Tables: added Angled headers support. Added ImGuiTableColumnFlags_AngledHeader, ImGui::TableHeadersAngledRow(), style.TableAngledHeadersAngle. (#2957)

This commit is contained in:
ocornut 2023-10-12 17:01:42 +02:00
parent 9f851ebfe4
commit 32228d8add
7 changed files with 250 additions and 28 deletions

View File

@ -94,17 +94,20 @@ Other changes:
- Drag and Drop: Fixed submitting a tooltip from drop target location when using AcceptDragDropPayload()
with ImGuiDragDropFlags_AcceptNoPreviewTooltip and submitting a tooltip manually.
- TreeNode: Added ImGuiTreeNodeFlags_SpanAllColumns for use in tables. (#3151, #3565, #2451, #2438)
- Tables: Added ImGuiTableFlags_HighlightHoveredColumn flag, currently highlighting column header.
- Tables: Fixed an edge-case when no columns are visible + table scrollbar is visible + user
code is always testing return value of TableSetColumnIndex() to coarse clip. With an active
clipper it would have asserted. Without a clipper, the scrollbar range would be wrong.
- Tables: Request user to submit contents when outer host-window is requesting auto-resize,
so a scrolling table can contribute to initial window size. (#6510)
- Tables: Fixed subtle drawing overlap between borders in some situations.
- Tables: Fixed bottom-most and right-most outer border offset by one. (#6765, #3752) [@v-ein]
- Tables: Fixed top-most outer border being drawn with both TableBorderLight and TableBorderStrong
in some situations, causing the earlier to be visible underneath when alpha is not 1.0f.
- Tables: fixed right-clicking right-most section (past right-most column) from highlighting a column.
- Tables:
- Added angled headers support. You need to set ImGuiTableColumnFlags_AngledHeader on selected
columns and call TableAngledHeadersRow(). Added style.TableAngledHeadersAngle style option.
- Added ImGuiTableFlags_HighlightHoveredColumn flag, currently highlighting column header.
- Fixed an edge-case when no columns are visible + table scrollbar is visible + user
code is always testing return value of TableSetColumnIndex() to coarse clip. With an active
clipper it would have asserted. Without a clipper, the scrollbar range would be wrong.
- Request user to submit contents when outer host-window is requesting auto-resize,
so a scrolling table can contribute to initial window size. (#6510)
- Fixed subtle drawing overlap between borders in some situations.
- Fixed bottom-most and right-most outer border offset by one. (#6765, #3752) [@v-ein]
- Fixed top-most outer border being drawn with both TableBorderLight and TableBorderStrong
in some situations, causing the earlier to be visible underneath when alpha is not 1.0f.
- fixed right-clicking right-most section (past right-most column) from highlighting a column.
- TabBar: Fixed position of unsaved document marker (ImGuiTabItemFlags_UnsavedDocument) which was
accidentally offset in 1.89.9. (#6862) [@alektron]
- Fonts: 'float size_pixels' passed to AddFontXXX() functions is now rounded to lowest integer.

View File

@ -1188,6 +1188,7 @@ ImGuiStyle::ImGuiStyle()
TabBorderSize = 0.0f; // Thickness of border around tabs.
TabMinWidthForCloseButton = 0.0f; // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected.
TabBarBorderSize = 1.0f; // Thickness of tab-bar separator, which takes on the tab active color to denote focus.
TableAngledHeadersAngle = 35.0f * (IM_PI / 180.0f); // Angle of angled headers (supported values range from -50 degrees to +50 degrees).
ColorButtonPosition = ImGuiDir_Right; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
ButtonTextAlign = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text.
SelectableTextAlign = ImVec2(0.0f,0.0f);// Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.

View File

@ -771,8 +771,9 @@ namespace ImGui
// - Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled.
IMGUI_API void TableSetupColumn(const char* label, ImGuiTableColumnFlags flags = 0, float init_width_or_weight = 0.0f, ImGuiID user_id = 0);
IMGUI_API void TableSetupScrollFreeze(int cols, int rows); // lock columns/rows so they stay visible when scrolled.
IMGUI_API void TableHeadersRow(); // submit all headers cells based on data provided to TableSetupColumn() + submit context menu
IMGUI_API void TableHeader(const char* label); // submit one header cell manually (rarely used)
IMGUI_API void TableHeadersRow(); // submit a row with headers cells based on data provided to TableSetupColumn() + submit context menu
IMGUI_API void TableAngledHeadersRow(); // submit a row with angled headers for every column with the ImGuiTableColumnFlags_AngledHeader flag. MUST BE FIRST ROW.
// Tables: Sorting & Miscellaneous functions
// - Sorting: call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting.
@ -1240,12 +1241,13 @@ enum ImGuiTableColumnFlags_
ImGuiTableColumnFlags_NoSort = 1 << 9, // Disable ability to sort on this field (even if ImGuiTableFlags_Sortable is set on the table).
ImGuiTableColumnFlags_NoSortAscending = 1 << 10, // Disable ability to sort in the ascending direction.
ImGuiTableColumnFlags_NoSortDescending = 1 << 11, // Disable ability to sort in the descending direction.
ImGuiTableColumnFlags_NoHeaderLabel = 1 << 12, // TableHeadersRow() will not submit label for this column. Convenient for some small columns. Name will still appear in context menu.
ImGuiTableColumnFlags_NoHeaderLabel = 1 << 12, // TableHeadersRow() will not submit horizontal label for this column. Convenient for some small columns. Name will still appear in context menu or in angled headers.
ImGuiTableColumnFlags_NoHeaderWidth = 1 << 13, // Disable header text width contribution to automatic column width.
ImGuiTableColumnFlags_PreferSortAscending = 1 << 14, // Make the initial sort direction Ascending when first sorting on this column (default).
ImGuiTableColumnFlags_PreferSortDescending = 1 << 15, // Make the initial sort direction Descending when first sorting on this column.
ImGuiTableColumnFlags_IndentEnable = 1 << 16, // Use current Indent value when entering cell (default for column 0).
ImGuiTableColumnFlags_IndentDisable = 1 << 17, // Ignore current Indent value when entering cell (default for columns > 0). Indentation changes _within_ the cell will still be honored.
ImGuiTableColumnFlags_AngledHeader = 1 << 18, // TableHeadersRow() will submit an angled header row for this column. Note this will add an extra row.
// Output status flags, read-only via TableGetColumnFlags()
ImGuiTableColumnFlags_IsEnabled = 1 << 24, // Status: is enabled == not hidden by user/api (referred to as "Hide" in _DefaultHide and _NoHide) flags.
@ -1926,6 +1928,7 @@ struct ImGuiStyle
float TabBorderSize; // Thickness of border around tabs.
float TabMinWidthForCloseButton; // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected.
float TabBarBorderSize; // Thickness of tab-bar separator, which takes on the tab active color to denote focus.
float TableAngledHeadersAngle; // Angle of angled headers (supported values range from -50.0f degrees to +50.0f degrees).
ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).
ImVec2 SelectableTextAlign; // Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.

View File

@ -3949,6 +3949,7 @@ static void EditTableColumnsFlags(ImGuiTableColumnFlags* p_flags)
ImGui::CheckboxFlags("_PreferSortDescending", p_flags, ImGuiTableColumnFlags_PreferSortDescending);
ImGui::CheckboxFlags("_IndentEnable", p_flags, ImGuiTableColumnFlags_IndentEnable); ImGui::SameLine(); HelpMarker("Default for column 0");
ImGui::CheckboxFlags("_IndentDisable", p_flags, ImGuiTableColumnFlags_IndentDisable); ImGui::SameLine(); HelpMarker("Default for column >0");
ImGui::CheckboxFlags("_AngledHeader", p_flags, ImGuiTableColumnFlags_AngledHeader);
}
static void ShowTableColumnsStatusFlags(ImGuiTableColumnFlags flags)
@ -4695,8 +4696,14 @@ static void ShowDemoWindowTables()
ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 9);
if (ImGui::BeginTable("table_columns_flags", column_count, flags, outer_size))
{
bool has_angled_header = false;
for (int column = 0; column < column_count; column++)
{
has_angled_header |= (column_flags[column] & ImGuiTableColumnFlags_AngledHeader) != 0;
ImGui::TableSetupColumn(column_names[column], column_flags[column]);
}
if (has_angled_header)
ImGui::TableAngledHeadersRow();
ImGui::TableHeadersRow();
for (int column = 0; column < column_count; column++)
column_flags_out[column] = ImGui::TableGetColumnFlags(column);
@ -5182,6 +5189,56 @@ static void ShowDemoWindowTables()
ImGui::TreePop();
}
// Demonstrate using ImGuiTableColumnFlags_AngledHeader flag to create angled headers
if (open_action != -1)
ImGui::SetNextItemOpen(open_action != 0);
IMGUI_DEMO_MARKER("Tables/Angled headers");
if (ImGui::TreeNode("Angled headers"))
{
const char* column_names[] = { "Track", "cabasa", "ride", "smash", "tom-hi", "tom-mid", "tom-low", "hihat-o", "hihat-c", "snare-s", "snare-c", "clap", "rim", "kick" };
const int columns_count = IM_ARRAYSIZE(column_names);
const int rows_count = 12;
static ImGuiTableFlags table_flags = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_Hideable | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_HighlightHoveredColumn;
static bool bools[columns_count * rows_count] = {}; // Dummy storage selection storage
static int frozen_rows = 2;
ImGui::CheckboxFlags("_ScrollX", &table_flags, ImGuiTableFlags_ScrollX);
ImGui::CheckboxFlags("_ScrollY", &table_flags, ImGuiTableFlags_ScrollY);
ImGui::CheckboxFlags("_NoBordersInBody", &table_flags, ImGuiTableFlags_NoBordersInBody);
ImGui::CheckboxFlags("_HighlightHoveredColumn", &table_flags, ImGuiTableFlags_HighlightHoveredColumn);
ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8);
ImGui::SliderInt("Frozen rows", &frozen_rows, 0, 2);
if (ImGui::BeginTable("table_angled_headers", columns_count, table_flags, ImVec2(0.0f, TEXT_BASE_HEIGHT * 12)))
{
ImGui::TableSetupColumn(column_names[0], ImGuiTableColumnFlags_NoHide | ImGuiTableColumnFlags_NoReorder);
for (int n = 1; n < columns_count; n++)
ImGui::TableSetupColumn(column_names[n], ImGuiTableColumnFlags_AngledHeader | ImGuiTableColumnFlags_WidthFixed);
ImGui::TableSetupScrollFreeze(0, frozen_rows);
ImGui::TableAngledHeadersRow(); // Draw angled headers for all columns with the ImGuiTableColumnFlags_AngledHeader flag.
ImGui::TableHeadersRow(); // Draw remaining headers and allow access to context-menu and other functions.
for (int row = 0; row < rows_count; row++)
{
ImGui::PushID(row);
ImGui::TableNextRow();
ImGui::TableSetColumnIndex(0);
ImGui::AlignTextToFramePadding();
ImGui::Text("Track %d", row);
for (int column = 1; column < columns_count; column++)
if (ImGui::TableSetColumnIndex(column))
{
ImGui::PushID(column);
ImGui::Checkbox("", &bools[row * columns_count + column]);
ImGui::PopID();
}
ImGui::PopID();
}
ImGui::EndTable();
}
ImGui::TreePop();
}
// Demonstrate creating custom context menus inside columns, while playing it nice with context menus provided by TableHeadersRow()/TableHeader()
if (open_action != -1)
ImGui::SetNextItemOpen(open_action != 0);
@ -5428,6 +5485,7 @@ static void ShowDemoWindowTables()
| ImGuiTableFlags_RowBg | ImGuiTableFlags_Borders | ImGuiTableFlags_NoBordersInBody
| ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY
| ImGuiTableFlags_SizingFixedFit;
static ImGuiTableColumnFlags columns_base_flags = ImGuiTableColumnFlags_None;
enum ContentsType { CT_Text, CT_Button, CT_SmallButton, CT_FillButton, CT_Selectable, CT_SelectableSpanRow };
static int contents_type = CT_SelectableSpanRow;
@ -5525,6 +5583,8 @@ static void ShowDemoWindowTables()
{
ImGui::Checkbox("show_headers", &show_headers);
ImGui::CheckboxFlags("ImGuiTableFlags_HighlightHoveredColumn", &flags, ImGuiTableFlags_HighlightHoveredColumn);
ImGui::CheckboxFlags("ImGuiTableColumnFlags_AngledHeader", &columns_base_flags, ImGuiTableColumnFlags_AngledHeader);
ImGui::SameLine(); HelpMarker("Enable AngledHeader on all columns. Best enabled on selected narrow columns (see \"Angled headers\" section of the demo).");
ImGui::TreePop();
}
@ -5590,12 +5650,12 @@ static void ShowDemoWindowTables()
// Declare columns
// We use the "user_id" parameter of TableSetupColumn() to specify a user id that will be stored in the sort specifications.
// This is so our sort function can identify a column given our own identifier. We could also identify them based on their index!
ImGui::TableSetupColumn("ID", ImGuiTableColumnFlags_DefaultSort | ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_NoHide, 0.0f, MyItemColumnID_ID);
ImGui::TableSetupColumn("Name", ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Name);
ImGui::TableSetupColumn("Action", ImGuiTableColumnFlags_NoSort | ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Action);
ImGui::TableSetupColumn("Quantity", ImGuiTableColumnFlags_PreferSortDescending, 0.0f, MyItemColumnID_Quantity);
ImGui::TableSetupColumn("Description", (flags & ImGuiTableFlags_NoHostExtendX) ? 0 : ImGuiTableColumnFlags_WidthStretch, 0.0f, MyItemColumnID_Description);
ImGui::TableSetupColumn("Hidden", ImGuiTableColumnFlags_DefaultHide | ImGuiTableColumnFlags_NoSort);
ImGui::TableSetupColumn("ID", columns_base_flags | ImGuiTableColumnFlags_DefaultSort | ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_NoHide, 0.0f, MyItemColumnID_ID);
ImGui::TableSetupColumn("Name", columns_base_flags | ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Name);
ImGui::TableSetupColumn("Action", columns_base_flags | ImGuiTableColumnFlags_NoSort | ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Action);
ImGui::TableSetupColumn("Quantity", columns_base_flags | ImGuiTableColumnFlags_PreferSortDescending, 0.0f, MyItemColumnID_Quantity);
ImGui::TableSetupColumn("Description", columns_base_flags | ((flags & ImGuiTableFlags_NoHostExtendX) ? 0 : ImGuiTableColumnFlags_WidthStretch), 0.0f, MyItemColumnID_Description);
ImGui::TableSetupColumn("Hidden", columns_base_flags | ImGuiTableColumnFlags_DefaultHide | ImGuiTableColumnFlags_NoSort);
ImGui::TableSetupScrollFreeze(freeze_cols, freeze_rows);
// Sort our data if sort specs have been changed!
@ -5614,6 +5674,8 @@ static void ShowDemoWindowTables()
const bool sorts_specs_using_quantity = (ImGui::TableGetColumnFlags(3) & ImGuiTableColumnFlags_IsSorted) != 0;
// Show headers
if (show_headers && (columns_base_flags & ImGuiTableColumnFlags_AngledHeader) != 0)
ImGui::TableAngledHeadersRow();
if (show_headers)
ImGui::TableHeadersRow();
@ -6400,7 +6462,6 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
ImGui::SeparatorText("Main");
ImGui::SliderFloat2("WindowPadding", (float*)&style.WindowPadding, 0.0f, 20.0f, "%.0f");
ImGui::SliderFloat2("FramePadding", (float*)&style.FramePadding, 0.0f, 20.0f, "%.0f");
ImGui::SliderFloat2("CellPadding", (float*)&style.CellPadding, 0.0f, 20.0f, "%.0f");
ImGui::SliderFloat2("ItemSpacing", (float*)&style.ItemSpacing, 0.0f, 20.0f, "%.0f");
ImGui::SliderFloat2("ItemInnerSpacing", (float*)&style.ItemInnerSpacing, 0.0f, 20.0f, "%.0f");
ImGui::SliderFloat2("TouchExtraPadding", (float*)&style.TouchExtraPadding, 0.0f, 10.0f, "%.0f");
@ -6425,6 +6486,10 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
ImGui::SliderFloat("GrabRounding", &style.GrabRounding, 0.0f, 12.0f, "%.0f");
ImGui::SliderFloat("TabRounding", &style.TabRounding, 0.0f, 12.0f, "%.0f");
ImGui::SeparatorText("Tables");
ImGui::SliderFloat2("CellPadding", (float*)&style.CellPadding, 0.0f, 20.0f, "%.0f");
ImGui::SliderAngle("TableAngledHeadersAngle", &style.TableAngledHeadersAngle, -50.0f, +50.0f);
ImGui::SeparatorText("Widgets");
ImGui::SliderFloat2("WindowTitleAlign", (float*)&style.WindowTitleAlign, 0.0f, 1.0f, "%.2f");
int window_menu_button_position = style.WindowMenuButtonPosition + 1;

View File

@ -1989,6 +1989,14 @@ void ImGui::ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int ve
}
}
void ImGui::ShadeVertsTransformPos(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& pivot_in, float cos_a, float sin_a, const ImVec2& pivot_out)
{
ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx;
ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx;
for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex)
vertex->pos = ImRotate(vertex->pos- pivot_in, cos_a, sin_a) + pivot_out;
}
//-----------------------------------------------------------------------------
// [SECTION] ImFontConfig
//-----------------------------------------------------------------------------

View File

@ -2731,6 +2731,8 @@ struct IMGUI_API ImGuiTable
float ResizedColumnNextWidth;
float ResizeLockMinContentsX2; // Lock minimum contents width while resizing down in order to not create feedback loops. But we allow growing the table.
float RefScale; // Reference scale to be able to rescale columns on font/dpi changes.
float AngledHeadersHeight; // Set by TableAngledHeadersRow(), used in TableUpdateLayout()
float AngledHeadersSlope; // Set by TableAngledHeadersRow(), used in TableUpdateLayout()
ImRect OuterRect; // Note: for non-scrolling table, OuterRect.Max.y is often FLT_MAX until EndTable(), unless a height has been specified in BeginTable().
ImRect InnerRect; // InnerRect but without decoration. As with OuterRect, for non-scrolling tables, InnerRect.Max.y is
ImRect WorkRect;
@ -2753,6 +2755,7 @@ struct IMGUI_API ImGuiTable
ImGuiTableColumnIdx ColumnsEnabledCount; // Number of enabled columns (<= ColumnsCount)
ImGuiTableColumnIdx ColumnsEnabledFixedCount; // Number of enabled columns (<= ColumnsCount)
ImGuiTableColumnIdx DeclColumnsCount; // Count calls to TableSetupColumn()
ImGuiTableColumnIdx AngledHeadersCount; // Count columns with angled headers
ImGuiTableColumnIdx HoveredColumnBody; // Index of column whose visible region is being hovered. Important: == ColumnsCount when hovering empty region after the right-most column!
ImGuiTableColumnIdx HoveredColumnBorder; // Index of column whose right-border is being hovered (for resizing).
ImGuiTableColumnIdx HighlightColumnHeader; // Index of column which should be highlighted.
@ -2802,11 +2805,12 @@ struct IMGUI_API ImGuiTable
// Transient data that are only needed between BeginTable() and EndTable(), those buffers are shared (1 per level of stacked table).
// - Accessing those requires chasing an extra pointer so for very frequently used data we leave them in the main table structure.
// - We also leave out of this structure data that tend to be particularly useful for debugging/metrics.
// sizeof() ~ 112 bytes.
// sizeof() ~ 120 bytes.
struct IMGUI_API ImGuiTableTempData
{
int TableIndex; // Index in g.Tables.Buf[] pool
float LastTimeActive; // Last timestamp this structure was used
float AngledheadersExtraWidth; // Used in EndTable()
ImVec2 UserOuterSize; // outer_size.x passed to BeginTable()
ImDrawListSplitter DrawSplitter;
@ -3177,8 +3181,10 @@ namespace ImGui
IMGUI_API int TableGetHoveredColumn(); // May use (TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered) instead. Return hovered column. return -1 when table is not hovered. return columns_count if the unused space at the right of visible columns is hovered.
IMGUI_API int TableGetHoveredRow(); // Retrieve *PREVIOUS FRAME* hovered row. This difference with TableGetHoveredColumn() is the reason why this is not public yet.
IMGUI_API float TableGetHeaderRowHeight();
IMGUI_API float TableGetHeaderAngledMaxLabelWidth();
IMGUI_API void TablePushBackgroundChannel();
IMGUI_API void TablePopBackgroundChannel();
IMGUI_API void TableAngledHeadersRowEx(float angle, float label_width = 0.0f);
// Tables: Internals
inline ImGuiTable* GetCurrentTable() { ImGuiContext& g = *GImGui; return g.CurrentTable; }
@ -3336,6 +3342,7 @@ namespace ImGui
// Shade functions (write over already created vertices)
IMGUI_API void ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1);
IMGUI_API void ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp);
IMGUI_API void ShadeVertsTransformPos(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& pivot_in, float cos_a, float sin_a, const ImVec2& pivot_out);
// Garbage collection
IMGUI_API void GcCompactTransientMiscBuffers();

View File

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