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Tables: Fixes to support any number of frozen rows (over modifications to clipper code in master) + make clipper run eval after clipect update
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parent
cc12ea084b
commit
25b5cc2f95
21
imgui.cpp
21
imgui.cpp
@ -2237,6 +2237,7 @@ void ImGuiListClipper::Begin(int items_count, float items_height)
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StartPosY = window->DC.CursorPos.y;
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ItemsHeight = items_height;
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ItemsCount = items_count;
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ItemsFrozen = 0;
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StepNo = 0;
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DisplayStart = -1;
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DisplayEnd = 0;
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@ -2249,7 +2250,7 @@ void ImGuiListClipper::End()
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// In theory here we should assert that ImGui::GetCursorPosY() == StartPosY + DisplayEnd * ItemsHeight, but it feels saner to just seek at the end and not assert/crash the user.
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if (ItemsCount < INT_MAX && DisplayStart >= 0)
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SetCursorPosYAndSetupForPrevLine(StartPosY + ItemsCount * ItemsHeight, ItemsHeight);
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SetCursorPosYAndSetupForPrevLine(StartPosY + (ItemsCount - ItemsFrozen) * ItemsHeight, ItemsHeight);
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ItemsCount = -1;
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StepNo = 3;
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}
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@ -2273,12 +2274,22 @@ bool ImGuiListClipper::Step()
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// Step 0: Let you process the first element (regardless of it being visible or not, so we can measure the element height)
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if (StepNo == 0)
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{
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// While we are in frozen row state, keep displaying items one by one, unclipped
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// FIXME: Could be stored as a table-agnostic state.
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if (table != NULL && !table->IsFreezeRowsPassed)
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{
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DisplayStart = ItemsFrozen;
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DisplayEnd = ItemsFrozen + 1;
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ItemsFrozen++;
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return true;
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}
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StartPosY = window->DC.CursorPos.y;
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if (ItemsHeight <= 0.0f)
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{
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// Submit the first item so we can measure its height (generally it is 0..1)
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DisplayStart = 0;
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DisplayEnd = 1;
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DisplayStart = ItemsFrozen;
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DisplayEnd = ItemsFrozen + 1;
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StepNo = 1;
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return true;
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}
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@ -2319,7 +2330,7 @@ bool ImGuiListClipper::Step()
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// Seek cursor
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if (DisplayStart > already_submitted)
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SetCursorPosYAndSetupForPrevLine(StartPosY + DisplayStart * ItemsHeight, ItemsHeight);
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SetCursorPosYAndSetupForPrevLine(StartPosY + (DisplayStart - ItemsFrozen) * ItemsHeight, ItemsHeight);
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StepNo = 3;
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return true;
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@ -2331,7 +2342,7 @@ bool ImGuiListClipper::Step()
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{
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// Seek cursor
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if (ItemsCount < INT_MAX)
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SetCursorPosYAndSetupForPrevLine(StartPosY + ItemsCount * ItemsHeight, ItemsHeight); // advance cursor
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SetCursorPosYAndSetupForPrevLine(StartPosY + (ItemsCount - ItemsFrozen) * ItemsHeight, ItemsHeight); // advance cursor
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ItemsCount = -1;
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return false;
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}
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1
imgui.h
1
imgui.h
@ -2092,6 +2092,7 @@ struct ImGuiListClipper
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// [Internal]
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int ItemsCount;
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int StepNo;
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int ItemsFrozen;
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float ItemsHeight;
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float StartPosY;
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@ -1774,6 +1774,10 @@ void ImGui::TableEndRow(ImGuiTable* table)
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column->DrawChannelCurrent = column->DrawChannelRowsAfterFreeze;
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column->ClipRect.Min.y = r.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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SetWindowClipRectBeforeSetChannel(window, table->Columns[0].ClipRect);
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table->DrawSplitter.SetCurrentChannel(window->DrawList, table->Columns[0].DrawChannelCurrent);
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}
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if (!(table->RowFlags & ImGuiTableRowFlags_Headers))
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