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Tables: added Angled headers support. Added ImGuiTableColumnFlags_AngledHeader, ImGui::TableHeadersAngledRow(), style.TableAngledHeadersAngle. (#2957)
This commit is contained in:
149
imgui_tables.cpp
149
imgui_tables.cpp
@ -478,9 +478,10 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
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table->FreezeRowsRequest = table->FreezeRowsCount = 0; // This will be setup by TableSetupScrollFreeze(), if any
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table->FreezeColumnsRequest = table->FreezeColumnsCount = 0;
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table->IsUnfrozenRows = true;
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table->DeclColumnsCount = 0;
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table->DeclColumnsCount = table->AngledHeadersCount = 0;
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if (previous_frame_active + 1 < g.FrameCount)
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table->IsActiveIdInTable = false;
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temp_data->AngledheadersExtraWidth = 0.0f;
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// Using opaque colors facilitate overlapping lines of the grid, otherwise we'd need to improve TableDrawBorders()
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table->BorderColorStrong = GetColorU32(ImGuiCol_TableBorderStrong);
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@ -984,6 +985,12 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
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const bool is_hovering_table = ItemHoverable(mouse_hit_rect, 0, ImGuiItemFlags_None);
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g.ActiveId = backup_active_id;
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// Determine skewed MousePos.x to support angled headers.
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float mouse_skewed_x = g.IO.MousePos.x;
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if (table->AngledHeadersHeight > 0.0f)
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if (g.IO.MousePos.y >= table->OuterRect.Min.y && g.IO.MousePos.y <= table->OuterRect.Min.y + table->AngledHeadersHeight)
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mouse_skewed_x += ImTrunc((table->OuterRect.Min.y + table->AngledHeadersHeight - g.IO.MousePos.y) * table->AngledHeadersSlope);
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// [Part 6] Setup final position, offset, skip/clip states and clipping rectangles, detect hovered column
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// Process columns in their visible orders as we are comparing the visible order and adjusting host_clip_rect while looping.
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int visible_n = 0;
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@ -1025,7 +1032,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
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}
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// Detect hovered column
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if (is_hovering_table && g.IO.MousePos.x >= column->ClipRect.Min.x && g.IO.MousePos.x < column->ClipRect.Max.x)
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if (is_hovering_table && mouse_skewed_x >= column->ClipRect.Min.x && mouse_skewed_x < column->ClipRect.Max.x)
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table->HoveredColumnBody = (ImGuiTableColumnIdx)column_n;
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// Lock start position
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@ -1124,7 +1131,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
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// because of using _WidthAuto/_WidthStretch). This will hide the resizing option from the context menu.
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const float unused_x1 = ImMax(table->WorkRect.Min.x, table->Columns[table->RightMostEnabledColumn].ClipRect.Max.x);
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if (is_hovering_table && table->HoveredColumnBody == -1)
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if (g.IO.MousePos.x >= unused_x1)
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if (mouse_skewed_x >= unused_x1)
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table->HoveredColumnBody = (ImGuiTableColumnIdx)table->ColumnsCount;
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if (has_resizable == false && (table->Flags & ImGuiTableFlags_Resizable))
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table->Flags &= ~ImGuiTableFlags_Resizable;
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@ -1211,7 +1218,7 @@ void ImGui::TableUpdateBorders(ImGuiTable* table)
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// Actual columns highlight/render will be performed in EndTable() and not be affected.
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ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
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const float hit_half_width = TABLE_RESIZE_SEPARATOR_HALF_THICKNESS;
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const float hit_y1 = table->OuterRect.Min.y;
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const float hit_y1 = (table->FreezeRowsCount >= 1 ? table->OuterRect.Min.y : table->WorkRect.Min.y) + table->AngledHeadersHeight;
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const float hit_y2_body = ImMax(table->OuterRect.Max.y, hit_y1 + table_instance->LastOuterHeight);
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const float hit_y2_head = hit_y1 + table_instance->LastTopHeadersRowHeight;
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@ -1316,7 +1323,7 @@ void ImGui::EndTable()
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max_pos_x = ImMax(max_pos_x, table->Columns[table->RightMostEnabledColumn].WorkMaxX + table->CellPaddingX + table->OuterPaddingX - outer_padding_for_border);
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if (table->ResizedColumn != -1)
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max_pos_x = ImMax(max_pos_x, table->ResizeLockMinContentsX2);
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table->InnerWindow->DC.CursorMaxPos.x = max_pos_x;
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table->InnerWindow->DC.CursorMaxPos.x = max_pos_x + table->TempData->AngledheadersExtraWidth;
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}
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// Pop clipping rect
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@ -1434,7 +1441,7 @@ void ImGui::EndTable()
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}
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else if (temp_data->UserOuterSize.x <= 0.0f)
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{
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const float decoration_size = (table->Flags & ImGuiTableFlags_ScrollX) ? inner_window->ScrollbarSizes.x : 0.0f;
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const float decoration_size = table->TempData->AngledheadersExtraWidth + ((table->Flags & ImGuiTableFlags_ScrollX) ? inner_window->ScrollbarSizes.x : 0.0f);
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outer_window->DC.IdealMaxPos.x = ImMax(outer_window->DC.IdealMaxPos.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth + decoration_size - temp_data->UserOuterSize.x);
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outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, ImMin(table->OuterRect.Max.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth));
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}
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@ -1501,6 +1508,11 @@ void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, flo
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if ((flags & ImGuiTableColumnFlags_WidthMask_) == 0 && init_width_or_weight > 0.0f)
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if ((table->Flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedFit || (table->Flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedSame)
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flags |= ImGuiTableColumnFlags_WidthFixed;
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if (flags & ImGuiTableColumnFlags_AngledHeader)
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{
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flags |= ImGuiTableColumnFlags_NoHeaderLabel;
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table->AngledHeadersCount++;
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}
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TableSetupColumnFlags(table, column, flags);
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column->UserID = user_id;
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@ -2623,7 +2635,7 @@ void ImGui::TableDrawBorders(ImGuiTable* table)
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// Draw inner border and resizing feedback
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ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
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const float border_size = TABLE_BORDER_SIZE;
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const float draw_y1 = table->InnerRect.Min.y + ((table->Flags & ImGuiTableFlags_BordersOuterH) ? 1.0f : 0.0f);
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const float draw_y1 = ImMax(table->InnerRect.Min.y, (table->FreezeRowsCount >= 1 ? table->InnerRect.Min.y : table->WorkRect.Min.y) + table->AngledHeadersHeight) + ((table->Flags & ImGuiTableFlags_BordersOuterH) ? 1.0f : 0.0f);
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const float draw_y2_body = table->InnerRect.Max.y;
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const float draw_y2_head = table->IsUsingHeaders ? ImMin(table->InnerRect.Max.y, (table->FreezeRowsCount >= 1 ? table->InnerRect.Min.y : table->WorkRect.Min.y) + table_instance->LastTopHeadersRowHeight) : draw_y1;
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if (table->Flags & ImGuiTableFlags_BordersInnerV)
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@ -2896,6 +2908,8 @@ void ImGui::TableSortSpecsBuild(ImGuiTable* table)
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// - TableGetHeaderRowHeight() [Internal]
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// - TableHeadersRow()
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// - TableHeader()
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// - TableAngledHeadersRow()
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// - TableAngledHeadersRowEx() [Internal]
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//-------------------------------------------------------------------------
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float ImGui::TableGetHeaderRowHeight()
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@ -2914,6 +2928,18 @@ float ImGui::TableGetHeaderRowHeight()
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return row_height + g.Style.CellPadding.y * 2.0f;
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}
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float ImGui::TableGetHeaderAngledMaxLabelWidth()
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{
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ImGuiContext& g = *GImGui;
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ImGuiTable* table = g.CurrentTable;
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float width = 0.0f;
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for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
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if (IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n))
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if (table->Columns[column_n].Flags & ImGuiTableColumnFlags_AngledHeader)
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width = ImMax(width, CalcTextSize(TableGetColumnName(table, column_n), NULL, true).x);
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return width + g.Style.CellPadding.x * 2.0f;
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}
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// [Public] This is a helper to output TableHeader() calls based on the column names declared in TableSetupColumn().
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// The intent is that advanced users willing to create customized headers would not need to use this helper
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// and can create their own! For example: TableHeader() may be preceeded by Checkbox() or other custom widgets.
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@ -3098,6 +3124,115 @@ void ImGui::TableHeader(const char* label)
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TableOpenContextMenu(column_n);
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}
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// Unlike TableHeadersRow() it is not expected that you can reimplement or customize this with custom widgets.
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// FIXME: highlight without ImGuiTableFlags_HighlightHoveredColumn
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// FIXME: No hit-testing/button on the angled header.
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void ImGui::TableAngledHeadersRow()
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{
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ImGuiContext& g = *GImGui;
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TableAngledHeadersRowEx(g.Style.TableAngledHeadersAngle, 0.0f);
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}
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void ImGui::TableAngledHeadersRowEx(float angle, float max_label_width)
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{
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ImGuiContext& g = *GImGui;
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ImGuiTable* table = g.CurrentTable;
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ImGuiWindow* window = g.CurrentWindow;
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ImDrawList* draw_list = window->DrawList;
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IM_ASSERT(table != NULL && "Need to call TableHeadersRow() after BeginTable()!");
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IM_ASSERT(table->CurrentRow == -1 && "Must be first row");
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if (max_label_width == 0.0f)
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max_label_width = TableGetHeaderAngledMaxLabelWidth();
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// Angle argument expressed in (-IM_PI/2 .. +IM_PI/2) as it is easier to think about for user.
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const bool flip_label = (angle < 0.0f);
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angle -= IM_PI * 0.5f;
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const float cos_a = ImCos(angle);
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const float sin_a = ImSin(angle);
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const float label_cos_a = flip_label ? ImCos(angle + IM_PI) : cos_a;
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const float label_sin_a = flip_label ? ImSin(angle + IM_PI) : sin_a;
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const ImVec2 unit_right = ImVec2(cos_a, sin_a);
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// Calculate our base metrics and set angled headers data _before_ the first call to TableNextRow()
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// FIXME-STYLE: Would it be better for user to submit 'max_label_width' or 'row_height' ? One can be derived from the other.
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const float header_height = table->RowCellPaddingY * 2.0f + g.FontSize;
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const float row_height = ImFabs(ImRotate(ImVec2(max_label_width, flip_label ? +header_height : -header_height), cos_a, sin_a).y);
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const ImVec2 header_angled_vector = unit_right * (row_height / -sin_a);
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table->AngledHeadersHeight = row_height;
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table->AngledHeadersSlope = (sin_a != 0.0f) ? (cos_a / sin_a) : 0.0f;
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// Declare row, override and draw our own background
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TableNextRow(ImGuiTableRowFlags_Headers, row_height);
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TableNextColumn();
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table->DrawSplitter->SetCurrentChannel(draw_list, TABLE_DRAW_CHANNEL_BG0);
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PushClipRect(table->BgClipRect.Min, table->BgClipRect.Max, false); // Span all columns
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TableSetBgColor(ImGuiTableBgTarget_RowBg0, 0); // Cancel
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draw_list->AddRectFilled(table->BgClipRect.Min, table->BgClipRect.Max, GetColorU32(ImGuiCol_TableHeaderBg, 0.25f)); // FIXME-STYLE: Change row background with an arbitrary color.
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const ImRect row_r(table->WorkRect.Min.x, table->BgClipRect.Min.y, table->WorkRect.Max.x, window->DC.CursorPos.y + row_height);
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const ImGuiID row_id = GetID("##AngledHeaders");
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ButtonBehavior(row_r, row_id, NULL, NULL);
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KeepAliveID(row_id);
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ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
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int highlight_column_n = table->HighlightColumnHeader;
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if (highlight_column_n == -1 && table->HoveredColumnBody != -1)
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if (table_instance->HoveredRowLast == 0 && table->HoveredColumnBorder == -1 && (g.ActiveId == 0 || g.ActiveId == row_id || (table->IsActiveIdInTable || g.DragDropActive)))
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highlight_column_n = table->HoveredColumnBody;
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float max_x = 0.0f;
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for (int pass = 0; pass < 2; pass++)
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for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
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{
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if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n))
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continue;
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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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if ((column->Flags & ImGuiTableColumnFlags_AngledHeader) == 0) // Note: can't rely on ImGuiTableColumnFlags_IsVisible test here.
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continue;
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ImVec2 bg_shape[4];
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bg_shape[0] = ImVec2(column->MaxX, row_r.Max.y);
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bg_shape[1] = ImVec2(column->MinX, row_r.Max.y);
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bg_shape[2] = bg_shape[1] + header_angled_vector;
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bg_shape[3] = bg_shape[0] + header_angled_vector;
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if (pass == 0)
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{
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// Draw shape
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draw_list->AddQuadFilled(bg_shape[0], bg_shape[1], bg_shape[2], bg_shape[3], GetColorU32(ImGuiCol_TableHeaderBg));
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if (column_n == highlight_column_n)
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draw_list->AddQuadFilled(bg_shape[0], bg_shape[1], bg_shape[2], bg_shape[3], GetColorU32(ImGuiCol_Header)); // Highlight on hover
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//draw_list->AddQuad(bg_shape[0], bg_shape[1], bg_shape[2], bg_shape[3], GetColorU32(ImGuiCol_TableBorderLight), 1.0f);
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max_x = ImMax(max_x, bg_shape[3].x);
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// Draw label (first draw at an offset where RenderTextXXX() function won't meddle with applying current ClipRect, then transform to final offset)
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// FIXME: May be worth tidying up all those operations to make them easier to understand.
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const char* label_name = TableGetColumnName(table, column_n);
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const float clip_width = max_label_width - (sin_a * table->RowCellPaddingY);
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ImRect label_r(window->ClipRect.Min, window->ClipRect.Min + ImVec2(clip_width + (flip_label ? 0.0f : table->CellPaddingX), header_height + table->RowCellPaddingY));
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ImVec2 label_size = CalcTextSize(label_name, NULL, true);
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ImVec2 label_off = ImVec2(flip_label ? ImMax(0.0f, max_label_width - label_size.x - table->CellPaddingX) : table->CellPaddingX, table->RowCellPaddingY);
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int vtx_idx_begin = draw_list->_VtxCurrentIdx;
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RenderTextEllipsis(draw_list, label_r.Min + label_off, label_r.Max, label_r.Max.x, label_r.Max.x, label_name, NULL, &label_size);
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//if (g.IO.KeyShift) { draw_list->AddRect(label_r.Min, label_r.Max, IM_COL32(0, 255, 0, 255), 0.0f, 0, 2.0f); }
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int vtx_idx_end = draw_list->_VtxCurrentIdx;
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// Rotate and offset label
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ImVec2 pivot_in = label_r.GetBL();
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ImVec2 pivot_out = ImVec2(column->WorkMinX, row_r.Max.y) + (flip_label ? (unit_right * clip_width) : ImVec2(header_height, 0.0f));
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ShadeVertsTransformPos(draw_list, vtx_idx_begin, vtx_idx_end, pivot_in, label_cos_a, label_sin_a, pivot_out); // Rotate and offset
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}
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if (pass == 1)
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{
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// Draw border
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draw_list->AddLine(bg_shape[0], bg_shape[3], TableGetColumnBorderCol(table, order_n, column_n));
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}
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}
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PopClipRect();
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table->TempData->AngledheadersExtraWidth = ImMax(0.0f, max_x - table->Columns[table->RightMostEnabledColumn].MaxX);
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}
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//-------------------------------------------------------------------------
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// [SECTION] Tables: Context Menu
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//-------------------------------------------------------------------------
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