOrder & ((ImU64)1 << order_n)))
|
|
continue;
|
|
const int column_n = table->DisplayOrder[order_n];
|
|
ImGuiTableColumn* column = &table->Columns[column_n];
|
|
|
|
// Adjust flags: default width mode + weighted columns are not allowed when auto extending
|
|
// FIXME-TABLE: Clarify why we need to do this again here and not just in TableSetupColumn()
|
|
column->Flags = TableFixColumnFlags(table, column->FlagsIn);
|
|
|
|
// We have a unusual edge case where if the user doesn't call TableGetSortSpecs() but has sorting enabled
|
|
// or varying sorting flags, we still want the sorting arrows to honor those flags.
|
|
if (table->Flags & ImGuiTableFlags_Sortable)
|
|
TableFixColumnSortDirection(column);
|
|
|
|
if (column->Flags & (ImGuiTableColumnFlags_WidthAlwaysAutoResize | ImGuiTableColumnFlags_WidthFixed))
|
|
{
|
|
// Latch initial size for fixed columns
|
|
count_fixed += 1;
|
|
const bool init_size = (column->AutoFitQueue != 0x00) || (column->Flags & ImGuiTableColumnFlags_WidthAlwaysAutoResize);
|
|
if (init_size)
|
|
{
|
|
// Combine width from regular rows + width from headers unless requested not to
|
|
float width_request = (float)ImMax(column->ContentWidthRowsFrozen, column->ContentWidthRowsUnfrozen);
|
|
if (!(table->Flags & ImGuiTableFlags_NoHeadersWidth) && !(column->Flags & ImGuiTableColumnFlags_NoHeaderWidth))
|
|
width_request = ImMax(width_request, (float)column->ContentWidthHeadersDesired);
|
|
column->WidthRequested = ImMax(width_request + padding_auto_x, min_column_width);
|
|
|
|
// FIXME-TABLE: Increase minimum size during init frame so avoid biasing auto-fitting widgets (e.g. TextWrapped) too much.
|
|
// Otherwise what tends to happen is that TextWrapped would output a very large height (= first frame scrollbar display very off + clipper would skip lots of items)
|
|
// This is merely making the side-effect less extreme, but doesn't properly fixes it.
|
|
if (column->AutoFitQueue > 0x01 && table->IsFirstFrame)
|
|
column->WidthRequested = ImMax(column->WidthRequested, min_column_width * 4.0f);
|
|
}
|
|
width_fixed += column->WidthRequested;
|
|
}
|
|
else
|
|
{
|
|
IM_ASSERT(column->Flags & ImGuiTableColumnFlags_WidthStretch);
|
|
IM_ASSERT(column->ResizeWeight > 0.0f);
|
|
total_weights += column->ResizeWeight;
|
|
if (table->LeftMostStretchedColumnDisplayOrder == -1)
|
|
table->LeftMostStretchedColumnDisplayOrder = (ImS8)column->IndexDisplayOrder;
|
|
}
|
|
}
|
|
|
|
// Layout
|
|
const float width_spacings = table->CellSpacingX * (table->ColumnsActiveCount - 1);
|
|
float width_avail;
|
|
if ((table->Flags & ImGuiTableFlags_ScrollX) && (table->InnerWidth == 0.0f))
|
|
width_avail = table->InnerClipRect.GetWidth() - width_spacings - 1.0f;
|
|
else
|
|
width_avail = work_rect.GetWidth() - width_spacings - 1.0f; // Remove -1.0f to cancel out the +1.0f we are doing in EndTable() to make last column line visible
|
|
const float width_avail_for_stretched_columns = width_avail - width_fixed;
|
|
float width_remaining_for_stretched_columns = width_avail_for_stretched_columns;
|
|
|
|
// Apply final width based on requested widths
|
|
// Mark some columns as not resizable
|
|
int count_resizable = 0;
|
|
table->ColumnsTotalWidth = width_spacings;
|
|
for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
|
|
{
|
|
if (!(table->ActiveMaskByDisplayOrder & ((ImU64)1 << order_n)))
|
|
continue;
|
|
ImGuiTableColumn* column = &table->Columns[table->DisplayOrder[order_n]];
|
|
|
|
// Allocate width for stretched/weighted columns
|
|
if (column->Flags & ImGuiTableColumnFlags_WidthStretch)
|
|
{
|
|
float weight_ratio = column->ResizeWeight / total_weights;
|
|
column->WidthRequested = IM_FLOOR(ImMax(width_avail_for_stretched_columns * weight_ratio, min_column_width) + 0.01f);
|
|
width_remaining_for_stretched_columns -= column->WidthRequested;
|
|
|
|
// [Resize Rule 2] Resizing from right-side of a weighted column before a fixed column froward sizing to left-side of fixed column
|
|
// We also need to copy the NoResize flag..
|
|
if (column->NextActiveColumn != -1)
|
|
if (ImGuiTableColumn* next_column = &table->Columns[column->NextActiveColumn])
|
|
if (next_column->Flags & ImGuiTableColumnFlags_WidthFixed)
|
|
column->Flags |= (next_column->Flags & ImGuiTableColumnFlags_NoDirectResize_);
|
|
}
|
|
|
|
// [Resize Rule 1] The right-most active column is not resizable if there is at least one Stretch column (see comments in TableResizeColumn().)
|
|
if (column->NextActiveColumn == -1 && table->LeftMostStretchedColumnDisplayOrder != -1)
|
|
column->Flags |= ImGuiTableColumnFlags_NoDirectResize_;
|
|
|
|
if (!(column->Flags & ImGuiTableColumnFlags_NoResize))
|
|
count_resizable++;
|
|
|
|
// Assign final width, record width in case we will need to shrink
|
|
column->WidthGiven = ImFloor(ImMax(column->WidthRequested, min_column_width));
|
|
table->ColumnsTotalWidth += column->WidthGiven;
|
|
}
|
|
|
|
#if 0
|
|
const float width_excess = table->ColumnsTotalWidth - work_rect.GetWidth();
|
|
if ((table->Flags & ImGuiTableFlags_SizingPolicyStretchX) && width_excess > 0.0f)
|
|
{
|
|
// Shrink widths when the total does not fit
|
|
// FIXME-TABLE: This is working but confuses/conflicts with manual resizing.
|
|
// FIXME-TABLE: Policy to shrink down below below ideal/requested width if there's no room?
|
|
g.ShrinkWidthBuffer.resize(table->ColumnsActiveCount);
|
|
for (int order_n = 0, active_n = 0; order_n < table->ColumnsCount; order_n++)
|
|
{
|
|
if (!(table->ActiveMaskByDisplayOrder & ((ImU64)1 << order_n)))
|
|
continue;
|
|
const int column_n = table->DisplayOrder[order_n];
|
|
g.ShrinkWidthBuffer[active_n].Index = column_n;
|
|
g.ShrinkWidthBuffer[active_n].Width = table->Columns[column_n].WidthGiven;
|
|
active_n++;
|
|
}
|
|
ShrinkWidths(g.ShrinkWidthBuffer.Data, g.ShrinkWidthBuffer.Size, width_excess);
|
|
for (int n = 0; n < g.ShrinkWidthBuffer.Size; n++)
|
|
table->Columns[g.ShrinkWidthBuffer.Data[n].Index].WidthGiven = ImMax(g.ShrinkWidthBuffer.Data[n].Width, min_column_size);
|
|
// FIXME: Need to alter table->ColumnsTotalWidth
|
|
}
|
|
else
|
|
#endif
|
|
|
|
// Redistribute remainder width due to rounding (remainder width is < 1.0f * number of Stretch column)
|
|
// Using right-to-left distribution (more likely to match resizing cursor), could be adjusted depending where the mouse cursor is and/or relative weights.
|
|
// FIXME-TABLE: May be simpler to store floating width and floor final positions only
|
|
// FIXME-TABLE: Make it optional? User might prefer to preserve pixel perfect same size?
|
|
if (width_remaining_for_stretched_columns >= 1.0f)
|
|
for (int order_n = table->ColumnsCount - 1; total_weights > 0.0f && width_remaining_for_stretched_columns >= 1.0f && order_n >= 0; order_n--)
|
|
{
|
|
if (!(table->ActiveMaskByDisplayOrder & ((ImU64)1 << order_n)))
|
|
continue;
|
|
ImGuiTableColumn* column = &table->Columns[table->DisplayOrder[order_n]];
|
|
if (!(column->Flags & ImGuiTableColumnFlags_WidthStretch))
|
|
continue;
|
|
column->WidthRequested += 1.0f;
|
|
column->WidthGiven += 1.0f;
|
|
width_remaining_for_stretched_columns -= 1.0f;
|
|
}
|
|
|
|
// Setup final position, offset and clipping rectangles
|
|
int active_n = 0;
|
|
float offset_x = (table->FreezeColumnsCount > 0) ? table->OuterRect.Min.x : work_rect.Min.x;
|
|
ImRect host_clip_rect = table->InnerClipRect;
|
|
for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
|
|
{
|
|
const int column_n = table->DisplayOrder[order_n];
|
|
ImGuiTableColumn* column = &table->Columns[column_n];
|
|
|
|
if (table->FreezeColumnsCount > 0 && table->FreezeColumnsCount == active_n)
|
|
offset_x += work_rect.Min.x - table->OuterRect.Min.x;
|
|
|
|
if (!(table->ActiveMaskByDisplayOrder & ((ImU64)1 << order_n)))
|
|
{
|
|
// Hidden column: clear a few fields and we are done with it for the remainder of the function.
|
|
// We set a zero-width clip rect however we pay attention to set Min.y/Max.y properly to not interfere with the clipper.
|
|
column->MinX = column->MaxX = offset_x;
|
|
column->StartXRows = column->StartXHeaders = offset_x;
|
|
column->WidthGiven = 0.0f;
|
|
column->ClipRect.Min.x = offset_x;
|
|
column->ClipRect.Min.y = work_rect.Min.y;
|
|
column->ClipRect.Max.x = offset_x;
|
|
column->ClipRect.Max.y = FLT_MAX;
|
|
column->ClipRect.ClipWithFull(host_clip_rect);
|
|
column->IsClipped = true;
|
|
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 = 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;
|
|
|
|
//// A one pixel padding on the right side makes clipping more noticeable and contents look less cramped.
|
|
column->ClipRect.Min.x = column->MinX;
|
|
column->ClipRect.Min.y = work_rect.Min.y;
|
|
column->ClipRect.Max.x = column->MaxX;// -1.0f;
|
|
column->ClipRect.Max.y = FLT_MAX;
|
|
column->ClipRect.ClipWithFull(host_clip_rect);
|
|
|
|
column->IsClipped = (column->ClipRect.Max.x <= column->ClipRect.Min.x) && (column->AutoFitQueue & 1) == 0 && (column->CannotSkipItemsQueue & 1) == 0;
|
|
if (column->IsClipped)
|
|
{
|
|
// Columns with the _WidthAlwaysAutoResize sizing policy will never be updated then.
|
|
table->VisibleMaskByIndex &= ~((ImU64)1 << column_n);
|
|
}
|
|
else
|
|
{
|
|
// Starting cursor position
|
|
column->StartXRows = column->StartXHeaders = column->MinX + table->CellPaddingX1;
|
|
|
|
// Alignment
|
|
// FIXME-TABLE: This align based on the whole column width, not per-cell, and therefore isn't useful in many cases.
|
|
// (To be able to honor this we might be able to store a log of cells width, per row, for visible rows, but nav/programmatic scroll would have visible artifacts.)
|
|
//if (column->Flags & ImGuiTableColumnFlags_AlignRight)
|
|
// column->StartXRows = ImMax(column->StartXRows, column->MaxX - column->WidthContent[0]);
|
|
//else if (column->Flags & ImGuiTableColumnFlags_AlignCenter)
|
|
// column->StartXRows = ImLerp(column->StartXRows, ImMax(column->StartXRows, column->MaxX - column->WidthContent[0]), 0.5f);
|
|
|
|
// Reset content width variables
|
|
const float initial_max_pos_x = column->MinX + table->CellPaddingX1;
|
|
column->ContentMaxPosRowsFrozen = column->ContentMaxPosRowsUnfrozen = initial_max_pos_x;
|
|
column->ContentMaxPosHeadersUsed = column->ContentMaxPosHeadersDesired = initial_max_pos_x;
|
|
}
|
|
|
|
// Don't decrement auto-fit counters until container window got a chance to submit its items
|
|
if (table->BackupSkipItems == false)
|
|
{
|
|
column->AutoFitQueue >>= 1;
|
|
column->CannotSkipItemsQueue >>= 1;
|
|
}
|
|
|
|
if (active_n < table->FreezeColumnsCount)
|
|
host_clip_rect.Min.x = ImMax(host_clip_rect.Min.x, column->MaxX + 2.0f);
|
|
|
|
offset_x += column->WidthGiven + table->CellSpacingX;
|
|
active_n++;
|
|
}
|
|
|
|
// Clear Resizable flag if none of our column are actually resizable (either via an explicit _NoResize flag, either because of using _WidthAlwaysAutoResize/_WidthStretch)
|
|
// This will hide the resizing option from the context menu.
|
|
if (count_resizable == 0 && (table->Flags & ImGuiTableFlags_Resizable))
|
|
table->Flags &= ~ImGuiTableFlags_Resizable;
|
|
|
|
// Allocate draw channels
|
|
TableUpdateDrawChannels(table);
|
|
|
|
// Borders
|
|
if (table->Flags & ImGuiTableFlags_Resizable)
|
|
TableUpdateBorders(table);
|
|
|
|
// Reset fields after we used them in TableSetupResize()
|
|
table->LastFirstRowHeight = 0.0f;
|
|
table->IsLayoutLocked = true;
|
|
table->IsUsingHeaders = false;
|
|
|
|
// Context menu
|
|
if (table->IsContextPopupOpen && table->InstanceNo == table->InstanceInteracted)
|
|
{
|
|
if (BeginPopup("##TableContextMenu"))
|
|
{
|
|
TableDrawContextMenu(table, table->ContextPopupColumn);
|
|
EndPopup();
|
|
}
|
|
else
|
|
{
|
|
table->IsContextPopupOpen = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Process interaction on resizing borders. Actual size change will be applied in EndTable()
|
|
// - Set table->HoveredColumnBorder with a short delay/timer to reduce feedback noise
|
|
// - Submit ahead of table contents and header, use ImGuiButtonFlags_AllowItemOverlap to prioritize widgets overlapping the same area.
|
|
void ImGui::TableUpdateBorders(ImGuiTable* table)
|
|
{
|
|
ImGuiContext& g = *GImGui;
|
|
IM_ASSERT(table->Flags & ImGuiTableFlags_Resizable);
|
|
|
|
// At this point OuterRect height may be zero or under actual final height, so we rely on temporal coherency and use
|
|
// the final height from last frame. Because this is only affecting _interaction_ with columns, it is not really problematic.
|
|
// (whereas the actual visual will be displayed in EndTable() and using the current frame height)
|
|
// Actual columns highlight/render will be performed in EndTable() and not be affected.
|
|
const bool borders_full_height = (table->IsUsingHeaders == false) || (table->Flags & ImGuiTableFlags_BordersFullHeight);
|
|
const float hit_half_width = TABLE_RESIZE_SEPARATOR_HALF_THICKNESS;
|
|
const float hit_y1 = table->OuterRect.Min.y;
|
|
const float hit_y2_full = ImMax(table->OuterRect.Max.y, hit_y1 + table->LastOuterHeight);
|
|
const float hit_y2 = borders_full_height ? hit_y2_full : (hit_y1 + table->LastFirstRowHeight);
|
|
const float mouse_x_hover_body = (g.IO.MousePos.y >= hit_y1 && g.IO.MousePos.y < hit_y2_full) ? g.IO.MousePos.x : FLT_MAX;
|
|
|
|
for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
|
|
{
|
|
if (!(table->ActiveMaskByDisplayOrder & ((ImU64)1 << order_n)))
|
|
continue;
|
|
|
|
const int column_n = table->DisplayOrder[order_n];
|
|
ImGuiTableColumn* column = &table->Columns[column_n];
|
|
|
|
// Detect hovered column:
|
|
// - we perform an unusually low-level check here.. not using IsMouseHoveringRect() to avoid touch padding.
|
|
// - we don't care about the full set of IsItemHovered() feature either.
|
|
if (mouse_x_hover_body >= column->MinX && mouse_x_hover_body < column->MaxX)
|
|
table->HoveredColumnBody = (ImS8)column_n;
|
|
|
|
if (column->Flags & (ImGuiTableColumnFlags_NoResize | ImGuiTableColumnFlags_NoDirectResize_))
|
|
continue;
|
|
|
|
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);
|
|
|
|
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;
|
|
SetMouseCursor(ImGuiMouseCursor_ResizeEW);
|
|
}
|
|
}
|
|
}
|
|
|
|
void ImGui::EndTable()
|
|
{
|
|
ImGuiContext& g = *GImGui;
|
|
ImGuiTable* table = g.CurrentTable;
|
|
IM_ASSERT(table != NULL);
|
|
|
|
const ImGuiTableFlags flags = table->Flags;
|
|
ImGuiWindow* inner_window = table->InnerWindow;
|
|
ImGuiWindow* outer_window = table->OuterWindow;
|
|
IM_ASSERT(inner_window == g.CurrentWindow);
|
|
IM_ASSERT(outer_window == inner_window || outer_window == inner_window->ParentWindow);
|
|
|
|
if (table->IsInsideRow)
|
|
TableEndRow(table);
|
|
|
|
// Finalize table height
|
|
inner_window->SkipItems = table->BackupSkipItems;
|
|
inner_window->DC.CursorMaxPos = table->BackupCursorMaxPos;
|
|
if (inner_window != outer_window)
|
|
{
|
|
table->OuterRect.Max.y = ImMax(table->OuterRect.Max.y, inner_window->Pos.y + inner_window->Size.y);
|
|
inner_window->DC.CursorMaxPos.y = table->RowPosY2;
|
|
}
|
|
else if (!(flags & ImGuiTableFlags_NoHostExtendY))
|
|
{
|
|
table->OuterRect.Max.y = ImMax(table->OuterRect.Max.y, inner_window->DC.CursorPos.y);
|
|
inner_window->DC.CursorMaxPos.y = table->RowPosY2;
|
|
}
|
|
table->WorkRect.Max.y = ImMax(table->WorkRect.Max.y, table->OuterRect.Max.y);
|
|
table->LastOuterHeight = table->OuterRect.GetHeight();
|
|
|
|
// Store content width reference for each column
|
|
float max_pos_x = inner_window->DC.CursorMaxPos.x;
|
|
for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
|
|
{
|
|
ImGuiTableColumn* column = &table->Columns[column_n];
|
|
|
|
// Store content width (for both Headers and Rows)
|
|
//float ref_x = column->MinX;
|
|
float ref_x_rows = column->StartXRows - table->CellPaddingX1;
|
|
float ref_x_headers = column->StartXHeaders - table->CellPaddingX1;
|
|
column->ContentWidthRowsFrozen = (ImS16)ImMax(0.0f, column->ContentMaxPosRowsFrozen - ref_x_rows);
|
|
column->ContentWidthRowsUnfrozen = (ImS16)ImMax(0.0f, column->ContentMaxPosRowsUnfrozen - ref_x_rows);
|
|
column->ContentWidthHeadersUsed = (ImS16)ImMax(0.0f, column->ContentMaxPosHeadersUsed - ref_x_headers);
|
|
column->ContentWidthHeadersDesired = (ImS16)ImMax(0.0f, column->ContentMaxPosHeadersDesired - ref_x_headers);
|
|
|
|
if (table->ActiveMaskByIndex & ((ImU64)1 << column_n))
|
|
max_pos_x = ImMax(max_pos_x, column->MaxX);
|
|
}
|
|
|
|
// Add an extra 1 pixel so we can see the last column vertical line if it lies on the right-most edge.
|
|
inner_window->DC.CursorMaxPos.x = max_pos_x + 1;
|
|
|
|
if (!(flags & ImGuiTableFlags_NoClipX))
|
|
inner_window->DrawList->PopClipRect();
|
|
inner_window->ClipRect = inner_window->DrawList->_ClipRectStack.back();
|
|
|
|
// Draw borders
|
|
if ((flags & ImGuiTableFlags_Borders) != 0)
|
|
TableDrawBorders(table);
|
|
|
|
// Flatten channels and merge draw calls
|
|
table->DrawSplitter.SetCurrentChannel(inner_window->DrawList, 0);
|
|
TableDrawMergeChannels(table);
|
|
|
|
// When releasing a column being resized, scroll to keep the resulting column in sight
|
|
const float min_column_width = TableGetMinColumnWidth();
|
|
if (!(table->Flags & ImGuiTableFlags_ScrollX) && inner_window != outer_window)
|
|
{
|
|
inner_window->Scroll.x = 0.0f;
|
|
}
|
|
else if (table->LastResizedColumn != -1 && table->ResizedColumn == -1 && inner_window->ScrollbarX)
|
|
{
|
|
ImGuiTableColumn* column = &table->Columns[table->LastResizedColumn];
|
|
if (column->MaxX < table->InnerClipRect.Min.x)
|
|
SetScrollFromPosX(inner_window, column->MaxX - inner_window->Pos.x - min_column_width, 1.0f);
|
|
else if (column->MaxX > table->InnerClipRect.Max.x)
|
|
SetScrollFromPosX(inner_window, column->MaxX - inner_window->Pos.x + min_column_width, 1.0f);
|
|
}
|
|
|
|
// Apply resizing/dragging at the end of the frame
|
|
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);
|
|
table->ResizedColumnNextWidth = new_width;
|
|
}
|
|
|
|
// Layout in outer window
|
|
inner_window->WorkRect = table->BackupWorkRect;
|
|
inner_window->SkipItems = table->BackupSkipItems;
|
|
outer_window->DC.CursorPos = table->OuterRect.Min;
|
|
outer_window->DC.ColumnsOffset.x = 0.0f;
|
|
if (inner_window != outer_window)
|
|
{
|
|
// Override EndChild's ItemSize with our own to enable auto-resize on the X axis when possible
|
|
float backup_outer_cursor_pos_x = outer_window->DC.CursorPos.x;
|
|
EndChild();
|
|
outer_window->DC.CursorMaxPos.x = backup_outer_cursor_pos_x + table->ColumnsTotalWidth + 1.0f + inner_window->ScrollbarSizes.x;
|
|
}
|
|
else
|
|
{
|
|
PopID();
|
|
ImVec2 item_size = table->OuterRect.GetSize();
|
|
item_size.x = table->ColumnsTotalWidth;
|
|
ItemSize(item_size);
|
|
}
|
|
|
|
// Save settings
|
|
if (table->IsSettingsDirty)
|
|
TableSaveSettings(table);
|
|
|
|
// Clear or restore current table, if any
|
|
IM_ASSERT(g.CurrentWindow == outer_window);
|
|
IM_ASSERT(g.CurrentTable == table);
|
|
outer_window->DC.CurrentTable = NULL;
|
|
g.CurrentTableStack.pop_back();
|
|
g.CurrentTable = g.CurrentTableStack.Size ? g.Tables.GetByIndex(g.CurrentTableStack.back().Index) : NULL;
|
|
}
|
|
|
|
void ImGui::TableDrawBorders(ImGuiTable* table)
|
|
{
|
|
ImGuiWindow* inner_window = table->InnerWindow;
|
|
ImGuiWindow* outer_window = table->OuterWindow;
|
|
table->DrawSplitter.SetCurrentChannel(inner_window->DrawList, 0);
|
|
if (inner_window->Hidden || !table->HostClipRect.Overlaps(table->InnerClipRect))
|
|
return;
|
|
|
|
// Draw inner border and resizing feedback
|
|
const float draw_y1 = table->OuterRect.Min.y;
|
|
float draw_y2_base = (table->FreezeRowsCount >= 1 ? table->OuterRect.Min.y : table->WorkRect.Min.y) + table->LastFirstRowHeight;
|
|
float draw_y2_full = table->OuterRect.Max.y;
|
|
ImU32 border_base_col;
|
|
if (!table->IsUsingHeaders || (table->Flags & ImGuiTableFlags_BordersFullHeight))
|
|
{
|
|
draw_y2_base = draw_y2_full;
|
|
border_base_col = table->BorderInnerColor;
|
|
}
|
|
else
|
|
{
|
|
border_base_col = table->BorderOuterColor;
|
|
}
|
|
|
|
if (table->Flags & ImGuiTableFlags_BordersV)
|
|
{
|
|
const bool draw_left_most_border = (table->Flags & ImGuiTableFlags_BordersOuter) == 0;
|
|
if (draw_left_most_border)
|
|
inner_window->DrawList->AddLine(ImVec2(table->OuterRect.Min.x, draw_y1), ImVec2(table->OuterRect.Min.x, draw_y2_base), border_base_col, 1.0f);
|
|
|
|
for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
|
|
{
|
|
if (!(table->ActiveMaskByDisplayOrder & ((ImU64)1 << order_n)))
|
|
continue;
|
|
|
|
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) && (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..
|
|
{
|
|
// Draw in outer window so right-most column won't be clipped
|
|
// Always draw full height border when:
|
|
// - not using headers
|
|
// - user specify ImGuiTableFlags_BordersFullHeight
|
|
// - being interacted with
|
|
// - on the delimitation of frozen column scrolling
|
|
const ImU32 col = is_resized ? GetColorU32(ImGuiCol_SeparatorActive) : is_hovered ? GetColorU32(ImGuiCol_SeparatorHovered) : border_base_col;
|
|
float draw_y2 = draw_y2_base;
|
|
if (is_hovered || is_resized || (table->FreezeColumnsCount != -1 && table->FreezeColumnsCount == order_n + 1))
|
|
draw_y2 = draw_y2_full;
|
|
inner_window->DrawList->AddLine(ImVec2(column->MaxX, draw_y1), ImVec2(column->MaxX, draw_y2), col, 1.0f);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Draw outer border
|
|
if (table->Flags & ImGuiTableFlags_BordersOuter)
|
|
{
|
|
// Display outer border offset by 1 which is a simple way to display it without adding an extra draw call
|
|
// (Without the offset, in outer_window it would be rendered behind cells, because child windows are above their parent.
|
|
// In inner_window, it won't reach out over scrollbars. Another weird solution would be to display part of it in inner window,
|
|
// and the part that's over scrollbars in the outer window..)
|
|
// Either solution currently won't allow us to use a larger border size: the border would clipped.
|
|
ImRect outer_border = table->OuterRect;
|
|
if (inner_window != outer_window)
|
|
outer_border.Expand(1.0f);
|
|
outer_window->DrawList->AddRect(outer_border.Min, outer_border.Max, table->BorderOuterColor); // IM_COL32(255, 0, 0, 255));
|
|
}
|
|
else if (table->Flags & ImGuiTableFlags_BordersH)
|
|
{
|
|
// Draw bottom-most border
|
|
const float border_y = table->RowPosY2;
|
|
if (border_y >= table->BackgroundClipRect.Min.y && border_y < table->BackgroundClipRect.Max.y)
|
|
inner_window->DrawList->AddLine(ImVec2(table->BorderX1, border_y), ImVec2(table->BorderX2, border_y), table->BorderOuterColor);
|
|
}
|
|
}
|
|
|
|
static void TableUpdateColumnsWeightFromWidth(ImGuiTable* table)
|
|
{
|
|
IM_ASSERT(table->LeftMostStretchedColumnDisplayOrder != -1);
|
|
|
|
// Measure existing quantity
|
|
float visible_weight = 0.0f;
|
|
float visible_width = 0.0f;
|
|
for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
|
|
{
|
|
ImGuiTableColumn* column = &table->Columns[column_n];
|
|
if (!column->IsActive || !(column->Flags & ImGuiTableColumnFlags_WidthStretch))
|
|
continue;
|
|
visible_weight += column->ResizeWeight;
|
|
visible_width += column->WidthRequested;
|
|
}
|
|
IM_ASSERT(visible_weight > 0.0f && visible_width > 0.0f);
|
|
|
|
// Apply new weights
|
|
for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
|
|
{
|
|
ImGuiTableColumn* column = &table->Columns[column_n];
|
|
if (!column->IsActive || !(column->Flags & ImGuiTableColumnFlags_WidthStretch))
|
|
continue;
|
|
column->ResizeWeight = (column->WidthRequested + 0.0f) / visible_width;
|
|
}
|
|
}
|
|
|
|
void ImGui::TableSetColumnWidth(ImGuiTable* table, ImGuiTableColumn* column_0, float column_0_width)
|
|
{
|
|
// Constraints
|
|
float min_width = TableGetMinColumnWidth();
|
|
float max_width_0 = FLT_MAX;
|
|
if (!(table->Flags & ImGuiTableFlags_ScrollX))
|
|
max_width_0 = (table->WorkRect.Max.x - column_0->MinX) - (table->ColumnsActiveCount - (column_0->IndexWithinActiveSet + 1)) * min_width;
|
|
column_0_width = ImClamp(column_0_width, min_width, max_width_0);
|
|
|
|
// Compare both requested and actual given width to avoid overwriting requested width when column is stuck (minimum size, bounded)
|
|
if (column_0->WidthGiven == column_0_width || column_0->WidthRequested == column_0_width)
|
|
return;
|
|
|
|
ImGuiTableColumn* column_1 = (column_0->NextActiveColumn != -1) ? &table->Columns[column_0->NextActiveColumn] : NULL;
|
|
|
|
// In this surprisingly not simple because of how we support mixing Fixed and Stretch columns.
|
|
// When forwarding resize from Wn| to Fn+1| we need to be considerate of the _NoResize flag on Fn+1.
|
|
// FIXME-TABLE: Find a way to rewrite all of this so interactions feel more consistent for the user.
|
|
// Scenarios:
|
|
// - F1 F2 F3 resize from F1| or F2| --> ok: alter ->WidthRequested of Fixed column. Subsequent columns will be offset.
|
|
// - F1 F2 F3 resize from F3| --> ok: alter ->WidthRequested of Fixed column. If active, ScrollX extent can be altered.
|
|
// - F1 F2 W3 resize from F1| or F2| --> ok: alter ->WidthRequested of Fixed column. If active, ScrollX extent can be altered, but it doesn't make much sense as the Weighted column will always be minimal size.
|
|
// - F1 F2 W3 resize from W3| --> ok: no-op (disabled by Resize Rule 1)
|
|
// - W1 W2 W3 resize from W1| or W2| --> FIXME
|
|
// - W1 W2 W3 resize from W3| --> ok: no-op (disabled by Resize Rule 1)
|
|
// - W1 F2 F3 resize from F3| --> ok: no-op (disabled by Resize Rule 1)
|
|
// - W1 F2 resize from F2| --> ok: no-op (disabled by Resize Rule 1)
|
|
// - W1 W2 F3 resize from W1| or W2| --> ok
|
|
// - W1 F2 W3 resize from W1| or F2| --> FIXME
|
|
// - F1 W2 F3 resize from W2| --> ok
|
|
// - W1 F2 F3 resize from W1| --> ok: equivalent to resizing |F2. F3 will not move. (forwarded by Resize Rule 2)
|
|
// - W1 F2 F3 resize from F2| --> FIXME should resize F2, F3 and not have effect on W1 (Stretch columns are _before_ the Fixed column).
|
|
|
|
// Rules:
|
|
// - [Resize Rule 1] Can't resize from right of right-most visible column if there is any Stretch column. Implemented in TableUpdateLayout().
|
|
// - [Resize Rule 2] Resizing from right-side of a Stretch column before a fixed column froward sizing to left-side of fixed column.
|
|
// - [Resize Rule 3] If we are are followed by a fixed column and we have a Stretch column before, we need to ensure that our left border won't move.
|
|
|
|
if (column_0->Flags & ImGuiTableColumnFlags_WidthFixed)
|
|
{
|
|
// [Resize Rule 3] If we are are followed by a fixed column and we have a Stretch column before, we need to
|
|
// ensure that our left border won't move, which we can do by making sure column_a/column_b resizes cancels each others.
|
|
if (column_1 && (column_1->Flags & ImGuiTableColumnFlags_WidthFixed))
|
|
if (table->LeftMostStretchedColumnDisplayOrder != -1 && table->LeftMostStretchedColumnDisplayOrder < column_0->IndexDisplayOrder)
|
|
{
|
|
// (old_a + old_b == new_a + new_b) --> (new_a == old_a + old_b - new_b)
|
|
float column_1_width = ImMax(column_1->WidthRequested - (column_0_width - column_0->WidthRequested), min_width);
|
|
column_0_width = column_0->WidthRequested + column_1->WidthRequested - column_1_width;
|
|
column_1->WidthRequested = column_1_width;
|
|
}
|
|
|
|
// Apply
|
|
//IMGUI_DEBUG_LOG("TableSetColumnWidth(%d, %.1f->%.1f)\n", column_0_idx, column_0->WidthRequested, column_0_width);
|
|
column_0->WidthRequested = column_0_width;
|
|
}
|
|
else if (column_0->Flags & ImGuiTableColumnFlags_WidthStretch)
|
|
{
|
|
// [Resize Rule 2]
|
|
if (column_1 && (column_1->Flags & ImGuiTableColumnFlags_WidthFixed))
|
|
{
|
|
float off = (column_0->WidthGiven - column_0_width);
|
|
float column_1_width = column_1->WidthGiven + off;
|
|
column_1->WidthRequested = ImMax(min_width, column_1_width);
|
|
return;
|
|
}
|
|
|
|
// (old_a + old_b == new_a + new_b) --> (new_a == old_a + old_b - new_b)
|
|
float column_1_width = ImMax(column_1->WidthRequested - (column_0_width - column_0->WidthRequested), min_width);
|
|
column_0_width = column_0->WidthRequested + column_1->WidthRequested - column_1_width;
|
|
column_1->WidthRequested = column_1_width;
|
|
column_0->WidthRequested = column_0_width;
|
|
TableUpdateColumnsWeightFromWidth(table);
|
|
}
|
|
table->IsSettingsDirty = true;
|
|
}
|
|
|
|
// Columns where the contents didn't stray off their local clip rectangle can be merged into a same draw command.
|
|
// To achieve this we merge their clip rect and make them contiguous in the channel list so they can be merged.
|
|
// So here we'll reorder the draw cmd which can be merged, by arranging them into a maximum of 4 distinct groups:
|
|
//
|
|
// 1 group: 2 groups: 2 groups: 4 groups:
|
|
// [ 0. ] no freeze [ 0. ] row freeze [ 01 ] col freeze [ 01 ] row+col freeze
|
|
// [ .. ] or no scroll [ 1. ] and v-scroll [ .. ] and h-scroll [ 23 ] and v+h-scroll
|
|
//
|
|
// Each column itself can use 1 channel (row freeze disabled) or 2 channels (row freeze enabled).
|
|
// When the contents of a column didn't stray off its limit, we move its channels into the corresponding group
|
|
// based on its position (within frozen rows/columns set or not).
|
|
// At the end of the operation our 1-4 groups will each have a ImDrawCmd using the same ClipRect, and they will be merged by the DrawSplitter.Merge() call.
|
|
//
|
|
// Column channels will not be merged into one of the 1-4 groups in the following cases:
|
|
// - The contents stray off its clipping rectangle (we only compare the MaxX value, not the MinX value).
|
|
// Direct ImDrawList calls won't be noticed so if you use them make sure the ImGui:: bounds matches, by e.g. calling SetCursorScreenPos().
|
|
// - The channel uses more than one draw command itself (we drop all our merging stuff here.. we could do better but it's going to be rare)
|
|
//
|
|
// This function is particularly tricky to understand.. take a breath.
|
|
void ImGui::TableDrawMergeChannels(ImGuiTable* table)
|
|
{
|
|
ImGuiContext& g = *GImGui;
|
|
ImDrawListSplitter* splitter = &table->DrawSplitter;
|
|
const bool is_frozen_v = (table->FreezeRowsCount > 0);
|
|
const bool is_frozen_h = (table->FreezeColumnsCount > 0);
|
|
|
|
int merge_set_mask = 0;
|
|
int merge_set_channels_count[4] = { 0 };
|
|
ImU64 merge_set_channels_mask[4] = { 0 };
|
|
ImRect merge_set_clip_rect[4];
|
|
for (int n = 0; n < IM_ARRAYSIZE(merge_set_clip_rect); n++)
|
|
merge_set_clip_rect[n] = ImVec4(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX);
|
|
bool merge_set_all_fit_within_inner_rect = (table->Flags & ImGuiTableFlags_NoHostExtendY) == 0;
|
|
|
|
// 1. Scan channels and take note of those who can be merged
|
|
for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
|
|
{
|
|
if (!(table->ActiveMaskByDisplayOrder & ((ImU64)1 << order_n)))
|
|
continue;
|
|
const int column_n = table->DisplayOrder[order_n];
|
|
ImGuiTableColumn* column = &table->Columns[column_n];
|
|
|
|
const int merge_set_sub_count = is_frozen_v ? 2 : 1;
|
|
for (int merge_set_sub_n = 0; merge_set_sub_n < merge_set_sub_count; merge_set_sub_n++)
|
|
{
|
|
const int channel_no = (merge_set_sub_n == 0) ? column->DrawChannelRowsBeforeFreeze : column->DrawChannelRowsAfterFreeze;
|
|
|
|
// Don't attempt to merge if there are multiple calls within the column
|
|
ImDrawChannel* src_channel = &splitter->_Channels[channel_no];
|
|
if (src_channel->_CmdBuffer.Size > 0 && src_channel->_CmdBuffer.back().ElemCount == 0)
|
|
src_channel->_CmdBuffer.pop_back();
|
|
if (src_channel->_CmdBuffer.Size != 1)
|
|
continue;
|
|
|
|
// Find out the width of this merge set and check if it will fit in our column.
|
|
float width_contents;
|
|
if (merge_set_sub_count == 1) // No row freeze (same as testing !is_frozen_v)
|
|
width_contents = ImMax(column->ContentWidthRowsUnfrozen, column->ContentWidthHeadersUsed);
|
|
else if (merge_set_sub_n == 0) // Row freeze: use width before freeze
|
|
width_contents = ImMax(column->ContentWidthRowsFrozen, column->ContentWidthHeadersUsed);
|
|
else // Row freeze: use width after freeze
|
|
width_contents = column->ContentWidthRowsUnfrozen;
|
|
if (width_contents > column->WidthGiven && !(column->Flags & ImGuiTableColumnFlags_NoClipX))
|
|
continue;
|
|
|
|
const int dst_merge_set_n = (is_frozen_h && column_n < table->FreezeColumnsCount ? 0 : 2) + (is_frozen_v ? merge_set_sub_n : 1);
|
|
IM_ASSERT(merge_set_channels_count[dst_merge_set_n] < (int)sizeof(merge_set_channels_mask[dst_merge_set_n]) * 8);
|
|
merge_set_mask |= (1 << dst_merge_set_n);
|
|
merge_set_channels_mask[dst_merge_set_n] |= (ImU64)1 << channel_no;
|
|
merge_set_channels_count[dst_merge_set_n]++;
|
|
merge_set_clip_rect[dst_merge_set_n].Add(src_channel->_CmdBuffer[0].ClipRect);
|
|
|
|
// If we end with a single set and hosted by the outer window, we'll attempt to merge our draw command with
|
|
// the existing outer window command. But we can only do so if our columns all fit within the expected clip rect,
|
|
// otherwise clipping will be incorrect when ScrollX is disabled.
|
|
// FIXME-TABLE FIXME-WORKRECT: We are wasting a merge opportunity on tables without scrolling if column don't fit within host clip rect, solely because of the half-padding difference between window->WorkRect and window->InnerClipRect
|
|
|
|
// 2019/10/22: (1) This is breaking table_2_draw_calls but I cannot seem to repro what it is attempting to fix...
|
|
// cf git fce2e8dc "Fixed issue with clipping when outerwindow==innerwindow / support ScrollH without ScrollV."
|
|
// 2019/10/22: (2) Clamping code in TableUpdateLayout() seemingly made this not necessary...
|
|
#if 0
|
|
if (column->MinX < table->InnerClipRect.Min.x || column->MaxX > table->InnerClipRect.Max.x)
|
|
merge_set_all_fit_within_inner_rect = false;
|
|
#endif
|
|
}
|
|
|
|
// Invalidate current draw channel (we don't clear DrawChannelBeforeRowFreeze/DrawChannelAfterRowFreeze solely to facilitate debugging)
|
|
column->DrawChannelCurrent = -1;
|
|
}
|
|
|
|
// 2. Rewrite channel list in our preferred order
|
|
if (merge_set_mask != 0)
|
|
{
|
|
// Use shared temporary storage so the allocation gets amortized
|
|
g.DrawChannelsTempMergeBuffer.resize(splitter->_Count - 1);
|
|
ImDrawChannel* dst_tmp = g.DrawChannelsTempMergeBuffer.Data;
|
|
ImU64 remaining_mask = ((splitter->_Count < 64) ? ((ImU64)1 << splitter->_Count) - 1 : ~(ImU64)0) & ~1;
|
|
const bool may_extend_clip_rect_to_host_rect = ImIsPowerOfTwo(merge_set_mask);
|
|
for (int merge_set_n = 0; merge_set_n < 4; merge_set_n++)
|
|
if (merge_set_channels_count[merge_set_n])
|
|
{
|
|
ImU64 merge_channels_mask = merge_set_channels_mask[merge_set_n];
|
|
ImRect merge_clip_rect = merge_set_clip_rect[merge_set_n];
|
|
if (may_extend_clip_rect_to_host_rect)
|
|
{
|
|
//GetOverlayDrawList()->AddRect(table->HostClipRect.Min, table->HostClipRect.Max, IM_COL32(255, 0, 0, 200), 0.0f, ~0, 3.0f);
|
|
//GetOverlayDrawList()->AddRect(table->InnerClipRect.Min, table->InnerClipRect.Max, IM_COL32(0, 255, 0, 200), 0.0f, ~0, 1.0f);
|
|
//GetOverlayDrawList()->AddRect(merge_clip_rect.Min, merge_clip_rect.Max, IM_COL32(255, 0, 0, 200), 0.0f, ~0, 2.0f);
|
|
merge_clip_rect.Add(merge_set_all_fit_within_inner_rect ? table->HostClipRect : table->InnerClipRect);
|
|
//GetOverlayDrawList()->AddRect(merge_clip_rect.Min, merge_clip_rect.Max, IM_COL32(0, 255, 0, 200));
|
|
}
|
|
remaining_mask &= ~merge_channels_mask;
|
|
for (int n = 0; n < splitter->_Count && merge_channels_mask != 0; n++)
|
|
{
|
|
// Copy + overwrite new clip rect
|
|
const ImU64 n_mask = (ImU64)1 << n;
|
|
if ((merge_channels_mask & n_mask) == 0)
|
|
continue;
|
|
ImDrawChannel* channel = &splitter->_Channels[n];
|
|
IM_ASSERT(channel->_CmdBuffer.Size == 1 && merge_clip_rect.Contains(ImRect(channel->_CmdBuffer[0].ClipRect)));
|
|
channel->_CmdBuffer[0].ClipRect = *(ImVec4*)&merge_clip_rect;
|
|
memcpy(dst_tmp++, channel, sizeof(ImDrawChannel));
|
|
merge_channels_mask &= ~n_mask;
|
|
}
|
|
}
|
|
|
|
// Append channels that we didn't reorder at the end of the list
|
|
for (int n = 0; n < splitter->_Count && remaining_mask != 0; n++)
|
|
{
|
|
const ImU64 n_mask = (ImU64)1 << n;
|
|
if ((remaining_mask & n_mask) == 0)
|
|
continue;
|
|
ImDrawChannel* channel = &splitter->_Channels[n];
|
|
memcpy(dst_tmp++, channel, sizeof(ImDrawChannel));
|
|
remaining_mask &= ~n_mask;
|
|
}
|
|
IM_ASSERT(dst_tmp == g.DrawChannelsTempMergeBuffer.Data + g.DrawChannelsTempMergeBuffer.Size);
|
|
memcpy(splitter->_Channels.Data + 1, g.DrawChannelsTempMergeBuffer.Data, (splitter->_Count - 1) * sizeof(ImDrawChannel));
|
|
}
|
|
|
|
// 3. Actually merge (channels using the same clip rect will be contiguous and naturally merged)
|
|
splitter->Merge(table->InnerWindow->DrawList);
|
|
}
|
|
|
|
// We use a default parameter of 'init_width_or_weight == -1'
|
|
// ImGuiTableColumnFlags_WidthFixed, width <= 0 --> init width == auto
|
|
// ImGuiTableColumnFlags_WidthFixed, width > 0 --> init width == manual
|
|
// ImGuiTableColumnFlags_WidthStretch, weight < 0 --> init weight == 1.0f
|
|
// ImGuiTableColumnFlags_WidthStretch, weight >= 0 --> init weight == custom
|
|
// Use a different API?
|
|
void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, float init_width_or_weight, ImGuiID user_id)
|
|
{
|
|
ImGuiContext& g = *GImGui;
|
|
ImGuiTable* table = g.CurrentTable;
|
|
IM_ASSERT(table != NULL && "Can only call TableSetupColumn() after BeginTable()!");
|
|
IM_ASSERT(!table->IsLayoutLocked && "Can only call TableSetupColumn() before first row!");
|
|
IM_ASSERT(table->DeclColumnsCount >= 0 && table->DeclColumnsCount < table->ColumnsCount && "Called TableSetupColumn() too many times!");
|
|
|
|
ImGuiTableColumn* column = &table->Columns[table->DeclColumnsCount];
|
|
table->DeclColumnsCount++;
|
|
|
|
// When passing a width automatically enforce WidthFixed policy (vs TableFixColumnFlags would default to WidthAlwaysAutoResize)
|
|
// (we write down to FlagsIn which is a little misleading, another solution would be to pass init_width_or_weight to TableFixColumnFlags)
|
|
if ((flags & ImGuiTableColumnFlags_WidthMask_) == 0)
|
|
if ((table->Flags & ImGuiTableFlags_SizingPolicyFixedX) && (init_width_or_weight > 0.0f))
|
|
flags |= ImGuiTableColumnFlags_WidthFixed;
|
|
|
|
column->UserID = user_id;
|
|
column->FlagsIn = flags;
|
|
column->Flags = TableFixColumnFlags(table, column->FlagsIn);
|
|
flags = column->Flags;
|
|
|
|
// Initialize defaults
|
|
if (table->IsFirstFrame && !table->IsSettingsLoaded)
|
|
{
|
|
// Init width or weight
|
|
// Disable auto-fit if a default fixed width has been specified
|
|
if ((flags & ImGuiTableColumnFlags_WidthFixed) && init_width_or_weight > 0.0f)
|
|
{
|
|
column->WidthRequested = init_width_or_weight;
|
|
column->AutoFitQueue = 0x00;
|
|
}
|
|
if (flags & ImGuiTableColumnFlags_WidthStretch)
|
|
{
|
|
IM_ASSERT(init_width_or_weight < 0.0f || init_width_or_weight > 0.0f);
|
|
column->ResizeWeight = (init_width_or_weight < 0.0f ? 1.0f : init_width_or_weight);
|
|
}
|
|
else
|
|
{
|
|
column->ResizeWeight = 1.0f;
|
|
}
|
|
|
|
// Init default visibility/sort state
|
|
if (flags & ImGuiTableColumnFlags_DefaultHide)
|
|
column->IsActive = column->NextIsActive = false;
|
|
if (flags & ImGuiTableColumnFlags_DefaultSort)
|
|
column->SortOrder = 0; // Multiple columns using _DefaultSort will be reordered when building the sort specs.
|
|
}
|
|
|
|
// Store name (append with zero-terminator in contiguous buffer)
|
|
IM_ASSERT(column->NameOffset == -1);
|
|
if (label != NULL)
|
|
{
|
|
column->NameOffset = (ImS16)table->ColumnsNames.size();
|
|
table->ColumnsNames.append(label, label + strlen(label) + 1);
|
|
}
|
|
}
|
|
|
|
// Starts into the first cell of a new row
|
|
void ImGui::TableNextRow(ImGuiTableRowFlags row_flags, float min_row_height)
|
|
{
|
|
ImGuiContext& g = *GImGui;
|
|
ImGuiTable* table = g.CurrentTable;
|
|
|
|
if (table->CurrentRow == -1)
|
|
TableUpdateLayout(table);
|
|
else if (table->IsInsideRow)
|
|
TableEndRow(table);
|
|
|
|
table->LastRowFlags = table->RowFlags;
|
|
table->RowFlags = row_flags;
|
|
TableBeginRow(table);
|
|
|
|
// We honor min_height requested by user, but cannot guarantee per-row maximum height as that would essentially require a unique clipping rectangle per-cell.
|
|
table->RowPosY2 += min_row_height;
|
|
|
|
TableBeginCell(table, 0);
|
|
}
|
|
|
|
// [Internal]
|
|
void ImGui::TableBeginRow(ImGuiTable* table)
|
|
{
|
|
ImGuiWindow* window = table->InnerWindow;
|
|
IM_ASSERT(!table->IsInsideRow);
|
|
|
|
// New row
|
|
table->CurrentRow++;
|
|
table->CurrentColumn = -1;
|
|
table->RowBgColor = IM_COL32_DISABLE;
|
|
table->IsInsideRow = true;
|
|
|
|
// Begin frozen rows
|
|
float next_y1 = table->RowPosY2;
|
|
if (table->CurrentRow == 0 && table->FreezeRowsCount > 0)
|
|
next_y1 = window->DC.CursorPos.y = table->OuterRect.Min.y;
|
|
|
|
table->RowPosY1 = table->RowPosY2 = next_y1;
|
|
table->RowTextBaseline = 0.0f;
|
|
window->DC.CursorMaxPos.y = next_y1;
|
|
|
|
// Making the header BG color non-transparent will allow us to overlay it multiple times when handling smooth dragging.
|
|
if (table->RowFlags & ImGuiTableRowFlags_Headers)
|
|
{
|
|
table->RowBgColor = GetColorU32(ImGuiCol_TableHeaderBg);
|
|
if (table->CurrentRow == 0)
|
|
table->IsUsingHeaders = true;
|
|
}
|
|
}
|
|
|
|
// [Internal]
|
|
void ImGui::TableEndRow(ImGuiTable* table)
|
|
{
|
|
ImGuiContext& g = *GImGui;
|
|
ImGuiWindow* window = g.CurrentWindow;
|
|
IM_ASSERT(window == table->InnerWindow);
|
|
IM_ASSERT(table->IsInsideRow);
|
|
|
|
TableEndCell(table);
|
|
|
|
table->RowPosY2 += table->CellPaddingY;
|
|
|
|
// Position cursor at the bottom of our row so it can be used for e.g. clipping calculation.
|
|
// However it is likely that the next call to TableBeginCell() will reposition the cursor to take account of vertical padding.
|
|
window->DC.CursorPos.y = table->RowPosY2;
|
|
|
|
// Row background fill
|
|
const float bg_y1 = table->RowPosY1;
|
|
const float bg_y2 = table->RowPosY2;
|
|
|
|
if (table->CurrentRow == 0)
|
|
table->LastFirstRowHeight = bg_y2 - bg_y1;
|
|
|
|
if (table->CurrentRow >= 0 && bg_y2 >= table->InnerClipRect.Min.y && bg_y1 <= table->InnerClipRect.Max.y)
|
|
{
|
|
// Decide of background color for the row
|
|
ImU32 bg_col = 0;
|
|
if (table->RowBgColor != IM_COL32_DISABLE)
|
|
bg_col = table->RowBgColor;
|
|
else if (table->Flags & ImGuiTableFlags_RowBg)
|
|
bg_col = GetColorU32((table->RowBgColorCounter & 1) ? ImGuiCol_TableRowBgAlt : ImGuiCol_TableRowBg);
|
|
|
|
// Decide of separating border color
|
|
ImU32 border_col = 0;
|
|
if (table->CurrentRow != 0 || table->InnerWindow == table->OuterWindow)
|
|
{
|
|
if (table->Flags & ImGuiTableFlags_BordersH)
|
|
{
|
|
if (table->CurrentRow == 0 && table->InnerWindow == table->OuterWindow)
|
|
border_col = table->BorderOuterColor;
|
|
else if (!(table->LastRowFlags & ImGuiTableRowFlags_Headers))
|
|
border_col = table->BorderInnerColor;
|
|
}
|
|
else
|
|
{
|
|
if (table->RowFlags & ImGuiTableRowFlags_Headers)
|
|
border_col = table->BorderOuterColor;
|
|
}
|
|
}
|
|
|
|
if (bg_col != 0 || border_col != 0)
|
|
table->DrawSplitter.SetCurrentChannel(window->DrawList, 0);
|
|
|
|
// Draw background
|
|
// We soft/cpu clip this so all backgrounds and borders can share the same clipping rectangle
|
|
if (bg_col)
|
|
{
|
|
ImRect bg_rect(table->WorkRect.Min.x, bg_y1, table->WorkRect.Max.x, bg_y2);
|
|
bg_rect.ClipWith(table->BackgroundClipRect);
|
|
if (bg_rect.Min.y < bg_rect.Max.y)
|
|
window->DrawList->AddRectFilledMultiColor(bg_rect.Min, bg_rect.Max, bg_col, bg_col, bg_col, bg_col);
|
|
}
|
|
|
|
// Draw top border
|
|
const float border_y = bg_y1;
|
|
if (border_col && border_y >= table->BackgroundClipRect.Min.y && border_y < table->BackgroundClipRect.Max.y)
|
|
window->DrawList->AddLine(ImVec2(table->BorderX1, border_y), ImVec2(table->BorderX2, border_y), border_col);
|
|
}
|
|
|
|
const bool unfreeze_rows = (table->CurrentRow + 1 == table->FreezeRowsCount && table->FreezeRowsCount > 0);
|
|
|
|
// Draw bottom border (always strong)
|
|
const bool draw_separating_border = unfreeze_rows || (table->RowFlags & ImGuiTableRowFlags_Headers);
|
|
if (draw_separating_border)
|
|
if (bg_y2 >= table->BackgroundClipRect.Min.y && bg_y2 < table->BackgroundClipRect.Max.y)
|
|
window->DrawList->AddLine(ImVec2(table->BorderX1, bg_y2), ImVec2(table->BorderX2, bg_y2), table->BorderOuterColor);
|
|
|
|
// End frozen rows (when we are past the last frozen row line, teleport cursor and alter clipping rectangle)
|
|
// We need to do that in TableEndRow() instead of TableBeginRow() so the list clipper can mark end of row and get the new cursor position.
|
|
if (unfreeze_rows)
|
|
{
|
|
IM_ASSERT(table->IsFreezeRowsPassed == false);
|
|
table->IsFreezeRowsPassed = true;
|
|
table->DrawSplitter.SetCurrentChannel(window->DrawList, 0);
|
|
|
|
ImRect r;
|
|
r.Min.x = table->InnerClipRect.Min.x;
|
|
r.Min.y = ImMax(table->RowPosY2 + 1, window->InnerClipRect.Min.y);
|
|
r.Max.x = table->InnerClipRect.Max.x;
|
|
r.Max.y = window->InnerClipRect.Max.y;
|
|
table->BackgroundClipRect = r;
|
|
|
|
float row_height = table->RowPosY2 - table->RowPosY1;
|
|
table->RowPosY2 = window->DC.CursorPos.y = table->WorkRect.Min.y + table->RowPosY2 - table->OuterRect.Min.y;
|
|
table->RowPosY1 = table->RowPosY2 - row_height;
|
|
for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
|
|
{
|
|
ImGuiTableColumn* column = &table->Columns[column_n];
|
|
column->DrawChannelCurrent = column->DrawChannelRowsAfterFreeze;
|
|
column->ClipRect.Min.y = r.Min.y;
|
|
}
|
|
}
|
|
|
|
if (!(table->RowFlags & ImGuiTableRowFlags_Headers))
|
|
table->RowBgColorCounter++;
|
|
table->IsInsideRow = false;
|
|
}
|
|
|
|
// [Internal] This is called a lot, so we need to be mindful of unnecessary overhead!
|
|
void ImGui::TableBeginCell(ImGuiTable* table, int column_no)
|
|
{
|
|
table->CurrentColumn = column_no;
|
|
ImGuiTableColumn* column = &table->Columns[column_no];
|
|
ImGuiWindow* window = table->InnerWindow;
|
|
|
|
const float start_x = (table->RowFlags & ImGuiTableRowFlags_Headers) ? column->StartXHeaders : column->StartXRows;
|
|
|
|
window->DC.LastItemId = 0;
|
|
window->DC.CursorPos = ImVec2(start_x, table->RowPosY1 + table->CellPaddingY);
|
|
window->DC.CursorMaxPos.x = window->DC.CursorPos.x;
|
|
window->DC.ColumnsOffset.x = start_x - window->Pos.x - window->DC.Indent.x; // FIXME-WORKRECT // FIXME-TABLE: Recurse
|
|
window->DC.CurrLineTextBaseOffset = table->RowTextBaseline;
|
|
|
|
window->WorkRect.Min.y = window->DC.CursorPos.y;
|
|
window->WorkRect.Min.x = column->MinX + table->CellPaddingX1;
|
|
window->WorkRect.Max.x = column->MaxX - table->CellPaddingX2;
|
|
|
|
// To allow ImGuiListClipper to function we propagate our row height
|
|
if (!column->IsActive)
|
|
window->DC.CursorPos.y = ImMax(window->DC.CursorPos.y, table->RowPosY2);
|
|
|
|
// FIXME-COLUMNS: Setup baseline, preserve across columns (how can we obtain first line baseline tho..)
|
|
// window->DC.CurrLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, g.Style.FramePadding.y);
|
|
|
|
window->SkipItems = column->IsClipped ? true : table->BackupSkipItems;
|
|
if (table->Flags & ImGuiTableFlags_NoClipX)
|
|
{
|
|
table->DrawSplitter.SetCurrentChannel(window->DrawList, 1);
|
|
}
|
|
else
|
|
{
|
|
table->DrawSplitter.SetCurrentChannel(window->DrawList, column->DrawChannelCurrent);
|
|
//window->ClipRect = column->ClipRect;
|
|
//IM_ASSERT(column->ClipRect.Max.x > column->ClipRect.Min.x && column->ClipRect.Max.y > column->ClipRect.Min.y);
|
|
//window->DrawList->_ClipRectStack.back() = ImVec4(column->ClipRect.Min.x, column->ClipRect.Min.y, column->ClipRect.Max.x, column->ClipRect.Max.y);
|
|
//window->DrawList->UpdateClipRect();
|
|
window->DrawList->PopClipRect();
|
|
window->DrawList->PushClipRect(column->ClipRect.Min, column->ClipRect.Max, false);
|
|
//IMGUI_DEBUG_LOG("%d (%.0f,%.0f)(%.0f,%.0f)\n", column_no, column->ClipRect.Min.x, column->ClipRect.Min.y, column->ClipRect.Max.x, column->ClipRect.Max.y);
|
|
window->ClipRect = window->DrawList->_ClipRectStack.back();
|
|
}
|
|
}
|
|
|
|
// [Internal]
|
|
void ImGui::TableEndCell(ImGuiTable* table)
|
|
{
|
|
ImGuiTableColumn* column = &table->Columns[table->CurrentColumn];
|
|
ImGuiWindow* window = table->InnerWindow;
|
|
|
|
// Report maximum position so we can infer content size per column.
|
|
float* p_max_pos_x;
|
|
if (table->RowFlags & ImGuiTableRowFlags_Headers)
|
|
p_max_pos_x = &column->ContentMaxPosHeadersUsed; // Useful in case user submit contents in header row that is not a TableHeader() call
|
|
else
|
|
p_max_pos_x = table->IsFreezeRowsPassed ? &column->ContentMaxPosRowsUnfrozen : &column->ContentMaxPosRowsFrozen;
|
|
*p_max_pos_x = ImMax(*p_max_pos_x, window->DC.CursorMaxPos.x);
|
|
table->RowPosY2 = ImMax(table->RowPosY2, window->DC.CursorMaxPos.y);
|
|
|
|
// Propagate text baseline for the entire row
|
|
// FIXME-TABLE: Here we propagate text baseline from the last line of the cell.. instead of the first one.
|
|
table->RowTextBaseline = ImMax(table->RowTextBaseline, window->DC.PrevLineTextBaseOffset);
|
|
}
|
|
|
|
// Append into the next cell
|
|
// FIXME-TABLE: Wrapping to next row should be optional?
|
|
bool ImGui::TableNextCell()
|
|
{
|
|
ImGuiContext& g = *GImGui;
|
|
ImGuiTable* table = g.CurrentTable;
|
|
|
|
if (table->CurrentColumn != -1 && table->CurrentColumn + 1 < table->ColumnsCount)
|
|
{
|
|
TableEndCell(table);
|
|
TableBeginCell(table, table->CurrentColumn + 1);
|
|
}
|
|
else
|
|
{
|
|
TableNextRow();
|
|
}
|
|
|
|
int column_n = table->CurrentColumn;
|
|
return (table->VisibleMaskByIndex & ((ImU64)1 << column_n)) != 0;
|
|
}
|
|
|
|
const char* ImGui::TableGetColumnName(int column_n)
|
|
{
|
|
ImGuiContext& g = *GImGui;
|
|
ImGuiTable* table = g.CurrentTable;
|
|
if (!table)
|
|
return NULL;
|
|
if (column_n < 0)
|
|
column_n = table->CurrentColumn;
|
|
return TableGetColumnName(table, column_n);
|
|
}
|
|
|
|
bool ImGui::TableGetColumnIsVisible(int column_n)
|
|
{
|
|
ImGuiContext& g = *GImGui;
|
|
ImGuiTable* table = g.CurrentTable;
|
|
if (!table)
|
|
return false;
|
|
if (column_n < 0)
|
|
column_n = table->CurrentColumn;
|
|
return (table->VisibleMaskByIndex & ((ImU64)1 << column_n)) != 0;
|
|
}
|
|
|
|
int ImGui::TableGetColumnIndex()
|
|
{
|
|
ImGuiContext& g = *GImGui;
|
|
ImGuiTable* table = g.CurrentTable;
|
|
if (!table)
|
|
return 0;
|
|
return table->CurrentColumn;
|
|
}
|
|
|
|
bool ImGui::TableSetColumnIndex(int column_idx)
|
|
{
|
|
ImGuiContext& g = *GImGui;
|
|
ImGuiTable* table = g.CurrentTable;
|
|
if (!table)
|
|
return false;
|
|
|
|
if (table->CurrentColumn != column_idx)
|
|
{
|
|
if (table->CurrentColumn != -1)
|
|
TableEndCell(table);
|
|
IM_ASSERT(column_idx >= 0 && table->ColumnsCount);
|
|
TableBeginCell(table, column_idx);
|
|
}
|
|
|
|
return (table->VisibleMaskByIndex & ((ImU64)1 << column_idx)) != 0;
|
|
}
|
|
|
|
ImRect ImGui::TableGetCellRect()
|
|
{
|
|
ImGuiContext& g = *GImGui;
|
|
ImGuiTable* table = g.CurrentTable;
|
|
ImGuiTableColumn* column = &table->Columns[table->CurrentColumn];
|
|
return ImRect(column->MinX, table->RowPosY1, column->MaxX, table->RowPosY2);
|
|
}
|
|
|
|
const char* ImGui::TableGetColumnName(ImGuiTable* table, int column_no)
|
|
{
|
|
ImGuiTableColumn* column = &table->Columns[column_no];
|
|
if (column->NameOffset == -1)
|
|
return NULL;
|
|
return &table->ColumnsNames.Buf[column->NameOffset];
|
|
}
|
|
|
|
void ImGui::TableSetColumnAutofit(ImGuiTable* table, int column_no)
|
|
{
|
|
// Disable clipping then auto-fit, will take 2 frames
|
|
// (we don't take a shortcut for unclipped columns to reduce inconsistencies when e.g. resizing multiple columns)
|
|
ImGuiTableColumn* column = &table->Columns[column_no];
|
|
column->CannotSkipItemsQueue = (1 << 0);
|
|
column->AutoFitQueue = (1 << 1);
|
|
}
|
|
|
|
void ImGui::PushTableBackground()
|
|
{
|
|
ImGuiContext& g = *GImGui;
|
|
ImGuiWindow* window = g.CurrentWindow;
|
|
ImGuiTable* table = g.CurrentTable;
|
|
table->DrawSplitter.SetCurrentChannel(window->DrawList, 0);
|
|
PushClipRect(table->HostClipRect.Min, table->HostClipRect.Max, false);
|
|
}
|
|
|
|
void ImGui::PopTableBackground()
|
|
{
|
|
ImGuiContext& g = *GImGui;
|
|
ImGuiWindow* window = g.CurrentWindow;
|
|
ImGuiTable* table = g.CurrentTable;
|
|
ImGuiTableColumn* column = &table->Columns[table->CurrentColumn];
|
|
table->DrawSplitter.SetCurrentChannel(window->DrawList, column->DrawChannelCurrent);
|
|
PopClipRect();
|
|
}
|
|
|
|
// FIXME-TABLE: Ideally this should be writable by the user. Full programmatic access to that data?
|
|
void ImGui::TableDrawContextMenu(ImGuiTable* table, int selected_column_n)
|
|
{
|
|
ImGuiContext& g = *GImGui;
|
|
ImGuiWindow* window = g.CurrentWindow;
|
|
if (window->SkipItems)
|
|
return;
|
|
|
|
bool want_separator = false;
|
|
selected_column_n = ImClamp(selected_column_n, -1, table->ColumnsCount - 1);
|
|
|
|
// Sizing
|
|
if (table->Flags & ImGuiTableFlags_Resizable)
|
|
{
|
|
if (ImGuiTableColumn* selected_column = (selected_column_n != -1) ? &table->Columns[selected_column_n] : NULL)
|
|
{
|
|
const bool can_resize = !(selected_column->Flags & (ImGuiTableColumnFlags_NoResize | ImGuiTableColumnFlags_WidthStretch)) && selected_column->IsActive;
|
|
if (MenuItem("Size column to fit", NULL, false, can_resize))
|
|
TableSetColumnAutofit(table, selected_column_n);
|
|
}
|
|
|
|
if (MenuItem("Size all columns to fit", NULL))
|
|
{
|
|
for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
|
|
{
|
|
ImGuiTableColumn* column = &table->Columns[column_n];
|
|
if (column->IsActive)
|
|
TableSetColumnAutofit(table, column_n);
|
|
}
|
|
}
|
|
want_separator = true;
|
|
}
|
|
|
|
// Ordering
|
|
if (table->Flags & ImGuiTableFlags_Reorderable)
|
|
{
|
|
if (MenuItem("Reset order", NULL, false, !table->IsDefaultDisplayOrder))
|
|
table->IsResetDisplayOrderRequest = true;
|
|
want_separator = true;
|
|
}
|
|
|
|
// Hiding / Visibility
|
|
if (table->Flags & ImGuiTableFlags_Hideable)
|
|
{
|
|
if (want_separator)
|
|
Separator();
|
|
want_separator = false;
|
|
|
|
PushItemFlag(ImGuiItemFlags_SelectableDontClosePopup, true);
|
|
for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
|
|
{
|
|
ImGuiTableColumn* column = &table->Columns[column_n];
|
|
const char* name = TableGetColumnName(table, column_n);
|
|
if (name == NULL)
|
|
name = "<Unknown>";
|
|
|
|
// Make sure we can't hide the last active column
|
|
bool menu_item_active = (column->Flags & ImGuiTableColumnFlags_NoHide) ? false : true;
|
|
if (column->IsActive && table->ColumnsActiveCount <= 1)
|
|
menu_item_active = false;
|
|
if (MenuItem(name, NULL, column->IsActive, menu_item_active))
|
|
column->NextIsActive = !column->IsActive;
|
|
}
|
|
PopItemFlag();
|
|
}
|
|
}
|
|
|
|
// This is a helper to output headers based on the column names declared in TableSetupColumn()
|
|
// The intent is that advanced users would not need to use this helper and may create their own.
|
|
void ImGui::TableAutoHeaders()
|
|
{
|
|
ImGuiContext& g = *GImGui;
|
|
ImGuiWindow* window = g.CurrentWindow;
|
|
if (window->SkipItems)
|
|
return;
|
|
|
|
ImGuiTable* table = g.CurrentTable;
|
|
IM_ASSERT(table && table->CurrentRow == -1);
|
|
|
|
int open_context_popup = INT_MAX;
|
|
|
|
// This for loop is constructed to not make use of internal functions,
|
|
// as this is intended to be a base template to copy and build from.
|
|
TableNextRow(ImGuiTableRowFlags_Headers, GetTextLineHeight());
|
|
const int columns_count = table->ColumnsCount;
|
|
for (int column_n = 0; column_n < columns_count; column_n++)
|
|
{
|
|
if (!TableSetColumnIndex(column_n))
|
|
continue;
|
|
|
|
const char* name = TableGetColumnName(column_n);
|
|
|
|
// FIXME-TABLE: Test custom user elements
|
|
#if 0
|
|
if (column_n < 2)
|
|
{
|
|
static bool b[10] = {};
|
|
PushID(column_n);
|
|
PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0));
|
|
Checkbox("##", &b[column_n]);
|
|
PopStyleVar();
|
|
PopID();
|
|
SameLine(0.0f, g.Style.ItemInnerSpacing.x);
|
|
}
|
|
#endif
|
|
|
|
// [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(table->InstanceNo * table->ColumnsCount + column_n); // Allow unnamed labels (generally accidental, but let's behave nicely with them)
|
|
TableHeader(name);
|
|
PopID();
|
|
|
|
// We don't use BeginPopupContextItem() because we want the popup to stay up even after the column is hidden
|
|
if (IsMouseReleased(1) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
|
|
open_context_popup = column_n;
|
|
}
|
|
|
|
// FIXME-TABLE: This is not user-land code any more...
|
|
window->SkipItems = table->BackupSkipItems;
|
|
|
|
// Allow opening popup from the right-most section after the last column
|
|
// FIXME-TABLE: This is not user-land code any more... perhaps instead we should expose hovered column.
|
|
// and allow some sort of row-centric IsItemHovered() for full flexibility?
|
|
const float unused_x1 = (table->RightMostActiveColumn != -1) ? table->Columns[table->RightMostActiveColumn].MaxX : table->WorkRect.Min.x;
|
|
if (unused_x1 < table->WorkRect.Max.x)
|
|
{
|
|
// FIXME: We inherit ClipRect/SkipItem from last submitted column (active or not), let's override
|
|
window->ClipRect = table->InnerClipRect;
|
|
|
|
ImVec2 backup_cursor_max_pos = window->DC.CursorMaxPos;
|
|
window->DC.CursorPos = ImVec2(unused_x1, table->RowPosY1);
|
|
ImVec2 size = ImVec2(table->WorkRect.Max.x - window->DC.CursorPos.x, table->RowPosY2 - table->RowPosY1);
|
|
if (size.x > 0.0f && size.y > 0.0f)
|
|
{
|
|
InvisibleButton("##RemainingSpace", size);
|
|
window->DC.CursorPos.y -= g.Style.ItemSpacing.y;
|
|
window->DC.CursorMaxPos = backup_cursor_max_pos; // Don't feed back into the width of the Header row
|
|
|
|
// We don't use BeginPopupContextItem() because we want the popup to stay up even after the column is hidden
|
|
if (IsMouseReleased(1) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
|
|
open_context_popup = -1;
|
|
}
|
|
|
|
window->ClipRect = window->DrawList->_ClipRectStack.back();
|
|
}
|
|
|
|
// Context Menu
|
|
if (open_context_popup != INT_MAX)
|
|
{
|
|
table->IsContextPopupOpen = true;
|
|
table->ContextPopupColumn = (ImS8)open_context_popup;
|
|
table->InstanceInteracted = table->InstanceNo;
|
|
OpenPopup("##TableContextMenu");
|
|
}
|
|
}
|
|
|
|
// Emit a column header (text + optional sort order)
|
|
// We cpu-clip text here so that all columns headers can be merged into a same draw call.
|
|
// FIXME-TABLE: Should hold a selection state.
|
|
void ImGui::TableHeader(const char* label)
|
|
{
|
|
ImGuiContext& g = *GImGui;
|
|
ImGuiWindow* window = g.CurrentWindow;
|
|
if (window->SkipItems)
|
|
return;
|
|
|
|
ImGuiTable* table = g.CurrentTable;
|
|
IM_ASSERT(table->CurrentColumn != -1);
|
|
const int column_n = table->CurrentColumn;
|
|
ImGuiTableColumn* column = &table->Columns[column_n];
|
|
|
|
float row_height = GetTextLineHeight();
|
|
ImRect cell_r = TableGetCellRect();
|
|
ImRect work_r = cell_r;
|
|
work_r.Min.x = window->DC.CursorPos.x;
|
|
work_r.Max.y = work_r.Min.y + row_height;
|
|
|
|
// Label
|
|
if (label == NULL)
|
|
label = "";
|
|
const char* label_end = FindRenderedTextEnd(label);
|
|
ImVec2 label_size = CalcTextSize(label, label_end, true);
|
|
ImVec2 label_pos = window->DC.CursorPos;
|
|
float ellipsis_max = work_r.Max.x;
|
|
|
|
// Selectable
|
|
PushID(label);
|
|
|
|
// FIXME-TABLE: Fix when padding are disabled.
|
|
//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 && 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.
|
|
// FIXME-TABLE: Scroll request while reordering a column and it lands out of the scrolling zone.
|
|
if (held && (table->Flags & ImGuiTableFlags_Reorderable) && IsMouseDragging(0) && !g.DragDropActive)
|
|
{
|
|
// 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;
|
|
if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > cell_r.Max.x)
|
|
if (column->NextActiveColumn != -1 && (column->IndexWithinActiveSet < table->FreezeColumnsRequest) == (table->Columns[column->NextActiveColumn].IndexWithinActiveSet < table->FreezeColumnsRequest))
|
|
table->ReorderColumnDir = +1;
|
|
}
|
|
|
|
// Sort order arrow
|
|
float w_arrow = 0.0f;
|
|
float w_sort_text = 0.0f;
|
|
if ((table->Flags & ImGuiTableFlags_Sortable) && !(column->Flags & ImGuiTableColumnFlags_NoSort))
|
|
{
|
|
const float ARROW_SCALE = 0.75f;
|
|
w_arrow = ImFloor(g.FontSize * ARROW_SCALE + g.Style.FramePadding.x);// table->CellPadding.x);
|
|
if (column->SortOrder != -1)
|
|
{
|
|
w_sort_text = 0.0f;
|
|
|
|
char sort_order_suf[8];
|
|
if (column->SortOrder > 0)
|
|
{
|
|
ImFormatString(sort_order_suf, IM_ARRAYSIZE(sort_order_suf), "%d", column->SortOrder + 1);
|
|
w_sort_text = g.Style.ItemInnerSpacing.x + CalcTextSize(sort_order_suf).x;
|
|
}
|
|
|
|
float x = ImMax(cell_r.Min.x, work_r.Max.x - w_arrow - w_sort_text);
|
|
ellipsis_max -= w_arrow + w_sort_text;
|
|
|
|
float y = label_pos.y;
|
|
ImU32 col = GetColorU32(ImGuiCol_Text);
|
|
if (column->SortOrder > 0)
|
|
{
|
|
PushStyleColor(ImGuiCol_Text, GetColorU32(ImGuiCol_Text, 0.70f));
|
|
RenderText(ImVec2(x + g.Style.ItemInnerSpacing.x, y), sort_order_suf);
|
|
PopStyleColor();
|
|
x += w_sort_text;
|
|
}
|
|
RenderArrow(window->DrawList, ImVec2(x, y), col, column->SortDirection == ImGuiSortDirection_Ascending ? ImGuiDir_Down : ImGuiDir_Up, ARROW_SCALE);
|
|
}
|
|
|
|
// Handle clicking on column header to adjust Sort Order
|
|
if (pressed && table->ReorderColumn != column_n)
|
|
TableSortSpecsClickColumn(table, column, g.IO.KeyShift);
|
|
}
|
|
|
|
// Render clipped label
|
|
// Clipping here ensure that in the majority of situations, all our header cells will be merged into a single draw call.
|
|
//window->DrawList->AddCircleFilled(ImVec2(ellipsis_max, label_pos.y), 40, IM_COL32_WHITE);
|
|
RenderTextEllipsis(window->DrawList, label_pos, ImVec2(ellipsis_max, label_pos.y + row_height + g.Style.FramePadding.y), ellipsis_max, ellipsis_max, label, label_end, &label_size);
|
|
|
|
// We feed our unclipped width to the column without writing on CursorMaxPos, so that column is still considering for merging.
|
|
// FIXME-TABLE: Clarify policies of how label width and potential decorations (arrows) fit into auto-resize of the column
|
|
float max_pos_x = label_pos.x + label_size.x + w_sort_text + w_arrow;
|
|
column->ContentMaxPosHeadersUsed = ImMax(column->ContentMaxPosHeadersUsed, work_r.Max.x);// ImMin(max_pos_x, work_r.Max.x));
|
|
column->ContentMaxPosHeadersDesired = ImMax(column->ContentMaxPosHeadersDesired, max_pos_x);
|
|
|
|
PopID();
|
|
}
|
|
|
|
void ImGui::TableSortSpecsClickColumn(ImGuiTable* table, ImGuiTableColumn* clicked_column, bool add_to_existing_sort_orders)
|
|
{
|
|
if (!(table->Flags & ImGuiTableFlags_MultiSortable))
|
|
add_to_existing_sort_orders = false;
|
|
|
|
ImS8 sort_order_max = 0;
|
|
if (add_to_existing_sort_orders)
|
|
for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
|
|
sort_order_max = ImMax(sort_order_max, table->Columns[column_n].SortOrder);
|
|
|
|
for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
|
|
{
|
|
ImGuiTableColumn* column = &table->Columns[column_n];
|
|
if (column == clicked_column)
|
|
{
|
|
// Set new sort direction and sort order
|
|
// - If the PreferSortDescending flag is set, we will default to a Descending direction on the first click.
|
|
// - Note that the PreferSortAscending flag is never checked, it is essentially the default and therefore a no-op.
|
|
// - Note that the NoSortAscending/NoSortDescending flags are processed in TableSortSpecsSanitize(), and they may change/revert
|
|
// the value of SortDirection. We could technically also do it here but it would be unnecessary and duplicate code.
|
|
if (column->SortOrder == -1)
|
|
column->SortDirection = (column->Flags & ImGuiTableColumnFlags_PreferSortDescending) ? (ImS8)ImGuiSortDirection_Descending : (ImU8)(ImGuiSortDirection_Ascending);
|
|
else
|
|
column->SortDirection = (ImU8)((column->SortDirection == ImGuiSortDirection_Ascending) ? ImGuiSortDirection_Descending : ImGuiSortDirection_Ascending);
|
|
if (column->SortOrder == -1 || !add_to_existing_sort_orders)
|
|
column->SortOrder = add_to_existing_sort_orders ? sort_order_max + 1 : 0;
|
|
}
|
|
else
|
|
{
|
|
if (!add_to_existing_sort_orders)
|
|
column->SortOrder = -1;
|
|
}
|
|
TableFixColumnSortDirection(column);
|
|
}
|
|
table->IsSettingsDirty = true;
|
|
table->IsSortSpecsDirty = true;
|
|
}
|
|
|
|
// Return NULL if no sort specs.
|
|
// Return ->WantSort == true when the specs have changed since the last query.
|
|
const ImGuiTableSortSpecs* ImGui::TableGetSortSpecs()
|
|
{
|
|
ImGuiContext& g = *GImGui;
|
|
ImGuiTable* table = g.CurrentTable;
|
|
IM_ASSERT(table != NULL);
|
|
|
|
if (!(table->Flags & ImGuiTableFlags_Sortable))
|
|
return NULL;
|
|
|
|
// Flatten sort specs into user facing data
|
|
const bool was_dirty = table->IsSortSpecsDirty;
|
|
if (was_dirty)
|
|
{
|
|
TableSortSpecsSanitize(table);
|
|
|
|
// Write output
|
|
table->SortSpecsData.resize(table->SortSpecsCount);
|
|
table->SortSpecs.ColumnsMask = 0x00;
|
|
for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
|
|
{
|
|
ImGuiTableColumn* column = &table->Columns[column_n];
|
|
if (column->SortOrder == -1)
|
|
continue;
|
|
ImGuiTableSortSpecsColumn* sort_spec = &table->SortSpecsData[column->SortOrder];
|
|
sort_spec->ColumnUserID = column->UserID;
|
|
sort_spec->ColumnIndex = (ImU8)column_n;
|
|
sort_spec->SortOrder = (ImU8)column->SortOrder;
|
|
sort_spec->SortSign = (column->SortDirection == ImGuiSortDirection_Ascending) ? +1 : -1;
|
|
sort_spec->SortDirection = column->SortDirection;
|
|
table->SortSpecs.ColumnsMask |= (ImU64)1 << column_n;
|
|
}
|
|
}
|
|
|
|
// User facing data
|
|
table->SortSpecs.Specs = table->SortSpecsData.Data;
|
|
table->SortSpecs.SpecsCount = table->SortSpecsData.Size;
|
|
table->SortSpecs.SpecsChanged = was_dirty;
|
|
table->IsSortSpecsDirty = false;
|
|
return table->SortSpecs.SpecsCount ? &table->SortSpecs : NULL;
|
|
}
|
|
|
|
bool ImGui::TableGetColumnIsSorted(int column_n)
|
|
{
|
|
ImGuiContext& g = *GImGui;
|
|
ImGuiTable* table = g.CurrentTable;
|
|
if (!table)
|
|
return false;
|
|
if (column_n < 0)
|
|
column_n = table->CurrentColumn;
|
|
ImGuiTableColumn* column = &table->Columns[column_n];
|
|
return (column->SortOrder != -1);
|
|
}
|
|
|
|
void ImGui::TableSortSpecsSanitize(ImGuiTable* table)
|
|
{
|
|
// Clear SortOrder from hidden column and verify that there's no gap or duplicate.
|
|
int sort_order_count = 0;
|
|
ImU64 sort_order_mask = 0x00;
|
|
for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
|
|
{
|
|
ImGuiTableColumn* column = &table->Columns[column_n];
|
|
if (column->SortOrder != -1 && !column->IsActive)
|
|
column->SortOrder = -1;
|
|
if (column->SortOrder == -1)
|
|
continue;
|
|
sort_order_count++;
|
|
sort_order_mask |= ((ImU64)1 << column->SortOrder);
|
|
IM_ASSERT(sort_order_count < (int)sizeof(sort_order_mask) * 8);
|
|
}
|
|
|
|
const bool need_fix_linearize = ((ImU64)1 << sort_order_count) != (sort_order_mask + 1);
|
|
const bool need_fix_single_sort_order = (sort_order_count > 1) && !(table->Flags & ImGuiTableFlags_MultiSortable);
|
|
if (need_fix_linearize || need_fix_single_sort_order)
|
|
{
|
|
ImU64 fixed_mask = 0x00;
|
|
for (int sort_n = 0; sort_n < sort_order_count; sort_n++)
|
|
{
|
|
// Fix: Rewrite sort order fields if needed so they have no gap or duplicate.
|
|
// (e.g. SortOrder 0 disappeared, SortOrder 1..2 exists --> rewrite then as SortOrder 0..1)
|
|
int column_with_smallest_sort_order = -1;
|
|
for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
|
|
if ((fixed_mask & ((ImU64)1 << (ImU64)column_n)) == 0 && table->Columns[column_n].SortOrder != -1)
|
|
if (column_with_smallest_sort_order == -1 || table->Columns[column_n].SortOrder < table->Columns[column_with_smallest_sort_order].SortOrder)
|
|
column_with_smallest_sort_order = column_n;
|
|
IM_ASSERT(column_with_smallest_sort_order != -1);
|
|
fixed_mask |= ((ImU64)1 << column_with_smallest_sort_order);
|
|
table->Columns[column_with_smallest_sort_order].SortOrder = (ImS8)sort_n;
|
|
|
|
// Fix: Make sure only one column has a SortOrder if ImGuiTableFlags_MultiSortable is not set.
|
|
if (need_fix_single_sort_order)
|
|
{
|
|
for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
|
|
if (column_n != column_with_smallest_sort_order)
|
|
table->Columns[column_n].SortOrder = -1;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Fallback default sort order (if no column has the ImGuiTableColumnFlags_DefaultSort flag)
|
|
if (sort_order_count == 0 && table->IsFirstFrame)
|
|
for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
|
|
{
|
|
ImGuiTableColumn* column = &table->Columns[column_n];
|
|
if (!(column->Flags & ImGuiTableColumnFlags_NoSort) && column->IsActive)
|
|
{
|
|
sort_order_count = 1;
|
|
column->SortOrder = 0;
|
|
break;
|
|
}
|
|
}
|
|
|
|
table->SortSpecsCount = (ImS8)sort_order_count;
|
|
}
|
|
|
|
//-------------------------------------------------------------------------
|
|
// TABLE - .ini settings
|
|
//-------------------------------------------------------------------------
|
|
// [Init] 1: TableSettingsHandler_ReadXXXX() Load and parse .ini file into TableSettings.
|
|
// [Main] 2: TableLoadSettings() When table is created, bind Table to TableSettings, serialize TableSettings data into Table.
|
|
// [Main] 3: TableSaveSettings() When table properties are modified, serialize Table data into bound or new TableSettings, mark .ini as dirty.
|
|
// [Main] 4: TableSettingsHandler_WriteAll() When .ini file is dirty (which can come from other source), save TableSettings into .ini file.
|
|
//-------------------------------------------------------------------------
|
|
|
|
static ImGuiTableSettings* CreateTableSettings(ImGuiID id, int columns_count)
|
|
{
|
|
ImGuiContext& g = *GImGui;
|
|
ImGuiTableSettings* settings = g.SettingsTables.alloc_chunk(sizeof(ImGuiTableSettings) + (size_t)columns_count * sizeof(ImGuiTableColumnSettings));
|
|
IM_PLACEMENT_NEW(settings) ImGuiTableSettings();
|
|
ImGuiTableColumnSettings* settings_column = settings->GetColumnSettings();
|
|
for (int n = 0; n < columns_count; n++, settings_column++)
|
|
IM_PLACEMENT_NEW(settings_column) ImGuiTableColumnSettings();
|
|
settings->ID = id;
|
|
settings->ColumnsCount = settings->ColumnsCountMax = (ImS8)columns_count;
|
|
return settings;
|
|
}
|
|
|
|
static ImGuiTableSettings* FindTableSettingsByID(ImGuiID id)
|
|
{
|
|
// FIXME-OPT: Might want to store a lookup map for this?
|
|
ImGuiContext& g = *GImGui;
|
|
for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings))
|
|
if (settings->ID == id)
|
|
return settings;
|
|
return NULL;
|
|
}
|
|
|
|
ImGuiTableSettings* ImGui::TableFindSettings(ImGuiTable* table)
|
|
{
|
|
if (table->SettingsOffset == -1)
|
|
return NULL;
|
|
|
|
ImGuiContext& g = *GImGui;
|
|
ImGuiTableSettings* settings = g.SettingsTables.ptr_from_offset(table->SettingsOffset);
|
|
IM_ASSERT(settings->ID == table->ID);
|
|
if (settings->ColumnsCountMax < table->ColumnsCount)
|
|
{
|
|
settings->ID = 0; // Ditch storage if we won't fit because of a count change
|
|
return NULL;
|
|
}
|
|
return settings;
|
|
}
|
|
|
|
void ImGui::TableSaveSettings(ImGuiTable* table)
|
|
{
|
|
table->IsSettingsDirty = false;
|
|
if (table->Flags & ImGuiTableFlags_NoSavedSettings)
|
|
return;
|
|
|
|
// Bind or create settings data
|
|
ImGuiContext& g = *GImGui;
|
|
ImGuiTableSettings* settings = TableFindSettings(table);
|
|
if (settings == NULL)
|
|
{
|
|
settings = CreateTableSettings(table->ID, table->ColumnsCount);
|
|
table->SettingsOffset = g.SettingsTables.offset_from_ptr(settings);
|
|
}
|
|
settings->ColumnsCount = (ImS8)table->ColumnsCount;
|
|
|
|
// Serialize ImGuiTableSettings/ImGuiTableColumnSettings --> ImGuiTable/ImGuiTableColumn
|
|
IM_ASSERT(settings->ID == table->ID);
|
|
IM_ASSERT(settings->ColumnsCount == table->ColumnsCount && settings->ColumnsCountMax >= settings->ColumnsCount);
|
|
ImGuiTableColumn* column = table->Columns.Data;
|
|
ImGuiTableColumnSettings* column_settings = settings->GetColumnSettings();
|
|
|
|
// FIXME-TABLE: Logic to avoid saving default widths?
|
|
settings->SaveFlags = ImGuiTableFlags_Resizable;
|
|
for (int n = 0; n < table->ColumnsCount; n++, column++, column_settings++)
|
|
{
|
|
//column_settings->WidthOrWeight = column->WidthRequested; // FIXME-WIP
|
|
column_settings->Index = (ImS8)n;
|
|
column_settings->DisplayOrder = column->IndexDisplayOrder;
|
|
column_settings->SortOrder = column->SortOrder;
|
|
column_settings->SortDirection = column->SortDirection;
|
|
column_settings->Visible = column->IsActive;
|
|
|
|
// We skip saving some data in the .ini file when they are unnecessary to restore our state
|
|
// FIXME-TABLE: We don't have logic to easily compare SortOrder to DefaultSortOrder yet.
|
|
if (column->IndexDisplayOrder != n)
|
|
settings->SaveFlags |= ImGuiTableFlags_Reorderable;;
|
|
if (column_settings->SortOrder != -1)
|
|
settings->SaveFlags |= ImGuiTableFlags_Sortable;
|
|
if (column_settings->Visible != ((column->Flags & ImGuiTableColumnFlags_DefaultHide) == 0))
|
|
settings->SaveFlags |= ImGuiTableFlags_Hideable;
|
|
}
|
|
settings->SaveFlags &= table->Flags;
|
|
|
|
MarkIniSettingsDirty();
|
|
}
|
|
|
|
void ImGui::TableLoadSettings(ImGuiTable* table)
|
|
{
|
|
ImGuiContext& g = *GImGui;
|
|
table->IsSettingsRequestLoad = false;
|
|
if (table->Flags & ImGuiTableFlags_NoSavedSettings)
|
|
return;
|
|
|
|
// Bind settings
|
|
ImGuiTableSettings* settings;
|
|
if (table->SettingsOffset == -1)
|
|
{
|
|
settings = FindTableSettingsByID(table->ID);
|
|
if (settings == NULL)
|
|
return;
|
|
table->SettingsOffset = g.SettingsTables.offset_from_ptr(settings);
|
|
}
|
|
else
|
|
{
|
|
settings = g.SettingsTables.ptr_from_offset(table->SettingsOffset);
|
|
}
|
|
table->IsSettingsLoaded = true;
|
|
settings->SaveFlags = table->Flags;
|
|
|
|
// Serialize ImGuiTable/ImGuiTableColumn --> ImGuiTableSettings/ImGuiTableColumnSettings
|
|
ImGuiTableColumnSettings* column_settings = settings->GetColumnSettings();
|
|
for (int data_n = 0; data_n < settings->ColumnsCount; data_n++, column_settings++)
|
|
{
|
|
int column_n = column_settings->Index;
|
|
if (column_n < 0 || column_n >= table->ColumnsCount)
|
|
continue;
|
|
ImGuiTableColumn* column = &table->Columns[column_n];
|
|
//column->WidthRequested = column_settings->WidthOrWeight; // FIXME-WIP
|
|
if (column_settings->DisplayOrder != -1)
|
|
column->IndexDisplayOrder = column_settings->DisplayOrder;
|
|
if (column_settings->SortOrder != -1)
|
|
{
|
|
column->SortOrder = column_settings->SortOrder;
|
|
column->SortDirection = column_settings->SortDirection;
|
|
}
|
|
column->IsActive = column->NextIsActive = column_settings->Visible;
|
|
}
|
|
|
|
// FIXME-TABLE: Need to validate .ini data
|
|
for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
|
|
table->DisplayOrder[table->Columns[column_n].IndexDisplayOrder] = (ImU8)column_n;
|
|
}
|
|
|
|
void* ImGui::TableSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name)
|
|
{
|
|
ImGuiID id = 0;
|
|
int columns_count = 0;
|
|
if (sscanf(name, "0x%08X,%d", &id, &columns_count) < 2)
|
|
return NULL;
|
|
return CreateTableSettings(id, columns_count);
|
|
}
|
|
|
|
void ImGui::TableSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line)
|
|
{
|
|
// "Column 0 UserID=0x42AD2D21 Width=100 Visible=1 Order=0 Sort=0v"
|
|
ImGuiTableSettings* settings = (ImGuiTableSettings*)entry;
|
|
int column_n = 0, r = 0, n = 0;
|
|
if (sscanf(line, "Column %d%n", &column_n, &r) == 1) { line = ImStrSkipBlank(line + r); } else { return; }
|
|
if (column_n < 0 || column_n >= settings->ColumnsCount)
|
|
return;
|
|
|
|
char c = 0;
|
|
ImGuiTableColumnSettings* column = settings->GetColumnSettings() + column_n;
|
|
column->Index = (ImS8)column_n;
|
|
if (sscanf(line, "UserID=0x%08X%n", (ImU32*)&n, &r) == 1) { line = ImStrSkipBlank(line + r); column->UserID = (ImGuiID)n; }
|
|
if (sscanf(line, "Width=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); /* .. */ settings->SaveFlags |= ImGuiTableFlags_Resizable; }
|
|
if (sscanf(line, "Visible=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); column->Visible = (ImU8)n; settings->SaveFlags |= ImGuiTableFlags_Hideable; }
|
|
if (sscanf(line, "Order=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); column->DisplayOrder = (ImS8)n; settings->SaveFlags |= ImGuiTableFlags_Reorderable; }
|
|
if (sscanf(line, "Sort=%d%c%n", &n, &c, &r) == 2) { line = ImStrSkipBlank(line + r); column->SortOrder = (ImS8)n; column->SortDirection = (c == '^') ? ImGuiSortDirection_Descending : ImGuiSortDirection_Ascending; settings->SaveFlags |= ImGuiTableFlags_Sortable; }
|
|
}
|
|
|
|
void ImGui::TableSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf)
|
|
{
|
|
ImGuiContext& g = *ctx;
|
|
for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings))
|
|
{
|
|
if (settings->ID == 0) // Skip ditched settings
|
|
continue;
|
|
|
|
// TableSaveSettings() may clear some of those flags when we establish that the data can be stripped (e.g. Order was unchanged)
|
|
const bool save_size = (settings->SaveFlags & ImGuiTableFlags_Resizable) != 0;
|
|
const bool save_visible = (settings->SaveFlags & ImGuiTableFlags_Hideable) != 0;
|
|
const bool save_order = (settings->SaveFlags & ImGuiTableFlags_Reorderable) != 0;
|
|
const bool save_sort = (settings->SaveFlags & ImGuiTableFlags_Sortable) != 0;
|
|
if (!save_size && !save_visible && !save_order && !save_sort)
|
|
continue;
|
|
|
|
buf->reserve(buf->size() + 30 + settings->ColumnsCount * 50); // ballpark reserve
|
|
buf->appendf("[%s][0x%08X,%d]\n", handler->TypeName, settings->ID, settings->ColumnsCount);
|
|
ImGuiTableColumnSettings* column = settings->GetColumnSettings();
|
|
for (int column_n = 0; column_n < settings->ColumnsCount; column_n++, column++)
|
|
{
|
|
// "Column 0 UserID=0x42AD2D21 Width=100 Visible=1 Order=0 Sort=0v"
|
|
if (column->UserID != 0)
|
|
buf->appendf("Column %-2d UserID=%08X", column_n, column->UserID);
|
|
else
|
|
buf->appendf("Column %-2d", column_n);
|
|
if (save_size) buf->appendf(" Width=%d", 0);// (int)settings_column->WidthOrWeight); // FIXME-TABLE
|
|
if (save_visible) buf->appendf(" Visible=%d", column->Visible);
|
|
if (save_order) buf->appendf(" Order=%d", column->DisplayOrder);
|
|
if (save_sort && column->SortOrder != -1) buf->appendf(" Sort=%d%c", column->SortOrder, (column->SortDirection == ImGuiSortDirection_Ascending) ? 'v' : '^');
|
|
buf->append("\n");
|
|
}
|
|
buf->append("\n");
|
|
}
|
|
}
|
|
|
|
//-------------------------------------------------------------------------
|
|
// TABLE - Debugging
|
|
//-------------------------------------------------------------------------
|
|
// - DebugNodeTable() [Internal]
|
|
//-------------------------------------------------------------------------
|
|
|
|
#ifndef IMGUI_DISABLE_METRICS_WINDOW
|
|
void ImGui::DebugNodeTable(ImGuiTable* table)
|
|
{
|
|
char buf[256];
|
|
char* p = buf;
|
|
const char* buf_end = buf + IM_ARRAYSIZE(buf);
|
|
ImFormatString(p, buf_end - p, "Table 0x%08X (%d columns, in '%s')", table->ID, table->ColumnsCount, table->OuterWindow->Name);
|
|
bool open = TreeNode(table, "%s", buf);
|
|
if (IsItemHovered())
|
|
GetForegroundDrawList()->AddRect(table->OuterRect.Min, table->OuterRect.Max, IM_COL32(255, 255, 0, 255));
|
|
if (open)
|
|
{
|
|
for (int n = 0; n < table->ColumnsCount; n++)
|
|
{
|
|
ImGuiTableColumn* column = &table->Columns[n];
|
|
const char* name = TableGetColumnName(table, n);
|
|
BulletText("Column %d order %d name '%s': +%.1f to +%.1f\n"
|
|
"Active: %d, Clipped: %d, DrawChannels: %d,%d\n"
|
|
"WidthGiven/Requested: %.1f/%.1f, Weight: %.2f\n"
|
|
"UserID: 0x%08X, Flags: 0x%04X: %s%s%s%s..",
|
|
n, column->IndexDisplayOrder, name ? name : "NULL", column->MinX - table->WorkRect.Min.x, column->MaxX - table->WorkRect.Min.x,
|
|
column->IsActive, column->IsClipped, column->DrawChannelRowsBeforeFreeze, column->DrawChannelRowsAfterFreeze,
|
|
column->WidthGiven, column->WidthRequested, column->ResizeWeight,
|
|
column->UserID, column->Flags,
|
|
(column->Flags & ImGuiTableColumnFlags_WidthFixed) ? "WidthFixed " : "",
|
|
(column->Flags & ImGuiTableColumnFlags_WidthStretch) ? "WidthStretch " : "",
|
|
(column->Flags & ImGuiTableColumnFlags_WidthAlwaysAutoResize) ? "WidthAlwaysAutoResize " : "",
|
|
(column->Flags & ImGuiTableColumnFlags_NoResize) ? "NoResize " : "");
|
|
}
|
|
ImGuiTableSettings* settings = TableFindSettings(table);
|
|
if (settings && TreeNode("Settings"))
|
|
{
|
|
BulletText("SaveFlags: 0x%08X", settings->SaveFlags);
|
|
BulletText("ColumnsCount: %d (max %d)", settings->ColumnsCount, settings->ColumnsCountMax);
|
|
for (int n = 0; n < settings->ColumnsCount; n++)
|
|
{
|
|
ImGuiTableColumnSettings* column_settings = &settings->GetColumnSettings()[n];
|
|
BulletText("Column %d Order %d SortOrder %d Visible %d UserID 0x%08X WidthOrWeight %.3f",
|
|
n, column_settings->DisplayOrder, column_settings->SortOrder, column_settings->Visible, column_settings->UserID, column_settings->WidthOrWeight);
|
|
}
|
|
TreePop();
|
|
}
|
|
TreePop();
|
|
}
|
|
}
|
|
#endif // #ifndef IMGUI_DISABLE_METRICS_WINDOW
|
|
|
|
//-------------------------------------------------------------------------
|
|
|
|
|
|
|
|
|
|
//-------------------------------------------------------------------------
|
|
// [SECTION] Widgets: Columns, BeginColumns, EndColumns, etc.
|
|
// (This is a legacy API, prefer using BeginTable/EndTable!)
|
|
//-------------------------------------------------------------------------
|
|
// - SetWindowClipRectBeforeSetChannel() [Internal]
|
|
// - GetColumnIndex()
|
|
// - GetColumnsCount()
|
|
// - GetColumnOffset()
|
|
// - GetColumnWidth()
|
|
// - SetColumnOffset()
|
|
// - SetColumnWidth()
|
|
// - PushColumnClipRect() [Internal]
|
|
// - PushColumnsBackground() [Internal]
|
|
// - PopColumnsBackground() [Internal]
|
|
// - FindOrCreateColumns() [Internal]
|
|
// - 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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|
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ImGuiContext& g = *GImGui;
|
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ImGuiOldColumns* columns = window->DC.CurrentColumns;
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|
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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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|
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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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|
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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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|
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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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|
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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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// 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++)
|
|
{
|
|
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);
|
|
const float column_hit_hw = COLUMNS_HIT_RECT_HALF_WIDTH;
|
|
const ImRect column_hit_rect(ImVec2(x - column_hit_hw, y1), ImVec2(x + column_hit_hw, y2));
|
|
KeepAliveID(column_id);
|
|
if (IsClippedEx(column_hit_rect, column_id, false))
|
|
continue;
|
|
|
|
bool hovered = false, held = false;
|
|
if (!(flags & ImGuiOldColumnFlags_NoResize))
|
|
{
|
|
ButtonBehavior(column_hit_rect, column_id, &hovered, &held);
|
|
if (hovered || held)
|
|
g.MouseCursor = ImGuiMouseCursor_ResizeEW;
|
|
if (held && !(column->Flags & ImGuiOldColumnFlags_NoResize))
|
|
dragging_column = n;
|
|
}
|
|
|
|
// Draw column
|
|
const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator);
|
|
const float xi = IM_FLOOR(x);
|
|
window->DrawList->AddLine(ImVec2(xi, y1 + 1.0f), ImVec2(xi, y2), col);
|
|
}
|
|
|
|
// Apply dragging after drawing the column lines, so our rendered lines are in sync with how items were displayed during the frame.
|
|
if (dragging_column != -1)
|
|
{
|
|
if (!columns->IsBeingResized)
|
|
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
|
|
|