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Tables: Simplified TableHeader() and not relying on Selectable(), fixed various padding issues. Added work-around for CellRect.Min.x offset by CellSpacing.x.
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@ -2117,25 +2117,27 @@ void ImGui::TableHeader(const char* label)
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// If we already got a row height, there's use that.
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ImRect cell_r = TableGetCellRect();
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cell_r.Min.x -= table->CellSpacingX; // FIXME-TABLE: TableGetCellRect() is misleading.
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float label_height = ImMax(label_size.y, table->RowMinHeight - g.Style.CellPadding.y * 2.0f);
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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 + label_height;
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float ellipsis_max = work_r.Max.x;
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// Selectable
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PushID(label);
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// FIXME-TABLE: Fix when padding are disabled.
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//window->DC.CursorPos.x = column->MinX + table->CellPadding.x;
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// Keep header highlighted when context menu is open.
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// (FIXME-TABLE: however we cannot assume the ID of said popup if it has been created by the user...)
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const bool selected = (table->IsContextPopupOpen && table->ContextPopupColumn == column_n && table->InstanceInteracted == table->InstanceCurrent);
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const bool pressed = Selectable("", selected, ImGuiSelectableFlags_DrawHoveredWhenHeld | ImGuiSelectableFlags_DontClosePopups, ImVec2(0.0f, label_height));
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const bool held = IsItemActive();
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ImGuiID id = window->GetID(label);
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ImRect bb(cell_r.Min.x, cell_r.Min.y, cell_r.Max.x, ImMax(cell_r.Max.y, cell_r.Min.y + label_height + g.Style.CellPadding.y * 2.0f));
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if (!ItemAdd(bb, id))
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return;
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bool hovered, held;
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bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_None);
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if (hovered || selected)
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{
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const ImU32 col = GetColorU32(held ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header);
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RenderFrame(bb.Min, bb.Max, col, false, 0.0f);
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RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding);
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}
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if (held)
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table->HeldHeaderColumn = (ImS8)column_n;
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window->DC.CursorPos.y -= g.Style.ItemSpacing.y * 0.5f;
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@ -2164,6 +2166,7 @@ void ImGui::TableHeader(const char* label)
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// Sort order arrow
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float w_arrow = 0.0f;
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float w_sort_text = 0.0f;
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float ellipsis_max = cell_r.Max.x;
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if ((table->Flags & ImGuiTableFlags_Sortable) && !(column->Flags & ImGuiTableColumnFlags_NoSort))
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{
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const float ARROW_SCALE = 0.65f;
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@ -2179,7 +2182,7 @@ void ImGui::TableHeader(const char* label)
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w_sort_text = g.Style.ItemInnerSpacing.x + CalcTextSize(sort_order_suf).x;
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}
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float x = ImMax(cell_r.Min.x, work_r.Max.x - w_arrow - w_sort_text);
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float x = ImMax(cell_r.Min.x, cell_r.Max.x - w_arrow - w_sort_text);
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ellipsis_max -= w_arrow + w_sort_text;
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float y = label_pos.y;
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@ -2208,11 +2211,9 @@ void ImGui::TableHeader(const char* label)
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// for merging.
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// FIXME-TABLE: Clarify policies of how label width and potential decorations (arrows) fit into auto-resize of the column
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float max_pos_x = label_pos.x + label_size.x + w_sort_text + w_arrow;
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column->ContentMaxPosHeadersUsed = ImMax(column->ContentMaxPosHeadersUsed, work_r.Max.x);// ImMin(max_pos_x, work_r.Max.x));
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column->ContentMaxPosHeadersUsed = ImMax(column->ContentMaxPosHeadersUsed, cell_r.Max.x);// ImMin(max_pos_x, cell_r.Max.x));
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column->ContentMaxPosHeadersIdeal = ImMax(column->ContentMaxPosHeadersIdeal, max_pos_x);
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PopID();
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// We don't use BeginPopupContextItem() because we want the popup to stay up even after the column is hidden
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if (IsMouseReleased(1) && IsItemHovered())
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TableOpenContextMenu(table, column_n);
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