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Tables: Frozen rows/columns in nav menu layer, fixed conflict between column id and holding child id.
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@ -1916,6 +1916,7 @@ struct ImGuiTableColumn
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bool IsVisibleNextFrame;
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bool IsVisibleNextFrame;
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bool IsClipped; // Set when not overlapping the host window clipping rectangle.
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bool IsClipped; // Set when not overlapping the host window clipping rectangle.
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bool SkipItems;
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bool SkipItems;
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ImGuiNavLayer NavLayerCurrent;
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ImS8 DisplayOrder; // Index within Table's IndexToDisplayOrder[] (column may be reordered by users)
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ImS8 DisplayOrder; // Index within Table's IndexToDisplayOrder[] (column may be reordered by users)
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ImS8 IndexWithinVisibleSet; // Index within visible set (<= IndexToDisplayOrder)
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ImS8 IndexWithinVisibleSet; // Index within visible set (<= IndexToDisplayOrder)
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ImS8 DrawChannelCurrent; // Index within DrawSplitter.Channels[]
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ImS8 DrawChannelCurrent; // Index within DrawSplitter.Channels[]
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@ -2039,7 +2040,7 @@ struct ImGuiTable
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bool IsSettingsDirty; // Set when table settings have changed and needs to be reported into ImGuiTableSetttings data.
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bool IsSettingsDirty; // Set when table settings have changed and needs to be reported into ImGuiTableSetttings data.
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bool IsDefaultDisplayOrder; // Set when display order is unchanged from default (DisplayOrder contains 0...Count-1)
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bool IsDefaultDisplayOrder; // Set when display order is unchanged from default (DisplayOrder contains 0...Count-1)
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bool IsResetDisplayOrderRequest;
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bool IsResetDisplayOrderRequest;
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bool IsFreezeRowsPassed; // Set when we got past the frozen row (the first one).
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bool IsFreezeRowsPassed; // Set when we got past the frozen row.
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bool HostSkipItems; // Backup of InnerWindow->SkipItem at the end of BeginTable(), because we will overwrite InnerWindow->SkipItem on a per-column basis
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bool HostSkipItems; // Backup of InnerWindow->SkipItem at the end of BeginTable(), because we will overwrite InnerWindow->SkipItem on a per-column basis
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ImGuiTable()
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ImGuiTable()
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@ -235,12 +235,13 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
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if (override_content_size.x != FLT_MAX || override_content_size.y != FLT_MAX)
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if (override_content_size.x != FLT_MAX || override_content_size.y != FLT_MAX)
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SetNextWindowContentSize(ImVec2(override_content_size.x != FLT_MAX ? override_content_size.x : 0.0f, override_content_size.y != FLT_MAX ? override_content_size.y : 0.0f));
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SetNextWindowContentSize(ImVec2(override_content_size.x != FLT_MAX ? override_content_size.x : 0.0f, override_content_size.y != FLT_MAX ? override_content_size.y : 0.0f));
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// Create scrolling region (without border = zero window padding)
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// Create scrolling region (without border and zero window padding)
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ImGuiWindowFlags child_flags = (flags & ImGuiTableFlags_ScrollX) ? ImGuiWindowFlags_HorizontalScrollbar : ImGuiWindowFlags_None;
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ImGuiWindowFlags child_flags = (flags & ImGuiTableFlags_ScrollX) ? ImGuiWindowFlags_HorizontalScrollbar : ImGuiWindowFlags_None;
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BeginChildEx(name, instance_id, table->OuterRect.GetSize(), false, child_flags);
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BeginChildEx(name, instance_id, table->OuterRect.GetSize(), false, child_flags);
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table->InnerWindow = g.CurrentWindow;
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table->InnerWindow = g.CurrentWindow;
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table->WorkRect = table->InnerWindow->WorkRect;
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table->WorkRect = table->InnerWindow->WorkRect;
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table->OuterRect = table->InnerWindow->Rect();
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table->OuterRect = table->InnerWindow->Rect();
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IM_ASSERT(table->InnerWindow->WindowPadding.x == 0.0f && table->InnerWindow->WindowPadding.y == 0.0f && table->InnerWindow->WindowBorderSize == 0.0f);
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}
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}
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// Push a standardized ID for both child and not-child using tables, equivalent to BeginTable() doing PushID(label) matching
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// Push a standardized ID for both child and not-child using tables, equivalent to BeginTable() doing PushID(label) matching
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@ -479,7 +480,7 @@ void ImGui::TableSetupScrollFreeze(int columns, int rows)
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ImGuiContext& g = *GImGui;
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ImGuiContext& g = *GImGui;
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ImGuiTable* table = g.CurrentTable;
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ImGuiTable* table = g.CurrentTable;
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IM_ASSERT(table != NULL && "Need to call TableSetupColumn() after BeginTable()!");
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IM_ASSERT(table != NULL && "Need to call TableSetupColumn() after BeginTable()!");
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IM_ASSERT(table->IsLayoutLocked == false && "Need to call call TableSetupColumn() before first row!");
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IM_ASSERT(table->IsLayoutLocked == false && "Need to call TableSetupColumn() before first row!");
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IM_ASSERT(columns >= 0 && columns < IMGUI_TABLE_MAX_COLUMNS);
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IM_ASSERT(columns >= 0 && columns < IMGUI_TABLE_MAX_COLUMNS);
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IM_ASSERT(rows >= 0 && rows < 128); // Arbitrary limit
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IM_ASSERT(rows >= 0 && rows < 128); // Arbitrary limit
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@ -487,7 +488,7 @@ void ImGui::TableSetupScrollFreeze(int columns, int rows)
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table->FreezeColumnsCount = (table->InnerWindow->Scroll.x != 0.0f) ? table->FreezeColumnsRequest : 0;
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table->FreezeColumnsCount = (table->InnerWindow->Scroll.x != 0.0f) ? table->FreezeColumnsRequest : 0;
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table->FreezeRowsRequest = (table->Flags & ImGuiTableFlags_ScrollY) ? (ImS8)rows : 0;
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table->FreezeRowsRequest = (table->Flags & ImGuiTableFlags_ScrollY) ? (ImS8)rows : 0;
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table->FreezeRowsCount = (table->InnerWindow->Scroll.y != 0.0f) ? table->FreezeRowsRequest : 0;
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table->FreezeRowsCount = (table->InnerWindow->Scroll.y != 0.0f) ? table->FreezeRowsRequest : 0;
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table->IsFreezeRowsPassed = (table->FreezeRowsCount == 0);
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table->IsFreezeRowsPassed = (table->FreezeRowsCount == 0); // Make sure this is set before TableUpdateLayout() so ImGuiListClipper can benefit from it.b
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}
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}
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void ImGui::TableUpdateDrawChannels(ImGuiTable* table)
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void ImGui::TableUpdateDrawChannels(ImGuiTable* table)
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@ -778,6 +779,8 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
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const int column_n = table->DisplayOrderToIndex[order_n];
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const int column_n = table->DisplayOrderToIndex[order_n];
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ImGuiTableColumn* column = &table->Columns[column_n];
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ImGuiTableColumn* column = &table->Columns[column_n];
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column->NavLayerCurrent = (table->FreezeRowsCount > 0 || column_n < table->FreezeColumnsCount) ? ImGuiNavLayer_Menu : ImGuiNavLayer_Main;
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if (table->FreezeColumnsCount > 0 && table->FreezeColumnsCount == visible_n)
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if (table->FreezeColumnsCount > 0 && table->FreezeColumnsCount == visible_n)
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offset_x += work_rect.Min.x - table->OuterRect.Min.x;
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offset_x += work_rect.Min.x - table->OuterRect.Min.x;
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@ -1671,12 +1674,12 @@ void ImGui::TableEndRow(ImGuiTable* table)
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const float bg_y1 = table->RowPosY1;
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const float bg_y1 = table->RowPosY1;
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const float bg_y2 = table->RowPosY2;
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const float bg_y2 = table->RowPosY2;
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const bool unfreeze_rows = (table->CurrentRow + 1 == table->FreezeRowsCount && table->FreezeRowsCount > 0);
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const bool unfreeze_rows_actual = (table->CurrentRow + 1 == table->FreezeRowsCount);
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const bool unfreeze_rows_request = (table->CurrentRow + 1 == table->FreezeRowsRequest);
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if (table->CurrentRow == 0)
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if (table->CurrentRow == 0)
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table->LastFirstRowHeight = bg_y2 - bg_y1;
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table->LastFirstRowHeight = bg_y2 - bg_y1;
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const bool is_visible = table->CurrentRow >= 0 && bg_y2 >= table->InnerClipRect.Min.y && bg_y1 <= table->InnerClipRect.Max.y;
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const bool is_visible = (bg_y2 >= table->InnerClipRect.Min.y && bg_y1 <= table->InnerClipRect.Max.y);
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if (is_visible)
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if (is_visible)
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{
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{
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// Decide of background color for the row
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// Decide of background color for the row
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@ -1710,7 +1713,7 @@ void ImGui::TableEndRow(ImGuiTable* table)
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}
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}
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const bool draw_cell_bg_color = table->RowCellDataCurrent >= 0;
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const bool draw_cell_bg_color = table->RowCellDataCurrent >= 0;
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const bool draw_strong_bottom_border = unfreeze_rows;// || (table->RowFlags & ImGuiTableRowFlags_Headers);
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const bool draw_strong_bottom_border = unfreeze_rows_actual;// || (table->RowFlags & ImGuiTableRowFlags_Headers);
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if ((bg_col0 | bg_col1 | border_col) != 0 || draw_strong_bottom_border || draw_cell_bg_color)
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if ((bg_col0 | bg_col1 | border_col) != 0 || draw_strong_bottom_border || draw_cell_bg_color)
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{
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{
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// In theory we could call SetWindowClipRectBeforeChannelChange() but since we know TableEndRow() is
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// In theory we could call SetWindowClipRectBeforeChannelChange() but since we know TableEndRow() is
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@ -1757,18 +1760,22 @@ void ImGui::TableEndRow(ImGuiTable* table)
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// End frozen rows (when we are past the last frozen row line, teleport cursor and alter clipping rectangle)
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// End frozen rows (when we are past the last frozen row line, teleport cursor and alter clipping rectangle)
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// We need to do that in TableEndRow() instead of TableBeginRow() so the list clipper can mark end of row and
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// We need to do that in TableEndRow() instead of TableBeginRow() so the list clipper can mark end of row and
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// get the new cursor position.
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// get the new cursor position.
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if (unfreeze_rows)
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if (unfreeze_rows_request)
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for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
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{
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ImGuiTableColumn* column = &table->Columns[column_n];
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column->NavLayerCurrent = (column_n < table->FreezeColumnsCount) ? ImGuiNavLayer_Menu : ImGuiNavLayer_Main;
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}
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if (unfreeze_rows_actual)
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{
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{
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IM_ASSERT(table->IsFreezeRowsPassed == false);
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IM_ASSERT(table->IsFreezeRowsPassed == false);
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table->IsFreezeRowsPassed = true;
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table->IsFreezeRowsPassed = true;
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table->DrawSplitter.SetCurrentChannel(window->DrawList, 0);
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table->DrawSplitter.SetCurrentChannel(window->DrawList, 0);
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ImRect r;
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// BackgroundClipRect starts as table->InnerClipRect, reduce it now
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r.Min.x = table->InnerClipRect.Min.x;
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float y0 = ImMax(table->RowPosY2 + 1, window->InnerClipRect.Min.y);
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r.Min.y = ImMax(table->RowPosY2 + 1, window->InnerClipRect.Min.y);
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table->BackgroundClipRect.Min.y = y0;
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r.Max.x = table->InnerClipRect.Max.x;
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table->BackgroundClipRect.Max.y = window->InnerClipRect.Max.y;
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r.Max.y = window->InnerClipRect.Max.y;
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table->BackgroundClipRect = r;
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float row_height = table->RowPosY2 - table->RowPosY1;
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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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table->RowPosY2 = window->DC.CursorPos.y = table->WorkRect.Min.y + table->RowPosY2 - table->OuterRect.Min.y;
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@ -1777,7 +1784,7 @@ void ImGui::TableEndRow(ImGuiTable* table)
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{
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{
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ImGuiTableColumn* column = &table->Columns[column_n];
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ImGuiTableColumn* column = &table->Columns[column_n];
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column->DrawChannelCurrent = column->DrawChannelRowsAfterFreeze;
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column->DrawChannelCurrent = column->DrawChannelRowsAfterFreeze;
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column->ClipRect.Min.y = r.Min.y;
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column->ClipRect.Min.y = table->BackgroundClipRect.Min.y;
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}
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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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// Update cliprect ahead of TableBeginCell() so clipper can access to new ClipRect->Min.y
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@ -1810,6 +1817,7 @@ void ImGui::TableBeginCell(ImGuiTable* table, int column_n)
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window->DC.ColumnsOffset.x = start_x - window->Pos.x - window->DC.Indent.x; // FIXME-WORKRECT
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window->DC.ColumnsOffset.x = start_x - window->Pos.x - window->DC.Indent.x; // FIXME-WORKRECT
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window->DC.CurrLineTextBaseOffset = table->RowTextBaseline;
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window->DC.CurrLineTextBaseOffset = table->RowTextBaseline;
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window->DC.LastItemId = 0;
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window->DC.LastItemId = 0;
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window->DC.NavLayerCurrent = column->NavLayerCurrent;
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window->WorkRect.Min.y = window->DC.CursorPos.y;
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window->WorkRect.Min.y = window->DC.CursorPos.y;
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window->WorkRect.Min.x = column->MinX + table->CellPaddingX1;
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window->WorkRect.Min.x = column->MinX + table->CellPaddingX1;
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@ -1964,7 +1972,7 @@ const char* ImGui::TableGetColumnName(const ImGuiTable* table, int column_n)
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ImGuiID ImGui::TableGetColumnResizeID(const ImGuiTable* table, int column_n, int instance_no)
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ImGuiID ImGui::TableGetColumnResizeID(const ImGuiTable* table, int column_n, int instance_no)
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{
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{
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IM_ASSERT(column_n < table->ColumnsCount);
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IM_ASSERT(column_n < table->ColumnsCount);
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ImGuiID id = table->ID + (instance_no * table->ColumnsCount) + column_n;
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ImGuiID id = table->ID + 1 + (instance_no * table->ColumnsCount) + column_n;
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return id;
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return id;
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}
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}
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