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Tables: moved TablePushBackgroundChannel(), TablePopBackgroundChannel(), TableDrawBorders() to their own section.
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parent
5180025de5
commit
5877b9d722
237
imgui_tables.cpp
237
imgui_tables.cpp
@ -1184,100 +1184,6 @@ void ImGui::EndTable()
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outer_window->DC.CurrentTableIdx = g.CurrentTable ? g.Tables.GetIndex(g.CurrentTable) : -1;
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}
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// FIXME-TABLE: This is a mess, need to redesign how we render borders.
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void ImGui::TableDrawBorders(ImGuiTable* table)
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{
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ImGuiWindow* inner_window = table->InnerWindow;
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ImGuiWindow* outer_window = table->OuterWindow;
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table->DrawSplitter.SetCurrentChannel(inner_window->DrawList, TABLE_DRAW_CHANNEL_BG0);
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if (inner_window->Hidden || !table->HostClipRect.Overlaps(table->InnerClipRect))
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return;
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ImDrawList* inner_drawlist = inner_window->DrawList;
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ImDrawList* outer_drawlist = outer_window->DrawList;
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// Draw inner border and resizing feedback
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const float border_size = TABLE_BORDER_SIZE;
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const float draw_y1 = table->OuterRect.Min.y;
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const float draw_y2_body = table->OuterRect.Max.y;
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const float draw_y2_head = table->IsUsingHeaders ? ((table->FreezeRowsCount >= 1 ? table->OuterRect.Min.y : table->WorkRect.Min.y) + table->LastFirstRowHeight) : draw_y1;
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if (table->Flags & ImGuiTableFlags_BordersInnerV)
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{
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for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
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{
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if (!(table->EnabledMaskByDisplayOrder & ((ImU64)1 << order_n)))
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continue;
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const int column_n = table->DisplayOrderToIndex[order_n];
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ImGuiTableColumn* column = &table->Columns[column_n];
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const bool is_hovered = (table->HoveredColumnBorder == column_n);
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const bool is_resized = (table->ResizedColumn == column_n) && (table->InstanceInteracted == table->InstanceCurrent);
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const bool is_resizable = (column->Flags & (ImGuiTableColumnFlags_NoResize | ImGuiTableColumnFlags_NoDirectResize_)) == 0;
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if (column->MaxX > table->InnerClipRect.Max.x && !is_resized)// && is_hovered)
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continue;
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if (column->NextEnabledColumn == -1 && !is_resizable)
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continue;
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if (column->MaxX <= column->ClipRect.Min.x) // FIXME-TABLE FIXME-STYLE: Assume BorderSize==1, this is problematic if we want to increase the border size..
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continue;
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// Draw in outer window so right-most column won't be clipped
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// Always draw full height border when being resized/hovered, or on the delimitation of frozen column scrolling.
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ImU32 col;
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float draw_y2;
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if (is_hovered || is_resized || (table->FreezeColumnsCount != -1 && table->FreezeColumnsCount == order_n + 1))
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{
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draw_y2 = draw_y2_body;
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col = is_resized ? GetColorU32(ImGuiCol_SeparatorActive) : is_hovered ? GetColorU32(ImGuiCol_SeparatorHovered) : table->BorderColorStrong;
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}
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else
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{
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draw_y2 = (table->Flags & (ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_NoBordersInBodyUntilResize)) ? draw_y2_head : draw_y2_body;
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col = (table->Flags & (ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_NoBordersInBodyUntilResize)) ? table->BorderColorStrong : table->BorderColorLight;
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}
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if (draw_y2 > draw_y1)
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inner_drawlist->AddLine(ImVec2(column->MaxX, draw_y1), ImVec2(column->MaxX, draw_y2), col, border_size);
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}
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}
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// Draw outer border
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// FIXME-TABLE: could use AddRect or explicit VLine/HLine helper?
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if (table->Flags & ImGuiTableFlags_BordersOuter)
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{
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// Display outer border offset by 1 which is a simple way to display it without adding an extra draw call
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// (Without the offset, in outer_window it would be rendered behind cells, because child windows are above their
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// parent. In inner_window, it won't reach out over scrollbars. Another weird solution would be to display part
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// of it in inner window, and the part that's over scrollbars in the outer window..)
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// Either solution currently won't allow us to use a larger border size: the border would clipped.
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ImRect outer_border = table->OuterRect;
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const ImU32 outer_col = table->BorderColorStrong;
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if (inner_window != outer_window) // FIXME-TABLE
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outer_border.Expand(1.0f);
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if ((table->Flags & ImGuiTableFlags_BordersOuter) == ImGuiTableFlags_BordersOuter)
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{
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outer_drawlist->AddRect(outer_border.Min, outer_border.Max, outer_col, 0.0f, ~0, border_size);
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}
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else if (table->Flags & ImGuiTableFlags_BordersOuterV)
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{
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outer_drawlist->AddLine(outer_border.Min, ImVec2(outer_border.Min.x, outer_border.Max.y), outer_col, border_size);
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outer_drawlist->AddLine(ImVec2(outer_border.Max.x, outer_border.Min.y), outer_border.Max, outer_col, border_size);
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}
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else if (table->Flags & ImGuiTableFlags_BordersOuterH)
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{
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outer_drawlist->AddLine(outer_border.Min, ImVec2(outer_border.Max.x, outer_border.Min.y), outer_col, border_size);
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outer_drawlist->AddLine(ImVec2(outer_border.Min.x, outer_border.Max.y), outer_border.Max, outer_col, border_size);
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}
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}
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if ((table->Flags & ImGuiTableFlags_BordersInnerH) && table->RowPosY2 < table->OuterRect.Max.y)
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{
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// Draw bottom-most row border
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const float border_y = table->RowPosY2;
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if (border_y >= table->BgClipRect.Min.y && border_y < table->BgClipRect.Max.y)
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inner_drawlist->AddLine(ImVec2(table->BorderX1, border_y), ImVec2(table->BorderX2, border_y), table->BorderColorLight, border_size);
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}
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}
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static void TableUpdateColumnsWeightFromWidth(ImGuiTable* table)
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{
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IM_ASSERT(table->LeftMostStretchedColumnDisplayOrder != -1);
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@ -1896,30 +1802,6 @@ void ImGui::TableSetColumnWidthAutoAll(ImGuiTable* table)
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}
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}
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void ImGui::TablePushBackgroundChannel()
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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ImGuiTable* table = g.CurrentTable;
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// Optimization: avoid SetCurrentChannel() + PushClipRect()
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table->HostBackupClipRect = window->ClipRect;
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SetWindowClipRectBeforeSetChannel(window, table->BgClipRectForDrawCmd);
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table->DrawSplitter.SetCurrentChannel(window->DrawList, table->Bg1DrawChannelCurrent);
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}
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void ImGui::TablePopBackgroundChannel()
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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ImGuiTable* table = g.CurrentTable;
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ImGuiTableColumn* column = &table->Columns[table->CurrentColumn];
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// Optimization: avoid PopClipRect() + SetCurrentChannel()
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SetWindowClipRectBeforeSetChannel(window, table->HostBackupClipRect);
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table->DrawSplitter.SetCurrentChannel(window->DrawList, column->DrawChannelCurrent);
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}
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// Return -1 when table is not hovered. return columns_count if the unused space at the right of visible columns is hovered.
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int ImGui::TableGetHoveredColumn()
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{
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@ -1979,8 +1861,33 @@ void ImGui::TableSetBgColor(ImGuiTableBgTarget bg_target, ImU32 color, int colum
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// - TablePopBackgroundChannel() [Internal]
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// - TableSetupDrawChannels() [Internal]
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// - TableReorderDrawChannelsForMerge() [Internal]
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// - TableDrawBorders() [Internal]
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//-------------------------------------------------------------------------
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void ImGui::TablePushBackgroundChannel()
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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ImGuiTable* table = g.CurrentTable;
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// Optimization: avoid SetCurrentChannel() + PushClipRect()
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table->HostBackupClipRect = window->ClipRect;
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SetWindowClipRectBeforeSetChannel(window, table->BgClipRectForDrawCmd);
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table->DrawSplitter.SetCurrentChannel(window->DrawList, table->Bg1DrawChannelCurrent);
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}
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void ImGui::TablePopBackgroundChannel()
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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ImGuiTable* table = g.CurrentTable;
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ImGuiTableColumn* column = &table->Columns[table->CurrentColumn];
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// Optimization: avoid PopClipRect() + SetCurrentChannel()
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SetWindowClipRectBeforeSetChannel(window, table->HostBackupClipRect);
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table->DrawSplitter.SetCurrentChannel(window->DrawList, column->DrawChannelCurrent);
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}
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// Allocate draw channels. Called by TableUpdateLayout()
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// - We allocate them following storage order instead of display order so reordering columns won't needlessly
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// increase overall dormant memory cost.
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@ -2222,6 +2129,100 @@ void ImGui::TableMergeDrawChannels(ImGuiTable* table)
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}
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}
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// FIXME-TABLE: This is a mess, need to redesign how we render borders.
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void ImGui::TableDrawBorders(ImGuiTable* table)
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{
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ImGuiWindow* inner_window = table->InnerWindow;
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ImGuiWindow* outer_window = table->OuterWindow;
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table->DrawSplitter.SetCurrentChannel(inner_window->DrawList, TABLE_DRAW_CHANNEL_BG0);
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if (inner_window->Hidden || !table->HostClipRect.Overlaps(table->InnerClipRect))
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return;
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ImDrawList* inner_drawlist = inner_window->DrawList;
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ImDrawList* outer_drawlist = outer_window->DrawList;
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// Draw inner border and resizing feedback
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const float border_size = TABLE_BORDER_SIZE;
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const float draw_y1 = table->OuterRect.Min.y;
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const float draw_y2_body = table->OuterRect.Max.y;
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const float draw_y2_head = table->IsUsingHeaders ? ((table->FreezeRowsCount >= 1 ? table->OuterRect.Min.y : table->WorkRect.Min.y) + table->LastFirstRowHeight) : draw_y1;
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if (table->Flags & ImGuiTableFlags_BordersInnerV)
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{
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for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
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{
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if (!(table->EnabledMaskByDisplayOrder & ((ImU64)1 << order_n)))
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continue;
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const int column_n = table->DisplayOrderToIndex[order_n];
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ImGuiTableColumn* column = &table->Columns[column_n];
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const bool is_hovered = (table->HoveredColumnBorder == column_n);
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const bool is_resized = (table->ResizedColumn == column_n) && (table->InstanceInteracted == table->InstanceCurrent);
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const bool is_resizable = (column->Flags & (ImGuiTableColumnFlags_NoResize | ImGuiTableColumnFlags_NoDirectResize_)) == 0;
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if (column->MaxX > table->InnerClipRect.Max.x && !is_resized)// && is_hovered)
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continue;
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if (column->NextEnabledColumn == -1 && !is_resizable)
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continue;
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if (column->MaxX <= column->ClipRect.Min.x) // FIXME-TABLE FIXME-STYLE: Assume BorderSize==1, this is problematic if we want to increase the border size..
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continue;
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// Draw in outer window so right-most column won't be clipped
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// Always draw full height border when being resized/hovered, or on the delimitation of frozen column scrolling.
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ImU32 col;
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float draw_y2;
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if (is_hovered || is_resized || (table->FreezeColumnsCount != -1 && table->FreezeColumnsCount == order_n + 1))
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{
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draw_y2 = draw_y2_body;
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col = is_resized ? GetColorU32(ImGuiCol_SeparatorActive) : is_hovered ? GetColorU32(ImGuiCol_SeparatorHovered) : table->BorderColorStrong;
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}
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else
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{
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draw_y2 = (table->Flags & (ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_NoBordersInBodyUntilResize)) ? draw_y2_head : draw_y2_body;
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col = (table->Flags & (ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_NoBordersInBodyUntilResize)) ? table->BorderColorStrong : table->BorderColorLight;
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}
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if (draw_y2 > draw_y1)
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inner_drawlist->AddLine(ImVec2(column->MaxX, draw_y1), ImVec2(column->MaxX, draw_y2), col, border_size);
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}
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}
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// Draw outer border
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// FIXME-TABLE: could use AddRect or explicit VLine/HLine helper?
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if (table->Flags & ImGuiTableFlags_BordersOuter)
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{
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// Display outer border offset by 1 which is a simple way to display it without adding an extra draw call
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// (Without the offset, in outer_window it would be rendered behind cells, because child windows are above their
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// parent. In inner_window, it won't reach out over scrollbars. Another weird solution would be to display part
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// of it in inner window, and the part that's over scrollbars in the outer window..)
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// Either solution currently won't allow us to use a larger border size: the border would clipped.
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ImRect outer_border = table->OuterRect;
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const ImU32 outer_col = table->BorderColorStrong;
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if (inner_window != outer_window) // FIXME-TABLE
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outer_border.Expand(1.0f);
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if ((table->Flags & ImGuiTableFlags_BordersOuter) == ImGuiTableFlags_BordersOuter)
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{
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outer_drawlist->AddRect(outer_border.Min, outer_border.Max, outer_col, 0.0f, ~0, border_size);
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}
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else if (table->Flags & ImGuiTableFlags_BordersOuterV)
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{
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outer_drawlist->AddLine(outer_border.Min, ImVec2(outer_border.Min.x, outer_border.Max.y), outer_col, border_size);
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outer_drawlist->AddLine(ImVec2(outer_border.Max.x, outer_border.Min.y), outer_border.Max, outer_col, border_size);
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}
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else if (table->Flags & ImGuiTableFlags_BordersOuterH)
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{
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outer_drawlist->AddLine(outer_border.Min, ImVec2(outer_border.Max.x, outer_border.Min.y), outer_col, border_size);
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outer_drawlist->AddLine(ImVec2(outer_border.Min.x, outer_border.Max.y), outer_border.Max, outer_col, border_size);
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}
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}
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if ((table->Flags & ImGuiTableFlags_BordersInnerH) && table->RowPosY2 < table->OuterRect.Max.y)
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{
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// Draw bottom-most row border
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const float border_y = table->RowPosY2;
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if (border_y >= table->BgClipRect.Min.y && border_y < table->BgClipRect.Max.y)
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inner_drawlist->AddLine(ImVec2(table->BorderX1, border_y), ImVec2(table->BorderX2, border_y), table->BorderColorLight, border_size);
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}
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}
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//-------------------------------------------------------------------------
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// [SECTION] Tables: Sorting
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//-------------------------------------------------------------------------
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