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Tables: more consistent use of CellPadding.x*2 and clip-rect on right-most side of non-bordered column + fix cellbg for standalone TableHeader call.
Using CellPadding.x on both sides when BorderV is off, generally most consistent and with default value (4,2) promotes at-glance visible spacing between non-bordered columns. Effectively double horizontal padding on non-bordered columns. Made ClipRect.Max.x matches WorkMaxX which is where we'd like to go for windows themselves. TableHeader() submit single cell bg color if not already submitted as a full header row. Misc comments/docs updates.
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@ -214,8 +214,6 @@ Button("OK"); // Label = "OK", ID = hash of ("MyOtherWindow", "OK")
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End();
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```
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We used "..." above to signify whatever was already pushed to the ID stack previously:
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- If you have a same ID twice in the same location, you'll have a conflict:
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```cpp
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Button("OK");
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@ -132,7 +132,7 @@ Also see [Wiki](https://github.com/ocornut/imgui/wiki) for more links and ideas.
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### Upcoming Changes
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Some of the goals for 2020 are:
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- Work on new Tables API (to replace Columns). (see [#2957](https://github.com/ocornut/imgui/issues/2957), in public [tables](https://github.com/ocornut/imgui/tree/tables) branch looking for feedback)
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- Work on Tables (see [#2957](https://github.com/ocornut/imgui/issues/2957), now merged in master.
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- Work on Docking (see [#2109](https://github.com/ocornut/imgui/issues/2109), in public [docking](https://github.com/ocornut/imgui/tree/docking) branch)
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- Work on Multi-Viewport / Multiple OS windows. (see [#1542](https://github.com/ocornut/imgui/issues/1542), in public [docking](https://github.com/ocornut/imgui/tree/docking) branch looking for feedback)
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- Work on gamepad/keyboard controls. (see [#787](https://github.com/ocornut/imgui/issues/787))
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@ -129,18 +129,6 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
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- group: IsHovered() after EndGroup() covers whole aabb rather than the intersection of individual items. Is that desirable?
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- group: merge deactivation/activation within same group (fwd WasEdited flag). (#2550)
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- columns: sizing policy (e.g. for each column: fixed size, %, fill, distribute default size among fills) (#513, #125)
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- columns: add a conditional parameter to SetColumnOffset() (#513, #125)
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- columns: headers. re-orderable. (#513, #125)
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- columns: optional sorting modifiers (up/down), sort list so sorting can be done multi-criteria. notify user when sort order changed.
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- columns: option to alternate background colors on odd/even scanlines.
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- columns: allow columns to recurse.
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- columns: allow a same columns set to be interrupted by e.g. CollapsingHeader and resume with columns in sync when moving them.
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- columns: sizing is lossy when columns width is very small (default width may turn negative etc.)
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- columns: separator function or parameter that works within the column (currently Separator() bypass all columns) (#125)
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- columns: flag to add horizontal separator above/below)
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- columns/layout: setup minimum line height (equivalent of automatically calling AlignFirstTextHeightToWidgets)
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!- color: the color conversion helpers/types are a mess and needs sorting out.
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- color: (api breaking) ImGui::ColorConvertXXX functions should be loose ImColorConvertXX to match imgui_internals.h
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16
imgui.h
16
imgui.h
@ -27,14 +27,12 @@ Index of this file:
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// ImVector<>
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// ImGuiStyle
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// ImGuiIO
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// Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload)
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// Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs)
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// Obsolete functions
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// Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor)
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// Draw List API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData)
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// Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont)
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// FIXME-TABLE: Add ImGuiTableSortSpecs and ImGuiTableColumnSortSpecs in "Misc data structures" section above (we don't do it right now to facilitate merging various branches)
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*/
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#pragma once
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@ -64,6 +62,7 @@ Index of this file:
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#define IMGUI_VERSION "1.80 WIP"
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#define IMGUI_VERSION_NUM 17906
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#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
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#define IMGUI_HAS_TABLE
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// Define attributes of all API symbols declarations (e.g. for DLL under Windows)
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// IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default backends files (imgui_impl_xxx.h)
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@ -680,7 +679,6 @@ namespace ImGui
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// TableNextRow() -> Text("Hello 0") // Not OK! Missing TableSetColumnIndex() or TableNextColumn()! Text will not appear!
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// ----------------------------------------------------------------------------------------------------------
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// - 5. Call EndTable()
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#define IMGUI_HAS_TABLE 1
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IMGUI_API bool BeginTable(const char* str_id, int columns_count, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0, 0), float inner_width = 0.0f);
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IMGUI_API void EndTable(); // only call EndTable() if BeginTable() returns true!
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IMGUI_API void TableNextRow(ImGuiTableRowFlags row_flags = 0, float min_row_height = 0.0f); // append into the first cell of a new row.
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@ -1108,7 +1106,7 @@ enum ImGuiTableColumnFlags_
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ImGuiTableColumnFlags_NoSort = 1 << 9, // Disable ability to sort on this field (even if ImGuiTableFlags_Sortable is set on the table).
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ImGuiTableColumnFlags_NoSortAscending = 1 << 10, // Disable ability to sort in the ascending direction.
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ImGuiTableColumnFlags_NoSortDescending = 1 << 11, // Disable ability to sort in the descending direction.
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ImGuiTableColumnFlags_NoHeaderWidth = 1 << 12, // Header width don't contribute to automatic column width.
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ImGuiTableColumnFlags_NoHeaderWidth = 1 << 12, // Disable header text width contribution to automatic column width.
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ImGuiTableColumnFlags_PreferSortAscending = 1 << 13, // Make the initial sort direction Ascending when first sorting on this column (default).
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ImGuiTableColumnFlags_PreferSortDescending = 1 << 14, // Make the initial sort direction Descending when first sorting on this column.
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ImGuiTableColumnFlags_IndentEnable = 1 << 15, // Use current Indent value when entering cell (default for column 0).
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@ -1146,11 +1144,9 @@ enum ImGuiTableRowFlags_
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enum ImGuiTableBgTarget_
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{
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ImGuiTableBgTarget_None = 0,
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//ImGuiTableBgTarget_ColumnBg0 = 1, // FIXME-TABLE: Todo. Set column background color 0 (generally used for background
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//ImGuiTableBgTarget_ColumnBg1 = 2, // FIXME-TABLE: Todo. Set column background color 1 (generally used for selection marking)
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ImGuiTableBgTarget_RowBg0 = 3, // Set row background color 0 (generally used for background, automatically set when ImGuiTableFlags_RowBg is used)
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ImGuiTableBgTarget_RowBg1 = 4, // Set row background color 1 (generally used for selection marking)
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ImGuiTableBgTarget_CellBg = 5 // Set cell background color (top-most color)
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ImGuiTableBgTarget_RowBg0 = 1, // Set row background color 0 (generally used for background, automatically set when ImGuiTableFlags_RowBg is used)
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ImGuiTableBgTarget_RowBg1 = 2, // Set row background color 1 (generally used for selection marking)
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ImGuiTableBgTarget_CellBg = 3 // Set cell background color (top-most color)
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};
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// Flags for ImGui::IsWindowFocused()
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@ -3590,7 +3590,7 @@ static void ShowDemoWindowTables()
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// If there is not enough available width to fit all columns, they will however be resized down.
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// FIXME-TABLE: Providing a stretch-on-init would make sense especially for tables which don't have saved settings
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HelpMarker(
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"Using _Resizable + _ColumnsWidthFixedX flags.\n"
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"Using _Resizable + _ColumnsWidthFixed flags.\n"
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"Fixed-width columns generally makes more sense if you want to use horizontal scrolling.\n\n"
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"Double-click a column border to auto-fit the column to its contents.");
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static ImGuiTableFlags flags = ImGuiTableFlags_Resizable | ImGuiTableFlags_ColumnsWidthFixed | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_ContextMenuInBody;
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@ -3723,7 +3723,8 @@ static void ShowDemoWindowTables()
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"e.g.:\n"
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"- BorderOuterV\n"
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"- any form of row selection\n"
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"Because of this, activating BorderOuterV sets the default to PadOuterX. Using PadOuterX or NoPadOuterX you can override the default.\n");
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"Because of this, activating BorderOuterV sets the default to PadOuterX. Using PadOuterX or NoPadOuterX you can override the default.\n\n"
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"Actual padding values are using style.CellPadding.");
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PushStyleCompact();
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ImGui::CheckboxFlags("ImGuiTableFlags_PadOuterX", &flags, ImGuiTableFlags_PadOuterX);
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@ -4025,7 +4026,7 @@ static void ShowDemoWindowTables()
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HelpMarker("This section allows you to interact and see the effect of StretchX vs FixedX sizing policies depending on whether Scroll is enabled and the contents of your columns.");
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enum ContentsType { CT_ShortText, CT_LongText, CT_Button, CT_FillButton, CT_InputText };
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static ImGuiTableFlags flags = ImGuiTableFlags_ScrollY | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_RowBg;
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static int contents_type = CT_Button;
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static int contents_type = CT_LongText;
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static int column_count = 3;
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PushStyleCompact();
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@ -1963,7 +1963,7 @@ struct ImGuiTableCellData
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ImGuiTableColumnIdx Column; // Column number
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};
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// FIXME-TABLES: transient data could be stored in a per-stacked table structure: DrawSplitter, SortSpecs, incoming RowData
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// FIXME-TABLE: transient data could be stored in a per-stacked table structure: DrawSplitter, SortSpecs, incoming RowData
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struct ImGuiTable
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{
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ImGuiID ID;
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@ -350,9 +350,8 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
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const float inner_spacing_for_border = (flags & ImGuiTableFlags_BordersInnerV) ? TABLE_BORDER_SIZE : 0.0f;
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const float inner_spacing_explicit = (pad_inner_x && (flags & ImGuiTableFlags_BordersInnerV) == 0) ? g.Style.CellPadding.x : 0.0f;
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const float inner_padding_explicit = (pad_inner_x && (flags & ImGuiTableFlags_BordersInnerV) != 0) ? g.Style.CellPadding.x : 0.0f;
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const float inner_spacing = inner_spacing_for_border + inner_spacing_explicit;
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table->CellSpacingX1 = ImCeil(inner_spacing * 0.5f);
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table->CellSpacingX2 = inner_spacing - table->CellSpacingX1;
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table->CellSpacingX1 = inner_spacing_explicit + inner_spacing_for_border;
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table->CellSpacingX2 = inner_spacing_explicit;
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table->CellPaddingX = inner_padding_explicit;
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table->CellPaddingY = g.Style.CellPadding.y;
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@ -463,7 +462,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
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inner_window->SkipItems = true;
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// Clear names
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// FIXME-TABLES: probably could be done differently...
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// FIXME-TABLE: probably could be done differently...
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if (table->ColumnsNames.Buf.Size > 0)
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{
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table->ColumnsNames.Buf.resize(0);
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@ -925,7 +924,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
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// Lock all our positions
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// - ClipRect.Min.x: Because merging draw commands doesn't compare min boundaries, we make ClipRect.Min.x match left bounds to be consistent regardless of merging.
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// - ClipRect.Max.x: using WorkMaxX instead of MaxX (aka including padding) is detrimental to visibility in very-small column.
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// - ClipRect.Max.x: using WorkMaxX instead of MaxX (aka including padding) makes things more consistent when resizing down, tho slightly detrimental to visibility in very-small column.
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// - FIXME-TABLE: We want equal width columns to have equal (ClipRect.Max.x - WorkMinX) width, which means ClipRect.max.x cannot stray off host_clip_rect.Max.x else right-most column may appear shorter.
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column->MinX = offset_x;
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column->MaxX = offset_x + column->WidthGiven + table->CellSpacingX1 + table->CellSpacingX2 + table->CellPaddingX * 2.0f;
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@ -934,7 +933,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
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column->ItemWidth = ImFloor(column->WidthGiven * 0.65f);
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column->ClipRect.Min.x = column->MinX;
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column->ClipRect.Min.y = work_rect.Min.y;
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column->ClipRect.Max.x = column->MaxX; // column->WorkMaxX;
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column->ClipRect.Max.x = column->WorkMaxX; //column->MaxX;
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column->ClipRect.Max.y = FLT_MAX;
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column->ClipRect.ClipWithFull(host_clip_rect);
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@ -2593,6 +2592,12 @@ void ImGui::TableHeader(const char* label)
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TableSetBgColor(ImGuiTableBgTarget_CellBg, col, table->CurrentColumn);
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RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding);
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}
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else
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{
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// Submit single cell bg color in the case we didn't submit a full header row
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if ((table->RowFlags & ImGuiTableRowFlags_Headers) == 0)
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TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_TableHeaderBg), table->CurrentColumn);
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}
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if (held)
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table->HeldHeaderColumn = (ImGuiTableColumnIdx)column_n;
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window->DC.CursorPos.y -= g.Style.ItemSpacing.y * 0.5f;
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@ -3269,6 +3274,8 @@ void ImGui::DebugNodeTableSettings(ImGuiTableSettings*) {}
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// [SECTION] Columns, BeginColumns, EndColumns, etc.
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// (This is a legacy API, prefer using BeginTable/EndTable!)
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//-------------------------------------------------------------------------
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// FIXME: sizing is lossy when columns width is very small (default width may turn negative etc.)
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//-------------------------------------------------------------------------
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// - SetWindowClipRectBeforeSetChannel() [Internal]
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// - GetColumnIndex()
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// - GetColumnsCount()
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