Tables: create a separate background draw channel for rows below the frozen line.

This commit is contained in:
ocornut 2020-10-30 20:30:53 +01:00
parent fae362fd0b
commit 557253e776
3 changed files with 32 additions and 17 deletions

View File

@ -3803,6 +3803,7 @@ static void ShowDemoWindowTables()
static int freeze_rows = 1;
PushStyleCompact();
ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", (unsigned int*)&flags, ImGuiTableFlags_ScrollX);
ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", (unsigned int*)&flags, ImGuiTableFlags_ScrollY);
ImGui::SetNextItemWidth(ImGui::GetFrameHeight());
ImGui::DragInt("freeze_cols", &freeze_cols, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput);
@ -4070,14 +4071,14 @@ static void ShowDemoWindowTables()
ImGui::SetNextItemOpen(open_action != 0);
if (ImGui::TreeNode("Background color"))
{
static ImGuiTableFlags table_flags = ImGuiTableFlags_RowBg;
static ImGuiTableFlags flags = ImGuiTableFlags_RowBg;
static int row_bg_type = 1;
static int row_bg_target = 1;
static int cell_bg_type = 1;
PushStyleCompact();
ImGui::CheckboxFlags("ImGuiTableFlags_Borders", (unsigned int*)&table_flags, ImGuiTableFlags_Borders);
ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", (unsigned int*)&table_flags, ImGuiTableFlags_RowBg);
ImGui::CheckboxFlags("ImGuiTableFlags_Borders", (unsigned int*)&flags, ImGuiTableFlags_Borders);
ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", (unsigned int*)&flags, ImGuiTableFlags_RowBg);
ImGui::SameLine(); HelpMarker("ImGuiTableFlags_RowBg automatically sets RowBg0 to alternative colors pulled from the Style.");
ImGui::Combo("row bg type", (int*)&row_bg_type, "None\0Red\0Gradient\0");
ImGui::Combo("row bg target", (int*)&row_bg_target, "RowBg0\0RowBg1\0"); ImGui::SameLine(); HelpMarker("Target RowBg0 to override the alternating odd/even colors,\nTarget RowBg1 to blend with them.");
@ -4087,7 +4088,7 @@ static void ShowDemoWindowTables()
IM_ASSERT(cell_bg_type >= 0 && cell_bg_type <= 1);
PopStyleCompact();
if (ImGui::BeginTable("##Table", 5, table_flags))
if (ImGui::BeginTable("##Table", 5, flags))
{
for (int row = 0; row < 6; row++)
{

View File

@ -2022,6 +2022,7 @@ struct ImGuiTable
ImS8 LeftMostStretchedColumnDisplayOrder; // Display order of left-most stretched column.
ImS8 ContextPopupColumn; // Column right-clicked on, of -1 if opening context menu from a neutral/empty spot
ImS8 DummyDrawChannel; // Redirect non-visible columns here.
ImS8 BgDrawChannelUnfrozen; // Index within DrawSplitter.Channels[]
ImS8 FreezeRowsRequest; // Requested frozen rows count
ImS8 FreezeRowsCount; // Actual frozen row count (== FreezeRowsRequest, or == 0 when no scrolling offset)
ImS8 FreezeColumnsRequest; // Requested frozen columns count

View File

@ -1316,20 +1316,23 @@ void ImGui::TableSetColumnWidth(ImGuiTable* table, ImGuiTableColumn* column_0, f
// - After crossing FreezeRowsCount, all columns see their current draw channel changed to a second set of channels.
// - We only use the dummy draw channel so we can push a null clipping rectangle into it without affecting other
// channels, while simplifying per-row/per-cell overhead. It will be empty and discarded when merged.
// - We allocate 1 or 2 background draw channels. This is because we know PushTableBackground() is only used for
// horizontal spanning. If we allowed vertical spanning we'd need one background draw channel per merge group (1-4).
// Draw channel allocation (before merging):
// - NoClip --> 1+1 channels: background + foreground (same clip rect == 1 draw call)
// - Clip --> 1+N channels
// - FreezeRows || FreezeColumns --> 1+N*2 (unless scrolling value is zero)
// - FreezeRows && FreezeColunns --> 2+N*2 (unless scrolling value is zero)
// - FreezeRows --> 1+N*2 (unless scrolling value is zero)
// - FreezeRows || FreezeColunns --> 2+N*2 (unless scrolling value is zero)
void ImGui::TableUpdateDrawChannels(ImGuiTable* table)
{
const int freeze_row_multiplier = (table->FreezeRowsCount > 0) ? 2 : 1;
const int channels_for_row = (table->Flags & ImGuiTableFlags_NoClip) ? 1 : table->ColumnsVisibleCount;
const int channels_for_background = 1;
const int channels_for_bg = 1 * freeze_row_multiplier;
const int channels_for_dummy = (table->ColumnsVisibleCount < table->ColumnsCount || table->VisibleUnclippedMaskByIndex != table->VisibleMaskByIndex) ? +1 : 0;
const int channels_total = channels_for_background + (channels_for_row * freeze_row_multiplier) + channels_for_dummy;
const int channels_total = channels_for_bg + (channels_for_row * freeze_row_multiplier) + channels_for_dummy;
table->DrawSplitter.Split(table->InnerWindow->DrawList, channels_total);
table->DummyDrawChannel = channels_for_dummy ? (ImS8)(channels_total - 1) : -1;
table->DummyDrawChannel = (channels_for_dummy > 0) ? (ImS8)(channels_total - 1) : -1;
table->BgDrawChannelUnfrozen = (ImS8)((table->FreezeRowsCount > 0) ? channels_for_row + 1 : 0);
int draw_channel_current = 1;
for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
@ -1338,7 +1341,7 @@ void ImGui::TableUpdateDrawChannels(ImGuiTable* table)
if (!column->IsClipped)
{
column->DrawChannelFrozen = (ImS8)(draw_channel_current);
column->DrawChannelUnfrozen = (ImS8)(draw_channel_current + (table->FreezeRowsCount > 0 ? channels_for_row : 0));
column->DrawChannelUnfrozen = (ImS8)(draw_channel_current + (table->FreezeRowsCount > 0 ? channels_for_row + 1 : 0));
if (!(table->Flags & ImGuiTableFlags_NoClip))
draw_channel_current++;
}
@ -1474,9 +1477,11 @@ void ImGui::TableReorderDrawChannelsForMerge(ImGuiTable* table)
ImDrawChannel* dst_tmp = g.DrawChannelsTempMergeBuffer.Data;
ImBitArray<IMGUI_TABLE_MAX_DRAW_CHANNELS> remaining_mask; // We need 130-bit of storage
remaining_mask.ClearBits();
remaining_mask.SetBitRange(1, splitter->_Count - 1); // Background channel 0 not part of the merge (see channel allocation in TableUpdateDrawChannels)
int remaining_count = splitter->_Count - 1;
remaining_mask.SetBitRange(1, splitter->_Count - 1); // Background channel 0 == table->BgDrawChannlFrozen, not part of the merge (see channel allocation in TableUpdateDrawChannels)
remaining_mask.ClearBit(table->BgDrawChannelUnfrozen);
int remaining_count = splitter->_Count - ((table->BgDrawChannelUnfrozen == 0) ? 1 : 2);
for (int merge_group_n = 0; merge_group_n < IM_ARRAYSIZE(merge_groups); merge_group_n++)
{
if (int merge_channels_count = merge_groups[merge_group_n].ChannelsCount)
{
MergeGroup* merge_group = &merge_groups[merge_group_n];
@ -1520,6 +1525,11 @@ void ImGui::TableReorderDrawChannelsForMerge(ImGuiTable* table)
}
}
// BgDrawChannelFrozen is always channel 0, but make sure BgDrawChannelUnfrozen appears in the middle of our groups
if (merge_group_n == 1 && table->BgDrawChannelUnfrozen != 0)
memcpy(dst_tmp++, &splitter->_Channels[table->BgDrawChannelUnfrozen], sizeof(ImDrawChannel));
}
// Append unmergeable channels that we didn't reorder at the end of the list
for (int n = 0; n < splitter->_Count && remaining_count != 0; n++)
{
@ -1731,8 +1741,9 @@ void ImGui::TableEndRow(ImGuiTable* table)
{
// In theory we could call SetWindowClipRectBeforeSetChannel() but since we know TableEndRow() is
// always followed by a change of clipping rectangle we perform the smallest overwrite possible here.
window->DrawList->_CmdHeader.ClipRect = table->HostClipRect.ToVec4();
table->DrawSplitter.SetCurrentChannel(window->DrawList, 0);
if ((table->Flags & ImGuiTableFlags_NoClip) == 0)
window->DrawList->_CmdHeader.ClipRect = ((table->IsUnfrozen && table->BgDrawChannelUnfrozen != 0) ? table->BackgroundClipRect : table->HostClipRect).ToVec4();
table->DrawSplitter.SetCurrentChannel(window->DrawList, table->IsUnfrozen ? table->BgDrawChannelUnfrozen : 0);
}
// Draw row background
@ -1784,7 +1795,7 @@ void ImGui::TableEndRow(ImGuiTable* table)
{
IM_ASSERT(table->IsUnfrozen == false);
table->IsUnfrozen = true;
table->DrawSplitter.SetCurrentChannel(window->DrawList, 0);
table->DrawSplitter.SetCurrentChannel(window->DrawList, table->BgDrawChannelUnfrozen);
// BackgroundClipRect starts as table->InnerClipRect, reduce it now
float y0 = ImMax(table->RowPosY2 + 1, window->InnerClipRect.Min.y);
@ -2007,8 +2018,9 @@ void ImGui::PushTableBackground()
// Optimization: avoid SetCurrentChannel() + PushClipRect()
table->HostBackupClipRect = window->ClipRect;
SetWindowClipRectBeforeSetChannel(window, table->HostClipRect);
table->DrawSplitter.SetCurrentChannel(window->DrawList, 0);
SetWindowClipRectBeforeSetChannel(window, table->BackgroundClipRect);
//SetWindowClipRectBeforeSetChannel(window, table->HostClipRect);
table->DrawSplitter.SetCurrentChannel(window->DrawList, table->IsUnfrozen ? table->BgDrawChannelUnfrozen : 0);
}
void ImGui::PopTableBackground()
@ -2855,6 +2867,7 @@ void ImGui::DebugNodeTable(ImGuiTable* table)
BulletText("CellPaddingX: %.1f, CellSpacingX: %.1f/%.1f, OuterPaddingX: %.1f", table->CellPaddingX, table->CellSpacingX1, table->CellSpacingX2, table->OuterPaddingX);
BulletText("HoveredColumnBody: %d, HoveredColumnBorder: %d", table->HoveredColumnBody, table->HoveredColumnBorder);
BulletText("ResizedColumn: %d, ReorderColumn: %d, HeldHeaderColumn: %d", table->ResizedColumn, table->ReorderColumn, table->HeldHeaderColumn);
BulletText("BgDrawChannels: %d/%d", 0, table->BgDrawChannelUnfrozen);
for (int n = 0; n < table->ColumnsCount; n++)
{
ImGuiTableColumn* column = &table->Columns[n];