mirror of
https://github.com/Drezil/imgui.git
synced 2024-11-15 01:17:00 +00:00
Began improvements to columns API by splitting the Columns() function into BeginColumns() and EndColumns() and adding additional flags. The columns data still needs to be placed into a stack.
This commit is contained in:
parent
43e6c46c8d
commit
66c4281290
158
imgui.cpp
158
imgui.cpp
@ -9295,6 +9295,18 @@ int ImGui::GetColumnsCount()
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return window->DC.ColumnsCount;
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return window->DC.ColumnsCount;
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}
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}
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static float OffsetNormToPixels(float offsetNorm)
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{
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ImGuiWindow* window = ImGui::GetCurrentWindowRead();
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return offsetNorm * (window->DC.ColumnsMaxX - window->DC.ColumnsMinX);
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}
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static float PixelsToOffsetNorm(float offset)
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{
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ImGuiWindow* window = ImGui::GetCurrentWindowRead();
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return (offset - window->DC.ColumnsMinX) / (window->DC.ColumnsMaxX - window->DC.ColumnsMinX);
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}
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static float GetDraggedColumnOffset(int column_index)
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static float GetDraggedColumnOffset(int column_index)
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{
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{
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// Active (dragged) column always follow mouse. The reason we need this is that dragging a column to the right edge of an auto-resizing
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// Active (dragged) column always follow mouse. The reason we need this is that dragging a column to the right edge of an auto-resizing
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@ -9305,7 +9317,9 @@ static float GetDraggedColumnOffset(int column_index)
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IM_ASSERT(g.ActiveId == window->DC.ColumnsSetId + ImGuiID(column_index));
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IM_ASSERT(g.ActiveId == window->DC.ColumnsSetId + ImGuiID(column_index));
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float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x - window->Pos.x;
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float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x - window->Pos.x;
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x = ImClamp(x, ImGui::GetColumnOffset(column_index-1)+g.Style.ColumnsMinSpacing, ImGui::GetColumnOffset(column_index+1)-g.Style.ColumnsMinSpacing);
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x = ImMax(x, ImGui::GetColumnOffset(column_index-1) + g.Style.ColumnsMinSpacing);
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if ((window->DC.ColumnsFlags & ImGuiColumnsFlags_NoPreserveWidths))
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x = ImMin(x, ImGui::GetColumnOffset(column_index+1) - g.Style.ColumnsMinSpacing);
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return (float)(int)x;
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return (float)(int)x;
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}
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}
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@ -9332,16 +9346,26 @@ float ImGui::GetColumnOffset(int column_index)
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void ImGui::SetColumnOffset(int column_index, float offset)
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void ImGui::SetColumnOffset(int column_index, float offset)
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{
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = GetCurrentWindow();
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ImGuiWindow* window = GetCurrentWindow();
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if (column_index < 0)
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if (column_index < 0)
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column_index = window->DC.ColumnsCurrent;
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column_index = window->DC.ColumnsCurrent;
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IM_ASSERT(column_index < window->DC.ColumnsData.Size);
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IM_ASSERT(column_index < window->DC.ColumnsData.Size);
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const float t = (offset - window->DC.ColumnsMinX) / (window->DC.ColumnsMaxX - window->DC.ColumnsMinX);
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window->DC.ColumnsData[column_index].OffsetNorm = t;
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const bool preserveWidth = !(window->DC.ColumnsFlags & ImGuiColumnsFlags_NoPreserveWidths) && (column_index < window->DC.ColumnsCount-1);
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const float width = preserveWidth ? GetColumnWidth(column_index) : 0.0f;
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if (!(window->DC.ColumnsFlags & ImGuiColumnsFlags_NoForceWithinWindow))
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offset = ImMin((float)(int)offset, window->DC.ColumnsMaxX - g.Style.ColumnsMinSpacing * (window->DC.ColumnsCount - column_index));
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const float offsetNorm = PixelsToOffsetNorm(offset);
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const ImGuiID column_id = window->DC.ColumnsSetId + ImGuiID(column_index);
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const ImGuiID column_id = window->DC.ColumnsSetId + ImGuiID(column_index);
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window->DC.StateStorage->SetFloat(column_id, t);
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window->DC.StateStorage->SetFloat(column_id, offsetNorm);
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window->DC.ColumnsData[column_index].OffsetNorm = offsetNorm;
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if (preserveWidth)
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SetColumnOffset(column_index+1, offset + ImMax(g.Style.ColumnsMinSpacing, width));
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}
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}
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float ImGui::GetColumnWidth(int column_index)
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float ImGui::GetColumnWidth(int column_index)
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@ -9350,8 +9374,16 @@ float ImGui::GetColumnWidth(int column_index)
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if (column_index < 0)
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if (column_index < 0)
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column_index = window->DC.ColumnsCurrent;
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column_index = window->DC.ColumnsCurrent;
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float w = GetColumnOffset(column_index+1) - GetColumnOffset(column_index);
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return OffsetNormToPixels(window->DC.ColumnsData[column_index+1].OffsetNorm - window->DC.ColumnsData[column_index].OffsetNorm);
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return w;
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}
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void ImGui::SetColumnWidth(int column_index, float width)
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{
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ImGuiWindow* window = GetCurrentWindowRead();
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if (column_index < 0)
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column_index = window->DC.ColumnsCurrent;
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SetColumnOffset(column_index+1, GetColumnOffset(column_index) + width);
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}
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}
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static void PushColumnClipRect(int column_index)
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static void PushColumnClipRect(int column_index)
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@ -9365,26 +9397,66 @@ static void PushColumnClipRect(int column_index)
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ImGui::PushClipRect(ImVec2(x1,-FLT_MAX), ImVec2(x2,+FLT_MAX), true);
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ImGui::PushClipRect(ImVec2(x1,-FLT_MAX), ImVec2(x2,+FLT_MAX), true);
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}
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}
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void ImGui::Columns(int columns_count, const char* id, bool border)
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void ImGui::BeginColumns(const char* id, int columns_count, ImGuiColumnsFlags flags)
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{
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{
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ImGuiContext& g = *GImGui;
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = GetCurrentWindow();
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ImGuiWindow* window = GetCurrentWindow();
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IM_ASSERT(columns_count >= 1);
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IM_ASSERT(columns_count > 1);
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IM_ASSERT(window->DC.ColumnsCount == 1); // Nested columns are currently not supported
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if (window->DC.ColumnsCount != 1)
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// Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget.
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// In addition, when an identifier isn't explicitly provided we include the number of columns in the hash to make it uniquer.
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PushID(0x11223347 + (id ? 0 : columns_count));
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window->DC.ColumnsSetId = window->GetID(id ? id : "columns");
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PopID();
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// Set state for first column
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window->DC.ColumnsCurrent = 0;
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window->DC.ColumnsCount = columns_count;
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window->DC.ColumnsFlags = flags;
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const float content_region_width = (window->SizeContentsExplicit.x != 0.0f) ? window->SizeContentsExplicit.x : window->Size.x;
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window->DC.ColumnsMinX = window->DC.IndentX; // Lock our horizontal range
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window->DC.ColumnsMaxX = content_region_width - window->Scroll.x - ((window->Flags & ImGuiWindowFlags_NoScrollbar) ? 0 : g.Style.ScrollbarSize);// - window->WindowPadding().x;
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window->DC.ColumnsStartPosY = window->DC.CursorPos.y;
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window->DC.ColumnsCellMinY = window->DC.ColumnsCellMaxY = window->DC.CursorPos.y;
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window->DC.ColumnsOffsetX = 0.0f;
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window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.IndentX + window->DC.ColumnsOffsetX);
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// Cache column offsets
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window->DC.ColumnsData.resize(columns_count + 1);
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for (int column_index = 0; column_index < columns_count + 1; column_index++)
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{
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{
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const ImGuiID column_id = window->DC.ColumnsSetId + ImGuiID(column_index);
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KeepAliveID(column_id);
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const float default_t = column_index / (float)window->DC.ColumnsCount;
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float t = window->DC.StateStorage->GetFloat(column_id, default_t); // Cheaply store our floating point value inside the integer (could store a union into the map?)
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if (!(window->DC.ColumnsFlags & ImGuiColumnsFlags_NoForceWithinWindow))
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t = ImMin(t, PixelsToOffsetNorm(window->DC.ColumnsMaxX - g.Style.ColumnsMinSpacing * (window->DC.ColumnsCount - column_index)));
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window->DC.ColumnsData[column_index].OffsetNorm = t;
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}
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window->DrawList->ChannelsSplit(window->DC.ColumnsCount);
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PushColumnClipRect();
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PushItemWidth(GetColumnWidth() * 0.65f);
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}
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void ImGui::EndColumns()
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = GetCurrentWindow();
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IM_ASSERT(window->DC.ColumnsCount > 1);
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if (window->DC.ColumnsCurrent != 0)
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if (window->DC.ColumnsCurrent != 0)
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ItemSize(ImVec2(0,0)); // Advance to column 0
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ItemSize(ImVec2(0, 0)); // Advance to column 0
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PopItemWidth();
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PopItemWidth();
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PopClipRect();
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PopClipRect();
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window->DrawList->ChannelsMerge();
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window->DrawList->ChannelsMerge();
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window->DC.ColumnsCellMaxY = ImMax(window->DC.ColumnsCellMaxY, window->DC.CursorPos.y);
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window->DC.ColumnsCellMaxY = ImMax(window->DC.ColumnsCellMaxY, window->DC.CursorPos.y);
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window->DC.CursorPos.y = window->DC.ColumnsCellMaxY;
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window->DC.CursorPos.y = window->DC.ColumnsCellMaxY;
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}
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// Draw columns borders and handle resize at the time of "closing" a columns set
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// Draw columns borders and handle resize
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if (window->DC.ColumnsCount != columns_count && window->DC.ColumnsCount != 1 && window->DC.ColumnsShowBorders && !window->SkipItems)
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if (!(window->DC.ColumnsFlags & ImGuiColumnsFlags_NoBorder) && !window->SkipItems)
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{
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{
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const float y1 = window->DC.ColumnsStartPosY;
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const float y1 = window->DC.ColumnsStartPosY;
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const float y2 = window->DC.CursorPos.y;
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const float y2 = window->DC.CursorPos.y;
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@ -9392,7 +9464,7 @@ void ImGui::Columns(int columns_count, const char* id, bool border)
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{
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{
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float x = window->Pos.x + GetColumnOffset(i);
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float x = window->Pos.x + GetColumnOffset(i);
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const ImGuiID column_id = window->DC.ColumnsSetId + ImGuiID(i);
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const ImGuiID column_id = window->DC.ColumnsSetId + ImGuiID(i);
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const ImRect column_rect(ImVec2(x-4,y1),ImVec2(x+4,y2));
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const ImRect column_rect(ImVec2(x - 4, y1), ImVec2(x + 4, y2));
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if (IsClippedEx(column_rect, &column_id, false))
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if (IsClippedEx(column_rect, &column_id, false))
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continue;
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continue;
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@ -9404,7 +9476,7 @@ void ImGui::Columns(int columns_count, const char* id, bool border)
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// Draw before resize so our items positioning are in sync with the line being drawn
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// Draw before resize so our items positioning are in sync with the line being drawn
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const ImU32 col = GetColorU32(held ? ImGuiCol_ColumnActive : hovered ? ImGuiCol_ColumnHovered : ImGuiCol_Column);
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const ImU32 col = GetColorU32(held ? ImGuiCol_ColumnActive : hovered ? ImGuiCol_ColumnHovered : ImGuiCol_Column);
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const float xi = (float)(int)x;
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const float xi = (float)(int)x;
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window->DrawList->AddLine(ImVec2(xi, y1+1.0f), ImVec2(xi, y2), col);
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window->DrawList->AddLine(ImVec2(xi, y1 + 1.0f), ImVec2(xi, y2), col);
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if (held)
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if (held)
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{
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{
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@ -9416,45 +9488,27 @@ void ImGui::Columns(int columns_count, const char* id, bool border)
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}
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}
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}
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}
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// Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget.
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window->DC.ColumnsSetId = 0;
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// In addition, when an identifier isn't explicitly provided we include the number of columns in the hash to make it uniquer.
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PushID(0x11223347 + (id ? 0 : columns_count));
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window->DC.ColumnsSetId = window->GetID(id ? id : "columns");
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PopID();
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// Set state for first column
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window->DC.ColumnsCurrent = 0;
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window->DC.ColumnsCurrent = 0;
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window->DC.ColumnsCount = columns_count;
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window->DC.ColumnsCount = 1;
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window->DC.ColumnsShowBorders = border;
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window->DC.ColumnsFlags = 0;
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const float content_region_width = (window->SizeContentsExplicit.x != 0.0f) ? window->SizeContentsExplicit.x : window->Size.x;
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window->DC.ColumnsMinX = window->DC.IndentX; // Lock our horizontal range
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window->DC.ColumnsMaxX = content_region_width - window->Scroll.x - ((window->Flags & ImGuiWindowFlags_NoScrollbar) ? 0 : g.Style.ScrollbarSize);// - window->WindowPadding().x;
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window->DC.ColumnsStartPosY = window->DC.CursorPos.y;
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window->DC.ColumnsCellMinY = window->DC.ColumnsCellMaxY = window->DC.CursorPos.y;
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window->DC.ColumnsOffsetX = 0.0f;
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window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.IndentX + window->DC.ColumnsOffsetX);
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if (window->DC.ColumnsCount != 1)
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{
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// Cache column offsets
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window->DC.ColumnsData.resize(columns_count + 1);
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for (int column_index = 0; column_index < columns_count + 1; column_index++)
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{
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const ImGuiID column_id = window->DC.ColumnsSetId + ImGuiID(column_index);
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KeepAliveID(column_id);
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const float default_t = column_index / (float)window->DC.ColumnsCount;
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const float t = window->DC.StateStorage->GetFloat(column_id, default_t); // Cheaply store our floating point value inside the integer (could store a union into the map?)
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window->DC.ColumnsData[column_index].OffsetNorm = t;
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}
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window->DrawList->ChannelsSplit(window->DC.ColumnsCount);
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PushColumnClipRect();
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PushItemWidth(GetColumnWidth() * 0.65f);
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}
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else
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{
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window->DC.ColumnsData.resize(0);
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window->DC.ColumnsData.resize(0);
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}
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}
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void ImGui::Columns(int columns_count, const char* id, bool border)
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = GetCurrentWindow();
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IM_ASSERT(columns_count >= 1);
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ImGuiColumnsFlags flags = 0;
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flags |= (border ? 0 : ImGuiColumnsFlags_NoBorder);
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if (window->DC.ColumnsCount != columns_count && window->DC.ColumnsCount != 1)
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EndColumns();
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if (columns_count != 1)
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BeginColumns(id, columns_count, flags);
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}
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}
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void ImGui::Indent(float indent_w)
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void ImGui::Indent(float indent_w)
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23
imgui.h
23
imgui.h
@ -73,6 +73,7 @@ typedef int ImGuiKey; // a key identifier (ImGui-side enum) // e
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typedef int ImGuiColorEditMode; // color edit mode for ColorEdit*() // enum ImGuiColorEditMode_
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typedef int ImGuiColorEditMode; // color edit mode for ColorEdit*() // enum ImGuiColorEditMode_
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typedef int ImGuiMouseCursor; // a mouse cursor identifier // enum ImGuiMouseCursor_
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typedef int ImGuiMouseCursor; // a mouse cursor identifier // enum ImGuiMouseCursor_
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typedef int ImGuiWindowFlags; // window flags for Begin*() // enum ImGuiWindowFlags_
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typedef int ImGuiWindowFlags; // window flags for Begin*() // enum ImGuiWindowFlags_
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typedef int ImGuiColumnsFlags; // column flags for Columns() // enum ImGuiColumnsFlags_
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typedef int ImGuiSetCond; // condition flags for Set*() // enum ImGuiSetCond_
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typedef int ImGuiSetCond; // condition flags for Set*() // enum ImGuiSetCond_
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typedef int ImGuiInputTextFlags; // flags for InputText*() // enum ImGuiInputTextFlags_
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typedef int ImGuiInputTextFlags; // flags for InputText*() // enum ImGuiInputTextFlags_
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typedef int ImGuiSelectableFlags; // flags for Selectable() // enum ImGuiSelectableFlags_
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typedef int ImGuiSelectableFlags; // flags for Selectable() // enum ImGuiSelectableFlags_
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@ -221,13 +222,16 @@ namespace ImGui
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// Columns
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// Columns
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// You can also use SameLine(pos_x) for simplified columning. The columns API is still work-in-progress and rather lacking.
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// You can also use SameLine(pos_x) for simplified columning. The columns API is still work-in-progress and rather lacking.
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IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true); // setup number of columns. use an identifier to distinguish multiple column sets. close with Columns(1).
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IMGUI_API void BeginColumns(const char* id, int count, ImGuiColumnsFlags flags = 0); // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns().
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IMGUI_API void NextColumn(); // next column
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IMGUI_API void EndColumns(); // close columns
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IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished
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IMGUI_API int GetColumnIndex(); // get current column index
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IMGUI_API int GetColumnIndex(); // get current column index
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IMGUI_API float GetColumnOffset(int column_index = -1); // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetcolumnsCount() inclusive. column 0 is usually 0.0f and not resizable unless you call this
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IMGUI_API float GetColumnWidth(int column_index = -1); // get column width (in pixels). pass -1 to use current column
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IMGUI_API void SetColumnWidth(int column_index, float width); // set column width (in pixels). pass -1 to use current column
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IMGUI_API float GetColumnOffset(int column_index = -1); // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetColumnsCount() inclusive. column 0 is usually 0.0f and not resizable unless you call this
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IMGUI_API void SetColumnOffset(int column_index, float offset_x); // set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column
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IMGUI_API void SetColumnOffset(int column_index, float offset_x); // set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column
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IMGUI_API float GetColumnWidth(int column_index = -1); // column width (== GetColumnOffset(GetColumnIndex()+1) - GetColumnOffset(GetColumnOffset())
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IMGUI_API int GetColumnsCount();
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IMGUI_API int GetColumnsCount(); // number of columns (what was passed to Columns())
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IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true);
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// ID scopes
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// ID scopes
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// If you are creating widgets in a loop you most likely want to push a unique identifier so ImGui can differentiate them.
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// If you are creating widgets in a loop you most likely want to push a unique identifier so ImGui can differentiate them.
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@ -506,6 +510,15 @@ enum ImGuiWindowFlags_
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ImGuiWindowFlags_ChildMenu = 1 << 27 // Don't use! For internal use by BeginMenu()
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ImGuiWindowFlags_ChildMenu = 1 << 27 // Don't use! For internal use by BeginMenu()
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};
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};
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// Flags for ImGui::Columns()
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enum ImGuiColumnsFlags_
|
||||||
|
{
|
||||||
|
// Default: 0
|
||||||
|
ImGuiColumnsFlags_NoBorder = 1 << 0, // Disable column dividers
|
||||||
|
ImGuiColumnsFlags_NoPreserveWidths = 1 << 1, // Disable column width preservation when adjusting columns
|
||||||
|
ImGuiColumnsFlags_NoForceWithinWindow = 1 << 2 // Disable forcing columns to fit within window
|
||||||
|
};
|
||||||
|
|
||||||
// Flags for ImGui::InputText()
|
// Flags for ImGui::InputText()
|
||||||
enum ImGuiInputTextFlags_
|
enum ImGuiInputTextFlags_
|
||||||
{
|
{
|
||||||
|
@ -1400,6 +1400,49 @@ void ImGui::ShowTestWindow(bool* p_open)
|
|||||||
}
|
}
|
||||||
*/
|
*/
|
||||||
|
|
||||||
|
if (ImGui::TreeNode("Advanced settings"))
|
||||||
|
{
|
||||||
|
static bool border = true;
|
||||||
|
static bool preserveWidths = true;
|
||||||
|
static bool forceWithinWindow = true;
|
||||||
|
|
||||||
|
ImGui::Checkbox("Border", &border);
|
||||||
|
ImGui::SameLine();
|
||||||
|
ImGui::Checkbox("Preserve widths", &preserveWidths);
|
||||||
|
ImGui::SameLine();
|
||||||
|
ImGui::Checkbox("Force within window", &forceWithinWindow);
|
||||||
|
|
||||||
|
ImGuiColumnsFlags flags = 0;
|
||||||
|
flags |= (border ? 0 : ImGuiColumnsFlags_NoBorder);
|
||||||
|
flags |= (preserveWidths ? 0 : ImGuiColumnsFlags_NoPreserveWidths);
|
||||||
|
flags |= (forceWithinWindow ? 0 : ImGuiColumnsFlags_NoForceWithinWindow);
|
||||||
|
|
||||||
|
ImGui::BeginColumns("AdvancedColumns", 4, flags);
|
||||||
|
ImGui::Separator();
|
||||||
|
ImGui::Text("ID"); ImGui::NextColumn();
|
||||||
|
ImGui::Text("Name"); ImGui::NextColumn();
|
||||||
|
ImGui::Text("Path"); ImGui::NextColumn();
|
||||||
|
ImGui::Text("Flags"); ImGui::NextColumn();
|
||||||
|
ImGui::Separator();
|
||||||
|
const char* names[3] = { "One", "Two", "Three" };
|
||||||
|
const char* paths[3] = { "/path/one", "/path/two", "/path/three" };
|
||||||
|
static int selected = -1;
|
||||||
|
for (int i = 0; i < 3; i++)
|
||||||
|
{
|
||||||
|
char label[32];
|
||||||
|
sprintf(label, "%04d", i);
|
||||||
|
if (ImGui::Selectable(label, selected == i, ImGuiSelectableFlags_SpanAllColumns))
|
||||||
|
selected = i;
|
||||||
|
ImGui::NextColumn();
|
||||||
|
ImGui::Text(names[i]); ImGui::NextColumn();
|
||||||
|
ImGui::Text(paths[i]); ImGui::NextColumn();
|
||||||
|
ImGui::Text("...."); ImGui::NextColumn();
|
||||||
|
}
|
||||||
|
ImGui::EndColumns();
|
||||||
|
ImGui::Separator();
|
||||||
|
ImGui::TreePop();
|
||||||
|
}
|
||||||
|
|
||||||
// Create multiple items in a same cell before switching to next column
|
// Create multiple items in a same cell before switching to next column
|
||||||
if (ImGui::TreeNode("Mixed items"))
|
if (ImGui::TreeNode("Mixed items"))
|
||||||
{
|
{
|
||||||
|
@ -571,7 +571,7 @@ struct IMGUI_API ImGuiDrawContext
|
|||||||
float ColumnsStartPosY;
|
float ColumnsStartPosY;
|
||||||
float ColumnsCellMinY;
|
float ColumnsCellMinY;
|
||||||
float ColumnsCellMaxY;
|
float ColumnsCellMaxY;
|
||||||
bool ColumnsShowBorders;
|
ImGuiColumnsFlags ColumnsFlags;
|
||||||
ImGuiID ColumnsSetId;
|
ImGuiID ColumnsSetId;
|
||||||
ImVector<ImGuiColumnData> ColumnsData;
|
ImVector<ImGuiColumnData> ColumnsData;
|
||||||
|
|
||||||
@ -603,7 +603,7 @@ struct IMGUI_API ImGuiDrawContext
|
|||||||
ColumnsMinX = ColumnsMaxX = 0.0f;
|
ColumnsMinX = ColumnsMaxX = 0.0f;
|
||||||
ColumnsStartPosY = 0.0f;
|
ColumnsStartPosY = 0.0f;
|
||||||
ColumnsCellMinY = ColumnsCellMaxY = 0.0f;
|
ColumnsCellMinY = ColumnsCellMaxY = 0.0f;
|
||||||
ColumnsShowBorders = true;
|
ColumnsFlags = 0;
|
||||||
ColumnsSetId = 0;
|
ColumnsSetId = 0;
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
Loading…
Reference in New Issue
Block a user