Internals: Refactor: Moved all Columns code from imgui.cpp to imgui_widgets.cpp (#125)

Also moved NextColumn between BeginColumn and NextColumn which makes it easier to work on that code.
This commit is contained in:
omar 2019-07-17 14:02:45 -07:00
parent ea79992d9a
commit 1f3feb481e
3 changed files with 410 additions and 390 deletions

391
imgui.cpp
View File

@ -75,7 +75,6 @@ CODE
// [SECTION] TOOLTIPS // [SECTION] TOOLTIPS
// [SECTION] POPUPS // [SECTION] POPUPS
// [SECTION] KEYBOARD/GAMEPAD NAVIGATION // [SECTION] KEYBOARD/GAMEPAD NAVIGATION
// [SECTION] COLUMNS
// [SECTION] DRAG AND DROP // [SECTION] DRAG AND DROP
// [SECTION] LOGGING/CAPTURING // [SECTION] LOGGING/CAPTURING
// [SECTION] SETTINGS // [SECTION] SETTINGS
@ -8664,394 +8663,6 @@ void ImGui::NavUpdateWindowingList()
PopStyleVar(); PopStyleVar();
} }
//-----------------------------------------------------------------------------
// [SECTION] COLUMNS
// In the current version, Columns are very weak. Needs to be replaced with a more full-featured system.
//-----------------------------------------------------------------------------
void ImGui::NextColumn()
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems || window->DC.CurrentColumns == NULL)
return;
ImGuiContext& g = *GImGui;
ImGuiColumns* columns = window->DC.CurrentColumns;
if (columns->Count == 1)
{
window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
IM_ASSERT(columns->Current == 0);
return;
}
PopItemWidth();
PopClipRect();
columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y);
if (++columns->Current < columns->Count)
{
// Columns 1+ cancel out IndentX
// FIXME-COLUMNS: Unnecessary, could be locked?
window->DC.ColumnsOffset.x = GetColumnOffset(columns->Current) - window->DC.Indent.x + g.Style.ItemSpacing.x;
window->DrawList->ChannelsSetCurrent(columns->Current + 1);
}
else
{
// New row/line
window->DC.ColumnsOffset.x = 0.0f;
window->DrawList->ChannelsSetCurrent(1);
columns->Current = 0;
columns->LineMinY = columns->LineMaxY;
}
window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
window->DC.CursorPos.y = columns->LineMinY;
window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);
window->DC.CurrLineTextBaseOffset = 0.0f;
PushColumnClipRect(columns->Current); // FIXME-COLUMNS: Could it be an overwrite?
// FIXME-COLUMNS: Share code with BeginColumns() - move code on columns setup.
float offset_0 = GetColumnOffset(columns->Current);
float offset_1 = GetColumnOffset(columns->Current + 1);
float width = offset_1 - offset_0;
PushItemWidth(width * 0.65f);
window->WorkRect.Max.x = window->Pos.x + offset_1 - window->WindowPadding.x;
}
int ImGui::GetColumnIndex()
{
ImGuiWindow* window = GetCurrentWindowRead();
return window->DC.CurrentColumns ? window->DC.CurrentColumns->Current : 0;
}
int ImGui::GetColumnsCount()
{
ImGuiWindow* window = GetCurrentWindowRead();
return window->DC.CurrentColumns ? window->DC.CurrentColumns->Count : 1;
}
static float OffsetNormToPixels(const ImGuiColumns* columns, float offset_norm)
{
return offset_norm * (columns->OffMaxX - columns->OffMinX);
}
static float PixelsToOffsetNorm(const ImGuiColumns* columns, float offset)
{
return offset / (columns->OffMaxX - columns->OffMinX);
}
static const float COLUMNS_HIT_RECT_HALF_WIDTH = 4.0f;
static float GetDraggedColumnOffset(ImGuiColumns* columns, int column_index)
{
// Active (dragged) column always follow mouse. The reason we need this is that dragging a column to the right edge of an auto-resizing
// window creates a feedback loop because we store normalized positions. So while dragging we enforce absolute positioning.
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
IM_ASSERT(column_index > 0); // We are not supposed to drag column 0.
IM_ASSERT(g.ActiveId == columns->ID + ImGuiID(column_index));
float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x + COLUMNS_HIT_RECT_HALF_WIDTH - window->Pos.x;
x = ImMax(x, ImGui::GetColumnOffset(column_index - 1) + g.Style.ColumnsMinSpacing);
if ((columns->Flags & ImGuiColumnsFlags_NoPreserveWidths))
x = ImMin(x, ImGui::GetColumnOffset(column_index + 1) - g.Style.ColumnsMinSpacing);
return x;
}
float ImGui::GetColumnOffset(int column_index)
{
ImGuiWindow* window = GetCurrentWindowRead();
ImGuiColumns* columns = window->DC.CurrentColumns;
IM_ASSERT(columns != NULL);
if (column_index < 0)
column_index = columns->Current;
IM_ASSERT(column_index < columns->Columns.Size);
const float t = columns->Columns[column_index].OffsetNorm;
const float x_offset = ImLerp(columns->OffMinX, columns->OffMaxX, t);
return x_offset;
}
static float GetColumnWidthEx(ImGuiColumns* columns, int column_index, bool before_resize = false)
{
if (column_index < 0)
column_index = columns->Current;
float offset_norm;
if (before_resize)
offset_norm = columns->Columns[column_index + 1].OffsetNormBeforeResize - columns->Columns[column_index].OffsetNormBeforeResize;
else
offset_norm = columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm;
return OffsetNormToPixels(columns, offset_norm);
}
float ImGui::GetColumnWidth(int column_index)
{
ImGuiWindow* window = GetCurrentWindowRead();
ImGuiColumns* columns = window->DC.CurrentColumns;
IM_ASSERT(columns != NULL);
if (column_index < 0)
column_index = columns->Current;
return OffsetNormToPixels(columns, columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm);
}
void ImGui::SetColumnOffset(int column_index, float offset)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
ImGuiColumns* columns = window->DC.CurrentColumns;
IM_ASSERT(columns != NULL);
if (column_index < 0)
column_index = columns->Current;
IM_ASSERT(column_index < columns->Columns.Size);
const bool preserve_width = !(columns->Flags & ImGuiColumnsFlags_NoPreserveWidths) && (column_index < columns->Count-1);
const float width = preserve_width ? GetColumnWidthEx(columns, column_index, columns->IsBeingResized) : 0.0f;
if (!(columns->Flags & ImGuiColumnsFlags_NoForceWithinWindow))
offset = ImMin(offset, columns->OffMaxX - g.Style.ColumnsMinSpacing * (columns->Count - column_index));
columns->Columns[column_index].OffsetNorm = PixelsToOffsetNorm(columns, offset - columns->OffMinX);
if (preserve_width)
SetColumnOffset(column_index + 1, offset + ImMax(g.Style.ColumnsMinSpacing, width));
}
void ImGui::SetColumnWidth(int column_index, float width)
{
ImGuiWindow* window = GetCurrentWindowRead();
ImGuiColumns* columns = window->DC.CurrentColumns;
IM_ASSERT(columns != NULL);
if (column_index < 0)
column_index = columns->Current;
SetColumnOffset(column_index + 1, GetColumnOffset(column_index) + width);
}
void ImGui::PushColumnClipRect(int column_index)
{
ImGuiWindow* window = GetCurrentWindowRead();
ImGuiColumns* columns = window->DC.CurrentColumns;
if (column_index < 0)
column_index = columns->Current;
ImGuiColumnData* column = &columns->Columns[column_index];
PushClipRect(column->ClipRect.Min, column->ClipRect.Max, false);
}
// Get into the columns background draw command (which is generally the same draw command as before we called BeginColumns)
void ImGui::PushColumnsBackground()
{
ImGuiWindow* window = GetCurrentWindowRead();
ImGuiColumns* columns = window->DC.CurrentColumns;
window->DrawList->ChannelsSetCurrent(0);
int cmd_size = window->DrawList->CmdBuffer.Size;
PushClipRect(columns->HostClipRect.Min, columns->HostClipRect.Max, false);
IM_UNUSED(cmd_size);
IM_ASSERT(cmd_size == window->DrawList->CmdBuffer.Size); // Being in channel 0 this should not have created an ImDrawCmd
}
void ImGui::PopColumnsBackground()
{
ImGuiWindow* window = GetCurrentWindowRead();
ImGuiColumns* columns = window->DC.CurrentColumns;
window->DrawList->ChannelsSetCurrent(columns->Current + 1);
PopClipRect();
}
ImGuiColumns* ImGui::FindOrCreateColumns(ImGuiWindow* window, ImGuiID id)
{
// We have few columns per window so for now we don't need bother much with turning this into a faster lookup.
for (int n = 0; n < window->ColumnsStorage.Size; n++)
if (window->ColumnsStorage[n].ID == id)
return &window->ColumnsStorage[n];
window->ColumnsStorage.push_back(ImGuiColumns());
ImGuiColumns* columns = &window->ColumnsStorage.back();
columns->ID = id;
return columns;
}
ImGuiID ImGui::GetColumnsID(const char* str_id, int columns_count)
{
ImGuiWindow* window = GetCurrentWindow();
// Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget.
// In addition, when an identifier isn't explicitly provided we include the number of columns in the hash to make it uniquer.
PushID(0x11223347 + (str_id ? 0 : columns_count));
ImGuiID id = window->GetID(str_id ? str_id : "columns");
PopID();
return id;
}
void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlags flags)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = GetCurrentWindow();
IM_ASSERT(columns_count >= 1);
IM_ASSERT(window->DC.CurrentColumns == NULL); // Nested columns are currently not supported
// Acquire storage for the columns set
ImGuiID id = GetColumnsID(str_id, columns_count);
ImGuiColumns* columns = FindOrCreateColumns(window, id);
IM_ASSERT(columns->ID == id);
columns->Current = 0;
columns->Count = columns_count;
columns->Flags = flags;
window->DC.CurrentColumns = columns;
// Set state for first column
columns->OffMinX = window->DC.Indent.x - g.Style.ItemSpacing.x;
columns->OffMaxX = ImMax(window->WorkRect.Max.x - window->Pos.x, columns->OffMinX + 1.0f);
columns->HostCursorPosY = window->DC.CursorPos.y;
columns->HostCursorMaxPosX = window->DC.CursorMaxPos.x;
columns->HostClipRect = window->ClipRect;
columns->HostWorkRect = window->WorkRect;
columns->LineMinY = columns->LineMaxY = window->DC.CursorPos.y;
window->DC.ColumnsOffset.x = 0.0f;
window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
// Clear data if columns count changed
if (columns->Columns.Size != 0 && columns->Columns.Size != columns_count + 1)
columns->Columns.resize(0);
// Initialize default widths
columns->IsFirstFrame = (columns->Columns.Size == 0);
if (columns->Columns.Size == 0)
{
columns->Columns.reserve(columns_count + 1);
for (int n = 0; n < columns_count + 1; n++)
{
ImGuiColumnData column;
column.OffsetNorm = n / (float)columns_count;
columns->Columns.push_back(column);
}
}
for (int n = 0; n < columns_count; n++)
{
// Compute clipping rectangle
ImGuiColumnData* column = &columns->Columns[n];
float clip_x1 = ImFloor(0.5f + window->Pos.x + GetColumnOffset(n));
float clip_x2 = ImFloor(0.5f + window->Pos.x + GetColumnOffset(n + 1) - 1.0f);
column->ClipRect = ImRect(clip_x1, -FLT_MAX, clip_x2, +FLT_MAX);
column->ClipRect.ClipWith(window->ClipRect);
}
if (columns->Count > 1)
{
window->DrawList->ChannelsSplit(1 + columns->Count);
window->DrawList->ChannelsSetCurrent(1);
PushColumnClipRect(0);
}
float offset_0 = GetColumnOffset(columns->Current);
float offset_1 = GetColumnOffset(columns->Current + 1);
float width = offset_1 - offset_0;
PushItemWidth(width * 0.65f);
window->WorkRect.Max.x = window->Pos.x + offset_1 - window->WindowPadding.x;
}
void ImGui::EndColumns()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = GetCurrentWindow();
ImGuiColumns* columns = window->DC.CurrentColumns;
IM_ASSERT(columns != NULL);
PopItemWidth();
if (columns->Count > 1)
{
PopClipRect();
window->DrawList->ChannelsMerge();
}
const ImGuiColumnsFlags flags = columns->Flags;
columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y);
window->DC.CursorPos.y = columns->LineMaxY;
if (!(flags & ImGuiColumnsFlags_GrowParentContentsSize))
window->DC.CursorMaxPos.x = columns->HostCursorMaxPosX; // Restore cursor max pos, as columns don't grow parent
// Draw columns borders and handle resize
// The IsBeingResized flag ensure we preserve pre-resize columns width so back-and-forth are not lossy
bool is_being_resized = false;
if (!(flags & ImGuiColumnsFlags_NoBorder) && !window->SkipItems)
{
// We clip Y boundaries CPU side because very long triangles are mishandled by some GPU drivers.
const float y1 = ImMax(columns->HostCursorPosY, window->ClipRect.Min.y);
const float y2 = ImMin(window->DC.CursorPos.y, window->ClipRect.Max.y);
int dragging_column = -1;
for (int n = 1; n < columns->Count; n++)
{
ImGuiColumnData* column = &columns->Columns[n];
float x = window->Pos.x + GetColumnOffset(n);
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 & ImGuiColumnsFlags_NoResize))
{
ButtonBehavior(column_hit_rect, column_id, &hovered, &held);
if (hovered || held)
g.MouseCursor = ImGuiMouseCursor_ResizeEW;
if (held && !(column->Flags & ImGuiColumnsFlags_NoResize))
dragging_column = n;
}
// Draw column
const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator);
const float xi = (float)(int)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 = columns->HostWorkRect;
window->DC.CurrentColumns = NULL;
window->DC.ColumnsOffset.x = 0.0f;
window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
}
// [2018-03: This is currently the only public API, while we are working on making BeginColumns/EndColumns user-facing]
void ImGui::Columns(int columns_count, const char* id, bool border)
{
ImGuiWindow* window = GetCurrentWindow();
IM_ASSERT(columns_count >= 1);
ImGuiColumnsFlags flags = (border ? 0 : ImGuiColumnsFlags_NoBorder);
//flags |= ImGuiColumnsFlags_NoPreserveWidths; // NB: Legacy behavior
ImGuiColumns* 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);
}
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// [SECTION] DRAG AND DROP // [SECTION] DRAG AND DROP
@ -10072,7 +9683,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
return; return;
ImGui::BulletText("Width: %.1f (MinX: %.1f, MaxX: %.1f)", columns->OffMaxX - columns->OffMinX, columns->OffMinX, columns->OffMaxX); ImGui::BulletText("Width: %.1f (MinX: %.1f, MaxX: %.1f)", columns->OffMaxX - columns->OffMinX, columns->OffMinX, columns->OffMaxX);
for (int column_n = 0; column_n < columns->Columns.Size; column_n++) for (int column_n = 0; column_n < columns->Columns.Size; column_n++)
ImGui::BulletText("Column %02d: OffsetNorm %.3f (= %.1f px)", column_n, columns->Columns[column_n].OffsetNorm, OffsetNormToPixels(columns, columns->Columns[column_n].OffsetNorm)); ImGui::BulletText("Column %02d: OffsetNorm %.3f (= %.1f px)", column_n, columns->Columns[column_n].OffsetNorm, GetColumnOffsetFromNorm(columns, columns->Columns[column_n].OffsetNorm));
ImGui::TreePop(); ImGui::TreePop();
} }

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@ -1563,6 +1563,8 @@ namespace ImGui
IMGUI_API void PopColumnsBackground(); IMGUI_API void PopColumnsBackground();
IMGUI_API ImGuiID GetColumnsID(const char* str_id, int count); IMGUI_API ImGuiID GetColumnsID(const char* str_id, int count);
IMGUI_API ImGuiColumns* FindOrCreateColumns(ImGuiWindow* window, ImGuiID id); IMGUI_API ImGuiColumns* FindOrCreateColumns(ImGuiWindow* window, ImGuiID id);
IMGUI_API float GetColumnOffsetFromNorm(const ImGuiColumns* columns, float offset_norm);
IMGUI_API float GetColumnNormFromOffset(const ImGuiColumns* columns, float offset);
// Tab Bars // Tab Bars
IMGUI_API bool BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& bb, ImGuiTabBarFlags flags); IMGUI_API bool BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& bb, ImGuiTabBarFlags flags);

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@ -24,6 +24,7 @@ Index of this file:
// [SECTION] Widgets: MenuItem, BeginMenu, EndMenu, etc. // [SECTION] Widgets: MenuItem, BeginMenu, EndMenu, etc.
// [SECTION] Widgets: BeginTabBar, EndTabBar, etc. // [SECTION] Widgets: BeginTabBar, EndTabBar, etc.
// [SECTION] Widgets: BeginTabItem, EndTabItem, etc. // [SECTION] Widgets: BeginTabItem, EndTabItem, etc.
// [SECTION] Widgets: Columns, BeginColumns, EndColumns, etc.
*/ */
@ -7088,3 +7089,409 @@ bool ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb,
return close_button_pressed; return close_button_pressed;
} }
//-------------------------------------------------------------------------
// [SECTION] Widgets: Columns, BeginColumns, EndColumns, etc.
// In the current version, Columns are very weak. Needs to be replaced with a more full-featured system.
//-------------------------------------------------------------------------
// - GetColumnIndex()
// - GetColumnCount()
// - GetColumnOffset()
// - GetColumnWidth()
// - SetColumnOffset()
// - SetColumnWidth()
// - PushColumnClipRect() [Internal]
// - PushColumnsBackground() [Internal]
// - PopColumnsBackground() [Internal]
// - FindOrCreateColumns() [Internal]
// - GetColumnsID() [Internal]
// - BeginColumns()
// - NextColumn()
// - EndColumns()
// - Columns()
//-------------------------------------------------------------------------
int ImGui::GetColumnIndex()
{
ImGuiWindow* window = GetCurrentWindowRead();
return window->DC.CurrentColumns ? window->DC.CurrentColumns->Current : 0;
}
int ImGui::GetColumnsCount()
{
ImGuiWindow* window = GetCurrentWindowRead();
return window->DC.CurrentColumns ? window->DC.CurrentColumns->Count : 1;
}
float ImGui::GetColumnOffsetFromNorm(const ImGuiColumns* columns, float offset_norm)
{
return offset_norm * (columns->OffMaxX - columns->OffMinX);
}
float ImGui::GetColumnNormFromOffset(const ImGuiColumns* columns, float offset)
{
return offset / (columns->OffMaxX - columns->OffMinX);
}
static const float COLUMNS_HIT_RECT_HALF_WIDTH = 4.0f;
static float GetDraggedColumnOffset(ImGuiColumns* columns, int column_index)
{
// Active (dragged) column always follow mouse. The reason we need this is that dragging a column to the right edge of an auto-resizing
// window creates a feedback loop because we store normalized positions. So while dragging we enforce absolute positioning.
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
IM_ASSERT(column_index > 0); // We are not supposed to drag column 0.
IM_ASSERT(g.ActiveId == columns->ID + ImGuiID(column_index));
float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x + COLUMNS_HIT_RECT_HALF_WIDTH - window->Pos.x;
x = ImMax(x, ImGui::GetColumnOffset(column_index - 1) + g.Style.ColumnsMinSpacing);
if ((columns->Flags & ImGuiColumnsFlags_NoPreserveWidths))
x = ImMin(x, ImGui::GetColumnOffset(column_index + 1) - g.Style.ColumnsMinSpacing);
return x;
}
float ImGui::GetColumnOffset(int column_index)
{
ImGuiWindow* window = GetCurrentWindowRead();
ImGuiColumns* columns = window->DC.CurrentColumns;
IM_ASSERT(columns != NULL);
if (column_index < 0)
column_index = columns->Current;
IM_ASSERT(column_index < columns->Columns.Size);
const float t = columns->Columns[column_index].OffsetNorm;
const float x_offset = ImLerp(columns->OffMinX, columns->OffMaxX, t);
return x_offset;
}
static float GetColumnWidthEx(ImGuiColumns* columns, int column_index, bool before_resize = false)
{
if (column_index < 0)
column_index = columns->Current;
float offset_norm;
if (before_resize)
offset_norm = columns->Columns[column_index + 1].OffsetNormBeforeResize - columns->Columns[column_index].OffsetNormBeforeResize;
else
offset_norm = columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm;
return ImGui::GetColumnOffsetFromNorm(columns, offset_norm);
}
float ImGui::GetColumnWidth(int column_index)
{
ImGuiWindow* window = GetCurrentWindowRead();
ImGuiColumns* columns = window->DC.CurrentColumns;
IM_ASSERT(columns != NULL);
if (column_index < 0)
column_index = columns->Current;
return GetColumnOffsetFromNorm(columns, columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm);
}
void ImGui::SetColumnOffset(int column_index, float offset)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
ImGuiColumns* columns = window->DC.CurrentColumns;
IM_ASSERT(columns != NULL);
if (column_index < 0)
column_index = columns->Current;
IM_ASSERT(column_index < columns->Columns.Size);
const bool preserve_width = !(columns->Flags & ImGuiColumnsFlags_NoPreserveWidths) && (column_index < columns->Count-1);
const float width = preserve_width ? GetColumnWidthEx(columns, column_index, columns->IsBeingResized) : 0.0f;
if (!(columns->Flags & ImGuiColumnsFlags_NoForceWithinWindow))
offset = ImMin(offset, columns->OffMaxX - g.Style.ColumnsMinSpacing * (columns->Count - column_index));
columns->Columns[column_index].OffsetNorm = GetColumnNormFromOffset(columns, offset - columns->OffMinX);
if (preserve_width)
SetColumnOffset(column_index + 1, offset + ImMax(g.Style.ColumnsMinSpacing, width));
}
void ImGui::SetColumnWidth(int column_index, float width)
{
ImGuiWindow* window = GetCurrentWindowRead();
ImGuiColumns* columns = window->DC.CurrentColumns;
IM_ASSERT(columns != NULL);
if (column_index < 0)
column_index = columns->Current;
SetColumnOffset(column_index + 1, GetColumnOffset(column_index) + width);
}
void ImGui::PushColumnClipRect(int column_index)
{
ImGuiWindow* window = GetCurrentWindowRead();
ImGuiColumns* columns = window->DC.CurrentColumns;
if (column_index < 0)
column_index = columns->Current;
ImGuiColumnData* column = &columns->Columns[column_index];
PushClipRect(column->ClipRect.Min, column->ClipRect.Max, false);
}
// Get into the columns background draw command (which is generally the same draw command as before we called BeginColumns)
void ImGui::PushColumnsBackground()
{
ImGuiWindow* window = GetCurrentWindowRead();
ImGuiColumns* columns = window->DC.CurrentColumns;
window->DrawList->ChannelsSetCurrent(0);
int cmd_size = window->DrawList->CmdBuffer.Size;
PushClipRect(columns->HostClipRect.Min, columns->HostClipRect.Max, false);
IM_UNUSED(cmd_size);
IM_ASSERT(cmd_size == window->DrawList->CmdBuffer.Size); // Being in channel 0 this should not have created an ImDrawCmd
}
void ImGui::PopColumnsBackground()
{
ImGuiWindow* window = GetCurrentWindowRead();
ImGuiColumns* columns = window->DC.CurrentColumns;
window->DrawList->ChannelsSetCurrent(columns->Current + 1);
PopClipRect();
}
ImGuiColumns* ImGui::FindOrCreateColumns(ImGuiWindow* window, ImGuiID id)
{
// We have few columns per window so for now we don't need bother much with turning this into a faster lookup.
for (int n = 0; n < window->ColumnsStorage.Size; n++)
if (window->ColumnsStorage[n].ID == id)
return &window->ColumnsStorage[n];
window->ColumnsStorage.push_back(ImGuiColumns());
ImGuiColumns* columns = &window->ColumnsStorage.back();
columns->ID = id;
return columns;
}
ImGuiID ImGui::GetColumnsID(const char* str_id, int columns_count)
{
ImGuiWindow* window = GetCurrentWindow();
// Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget.
// In addition, when an identifier isn't explicitly provided we include the number of columns in the hash to make it uniquer.
PushID(0x11223347 + (str_id ? 0 : columns_count));
ImGuiID id = window->GetID(str_id ? str_id : "columns");
PopID();
return id;
}
void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlags flags)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = GetCurrentWindow();
IM_ASSERT(columns_count >= 1);
IM_ASSERT(window->DC.CurrentColumns == NULL); // Nested columns are currently not supported
// Acquire storage for the columns set
ImGuiID id = GetColumnsID(str_id, columns_count);
ImGuiColumns* columns = FindOrCreateColumns(window, id);
IM_ASSERT(columns->ID == id);
columns->Current = 0;
columns->Count = columns_count;
columns->Flags = flags;
window->DC.CurrentColumns = columns;
// Set state for first column
columns->OffMinX = window->DC.Indent.x - g.Style.ItemSpacing.x;
columns->OffMaxX = ImMax(window->WorkRect.Max.x - window->Pos.x, columns->OffMinX + 1.0f);
columns->HostCursorPosY = window->DC.CursorPos.y;
columns->HostCursorMaxPosX = window->DC.CursorMaxPos.x;
columns->HostClipRect = window->ClipRect;
columns->HostWorkRect = window->WorkRect;
columns->LineMinY = columns->LineMaxY = window->DC.CursorPos.y;
window->DC.ColumnsOffset.x = 0.0f;
window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
// Clear data if columns count changed
if (columns->Columns.Size != 0 && columns->Columns.Size != columns_count + 1)
columns->Columns.resize(0);
// Initialize default widths
columns->IsFirstFrame = (columns->Columns.Size == 0);
if (columns->Columns.Size == 0)
{
columns->Columns.reserve(columns_count + 1);
for (int n = 0; n < columns_count + 1; n++)
{
ImGuiColumnData column;
column.OffsetNorm = n / (float)columns_count;
columns->Columns.push_back(column);
}
}
for (int n = 0; n < columns_count; n++)
{
// Compute clipping rectangle
ImGuiColumnData* column = &columns->Columns[n];
float clip_x1 = ImFloor(0.5f + window->Pos.x + GetColumnOffset(n));
float clip_x2 = ImFloor(0.5f + window->Pos.x + GetColumnOffset(n + 1) - 1.0f);
column->ClipRect = ImRect(clip_x1, -FLT_MAX, clip_x2, +FLT_MAX);
column->ClipRect.ClipWith(window->ClipRect);
}
if (columns->Count > 1)
{
window->DrawList->ChannelsSplit(1 + columns->Count);
window->DrawList->ChannelsSetCurrent(1);
PushColumnClipRect(0);
}
float offset_0 = GetColumnOffset(columns->Current);
float offset_1 = GetColumnOffset(columns->Current + 1);
float width = offset_1 - offset_0;
PushItemWidth(width * 0.65f);
window->WorkRect.Max.x = window->Pos.x + offset_1 - window->WindowPadding.x;
}
void ImGui::NextColumn()
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems || window->DC.CurrentColumns == NULL)
return;
ImGuiContext& g = *GImGui;
ImGuiColumns* columns = window->DC.CurrentColumns;
if (columns->Count == 1)
{
window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
IM_ASSERT(columns->Current == 0);
return;
}
PopItemWidth();
PopClipRect();
columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y);
if (++columns->Current < columns->Count)
{
// Columns 1+ cancel out IndentX
// FIXME-COLUMNS: Unnecessary, could be locked?
window->DC.ColumnsOffset.x = GetColumnOffset(columns->Current) - window->DC.Indent.x + g.Style.ItemSpacing.x;
window->DrawList->ChannelsSetCurrent(columns->Current + 1);
}
else
{
// New row/line
window->DC.ColumnsOffset.x = 0.0f;
window->DrawList->ChannelsSetCurrent(1);
columns->Current = 0;
columns->LineMinY = columns->LineMaxY;
}
window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
window->DC.CursorPos.y = columns->LineMinY;
window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);
window->DC.CurrLineTextBaseOffset = 0.0f;
PushColumnClipRect(columns->Current); // FIXME-COLUMNS: Could it be an overwrite?
// FIXME-COLUMNS: Share code with BeginColumns() - move code on columns setup.
float offset_0 = GetColumnOffset(columns->Current);
float offset_1 = GetColumnOffset(columns->Current + 1);
float width = offset_1 - offset_0;
PushItemWidth(width * 0.65f);
window->WorkRect.Max.x = window->Pos.x + offset_1 - window->WindowPadding.x;
}
void ImGui::EndColumns()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = GetCurrentWindow();
ImGuiColumns* columns = window->DC.CurrentColumns;
IM_ASSERT(columns != NULL);
PopItemWidth();
if (columns->Count > 1)
{
PopClipRect();
window->DrawList->ChannelsMerge();
}
const ImGuiColumnsFlags flags = columns->Flags;
columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y);
window->DC.CursorPos.y = columns->LineMaxY;
if (!(flags & ImGuiColumnsFlags_GrowParentContentsSize))
window->DC.CursorMaxPos.x = columns->HostCursorMaxPosX; // Restore cursor max pos, as columns don't grow parent
// Draw columns borders and handle resize
// The IsBeingResized flag ensure we preserve pre-resize columns width so back-and-forth are not lossy
bool is_being_resized = false;
if (!(flags & ImGuiColumnsFlags_NoBorder) && !window->SkipItems)
{
// We clip Y boundaries CPU side because very long triangles are mishandled by some GPU drivers.
const float y1 = ImMax(columns->HostCursorPosY, window->ClipRect.Min.y);
const float y2 = ImMin(window->DC.CursorPos.y, window->ClipRect.Max.y);
int dragging_column = -1;
for (int n = 1; n < columns->Count; n++)
{
ImGuiColumnData* column = &columns->Columns[n];
float x = window->Pos.x + GetColumnOffset(n);
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 & ImGuiColumnsFlags_NoResize))
{
ButtonBehavior(column_hit_rect, column_id, &hovered, &held);
if (hovered || held)
g.MouseCursor = ImGuiMouseCursor_ResizeEW;
if (held && !(column->Flags & ImGuiColumnsFlags_NoResize))
dragging_column = n;
}
// Draw column
const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator);
const float xi = (float)(int)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 = columns->HostWorkRect;
window->DC.CurrentColumns = NULL;
window->DC.ColumnsOffset.x = 0.0f;
window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
}
// [2018-03: This is currently the only public API, while we are working on making BeginColumns/EndColumns user-facing]
void ImGui::Columns(int columns_count, const char* id, bool border)
{
ImGuiWindow* window = GetCurrentWindow();
IM_ASSERT(columns_count >= 1);
ImGuiColumnsFlags flags = (border ? 0 : ImGuiColumnsFlags_NoBorder);
//flags |= ImGuiColumnsFlags_NoPreserveWidths; // NB: Legacy behavior
ImGuiColumns* 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);
}
//-------------------------------------------------------------------------