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Tables: Fix columns order on TableSetupScrollFreeze() if previous data got frozen columns out of their section.
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@ -39,6 +39,7 @@ Other Changes:
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- TabBar: Fixed using more than 32 KB-worth of tab names. (#4176)
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- Tables: Added ImGuiTableColumnFlags_NoHeaderLabel to request TableHeadersRow() to not submit label for a column.
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Convenient for some small columns. Name will still appear in context menu. (#4206).
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- Tables: Fix columns order on TableSetupScrollFreeze() if previous data got frozen columns out of their section.
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- Fixed printf-style format checks on non-MinGW flavors. (#4183, #3592)
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- Demo: Fixed requirement in 1.83 to link with imgui_demo.cpp if IMGUI_DISABLE_METRICS_WINDOW is not set. (#4171)
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Normally the right way to disable compiling the demo is to set IMGUI_DISABLE_DEMO_WINDOWS, but we want to avoid
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@ -1475,11 +1475,22 @@ void ImGui::TableSetupScrollFreeze(int columns, int rows)
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IM_ASSERT(columns >= 0 && columns < IMGUI_TABLE_MAX_COLUMNS);
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IM_ASSERT(rows >= 0 && rows < 128); // Arbitrary limit
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table->FreezeColumnsRequest = (table->Flags & ImGuiTableFlags_ScrollX) ? (ImGuiTableColumnIdx)columns : 0;
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table->FreezeColumnsRequest = (table->Flags & ImGuiTableFlags_ScrollX) ? (ImGuiTableColumnIdx)ImMin(columns, table->ColumnsCount) : 0;
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table->FreezeColumnsCount = (table->InnerWindow->Scroll.x != 0.0f) ? table->FreezeColumnsRequest : 0;
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table->FreezeRowsRequest = (table->Flags & ImGuiTableFlags_ScrollY) ? (ImGuiTableColumnIdx)rows : 0;
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table->FreezeRowsCount = (table->InnerWindow->Scroll.y != 0.0f) ? table->FreezeRowsRequest : 0;
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table->IsUnfrozenRows = (table->FreezeRowsCount == 0); // Make sure this is set before TableUpdateLayout() so ImGuiListClipper can benefit from it.b
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// Ensure frozen columns are ordered in their section. We still allow multiple frozen columns to be reordered.
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for (int column_n = 0; column_n < table->FreezeColumnsRequest; column_n++)
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{
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int order_n = table->DisplayOrderToIndex[column_n];
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if (order_n != column_n && order_n >= table->FreezeColumnsRequest)
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{
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ImSwap(table->Columns[table->DisplayOrderToIndex[order_n]].DisplayOrder, table->Columns[table->DisplayOrderToIndex[column_n]].DisplayOrder);
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ImSwap(table->DisplayOrderToIndex[order_n], table->DisplayOrderToIndex[column_n]);
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}
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}
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}
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//-----------------------------------------------------------------------------
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@ -2012,6 +2023,7 @@ float ImGui::TableGetMaxColumnWidth(const ImGuiTable* table, int column_n)
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if (table->Flags & ImGuiTableFlags_ScrollX)
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{
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// Frozen columns can't reach beyond visible width else scrolling will naturally break.
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// (we use DisplayOrder as within a set of multiple frozen column reordering is possible)
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if (column->DisplayOrder < table->FreezeColumnsRequest)
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{
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max_width = (table->InnerClipRect.Max.x - (table->FreezeColumnsRequest - column->DisplayOrder) * min_column_distance) - column->MinX;
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@ -2500,7 +2512,7 @@ void ImGui::TableDrawBorders(ImGuiTable* table)
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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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const bool is_frozen_separator = (table->FreezeColumnsCount != -1 && table->FreezeColumnsCount == order_n + 1);
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const bool is_frozen_separator = (table->FreezeColumnsCount == order_n + 1);
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if (column->MaxX > table->InnerClipRect.Max.x && !is_resized)
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continue;
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