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Tables: create a separate background draw channel for rows below the frozen line.
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parent
fae362fd0b
commit
557253e776
@ -3803,6 +3803,7 @@ static void ShowDemoWindowTables()
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static int freeze_rows = 1;
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static int freeze_rows = 1;
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PushStyleCompact();
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PushStyleCompact();
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ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", (unsigned int*)&flags, ImGuiTableFlags_ScrollX);
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ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", (unsigned int*)&flags, ImGuiTableFlags_ScrollY);
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ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", (unsigned int*)&flags, ImGuiTableFlags_ScrollY);
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ImGui::SetNextItemWidth(ImGui::GetFrameHeight());
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ImGui::SetNextItemWidth(ImGui::GetFrameHeight());
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ImGui::DragInt("freeze_cols", &freeze_cols, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput);
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ImGui::DragInt("freeze_cols", &freeze_cols, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput);
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@ -4070,14 +4071,14 @@ static void ShowDemoWindowTables()
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ImGui::SetNextItemOpen(open_action != 0);
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ImGui::SetNextItemOpen(open_action != 0);
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if (ImGui::TreeNode("Background color"))
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if (ImGui::TreeNode("Background color"))
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{
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{
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static ImGuiTableFlags table_flags = ImGuiTableFlags_RowBg;
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static ImGuiTableFlags flags = ImGuiTableFlags_RowBg;
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static int row_bg_type = 1;
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static int row_bg_type = 1;
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static int row_bg_target = 1;
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static int row_bg_target = 1;
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static int cell_bg_type = 1;
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static int cell_bg_type = 1;
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PushStyleCompact();
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PushStyleCompact();
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ImGui::CheckboxFlags("ImGuiTableFlags_Borders", (unsigned int*)&table_flags, ImGuiTableFlags_Borders);
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ImGui::CheckboxFlags("ImGuiTableFlags_Borders", (unsigned int*)&flags, ImGuiTableFlags_Borders);
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ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", (unsigned int*)&table_flags, ImGuiTableFlags_RowBg);
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ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", (unsigned int*)&flags, ImGuiTableFlags_RowBg);
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ImGui::SameLine(); HelpMarker("ImGuiTableFlags_RowBg automatically sets RowBg0 to alternative colors pulled from the Style.");
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ImGui::SameLine(); HelpMarker("ImGuiTableFlags_RowBg automatically sets RowBg0 to alternative colors pulled from the Style.");
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ImGui::Combo("row bg type", (int*)&row_bg_type, "None\0Red\0Gradient\0");
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ImGui::Combo("row bg type", (int*)&row_bg_type, "None\0Red\0Gradient\0");
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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.");
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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.");
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@ -4087,7 +4088,7 @@ static void ShowDemoWindowTables()
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IM_ASSERT(cell_bg_type >= 0 && cell_bg_type <= 1);
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IM_ASSERT(cell_bg_type >= 0 && cell_bg_type <= 1);
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PopStyleCompact();
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PopStyleCompact();
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if (ImGui::BeginTable("##Table", 5, table_flags))
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if (ImGui::BeginTable("##Table", 5, flags))
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{
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{
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for (int row = 0; row < 6; row++)
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for (int row = 0; row < 6; row++)
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{
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{
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@ -2022,6 +2022,7 @@ struct ImGuiTable
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ImS8 LeftMostStretchedColumnDisplayOrder; // Display order of left-most stretched column.
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ImS8 LeftMostStretchedColumnDisplayOrder; // Display order of left-most stretched column.
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ImS8 ContextPopupColumn; // Column right-clicked on, of -1 if opening context menu from a neutral/empty spot
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ImS8 ContextPopupColumn; // Column right-clicked on, of -1 if opening context menu from a neutral/empty spot
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ImS8 DummyDrawChannel; // Redirect non-visible columns here.
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ImS8 DummyDrawChannel; // Redirect non-visible columns here.
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ImS8 BgDrawChannelUnfrozen; // Index within DrawSplitter.Channels[]
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ImS8 FreezeRowsRequest; // Requested frozen rows count
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ImS8 FreezeRowsRequest; // Requested frozen rows count
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ImS8 FreezeRowsCount; // Actual frozen row count (== FreezeRowsRequest, or == 0 when no scrolling offset)
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ImS8 FreezeRowsCount; // Actual frozen row count (== FreezeRowsRequest, or == 0 when no scrolling offset)
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ImS8 FreezeColumnsRequest; // Requested frozen columns count
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ImS8 FreezeColumnsRequest; // Requested frozen columns count
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@ -1316,20 +1316,23 @@ void ImGui::TableSetColumnWidth(ImGuiTable* table, ImGuiTableColumn* column_0, f
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// - After crossing FreezeRowsCount, all columns see their current draw channel changed to a second set of channels.
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// - After crossing FreezeRowsCount, all columns see their current draw channel changed to a second set of channels.
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// - We only use the dummy draw channel so we can push a null clipping rectangle into it without affecting other
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// - We only use the dummy draw channel so we can push a null clipping rectangle into it without affecting other
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// channels, while simplifying per-row/per-cell overhead. It will be empty and discarded when merged.
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// channels, while simplifying per-row/per-cell overhead. It will be empty and discarded when merged.
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// - We allocate 1 or 2 background draw channels. This is because we know PushTableBackground() is only used for
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// horizontal spanning. If we allowed vertical spanning we'd need one background draw channel per merge group (1-4).
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// Draw channel allocation (before merging):
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// Draw channel allocation (before merging):
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// - NoClip --> 1+1 channels: background + foreground (same clip rect == 1 draw call)
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// - NoClip --> 1+1 channels: background + foreground (same clip rect == 1 draw call)
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// - Clip --> 1+N channels
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// - Clip --> 1+N channels
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// - FreezeRows || FreezeColumns --> 1+N*2 (unless scrolling value is zero)
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// - FreezeRows --> 1+N*2 (unless scrolling value is zero)
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// - FreezeRows && FreezeColunns --> 2+N*2 (unless scrolling value is zero)
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// - FreezeRows || FreezeColunns --> 2+N*2 (unless scrolling value is zero)
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void ImGui::TableUpdateDrawChannels(ImGuiTable* table)
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void ImGui::TableUpdateDrawChannels(ImGuiTable* table)
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{
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{
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const int freeze_row_multiplier = (table->FreezeRowsCount > 0) ? 2 : 1;
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const int freeze_row_multiplier = (table->FreezeRowsCount > 0) ? 2 : 1;
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const int channels_for_row = (table->Flags & ImGuiTableFlags_NoClip) ? 1 : table->ColumnsVisibleCount;
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const int channels_for_row = (table->Flags & ImGuiTableFlags_NoClip) ? 1 : table->ColumnsVisibleCount;
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const int channels_for_background = 1;
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const int channels_for_bg = 1 * freeze_row_multiplier;
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const int channels_for_dummy = (table->ColumnsVisibleCount < table->ColumnsCount || table->VisibleUnclippedMaskByIndex != table->VisibleMaskByIndex) ? +1 : 0;
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const int channels_for_dummy = (table->ColumnsVisibleCount < table->ColumnsCount || table->VisibleUnclippedMaskByIndex != table->VisibleMaskByIndex) ? +1 : 0;
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const int channels_total = channels_for_background + (channels_for_row * freeze_row_multiplier) + channels_for_dummy;
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const int channels_total = channels_for_bg + (channels_for_row * freeze_row_multiplier) + channels_for_dummy;
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table->DrawSplitter.Split(table->InnerWindow->DrawList, channels_total);
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table->DrawSplitter.Split(table->InnerWindow->DrawList, channels_total);
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table->DummyDrawChannel = channels_for_dummy ? (ImS8)(channels_total - 1) : -1;
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table->DummyDrawChannel = (channels_for_dummy > 0) ? (ImS8)(channels_total - 1) : -1;
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table->BgDrawChannelUnfrozen = (ImS8)((table->FreezeRowsCount > 0) ? channels_for_row + 1 : 0);
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int draw_channel_current = 1;
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int draw_channel_current = 1;
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for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
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for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
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@ -1338,7 +1341,7 @@ void ImGui::TableUpdateDrawChannels(ImGuiTable* table)
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if (!column->IsClipped)
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if (!column->IsClipped)
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{
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{
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column->DrawChannelFrozen = (ImS8)(draw_channel_current);
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column->DrawChannelFrozen = (ImS8)(draw_channel_current);
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column->DrawChannelUnfrozen = (ImS8)(draw_channel_current + (table->FreezeRowsCount > 0 ? channels_for_row : 0));
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column->DrawChannelUnfrozen = (ImS8)(draw_channel_current + (table->FreezeRowsCount > 0 ? channels_for_row + 1 : 0));
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if (!(table->Flags & ImGuiTableFlags_NoClip))
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if (!(table->Flags & ImGuiTableFlags_NoClip))
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draw_channel_current++;
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draw_channel_current++;
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}
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}
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@ -1474,9 +1477,11 @@ void ImGui::TableReorderDrawChannelsForMerge(ImGuiTable* table)
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ImDrawChannel* dst_tmp = g.DrawChannelsTempMergeBuffer.Data;
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ImDrawChannel* dst_tmp = g.DrawChannelsTempMergeBuffer.Data;
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ImBitArray<IMGUI_TABLE_MAX_DRAW_CHANNELS> remaining_mask; // We need 130-bit of storage
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ImBitArray<IMGUI_TABLE_MAX_DRAW_CHANNELS> remaining_mask; // We need 130-bit of storage
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remaining_mask.ClearBits();
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remaining_mask.ClearBits();
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remaining_mask.SetBitRange(1, splitter->_Count - 1); // Background channel 0 not part of the merge (see channel allocation in TableUpdateDrawChannels)
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remaining_mask.SetBitRange(1, splitter->_Count - 1); // Background channel 0 == table->BgDrawChannlFrozen, not part of the merge (see channel allocation in TableUpdateDrawChannels)
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int remaining_count = splitter->_Count - 1;
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remaining_mask.ClearBit(table->BgDrawChannelUnfrozen);
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int remaining_count = splitter->_Count - ((table->BgDrawChannelUnfrozen == 0) ? 1 : 2);
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for (int merge_group_n = 0; merge_group_n < IM_ARRAYSIZE(merge_groups); merge_group_n++)
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for (int merge_group_n = 0; merge_group_n < IM_ARRAYSIZE(merge_groups); merge_group_n++)
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{
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if (int merge_channels_count = merge_groups[merge_group_n].ChannelsCount)
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if (int merge_channels_count = merge_groups[merge_group_n].ChannelsCount)
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{
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{
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MergeGroup* merge_group = &merge_groups[merge_group_n];
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MergeGroup* merge_group = &merge_groups[merge_group_n];
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@ -1520,6 +1525,11 @@ void ImGui::TableReorderDrawChannelsForMerge(ImGuiTable* table)
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}
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}
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}
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}
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// BgDrawChannelFrozen is always channel 0, but make sure BgDrawChannelUnfrozen appears in the middle of our groups
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if (merge_group_n == 1 && table->BgDrawChannelUnfrozen != 0)
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memcpy(dst_tmp++, &splitter->_Channels[table->BgDrawChannelUnfrozen], sizeof(ImDrawChannel));
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}
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// Append unmergeable channels that we didn't reorder at the end of the list
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// Append unmergeable channels that we didn't reorder at the end of the list
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for (int n = 0; n < splitter->_Count && remaining_count != 0; n++)
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for (int n = 0; n < splitter->_Count && remaining_count != 0; n++)
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{
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{
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@ -1731,8 +1741,9 @@ void ImGui::TableEndRow(ImGuiTable* table)
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{
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{
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// In theory we could call SetWindowClipRectBeforeSetChannel() but since we know TableEndRow() is
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// In theory we could call SetWindowClipRectBeforeSetChannel() but since we know TableEndRow() is
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// always followed by a change of clipping rectangle we perform the smallest overwrite possible here.
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// always followed by a change of clipping rectangle we perform the smallest overwrite possible here.
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window->DrawList->_CmdHeader.ClipRect = table->HostClipRect.ToVec4();
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if ((table->Flags & ImGuiTableFlags_NoClip) == 0)
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table->DrawSplitter.SetCurrentChannel(window->DrawList, 0);
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window->DrawList->_CmdHeader.ClipRect = ((table->IsUnfrozen && table->BgDrawChannelUnfrozen != 0) ? table->BackgroundClipRect : table->HostClipRect).ToVec4();
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table->DrawSplitter.SetCurrentChannel(window->DrawList, table->IsUnfrozen ? table->BgDrawChannelUnfrozen : 0);
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}
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}
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// Draw row background
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// Draw row background
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@ -1784,7 +1795,7 @@ void ImGui::TableEndRow(ImGuiTable* table)
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{
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{
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IM_ASSERT(table->IsUnfrozen == false);
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IM_ASSERT(table->IsUnfrozen == false);
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table->IsUnfrozen = true;
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table->IsUnfrozen = true;
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table->DrawSplitter.SetCurrentChannel(window->DrawList, 0);
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table->DrawSplitter.SetCurrentChannel(window->DrawList, table->BgDrawChannelUnfrozen);
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// BackgroundClipRect starts as table->InnerClipRect, reduce it now
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// BackgroundClipRect starts as table->InnerClipRect, reduce it now
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float y0 = ImMax(table->RowPosY2 + 1, window->InnerClipRect.Min.y);
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float y0 = ImMax(table->RowPosY2 + 1, window->InnerClipRect.Min.y);
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@ -2007,8 +2018,9 @@ void ImGui::PushTableBackground()
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// Optimization: avoid SetCurrentChannel() + PushClipRect()
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// Optimization: avoid SetCurrentChannel() + PushClipRect()
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table->HostBackupClipRect = window->ClipRect;
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table->HostBackupClipRect = window->ClipRect;
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SetWindowClipRectBeforeSetChannel(window, table->HostClipRect);
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SetWindowClipRectBeforeSetChannel(window, table->BackgroundClipRect);
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table->DrawSplitter.SetCurrentChannel(window->DrawList, 0);
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//SetWindowClipRectBeforeSetChannel(window, table->HostClipRect);
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table->DrawSplitter.SetCurrentChannel(window->DrawList, table->IsUnfrozen ? table->BgDrawChannelUnfrozen : 0);
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}
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}
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void ImGui::PopTableBackground()
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void ImGui::PopTableBackground()
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@ -2855,6 +2867,7 @@ void ImGui::DebugNodeTable(ImGuiTable* table)
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BulletText("CellPaddingX: %.1f, CellSpacingX: %.1f/%.1f, OuterPaddingX: %.1f", table->CellPaddingX, table->CellSpacingX1, table->CellSpacingX2, table->OuterPaddingX);
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BulletText("CellPaddingX: %.1f, CellSpacingX: %.1f/%.1f, OuterPaddingX: %.1f", table->CellPaddingX, table->CellSpacingX1, table->CellSpacingX2, table->OuterPaddingX);
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BulletText("HoveredColumnBody: %d, HoveredColumnBorder: %d", table->HoveredColumnBody, table->HoveredColumnBorder);
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BulletText("HoveredColumnBody: %d, HoveredColumnBorder: %d", table->HoveredColumnBody, table->HoveredColumnBorder);
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BulletText("ResizedColumn: %d, ReorderColumn: %d, HeldHeaderColumn: %d", table->ResizedColumn, table->ReorderColumn, table->HeldHeaderColumn);
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BulletText("ResizedColumn: %d, ReorderColumn: %d, HeldHeaderColumn: %d", table->ResizedColumn, table->ReorderColumn, table->HeldHeaderColumn);
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BulletText("BgDrawChannels: %d/%d", 0, table->BgDrawChannelUnfrozen);
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for (int n = 0; n < table->ColumnsCount; n++)
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for (int n = 0; n < table->ColumnsCount; n++)
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{
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{
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ImGuiTableColumn* column = &table->Columns[n];
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ImGuiTableColumn* column = &table->Columns[n];
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