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Tables: Angled Headers: fixed TableAngledHeadersRow() incorrect background fill drawn too low. Fixed row geometry with non-small values of CellPadding. (#6917)
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@ -43,6 +43,9 @@ Breaking changes:
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Other changes:
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- Tables: Angled headers: fixed TableAngledHeadersRow() incorrect background fill
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drawn too low, particularly visible with tables that have no scrolling. (#6917)
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-----------------------------------------------------------------------
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VERSION 1.90.3 (Released 2024-02-14)
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@ -355,7 +358,7 @@ Other changes:
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with ImGuiDragDropFlags_AcceptNoPreviewTooltip and submitting a tooltip manually.
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- Tables:
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- Added angled headers support. You need to set ImGuiTableColumnFlags_AngledHeader on selected
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columns and call TableAngledHeadersRow(). Added style.TableAngledHeadersAngle style option.
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columns and call TableAngledHeadersRow(). Added style.TableAngledHeadersAngle style option. (#6917)
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- Added ImGuiTableFlags_HighlightHoveredColumn flag, currently highlighting column header.
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- Fixed an edge-case when no columns are visible + table scrollbar is visible + user
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code is always testing return value of TableSetColumnIndex() to coarse clip. With an active
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@ -2916,7 +2916,7 @@ struct IMGUI_API ImGuiTableTempData
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{
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int TableIndex; // Index in g.Tables.Buf[] pool
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float LastTimeActive; // Last timestamp this structure was used
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float AngledheadersExtraWidth; // Used in EndTable()
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float AngledHeadersExtraWidth; // Used in EndTable()
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ImVec2 UserOuterSize; // outer_size.x passed to BeginTable()
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ImDrawListSplitter DrawSplitter;
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@ -3300,7 +3300,7 @@ namespace ImGui
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IMGUI_API float TableGetHeaderAngledMaxLabelWidth();
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IMGUI_API void TablePushBackgroundChannel();
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IMGUI_API void TablePopBackgroundChannel();
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IMGUI_API void TableAngledHeadersRowEx(float angle, float label_width = 0.0f);
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IMGUI_API void TableAngledHeadersRowEx(float angle, float max_label_width = 0.0f);
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// Tables: Internals
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inline ImGuiTable* GetCurrentTable() { ImGuiContext& g = *GImGui; return g.CurrentTable; }
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@ -498,7 +498,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
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table->DeclColumnsCount = table->AngledHeadersCount = 0;
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if (previous_frame_active + 1 < g.FrameCount)
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table->IsActiveIdInTable = false;
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temp_data->AngledheadersExtraWidth = 0.0f;
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temp_data->AngledHeadersExtraWidth = 0.0f;
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// Using opaque colors facilitate overlapping lines of the grid, otherwise we'd need to improve TableDrawBorders()
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table->BorderColorStrong = GetColorU32(ImGuiCol_TableBorderStrong);
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@ -1344,7 +1344,7 @@ void ImGui::EndTable()
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max_pos_x = ImMax(max_pos_x, table->Columns[table->RightMostEnabledColumn].WorkMaxX + table->CellPaddingX + table->OuterPaddingX - outer_padding_for_border);
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if (table->ResizedColumn != -1)
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max_pos_x = ImMax(max_pos_x, table->ResizeLockMinContentsX2);
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table->InnerWindow->DC.CursorMaxPos.x = max_pos_x + table->TempData->AngledheadersExtraWidth;
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table->InnerWindow->DC.CursorMaxPos.x = max_pos_x + table->TempData->AngledHeadersExtraWidth;
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}
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// Pop clipping rect
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@ -1462,7 +1462,7 @@ void ImGui::EndTable()
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}
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else if (temp_data->UserOuterSize.x <= 0.0f)
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{
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const float decoration_size = table->TempData->AngledheadersExtraWidth + ((table->Flags & ImGuiTableFlags_ScrollX) ? inner_window->ScrollbarSizes.x : 0.0f);
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const float decoration_size = table->TempData->AngledHeadersExtraWidth + ((table->Flags & ImGuiTableFlags_ScrollX) ? inner_window->ScrollbarSizes.x : 0.0f);
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outer_window->DC.IdealMaxPos.x = ImMax(outer_window->DC.IdealMaxPos.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth + decoration_size - temp_data->UserOuterSize.x);
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outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, ImMin(table->OuterRect.Max.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth));
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}
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@ -1567,6 +1567,7 @@ void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, flo
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}
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// Store name (append with zero-terminator in contiguous buffer)
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// FIXME: If we recorded the number of \n in names we could compute header row height
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column->NameOffset = -1;
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if (label != NULL && label[0] != 0)
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{
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@ -2154,6 +2155,8 @@ void ImGui::TableEndCell(ImGuiTable* table)
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// - TableSetColumnWidthAutoAll() [Internal]
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// - TableUpdateColumnsWeightFromWidth() [Internal]
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//-------------------------------------------------------------------------
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// Note that actual columns widths are computed in TableUpdateLayout().
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//-------------------------------------------------------------------------
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// Maximum column content width given current layout. Use column->MinX so this value on a per-column basis.
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float ImGui::TableGetMaxColumnWidth(const ImGuiTable* table, int column_n)
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@ -2927,6 +2930,7 @@ void ImGui::TableSortSpecsBuild(ImGuiTable* table)
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// [SECTION] Tables: Headers
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//-------------------------------------------------------------------------
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// - TableGetHeaderRowHeight() [Internal]
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// - TableGetHeaderAngledMaxLabelWidth() [Internal]
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// - TableHeadersRow()
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// - TableHeader()
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// - TableAngledHeadersRow()
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@ -3180,25 +3184,25 @@ void ImGui::TableAngledHeadersRowEx(float angle, float max_label_width)
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// Calculate our base metrics and set angled headers data _before_ the first call to TableNextRow()
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// FIXME-STYLE: Would it be better for user to submit 'max_label_width' or 'row_height' ? One can be derived from the other.
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const float header_height = table->RowCellPaddingY * 2.0f + g.FontSize;
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const float header_height = g.FontSize + g.Style.CellPadding.x * 2.0f;
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const float row_height = ImFabs(ImRotate(ImVec2(max_label_width, flip_label ? +header_height : -header_height), cos_a, sin_a).y);
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const ImVec2 header_angled_vector = unit_right * (row_height / -sin_a);
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table->AngledHeadersHeight = row_height;
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table->AngledHeadersSlope = (sin_a != 0.0f) ? (cos_a / sin_a) : 0.0f;
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const ImVec2 header_angled_vector = unit_right * (row_height / -sin_a); // vector from bottom-left to top-left, and from bottom-right to top-right
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// Declare row, override and draw our own background
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TableNextRow(ImGuiTableRowFlags_Headers, row_height);
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TableNextColumn();
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const ImRect row_r(table->WorkRect.Min.x, table->BgClipRect.Min.y, table->WorkRect.Max.x, table->RowPosY2);
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table->DrawSplitter->SetCurrentChannel(draw_list, TABLE_DRAW_CHANNEL_BG0);
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float clip_rect_min_x = table->BgClipRect.Min.x;
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if (table->FreezeColumnsCount > 0)
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clip_rect_min_x = ImMax(clip_rect_min_x, table->Columns[table->FreezeColumnsCount - 1].MaxX);
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TableSetBgColor(ImGuiTableBgTarget_RowBg0, 0); // Cancel
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PushClipRect(table->BgClipRect.Min, table->BgClipRect.Max, false); // Span all columns
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draw_list->AddRectFilled(table->BgClipRect.Min, table->BgClipRect.Max, GetColorU32(ImGuiCol_TableHeaderBg, 0.25f)); // FIXME-STYLE: Change row background with an arbitrary color.
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draw_list->AddRectFilled(ImVec2(table->BgClipRect.Min.x, row_r.Min.y), ImVec2(table->BgClipRect.Max.x, row_r.Max.y), GetColorU32(ImGuiCol_TableHeaderBg, 0.25f)); // FIXME-STYLE: Change row background with an arbitrary color.
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PushClipRect(ImVec2(clip_rect_min_x, table->BgClipRect.Min.y), table->BgClipRect.Max, true); // Span all columns
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const ImRect row_r(table->WorkRect.Min.x, table->BgClipRect.Min.y, table->WorkRect.Max.x, window->DC.CursorPos.y + row_height);
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const ImGuiID row_id = GetID("##AngledHeaders");
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ButtonBehavior(row_r, row_id, NULL, NULL);
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KeepAliveID(row_id);
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@ -3209,6 +3213,7 @@ void ImGui::TableAngledHeadersRowEx(float angle, float max_label_width)
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if (table_instance->HoveredRowLast == 0 && table->HoveredColumnBorder == -1 && (g.ActiveId == 0 || g.ActiveId == row_id || (table->IsActiveIdInTable || g.DragDropActive)))
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highlight_column_n = table->HoveredColumnBody;
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// Draw background and labels in first pass, then all borders.
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float max_x = 0.0f;
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for (int pass = 0; pass < 2; pass++)
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for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
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@ -3243,13 +3248,21 @@ void ImGui::TableAngledHeadersRowEx(float angle, float max_label_width)
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ImVec2 label_off = ImVec2(flip_label ? ImMax(0.0f, max_label_width - label_size.x - table->CellPaddingX) : table->CellPaddingX, table->RowCellPaddingY);
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int vtx_idx_begin = draw_list->_VtxCurrentIdx;
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RenderTextEllipsis(draw_list, label_r.Min + label_off, label_r.Max, label_r.Max.x, label_r.Max.x, label_name, NULL, &label_size);
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//if (g.IO.KeyShift) { draw_list->AddRect(label_r.Min, label_r.Max, IM_COL32(0, 255, 0, 255), 0.0f, 0, 2.0f); }
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int vtx_idx_end = draw_list->_VtxCurrentIdx;
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// Rotate and offset label
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ImVec2 pivot_in = label_r.GetBL();
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ImVec2 pivot_out = ImVec2(column->WorkMinX, row_r.Max.y) + (flip_label ? (unit_right * clip_width) : ImVec2(header_height, 0.0f));
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ShadeVertsTransformPos(draw_list, vtx_idx_begin, vtx_idx_end, pivot_in, label_cos_a, label_sin_a, pivot_out); // Rotate and offset
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// Debug draw
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/*if (g.IO.KeyShift)
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{
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vtx_idx_begin = GetForegroundDrawList()->_VtxCurrentIdx;
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GetForegroundDrawList()->AddRect(label_r.Min, label_r.Max, IM_COL32(0, 255, 0, 255), 0.0f, 0, 2.0f);
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vtx_idx_end = GetForegroundDrawList()->_VtxCurrentIdx;
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ShadeVertsTransformPos(GetForegroundDrawList(), vtx_idx_begin, vtx_idx_end, pivot_in, label_cos_a, label_sin_a, pivot_out); // Rotate and offset
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}*/
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}
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if (pass == 1)
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{
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@ -3259,7 +3272,7 @@ void ImGui::TableAngledHeadersRowEx(float angle, float max_label_width)
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}
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PopClipRect();
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PopClipRect();
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table->TempData->AngledheadersExtraWidth = ImMax(0.0f, max_x - table->Columns[table->RightMostEnabledColumn].MaxX);
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table->TempData->AngledHeadersExtraWidth = ImMax(0.0f, max_x - table->Columns[table->RightMostEnabledColumn].MaxX);
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}
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//-------------------------------------------------------------------------
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