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Tables: Clarify internal calculations of row height so that TableGetCellRect() include expected paddings. Add demo code. Comments.
Remove misleading commented-out flags for now.
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4
imgui.h
4
imgui.h
@ -1081,10 +1081,6 @@ enum ImGuiTableColumnFlags_
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// [Internal] Combinations and masks
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ImGuiTableColumnFlags_WidthMask_ = ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_WidthAlwaysAutoResize,
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ImGuiTableColumnFlags_NoDirectResize_ = 1 << 20 // [Internal] Disable user resizing this column directly (it may however we resized indirectly from its left edge)
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//ImGuiTableColumnFlags_AlignLeft = 1 << 14,
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//ImGuiTableColumnFlags_AlignCenter = 1 << 15,
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//ImGuiTableColumnFlags_AlignRight = 1 << 16,
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//ImGuiTableColumnFlags_AlignMask_ = ImGuiTableColumnFlags_AlignLeft | ImGuiTableColumnFlags_AlignCenter | ImGuiTableColumnFlags_AlignRight
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};
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// Flags for ImGui::TableNextRow()
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@ -3842,6 +3842,27 @@ static void ShowDemoWindowTables()
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ImGui::TreePop();
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}
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if (open_action != -1)
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ImGui::SetNextItemOpen(open_action != 0);
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if (ImGui::TreeNode("Row height"))
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{
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HelpMarker("You can pass a 'min_row_height' to TableNextRow().\n\nRows are padded with 'style.CellPadding.y' on top and bottom, so effectively the minimum row height will always be >= 'style.CellPadding.y * 2.0f'.\n\nWe cannot honor a _maximum_ row height as that would requires a unique clipping rectangle per row.");
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if (ImGui::BeginTable("##2ways", 2, ImGuiTableFlags_Borders))
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{
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float min_row_height = ImGui::GetFontSize() + ImGui::GetStyle().CellPadding.y * 2.0f;
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ImGui::TableNextRow(ImGuiTableRowFlags_None, min_row_height);
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ImGui::Text("min_row_height = %.2f", min_row_height);
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for (int row = 0; row < 10; row++)
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{
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min_row_height = (float)(int)(ImGui::GetFontSize() * 0.30f * row);
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ImGui::TableNextRow(ImGuiTableRowFlags_None, min_row_height);
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ImGui::Text("min_row_height = %.2f", min_row_height);
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}
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ImGui::EndTable();
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}
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ImGui::TreePop();
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}
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static const char* template_items_names[] =
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{
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"Banana", "Apple", "Cherry", "Watermelon", "Grapefruit", "Strawberry", "Mango",
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@ -724,9 +724,9 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
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// FIXME-TABLE: This align based on the whole column width, not per-cell, and therefore isn't useful in many cases.
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// (To be able to honor this we might be able to store a log of cells width, per row, for visible rows, but nav/programmatic scroll would have visible artifacts.)
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//if (column->Flags & ImGuiTableColumnFlags_AlignRight)
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// column->StartXRows = ImMax(column->StartXRows, column->MaxX - column->WidthContent[0]);
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// column->StartXRows = ImMax(column->StartXRows, column->MaxX - column->ContentWidthRowsUnfrozen);
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//else if (column->Flags & ImGuiTableColumnFlags_AlignCenter)
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// column->StartXRows = ImLerp(column->StartXRows, ImMax(column->StartXRows, column->MaxX - column->WidthContent[0]), 0.5f);
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// column->StartXRows = ImLerp(column->StartXRows, ImMax(column->StartXRows, column->MaxX - column->ContentWidthRowsUnfrozen), 0.5f);
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// Reset content width variables
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const float initial_max_pos_x = column->MinX + table->CellPaddingX1;
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@ -1401,8 +1401,10 @@ void ImGui::TableNextRow(ImGuiTableRowFlags row_flags, float min_row_height)
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table->RowFlags = row_flags;
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TableBeginRow(table);
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// We honor min_height requested by user, but cannot guarantee per-row maximum height as that would essentially require a unique clipping rectangle per-cell.
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table->RowPosY2 += min_row_height;
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// We honor min_row_height requested by user, but cannot guarantee per-row maximum height,
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// because that would essentially require a unique clipping rectangle per-cell.
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table->RowPosY2 += table->CellPaddingY * 2.0f;
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table->RowPosY2 = ImMax(table->RowPosY2, table->RowPosY1 + min_row_height);
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TableBeginCell(table, 0);
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}
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@ -1447,8 +1449,6 @@ void ImGui::TableEndRow(ImGuiTable* table)
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TableEndCell(table);
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table->RowPosY2 += table->CellPaddingY;
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// Position cursor at the bottom of our row so it can be used for e.g. clipping calculation.
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// However it is likely that the next call to TableBeginCell() will reposition the cursor to take account of vertical padding.
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window->DC.CursorPos.y = table->RowPosY2;
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@ -1605,7 +1605,7 @@ void ImGui::TableEndCell(ImGuiTable* table)
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else
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p_max_pos_x = table->IsFreezeRowsPassed ? &column->ContentMaxPosRowsUnfrozen : &column->ContentMaxPosRowsFrozen;
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*p_max_pos_x = ImMax(*p_max_pos_x, window->DC.CursorMaxPos.x);
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table->RowPosY2 = ImMax(table->RowPosY2, window->DC.CursorMaxPos.y);
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table->RowPosY2 = ImMax(table->RowPosY2, window->DC.CursorMaxPos.y + table->CellPaddingY);
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// Propagate text baseline for the entire row
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// FIXME-TABLE: Here we propagate text baseline from the last line of the cell.. instead of the first one.
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@ -1682,6 +1682,9 @@ bool ImGui::TableSetColumnIndex(int column_idx)
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return (table->VisibleMaskByIndex & ((ImU64)1 << column_idx)) != 0;
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}
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// Return the cell rectangle based on currently known height.
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// Important: we generally don't know our row height until the end of the row, so Max.y will be incorrect in many situations.
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// The only case where this is correct is if we provided a min_row_height to TableNextRow() and don't go below it.
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ImRect ImGui::TableGetCellRect()
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{
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ImGuiContext& g = *GImGui;
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@ -1805,7 +1808,7 @@ void ImGui::TableAutoHeaders()
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ImGuiTable* table = g.CurrentTable;
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IM_ASSERT(table != NULL && "Need to call TableAutoHeaders() after BeginTable()!");
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TableNextRow(ImGuiTableRowFlags_Headers, GetTextLineHeight());
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TableNextRow(ImGuiTableRowFlags_Headers, GetTextLineHeight() + g.Style.CellPadding.y * 2.0f);
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if (window->SkipItems)
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return;
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@ -1909,6 +1912,7 @@ void ImGui::TableHeader(const char* label)
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float row_height = GetTextLineHeight();
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ImRect cell_r = TableGetCellRect();
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//GetForegroundDrawList()->AddRect(cell_r.Min, cell_r.Max, IM_COL32(255, 0, 0, 255)); // [DEBUG]
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ImRect work_r = cell_r;
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work_r.Min.x = window->DC.CursorPos.x;
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work_r.Max.y = work_r.Min.y + row_height;
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