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Tables: clarify assumption that rendering of bg/borders in bg0/bg1 are cpu-clipped allowing frozen/unfrozen to share drawcmd + remove offset on outer borders of scrolling tables.
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@ -2019,7 +2019,8 @@ struct ImGuiTable
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ImRect WorkRect;
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ImRect InnerClipRect;
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ImRect BgClipRect; // We use this to cpu-clip cell background color fill
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ImRect BgClipRectForDrawCmd;
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ImRect Bg0ClipRectForDrawCmd; // Actual ImDrawCmd clip rect for BG0/1 channel. This tends to be == OuterWindow->ClipRect at BeginTable() because output in BG0/BG1 is cpu-clipped
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ImRect Bg2ClipRectForDrawCmd; // Actual ImDrawCmd clip rect for BG2 channel. This tends to be a correct, tight-fit, because output to BG2 are done by widgets relying on regular ClipRect.
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ImRect HostClipRect; // This is used to check if we can eventually merge our columns draw calls into the current draw call of the current window.
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ImRect HostBackupWorkRect; // Backup of InnerWindow->WorkRect at the end of BeginTable()
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ImRect HostBackupParentWorkRect; // Backup of InnerWindow->ParentWorkRect at the end of BeginTable()
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@ -1601,7 +1601,7 @@ void ImGui::TableEndRow(ImGuiTable* table)
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// In theory we could call SetWindowClipRectBeforeSetChannel() but since we know TableEndRow() is
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// always followed by a change of clipping rectangle we perform the smallest overwrite possible here.
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if ((table->Flags & ImGuiTableFlags_NoClip) == 0)
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window->DrawList->_CmdHeader.ClipRect = table->BgClipRectForDrawCmd.ToVec4();
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window->DrawList->_CmdHeader.ClipRect = table->Bg0ClipRectForDrawCmd.ToVec4();
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table->DrawSplitter.SetCurrentChannel(window->DrawList, TABLE_DRAW_CHANNEL_BG0);
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}
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@ -1657,10 +1657,10 @@ void ImGui::TableEndRow(ImGuiTable* table)
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// BgClipRect starts as table->InnerClipRect, reduce it now and make BgClipRectForDrawCmd == BgClipRect
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float y0 = ImMax(table->RowPosY2 + 1, window->InnerClipRect.Min.y);
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table->BgClipRect.Min.y = table->BgClipRectForDrawCmd.Min.y = ImMin(y0, window->InnerClipRect.Max.y);
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table->BgClipRect.Max.y = table->BgClipRectForDrawCmd.Max.y = window->InnerClipRect.Max.y;
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table->BgClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y = ImMin(y0, window->InnerClipRect.Max.y);
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table->BgClipRect.Max.y = table->Bg2ClipRectForDrawCmd.Max.y = window->InnerClipRect.Max.y;
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table->Bg2DrawChannelCurrent = table->Bg2DrawChannelUnfrozen;
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IM_ASSERT(table->BgClipRectForDrawCmd.Min.y <= table->BgClipRectForDrawCmd.Max.y);
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IM_ASSERT(table->Bg2ClipRectForDrawCmd.Min.y <= table->Bg2ClipRectForDrawCmd.Max.y);
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float row_height = table->RowPosY2 - table->RowPosY1;
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table->RowPosY2 = window->DC.CursorPos.y = table->WorkRect.Min.y + table->RowPosY2 - table->OuterRect.Min.y;
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@ -1669,7 +1669,7 @@ void ImGui::TableEndRow(ImGuiTable* table)
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{
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ImGuiTableColumn* column = &table->Columns[column_n];
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column->DrawChannelCurrent = column->DrawChannelUnfrozen;
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column->ClipRect.Min.y = table->BgClipRectForDrawCmd.Min.y;
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column->ClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y;
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}
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// Update cliprect ahead of TableBeginCell() so clipper can access to new ClipRect->Min.y
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@ -2019,7 +2019,7 @@ void ImGui::TablePushBackgroundChannel()
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// Optimization: avoid SetCurrentChannel() + PushClipRect()
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table->HostBackupInnerClipRect = window->ClipRect;
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SetWindowClipRectBeforeSetChannel(window, table->BgClipRectForDrawCmd);
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SetWindowClipRectBeforeSetChannel(window, table->Bg2ClipRectForDrawCmd);
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table->DrawSplitter.SetCurrentChannel(window->DrawList, table->Bg2DrawChannelCurrent);
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}
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@ -2046,7 +2046,7 @@ void ImGui::TablePopBackgroundChannel()
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// - We allocate 1 or 2 background draw channels. This is because we know TablePushBackgroundChannel() is only used for
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// horizontal spanning. If we allowed vertical spanning we'd need one background draw channel per merge group (1-4).
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// Draw channel allocation (before merging):
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// - NoClip --> 2+D+1 channels: bg0/1 + bg2 + foreground (same clip rect == 1 draw call) (FIXME-TABLE: could merge bg2 and foreground?)
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// - NoClip --> 2+D+1 channels: bg0/1 + bg2 + foreground (same clip rect == always 1 draw call)
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// - Clip --> 2+D+N channels
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// - FreezeRows --> 2+D+N*2 (unless scrolling value is zero)
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// - FreezeRows || FreezeColunns --> 3+D+N*2 (unless scrolling value is zero)
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@ -2085,7 +2085,8 @@ void ImGui::TableSetupDrawChannels(ImGuiTable* table)
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// All our cell highlight are manually clipped with BgClipRect. When unfreezing it will be made smaller to fit scrolling rect.
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// (This technically isn't part of setting up draw channels, but is reasonably related to be done here)
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table->BgClipRect = table->InnerClipRect;
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table->BgClipRectForDrawCmd = table->HostClipRect;
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table->Bg0ClipRectForDrawCmd = table->OuterWindow->ClipRect;
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table->Bg2ClipRectForDrawCmd = table->HostClipRect;
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IM_ASSERT(table->BgClipRect.Min.y <= table->BgClipRect.Max.y);
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}
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@ -2288,19 +2289,17 @@ void ImGui::TableMergeDrawChannels(ImGuiTable* table)
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void ImGui::TableDrawBorders(ImGuiTable* table)
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{
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ImGuiWindow* inner_window = table->InnerWindow;
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ImGuiWindow* outer_window = table->OuterWindow;
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table->DrawSplitter.SetCurrentChannel(inner_window->DrawList, TABLE_DRAW_CHANNEL_BG0);
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if (inner_window->Hidden || !table->HostClipRect.Overlaps(table->InnerClipRect))
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return;
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ImDrawList* inner_drawlist = inner_window->DrawList;
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ImDrawList* outer_drawlist = outer_window->DrawList;
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inner_drawlist->PushClipRect(table->Bg0ClipRectForDrawCmd.Min, table->Bg0ClipRectForDrawCmd.Max, false);
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// Draw inner border and resizing feedback
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const float border_size = TABLE_BORDER_SIZE;
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const float draw_y1 = table->InnerRect.Min.y;
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const float draw_y2_body = table->InnerRect.Max.y;
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const float draw_y2_head = table->IsUsingHeaders ? ((table->FreezeRowsCount >= 1 ? table->OuterRect.Min.y : table->WorkRect.Min.y) + table->LastFirstRowHeight) : draw_y1;
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if (table->Flags & ImGuiTableFlags_BordersInnerV)
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{
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for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
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@ -2351,23 +2350,21 @@ void ImGui::TableDrawBorders(ImGuiTable* table)
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// parent. In inner_window, it won't reach out over scrollbars. Another weird solution would be to display part
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// of it in inner window, and the part that's over scrollbars in the outer window..)
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// Either solution currently won't allow us to use a larger border size: the border would clipped.
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ImRect outer_border = table->OuterRect;
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const ImRect outer_border = table->OuterRect;
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const ImU32 outer_col = table->BorderColorStrong;
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if (inner_window != outer_window) // FIXME-TABLE
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outer_border.Expand(1.0f);
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if ((table->Flags & ImGuiTableFlags_BordersOuter) == ImGuiTableFlags_BordersOuter)
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{
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outer_drawlist->AddRect(outer_border.Min, outer_border.Max, outer_col, 0.0f, ~0, border_size);
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inner_drawlist->AddRect(outer_border.Min, outer_border.Max, outer_col, 0.0f, ~0, border_size);
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}
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else if (table->Flags & ImGuiTableFlags_BordersOuterV)
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{
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outer_drawlist->AddLine(outer_border.Min, ImVec2(outer_border.Min.x, outer_border.Max.y), outer_col, border_size);
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outer_drawlist->AddLine(ImVec2(outer_border.Max.x, outer_border.Min.y), outer_border.Max, outer_col, border_size);
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inner_drawlist->AddLine(outer_border.Min, ImVec2(outer_border.Min.x, outer_border.Max.y), outer_col, border_size);
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inner_drawlist->AddLine(ImVec2(outer_border.Max.x, outer_border.Min.y), outer_border.Max, outer_col, border_size);
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}
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else if (table->Flags & ImGuiTableFlags_BordersOuterH)
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{
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outer_drawlist->AddLine(outer_border.Min, ImVec2(outer_border.Max.x, outer_border.Min.y), outer_col, border_size);
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outer_drawlist->AddLine(ImVec2(outer_border.Min.x, outer_border.Max.y), outer_border.Max, outer_col, border_size);
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inner_drawlist->AddLine(outer_border.Min, ImVec2(outer_border.Max.x, outer_border.Min.y), outer_col, border_size);
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inner_drawlist->AddLine(ImVec2(outer_border.Min.x, outer_border.Max.y), outer_border.Max, outer_col, border_size);
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}
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}
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if ((table->Flags & ImGuiTableFlags_BordersInnerH) && table->RowPosY2 < table->OuterRect.Max.y)
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@ -2377,6 +2374,8 @@ void ImGui::TableDrawBorders(ImGuiTable* table)
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if (border_y >= table->BgClipRect.Min.y && border_y < table->BgClipRect.Max.y)
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inner_drawlist->AddLine(ImVec2(table->BorderX1, border_y), ImVec2(table->BorderX2, border_y), table->BorderColorLight, border_size);
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}
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inner_drawlist->PopClipRect();
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}
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//-------------------------------------------------------------------------
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@ -2638,7 +2637,6 @@ void ImGui::TableHeadersRow()
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// Emit a column header (text + optional sort order)
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// We cpu-clip text here so that all columns headers can be merged into a same draw call.
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// Note that because of how we cpu-clip and display sorting indicators, you _cannot_ use SameLine() after a TableHeader()
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// FIXME-TABLE: Style confusion between CellPadding.y and FramePadding.y
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void ImGui::TableHeader(const char* label)
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{
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ImGuiContext& g = *GImGui;
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@ -2660,7 +2658,7 @@ void ImGui::TableHeader(const char* label)
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ImVec2 label_pos = window->DC.CursorPos;
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// If we already got a row height, there's use that.
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// FIXME-TABLE-PADDING: Problem if the correct outer-padding CellBgRect strays off our ClipRect
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// FIXME-TABLE: Padding problem if the correct outer-padding CellBgRect strays off our ClipRect?
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ImRect cell_r = TableGetCellBgRect(table, column_n);
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float label_height = ImMax(label_size.y, table->RowMinHeight - table->CellPaddingY * 2.0f);
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@ -2671,7 +2669,7 @@ void ImGui::TableHeader(const char* label)
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const float ARROW_SCALE = 0.65f;
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if ((table->Flags & ImGuiTableFlags_Sortable) && !(column->Flags & ImGuiTableColumnFlags_NoSort))
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{
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w_arrow = ImFloor(g.FontSize * ARROW_SCALE + g.Style.FramePadding.x);// table->CellPadding.x);
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w_arrow = ImFloor(g.FontSize * ARROW_SCALE + g.Style.FramePadding.x);
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if (column->SortOrder > 0)
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{
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ImFormatString(sort_order_suf, IM_ARRAYSIZE(sort_order_suf), "%d", column->SortOrder + 1);
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