Tables: Storing per-column SkipItems as a shortcut. Comments, Spacings.

# Conflicts:
#	imgui_internal.h
This commit is contained in:
omar 2020-01-09 17:31:26 +01:00 committed by ocornut
parent 31de161066
commit 2958e37310
4 changed files with 29 additions and 30 deletions

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@ -694,7 +694,7 @@ namespace ImGui
// Tables: Sorting // Tables: Sorting
// - Call TableGetSortSpecs() to retrieve latest sort specs for the table. Return value will be NULL if no sorting. // - Call TableGetSortSpecs() to retrieve latest sort specs for the table. Return value will be NULL if no sorting.
// - You can sort your data again when 'SpecsChanged == true'. It will be true with sorting specs have changed since last call, or the first time. // - You can sort your data again when 'SpecsChanged == true'. It will be true with sorting specs have changed since last call, or the first time.
// - Don't hold on this structure over multiple frames. // - Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable()!
IMGUI_API const ImGuiTableSortSpecs* TableGetSortSpecs(); // get latest sort specs for the table (NULL if not sorting). IMGUI_API const ImGuiTableSortSpecs* TableGetSortSpecs(); // get latest sort specs for the table (NULL if not sorting).
// Tab Bars, Tabs // Tab Bars, Tabs

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@ -3618,7 +3618,7 @@ static void ShowDemoWindowTables()
ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", (unsigned int*)&flags, ImGuiTableFlags_ScrollY); ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", (unsigned int*)&flags, ImGuiTableFlags_ScrollY);
ImGui::CheckboxFlags("ImGuiTableFlags_ScrollFreezeTopRow", (unsigned int*)&flags, ImGuiTableFlags_ScrollFreezeTopRow); ImGui::CheckboxFlags("ImGuiTableFlags_ScrollFreezeTopRow", (unsigned int*)&flags, ImGuiTableFlags_ScrollFreezeTopRow);
ImGui::CheckboxFlags("ImGuiTableFlags_ScrollFreezeLeftColumn", (unsigned int*)&flags, ImGuiTableFlags_ScrollFreezeLeftColumn); ImGui::CheckboxFlags("ImGuiTableFlags_ScrollFreezeLeftColumn", (unsigned int*)&flags, ImGuiTableFlags_ScrollFreezeLeftColumn);
if (ImGui::BeginTable("##table1", 7, flags, size)) if (ImGui::BeginTable("##table1", 7, flags, size))
{ {
ImGui::TableSetupColumn("Line #", ImGuiTableColumnFlags_NoHide); // Make the first column not hideable to match our use of ImGuiTableFlags_ScrollFreezeLeftColumn ImGui::TableSetupColumn("Line #", ImGuiTableColumnFlags_NoHide); // Make the first column not hideable to match our use of ImGuiTableFlags_ScrollFreezeLeftColumn

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@ -1823,11 +1823,12 @@ struct ImGuiTabBar
#define IM_COL32_DISABLE IM_COL32(0,0,0,1) // Special sentinel code #define IM_COL32_DISABLE IM_COL32(0,0,0,1) // Special sentinel code
#define IMGUI_TABLE_MAX_COLUMNS 64 // sizeof(ImU64) * 8. This is solely because we frequently encode columns set in a ImU64. #define IMGUI_TABLE_MAX_COLUMNS 64 // sizeof(ImU64) * 8. This is solely because we frequently encode columns set in a ImU64.
// [Internal] sizeof() ~ 96 // [Internal] sizeof() ~ 100
struct ImGuiTableColumn struct ImGuiTableColumn
{ {
ImRect ClipRect; // Clipping rectangle for the column
ImGuiID UserID; // Optional, value passed to TableSetupColumn() ImGuiID UserID; // Optional, value passed to TableSetupColumn()
ImGuiTableColumnFlags FlagsIn; // Flags as input by user. See ImGuiTableColumnFlags_ ImGuiTableColumnFlags FlagsIn; // Flags as they were provided by user. See ImGuiTableColumnFlags_
ImGuiTableColumnFlags Flags; // Effective flags. See ImGuiTableColumnFlags_ ImGuiTableColumnFlags Flags; // Effective flags. See ImGuiTableColumnFlags_
float ResizeWeight; // ~1.0f. Master width data when (Flags & _WidthStretch) float ResizeWeight; // ~1.0f. Master width data when (Flags & _WidthStretch)
float MinX; // Absolute positions float MinX; // Absolute positions
@ -1836,19 +1837,19 @@ struct ImGuiTableColumn
float WidthGiven; // == (MaxX - MinX). FIXME-TABLE: Store all persistent width in multiple of FontSize? float WidthGiven; // == (MaxX - MinX). FIXME-TABLE: Store all persistent width in multiple of FontSize?
float StartXRows; // Start position for the frame, currently ~(MinX + CellPaddingX) float StartXRows; // Start position for the frame, currently ~(MinX + CellPaddingX)
float StartXHeaders; float StartXHeaders;
ImS16 ContentWidthRowsFrozen; // Contents width. Because freezing is non correlated from headers we need all 4 variants (ImDrawCmd merging uses different data than alignment code).
ImS16 ContentWidthRowsUnfrozen; // (encoded as ImS16 because we actually rarely use those width)
ImS16 ContentWidthHeadersUsed; // TableHeader() automatically softclip itself + report ideal desired size, to avoid creating extraneous draw calls
ImS16 ContentWidthHeadersDesired;
float ContentMaxPosRowsFrozen; // Submitted contents absolute maximum position, from which we can infer width. float ContentMaxPosRowsFrozen; // Submitted contents absolute maximum position, from which we can infer width.
float ContentMaxPosRowsUnfrozen; // (kept as float because we need to manipulate those between each cell change) float ContentMaxPosRowsUnfrozen; // (kept as float because we need to manipulate those between each cell change)
float ContentMaxPosHeadersUsed; float ContentMaxPosHeadersUsed;
float ContentMaxPosHeadersDesired; float ContentMaxPosHeadersDesired;
ImRect ClipRect; ImS16 ContentWidthRowsFrozen; // Contents width. Because row freezing is not correlated with headers/not-headers we need all 4 variants (ImDrawCmd merging uses different data than alignment code).
ImS16 NameOffset; // Offset into parent ColumnsName[] ImS16 ContentWidthRowsUnfrozen; // (encoded as ImS16 because we actually rarely use those width)
ImS16 ContentWidthHeadersUsed; // TableHeader() automatically softclip itself + report ideal desired size, to avoid creating extraneous draw calls
ImS16 ContentWidthHeadersDesired;
ImS16 NameOffset; // Offset into parent ColumnsNames[]
bool IsActive; // Is the column not marked Hidden by the user (regardless of clipping). We're not calling this "Visible" here because visibility also depends on clipping. bool IsActive; // Is the column not marked Hidden by the user (regardless of clipping). We're not calling this "Visible" here because visibility also depends on clipping.
bool NextIsActive; bool NextIsActive;
bool IsClipped; // Set when not overlapping the host window clipping rectangle. We don't use the opposite "!Visible" name because Clipped can be altered by events. bool IsClipped; // Set when not overlapping the host window clipping rectangle. We don't use the opposite "!Visible" name because Clipped can be altered by events.
bool SkipItems;
ImS8 IndexDisplayOrder; // Index within DisplayOrder[] (column may be reordered by users) ImS8 IndexDisplayOrder; // Index within DisplayOrder[] (column may be reordered by users)
ImS8 IndexWithinActiveSet; // Index within active set (<= IndexOrder) ImS8 IndexWithinActiveSet; // Index within active set (<= IndexOrder)
ImS8 DrawChannelCurrent; // Index within DrawSplitter.Channels[] ImS8 DrawChannelCurrent; // Index within DrawSplitter.Channels[]
@ -2178,10 +2179,6 @@ namespace ImGui
IMGUI_API float GetColumnNormFromOffset(const ImGuiOldColumns* columns, float offset); IMGUI_API float GetColumnNormFromOffset(const ImGuiOldColumns* columns, float offset);
// Tables // Tables
//IMGUI_API int GetTableColumnNo();
//IMGUI_API bool SetTableColumnNo(int column_n);
//IMGUI_API int GetTableLineNo();
IMGUI_API bool BeginTableEx(const char* name, ImGuiID id, int columns_count, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0, 0), float inner_width = 0.0f); IMGUI_API bool BeginTableEx(const char* name, ImGuiID id, int columns_count, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0, 0), float inner_width = 0.0f);
IMGUI_API void TableBeginUpdateColumns(ImGuiTable* table); IMGUI_API void TableBeginUpdateColumns(ImGuiTable* table);
IMGUI_API void TableUpdateDrawChannels(ImGuiTable* table); IMGUI_API void TableUpdateDrawChannels(ImGuiTable* table);

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@ -68,20 +68,22 @@
// - TableBeginUpdateColumns() - apply resize/order requests, lock columns active state, order // - TableBeginUpdateColumns() - apply resize/order requests, lock columns active state, order
// - TableSetupColumn() user submit columns details (optional) // - TableSetupColumn() user submit columns details (optional)
// - TableAutoHeaders() or TableHeader() user submit a headers row (optional) // - TableAutoHeaders() or TableHeader() user submit a headers row (optional)
// - TableSortSpecsClickColumn() // - TableSortSpecsClickColumn() - when clicked: alter sort order and sort direction
// - TableGetSortSpecs() user queries updated sort specs (optional) // - TableGetSortSpecs() user queries updated sort specs (optional)
// - TableNextRow() / TableNextCell() user begin into the first row, also automatically called by TableAutoHeaders() // - TableNextRow() / TableNextCell() user begin into the first row, also automatically called by TableAutoHeaders()
// - TableUpdateLayout() - called by the FIRST call to TableNextRow() // - TableUpdateLayout() - called by the FIRST call to TableNextRow()!
// - TableUpdateDrawChannels() - setup ImDrawList channels // - TableUpdateDrawChannels() - setup ImDrawList channels
// - TableUpdateBorders() - detect hovering columns for resize, ahead of contents submission // - TableUpdateBorders() - detect hovering columns for resize, ahead of contents submission
// - TableDrawContextMenu() - draw right-click context menu // - TableDrawContextMenu() - draw right-click context menu
// - TableEndCell() - close existing cell if not the first time
// - TableBeginCell() - enter into current cell
// - [...] user emit contents // - [...] user emit contents
// - EndTable() user ends the table // - EndTable() user ends the table
// - TableDrawBorders() - draw outer borders, inner vertical borders // - TableDrawBorders() - draw outer borders, inner vertical borders
// - TableDrawMergeChannels() - merge draw channels if clipping isn't required // - TableDrawMergeChannels() - merge draw channels if clipping isn't required
// - TableSetColumnWidth() - apply resizing width // - TableSetColumnWidth() - apply resizing width
// - TableUpdateColumnsWeightFromWidth() // - TableUpdateColumnsWeightFromWidth() - recompute columns weights (of weighted columns) from their respective width
// - EndChild() - (if ScrollX/ScrollY is set) // - EndChild() - (if ScrollX/ScrollY is set)
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// Configuration // Configuration
@ -700,7 +702,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
column->ClipRect.Max.x = offset_x; column->ClipRect.Max.x = offset_x;
column->ClipRect.Max.y = FLT_MAX; column->ClipRect.Max.y = FLT_MAX;
column->ClipRect.ClipWithFull(host_clip_rect); column->ClipRect.ClipWithFull(host_clip_rect);
column->IsClipped = true; column->IsClipped = column->SkipItems = true;
continue; continue;
} }
@ -731,6 +733,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
column->ClipRect.ClipWithFull(host_clip_rect); column->ClipRect.ClipWithFull(host_clip_rect);
column->IsClipped = (column->ClipRect.Max.x <= column->ClipRect.Min.x) && (column->AutoFitQueue & 1) == 0 && (column->CannotSkipItemsQueue & 1) == 0; column->IsClipped = (column->ClipRect.Max.x <= column->ClipRect.Min.x) && (column->AutoFitQueue & 1) == 0 && (column->CannotSkipItemsQueue & 1) == 0;
column->SkipItems = column->IsClipped || table->HostSkipItems;
if (column->IsClipped) if (column->IsClipped)
{ {
// Columns with the _WidthAlwaysAutoResize sizing policy will never be updated then. // Columns with the _WidthAlwaysAutoResize sizing policy will never be updated then.
@ -1580,9 +1583,10 @@ void ImGui::TableBeginCell(ImGuiTable* table, int column_no)
const float start_x = (table->RowFlags & ImGuiTableRowFlags_Headers) ? column->StartXHeaders : column->StartXRows; const float start_x = (table->RowFlags & ImGuiTableRowFlags_Headers) ? column->StartXHeaders : column->StartXRows;
window->DC.LastItemId = 0; window->DC.LastItemId = 0;
window->DC.CursorPos = ImVec2(start_x, table->RowPosY1 + table->CellPaddingY); window->DC.CursorPos.x = start_x;
window->DC.CursorPos.y = table->RowPosY1 + table->CellPaddingY;
window->DC.CursorMaxPos.x = window->DC.CursorPos.x; 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.ColumnsOffset.x = start_x - window->Pos.x - window->DC.Indent.x; // FIXME-WORKRECT
window->DC.CurrLineTextBaseOffset = table->RowTextBaseline; window->DC.CurrLineTextBaseOffset = table->RowTextBaseline;
window->WorkRect.Min.y = window->DC.CursorPos.y; window->WorkRect.Min.y = window->DC.CursorPos.y;
@ -1593,10 +1597,7 @@ void ImGui::TableBeginCell(ImGuiTable* table, int column_no)
if (!column->IsActive) if (!column->IsActive)
window->DC.CursorPos.y = ImMax(window->DC.CursorPos.y, table->RowPosY2); 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->SkipItems = column->SkipItems;
// window->DC.CurrLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, g.Style.FramePadding.y);
window->SkipItems = column->IsClipped ? true : table->HostSkipItems;
if (table->Flags & ImGuiTableFlags_NoClipX) if (table->Flags & ImGuiTableFlags_NoClipX)
{ {
table->DrawSplitter.SetCurrentChannel(window->DrawList, 1); table->DrawSplitter.SetCurrentChannel(window->DrawList, 1);
@ -1615,7 +1616,7 @@ void ImGui::TableBeginCell(ImGuiTable* table, int column_no)
} }
} }
// [Internal] Called by TableNextRow()TableNextCell()! // [Internal] Called by TableNextRow()/TableNextCell()!
void ImGui::TableEndCell(ImGuiTable* table) void ImGui::TableEndCell(ImGuiTable* table)
{ {
ImGuiTableColumn* column = &table->Columns[table->CurrentColumn]; ImGuiTableColumn* column = &table->Columns[table->CurrentColumn];
@ -2078,7 +2079,8 @@ void ImGui::TableSortSpecsClickColumn(ImGuiTable* table, ImGuiTableColumn* click
} }
// Return NULL if no sort specs. // Return NULL if no sort specs.
// You can sort your data again when 'SpecsChanged == true'.It will be true with sorting specs have changed since last call, or the first time. // You can sort your data again when 'SpecsChanged == true'. It will be true with sorting specs have changed since last call, or the first time.
// Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable()!
const ImGuiTableSortSpecs* ImGui::TableGetSortSpecs() const ImGuiTableSortSpecs* ImGui::TableGetSortSpecs()
{ {
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;