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ImGuiListClipper: internal rework and tidying up to facilitate supporting frozen rows in tables + stop promoting using constructors parameters.
This commit is contained in:
parent
324e0310ad
commit
52c0b1a340
106
imgui.cpp
106
imgui.cpp
@ -2192,35 +2192,44 @@ static void SetCursorPosYAndSetupForPrevLine(float pos_y, float line_height)
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columns->LineMinY = window->DC.CursorPos.y; // Setting this so that cell Y position are set properly
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columns->LineMinY = window->DC.CursorPos.y; // Setting this so that cell Y position are set properly
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}
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}
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// Use case A: Begin() called from constructor with items_height<0, then called again from Sync() in StepNo 1
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ImGuiListClipper::ImGuiListClipper(int items_count, float items_height)
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{
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DisplayStart = DisplayEnd = 0;
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ItemsCount = -1;
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StepNo = 0;
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ItemsHeight = StartPosY = 0.0f;
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Begin(items_count, items_height);
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}
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ImGuiListClipper::~ImGuiListClipper()
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{
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IM_ASSERT(ItemsCount == -1 && "Forgot to call End(), or to Step() until false?");
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}
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// Use case A: Begin() called from constructor with items_height<0, then called again from Step() in StepNo 1
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// Use case B: Begin() called from constructor with items_height>0
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// Use case B: Begin() called from constructor with items_height>0
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// FIXME-LEGACY: Ideally we should remove the Begin/End functions but they are part of the legacy API we still support. This is why some of the code in Step() calling Begin() and reassign some fields, spaghetti style.
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// FIXME-LEGACY: Ideally we should remove the Begin/End functions but they are part of the legacy API we still support. This is why some of the code in Step() calling Begin() and reassign some fields, spaghetti style.
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void ImGuiListClipper::Begin(int count, float items_height)
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void ImGuiListClipper::Begin(int items_count, float items_height)
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{
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{
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ImGuiContext& g = *GImGui;
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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ImGuiWindow* window = g.CurrentWindow;
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StartPosY = window->DC.CursorPos.y;
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StartPosY = window->DC.CursorPos.y;
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ItemsHeight = items_height;
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ItemsHeight = items_height;
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ItemsCount = count;
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ItemsCount = items_count;
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StepNo = 0;
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StepNo = 0;
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DisplayEnd = DisplayStart = -1;
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DisplayStart = -1;
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if (ItemsHeight > 0.0f)
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DisplayEnd = 0;
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{
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ImGui::CalcListClipping(ItemsCount, ItemsHeight, &DisplayStart, &DisplayEnd); // calculate how many to clip/display
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if (DisplayStart > 0)
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SetCursorPosYAndSetupForPrevLine(StartPosY + DisplayStart * ItemsHeight, ItemsHeight); // advance cursor
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StepNo = 2;
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}
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}
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}
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void ImGuiListClipper::End()
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void ImGuiListClipper::End()
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{
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{
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if (ItemsCount < 0)
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if (ItemsCount < 0) // Already ended
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return;
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return;
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// In theory here we should assert that ImGui::GetCursorPosY() == StartPosY + DisplayEnd * ItemsHeight, but it feels saner to just seek at the end and not assert/crash the user.
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// In theory here we should assert that ImGui::GetCursorPosY() == StartPosY + DisplayEnd * ItemsHeight, but it feels saner to just seek at the end and not assert/crash the user.
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if (ItemsCount < INT_MAX)
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if (ItemsCount < INT_MAX && DisplayStart >= 0)
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SetCursorPosYAndSetupForPrevLine(StartPosY + ItemsCount * ItemsHeight, ItemsHeight); // advance cursor
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SetCursorPosYAndSetupForPrevLine(StartPosY + ItemsCount * ItemsHeight, ItemsHeight);
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ItemsCount = -1;
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ItemsCount = -1;
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StepNo = 3;
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StepNo = 3;
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}
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}
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@ -2230,38 +2239,70 @@ bool ImGuiListClipper::Step()
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ImGuiContext& g = *GImGui;
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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ImGuiWindow* window = g.CurrentWindow;
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if (ItemsCount == 0 || window->SkipItems)
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// Reached end of list
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if (DisplayEnd >= ItemsCount || window->SkipItems)
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{
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{
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ItemsCount = -1;
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End();
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return false;
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return false;
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}
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}
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if (StepNo == 0) // Step 0: the clipper let you process the first element, regardless of it being visible or not, so we can measure the element height.
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// Step 0: Let you process the first element (regardless of it being visible or not, so we can measure the element height)
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if (StepNo == 0)
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{
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{
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StartPosY = window->DC.CursorPos.y;
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if (ItemsHeight <= 0.0f)
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{
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// Submit the first item so we can measure its height (generally it is 0..1)
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DisplayStart = 0;
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DisplayStart = 0;
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DisplayEnd = 1;
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DisplayEnd = 1;
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StartPosY = window->DC.CursorPos.y;
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StepNo = 1;
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StepNo = 1;
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return true;
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return true;
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}
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}
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if (StepNo == 1) // Step 1: the clipper infer height from first element, calculate the actual range of elements to display, and position the cursor before the first element.
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// Already has item height (given by user in Begin): skip to calculating step
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DisplayStart = DisplayEnd;
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StepNo = 2;
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}
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// Step 1: the clipper infer height from first element
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if (StepNo == 1)
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{
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{
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if (ItemsCount == 1) { ItemsCount = -1; return false; }
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IM_ASSERT(ItemsHeight <= 0.0f);
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float items_height = window->DC.CursorPos.y - StartPosY;
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ItemsHeight = window->DC.CursorPos.y - StartPosY;
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IM_ASSERT(items_height > 0.0f); // If this triggers, it means Item 0 hasn't moved the cursor vertically
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IM_ASSERT(ItemsHeight > 0.0f && "Unable to calculate item height! First item hasn't moved the cursor vertically!");
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Begin(ItemsCount - 1, items_height);
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StepNo = 2;
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DisplayStart++;
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}
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DisplayEnd++;
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// Step 2: calculate the actual range of elements to display, and position the cursor before the first element
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if (StepNo == 2)
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{
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IM_ASSERT(ItemsHeight > 0.0f);
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int already_submitted = DisplayEnd;
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ImGui::CalcListClipping(ItemsCount - already_submitted, ItemsHeight, &DisplayStart, &DisplayEnd);
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DisplayStart += already_submitted;
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DisplayEnd += already_submitted;
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// Seek cursor
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if (DisplayStart > already_submitted)
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SetCursorPosYAndSetupForPrevLine(StartPosY + DisplayStart * ItemsHeight, ItemsHeight);
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StepNo = 3;
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StepNo = 3;
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return true;
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return true;
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}
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}
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if (StepNo == 2) // Step 2: empty step only required if an explicit items_height was passed to constructor or Begin() and user still call Step(). Does nothing and switch to Step 3.
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// Step 3: the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd),
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// Advance the cursor to the end of the list and then returns 'false' to end the loop.
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if (StepNo == 3)
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{
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{
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IM_ASSERT(DisplayStart >= 0 && DisplayEnd >= 0);
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// Seek cursor
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StepNo = 3;
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if (ItemsCount < INT_MAX)
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return true;
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SetCursorPosYAndSetupForPrevLine(StartPosY + ItemsCount * ItemsHeight, ItemsHeight); // advance cursor
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ItemsCount = -1;
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return false;
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}
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}
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if (StepNo == 3) // Step 3: the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd), advance the cursor to the end of the list and then returns 'false' to end the loop.
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End();
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IM_ASSERT(0);
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return false;
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return false;
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}
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}
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@ -10439,7 +10480,8 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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NodeDrawCmdShowMeshAndBoundingBox(window, draw_list, pcmd, elem_offset, true, false);
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NodeDrawCmdShowMeshAndBoundingBox(window, draw_list, pcmd, elem_offset, true, false);
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// Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted.
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// Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted.
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ImGuiListClipper clipper(pcmd->ElemCount / 3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible.
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ImGuiListClipper clipper;
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clipper.Begin(pcmd->ElemCount / 3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible.
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while (clipper.Step())
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while (clipper.Step())
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for (int prim = clipper.DisplayStart, idx_i = elem_offset + clipper.DisplayStart * 3; prim < clipper.DisplayEnd; prim++)
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for (int prim = clipper.DisplayStart, idx_i = elem_offset + clipper.DisplayStart * 3; prim < clipper.DisplayEnd; prim++)
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{
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{
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9
imgui.h
9
imgui.h
@ -1900,7 +1900,8 @@ struct ImGuiStorage
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// - Step 3: the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd), advance the cursor to the end of the list and then returns 'false' to end the loop.
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// - Step 3: the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd), advance the cursor to the end of the list and then returns 'false' to end the loop.
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struct ImGuiListClipper
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struct ImGuiListClipper
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{
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{
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int DisplayStart, DisplayEnd;
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int DisplayStart;
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int DisplayEnd;
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int ItemsCount;
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int ItemsCount;
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// [Internal]
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// [Internal]
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@ -1911,12 +1912,12 @@ struct ImGuiListClipper
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// items_count: Use -1 to ignore (you can call Begin later). Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step).
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// items_count: Use -1 to ignore (you can call Begin later). Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step).
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// items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing().
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// items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing().
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// If you don't specify an items_height, you NEED to call Step(). If you specify items_height you may call the old Begin()/End() api directly, but prefer calling Step().
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// If you don't specify an items_height, you NEED to call Step(). If you specify items_height you may call the old Begin()/End() api directly, but prefer calling Step().
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ImGuiListClipper(int items_count = -1, float items_height = -1.0f) { Begin(items_count, items_height); } // NB: Begin() initialize every fields (as we allow user to call Begin/End multiple times on a same instance if they want).
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ImGuiListClipper(int items_count = -1, float items_height = -1.0f);
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~ImGuiListClipper() { IM_ASSERT(ItemsCount == -1); } // Assert if user forgot to call End() or Step() until false.
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~ImGuiListClipper();
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IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items.
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IMGUI_API void Begin(int items_count, float items_height = -1.0f); // Automatically called by constructor if you passed 'items_count' or by Step() in Step 1.
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IMGUI_API void Begin(int items_count, float items_height = -1.0f); // Automatically called by constructor if you passed 'items_count' or by Step() in Step 1.
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IMGUI_API void End(); // Automatically called on the last call of Step() that returns false.
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IMGUI_API void End(); // Automatically called on the last call of Step() that returns false.
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IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items.
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};
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};
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// Helpers macros to generate 32-bit encoded colors
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// Helpers macros to generate 32-bit encoded colors
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@ -3340,7 +3340,8 @@ static void ShowDemoWindowColumns()
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ImGui::BeginChild("##ScrollingRegion", child_size, false, ImGuiWindowFlags_HorizontalScrollbar);
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ImGui::BeginChild("##ScrollingRegion", child_size, false, ImGuiWindowFlags_HorizontalScrollbar);
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ImGui::Columns(10);
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ImGui::Columns(10);
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int ITEMS_COUNT = 2000;
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int ITEMS_COUNT = 2000;
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ImGuiListClipper clipper(ITEMS_COUNT); // Also demonstrate using the clipper for large list
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ImGuiListClipper clipper; // Also demonstrate using the clipper for large list
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clipper.Begin(ITEMS_COUNT);
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while (clipper.Step())
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while (clipper.Step())
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{
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{
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for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
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for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
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@ -4330,7 +4331,8 @@ struct ExampleAppConsole
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// To use the clipper we can replace your standard loop:
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// To use the clipper we can replace your standard loop:
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// for (int i = 0; i < Items.Size; i++)
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// for (int i = 0; i < Items.Size; i++)
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// With:
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// With:
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// ImGuiListClipper clipper(Items.Size);
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// ImGuiListClipper clipper;
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// clipper.Begin(Items.Size);
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// while (clipper.Step())
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// while (clipper.Step())
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// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
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// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
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// - That your items are evenly spaced (same height)
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// - That your items are evenly spaced (same height)
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@ -4897,7 +4899,8 @@ static void ShowExampleAppLongText(bool* p_open)
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{
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{
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// Multiple calls to Text(), manually coarsely clipped - demonstrate how to use the ImGuiListClipper helper.
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// Multiple calls to Text(), manually coarsely clipped - demonstrate how to use the ImGuiListClipper helper.
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ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0));
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ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0));
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ImGuiListClipper clipper(lines);
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ImGuiListClipper clipper;
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clipper.Begin(lines);
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while (clipper.Step())
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while (clipper.Step())
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for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
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for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
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ImGui::Text("%i The quick brown fox jumps over the lazy dog", i);
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ImGui::Text("%i The quick brown fox jumps over the lazy dog", i);
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@ -6154,7 +6154,8 @@ bool ImGui::ListBox(const char* label, int* current_item, bool (*items_getter)(v
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// Assume all items have even height (= 1 line of text). If you need items of different or variable sizes you can create a custom version of ListBox() in your code without using the clipper.
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// Assume all items have even height (= 1 line of text). If you need items of different or variable sizes you can create a custom version of ListBox() in your code without using the clipper.
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ImGuiContext& g = *GImGui;
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ImGuiContext& g = *GImGui;
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bool value_changed = false;
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bool value_changed = false;
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ImGuiListClipper clipper(items_count, GetTextLineHeightWithSpacing()); // We know exactly our line height here so we pass it as a minor optimization, but generally you don't need to.
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ImGuiListClipper clipper;
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clipper.Begin(items_count, GetTextLineHeightWithSpacing()); // We know exactly our line height here so we pass it as a minor optimization, but generally you don't need to.
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while (clipper.Step())
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while (clipper.Step())
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for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
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for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
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{
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{
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