mirror of
https://github.com/Drezil/imgui.git
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Tables: index tweaks, fixed some inconsistent spacings.
This commit is contained in:
parent
5877b9d722
commit
6aa8388e9f
2
imgui.h
2
imgui.h
@ -1892,7 +1892,7 @@ struct ImGuiPayload
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bool IsDelivery() const { return Delivery; }
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};
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// Sorting specification for one column of a table (sizeof == 8 bytes)
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// Sorting specification for one column of a table (sizeof == 12 bytes)
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struct ImGuiTableSortSpecsColumn
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{
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ImGuiID ColumnUserID; // User id of the column (if specified by a TableSetupColumn() call)
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@ -1891,7 +1891,7 @@ struct ImGuiTabBar
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#define IM_COL32_DISABLE IM_COL32(0,0,0,1) // Special sentinel code which cannot be used as a regular color.
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#define IMGUI_TABLE_MAX_COLUMNS 64 // sizeof(ImU64) * 8. This is solely because we frequently encode columns set in a ImU64.
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#define IMGUI_TABLE_MAX_DRAW_CHANNELS (4 + 64 * 2) // See TableUpdateDrawChannels()
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#define IMGUI_TABLE_MAX_DRAW_CHANNELS (4 + 64 * 2) // See TableSetupDrawChannels()
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// [Internal] sizeof() ~ 104
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// We use the terminology "Visible" to refer to a columns that are not Hidden by user or settings. However it may still be out of view and clipped (and IsClipped would be set).
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@ -2282,6 +2282,7 @@ namespace ImGui
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// Tables: Internals
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IMGUI_API ImGuiTable* TableFindByID(ImGuiID id);
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IMGUI_API bool BeginTableEx(const char* name, ImGuiID id, int columns_count, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0, 0), float inner_width = 0.0f);
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IMGUI_API void TableBeginInitMemory(ImGuiTable* table, int columns_count);
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IMGUI_API void TableBeginApplyRequests(ImGuiTable* table);
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IMGUI_API void TableSetupDrawChannels(ImGuiTable* table);
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IMGUI_API void TableUpdateLayout(ImGuiTable* table);
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206
imgui_tables.cpp
206
imgui_tables.cpp
@ -5,7 +5,7 @@
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Index of this file:
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// [SECTION] Tables: BeginTable, EndTable, etc.
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// [SECTION] Tables: Main code
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// [SECTION] Tables: Drawing
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// [SECTION] Tables: Sorting
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// [SECTION] Tables: Headers
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@ -17,6 +17,39 @@ Index of this file:
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*/
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//-----------------------------------------------------------------------------
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// Typical tables call flow: (root level is generally public API):
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//-----------------------------------------------------------------------------
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// - BeginTable() user begin into a table
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// | BeginChild() - (if ScrollX/ScrollY is set)
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// | TableBeginApplyRequests() - apply queued resizing/reordering/hiding requests
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// | - TableSetColumnWidth() - apply resizing width (for mouse resize, often requested by previous frame)
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// | - TableUpdateColumnsWeightFromWidth()- recompute columns weights (of stretch columns) from their respective width
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// - TableSetupColumn() user submit columns details (optional)
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// - TableSetupScrollFreeze() user submit scroll freeze information (optional)
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// - TableUpdateLayout() [Internal] automatically called by the FIRST call to TableNextRow() or TableHeadersRow(): lock all widths, columns positions, clipping rectangles
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// | TableSetupDrawChannels() - setup ImDrawList channels
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// | TableUpdateBorders() - detect hovering columns for resize, ahead of contents submission
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// | TableDrawContextMenu() - draw right-click context menu
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//-----------------------------------------------------------------------------
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// - TableHeadersRow() or TableHeader() user submit a headers row (optional)
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// | TableSortSpecsClickColumn() - when left-clicked: alter sort order and sort direction
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// | TableOpenContextMenu() - when right-clicked: trigger opening of the default context menu
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// - TableGetSortSpecs() user queries updated sort specs (optional, generally after submitting headers)
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// - TableNextRow() user begin into a new row (also automatically called by TableHeadersRow())
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// | TableEndRow() - finish existing row
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// | TableBeginRow() - add a new row
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// - TableSetColumnIndex() / TableNextColumn() user begin into a cell
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// | TableEndCell() - close existing column/cell
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// | TableBeginCell() - enter into current column/cell
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// - [...] user emit contents
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//-----------------------------------------------------------------------------
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// - EndTable() user ends the table
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// | TableDrawBorders() - draw outer borders, inner vertical borders
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// | TableMergeDrawChannels() - merge draw channels if clipping isn't required
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// | EndChild() - (if ScrollX/ScrollY is set)
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//-----------------------------------------------------------------------------
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#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
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#define _CRT_SECURE_NO_WARNINGS
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#endif
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@ -71,37 +104,7 @@ Index of this file:
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#endif
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//-----------------------------------------------------------------------------
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// [SECTION] Tables: BeginTable, EndTable, etc.
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//-----------------------------------------------------------------------------
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// Typical call flow: (root level is public API):
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// - BeginTable() user begin into a table
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// | BeginChild() - (if ScrollX/ScrollY is set)
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// | TableBeginApplyRequests() - apply queued resizing/reordering/hiding requests
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// | - TableSetColumnWidth() - apply resizing width (for mouse resize, often requested by previous frame)
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// | - TableUpdateColumnsWeightFromWidth()- recompute columns weights (of stretch columns) from their respective width
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// - TableSetupColumn() user submit columns details (optional)
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// - TableSetupScrollFreeze() user submit scroll freeze information (optional)
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// - TableUpdateLayout() [Internal] automatically called by the FIRST call to TableNextRow() or TableHeadersRow(): lock all widths, columns positions, clipping rectangles
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// | TableSetupDrawChannels() - setup ImDrawList channels
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// | TableUpdateBorders() - detect hovering columns for resize, ahead of contents submission
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// | TableDrawContextMenu() - draw right-click context menu
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//-----------------------------------------------------------------------------
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// - TableHeadersRow() or TableHeader() user submit a headers row (optional)
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// | TableSortSpecsClickColumn() - when left-clicked: alter sort order and sort direction
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// | TableOpenContextMenu() - when right-clicked: trigger opening of the default context menu
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// - TableGetSortSpecs() user queries updated sort specs (optional, generally after submitting headers)
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// - TableNextRow() user begin into a new row (also automatically called by TableHeadersRow())
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// | TableEndRow() - finish existing row
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// | TableBeginRow() - add a new row
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// - TableSetColumnIndex() / TableNextColumn() user begin into a cell
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// | TableEndCell() - close existing column/cell
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// | TableBeginCell() - enter into current column/cell
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// - [...] user emit contents
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//-----------------------------------------------------------------------------
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// - EndTable() user ends the table
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// | TableDrawBorders() - draw outer borders, inner vertical borders
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// | TableMergeDrawChannels() - merge draw channels if clipping isn't required
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// | EndChild() - (if ScrollX/ScrollY is set)
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// [SECTION] Tables: Main code
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//-----------------------------------------------------------------------------
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// Configuration
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@ -155,12 +158,6 @@ inline ImGuiTableFlags TableFixFlags(ImGuiTableFlags flags, ImGuiWindow* outer_w
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return flags;
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}
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ImGuiTable* ImGui::TableFindByID(ImGuiID id)
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{
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ImGuiContext& g = *GImGui;
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return g.Tables.GetByKey(id);
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}
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ImGuiTable::ImGuiTable()
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{
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memset(this, 0, sizeof(*this));
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@ -180,6 +177,12 @@ ImGuiTable::~ImGuiTable()
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IM_FREE(RawData);
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}
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ImGuiTable* ImGui::TableFindByID(ImGuiID id)
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{
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ImGuiContext& g = *GImGui;
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return g.Tables.GetByKey(id);
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}
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// (Read carefully because this is subtle but it does make sense!)
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// About 'outer_size', its meaning needs to differ slightly depending of if we are using ScrollX/ScrollY flags:
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// X:
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@ -212,37 +215,6 @@ bool ImGui::BeginTable(const char* str_id, int columns_count, ImGuiTableFlags
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return BeginTableEx(str_id, id, columns_count, flags, outer_size, inner_width);
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}
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// For reference, the average total _allocation count_ for a table is:
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// + 0 (for ImGuiTable instance, we are pooling allocations in g.Tables)
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// + 1 (for table->RawData allocated below)
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// + 1 (for table->ColumnsNames, if names are used)
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// + 1 (for table->Splitter._Channels)
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// + 2 * active_channels_count (for ImDrawCmd and ImDrawIdx buffers inside channels)
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// Where active_channels_count is variable but often == columns_count or columns_count + 1, see TableUpdateDrawChannels() for details.
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// Unused channels don't perform their +2 allocations.
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static void TableBeginInitMemory(ImGuiTable* table, int columns_count)
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{
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// Allocate single buffer for our arrays
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ImSpanAllocator<3> span_allocator;
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span_allocator.ReserveBytes(0, columns_count * sizeof(ImGuiTableColumn));
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span_allocator.ReserveBytes(1, columns_count * sizeof(ImS8));
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span_allocator.ReserveBytes(2, columns_count * sizeof(ImGuiTableCellData));
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table->RawData = IM_ALLOC(span_allocator.GetArenaSizeInBytes());
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span_allocator.SetArenaBasePtr(table->RawData);
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span_allocator.GetSpan(0, &table->Columns);
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span_allocator.GetSpan(1, &table->DisplayOrderToIndex);
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span_allocator.GetSpan(2, &table->RowCellData);
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memset(table->RowCellData.Data, 0, table->RowCellData.size_in_bytes());
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for (int n = 0; n < columns_count; n++)
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{
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ImGuiTableColumn* column = &table->Columns[n];
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*column = ImGuiTableColumn();
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column->DisplayOrder = table->DisplayOrderToIndex[n] = (ImS8)n;
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column->AutoFitQueue = column->CannotSkipItemsQueue = (1 << 3) - 1; // Fit for three frames
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}
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}
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bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImGuiTableFlags flags, const ImVec2& outer_size, float inner_width)
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{
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ImGuiContext& g = *GImGui;
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@ -460,6 +432,37 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
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return true;
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}
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// For reference, the average total _allocation count_ for a table is:
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// + 0 (for ImGuiTable instance, we are pooling allocations in g.Tables)
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// + 1 (for table->RawData allocated below)
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// + 1 (for table->ColumnsNames, if names are used)
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// + 1 (for table->Splitter._Channels)
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// + 2 * active_channels_count (for ImDrawCmd and ImDrawIdx buffers inside channels)
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// Where active_channels_count is variable but often == columns_count or columns_count + 1, see TableSetupDrawChannels() for details.
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// Unused channels don't perform their +2 allocations.
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void ImGui::TableBeginInitMemory(ImGuiTable* table, int columns_count)
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{
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// Allocate single buffer for our arrays
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ImSpanAllocator<3> span_allocator;
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span_allocator.ReserveBytes(0, columns_count * sizeof(ImGuiTableColumn));
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span_allocator.ReserveBytes(1, columns_count * sizeof(ImS8));
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span_allocator.ReserveBytes(2, columns_count * sizeof(ImGuiTableCellData));
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table->RawData = IM_ALLOC(span_allocator.GetArenaSizeInBytes());
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span_allocator.SetArenaBasePtr(table->RawData);
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span_allocator.GetSpan(0, &table->Columns);
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span_allocator.GetSpan(1, &table->DisplayOrderToIndex);
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span_allocator.GetSpan(2, &table->RowCellData);
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memset(table->RowCellData.Data, 0, table->RowCellData.size_in_bytes());
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for (int n = 0; n < columns_count; n++)
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{
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ImGuiTableColumn* column = &table->Columns[n];
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*column = ImGuiTableColumn();
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column->DisplayOrder = table->DisplayOrderToIndex[n] = (ImS8)n;
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column->AutoFitQueue = column->CannotSkipItemsQueue = (1 << 3) - 1; // Fit for three frames
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}
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}
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// Apply queued resizing/reordering/hiding requests
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void ImGui::TableBeginApplyRequests(ImGuiTable* table)
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{
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@ -571,7 +574,7 @@ static float TableGetMinColumnWidth()
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// FIXME-TABLE: Our width (and therefore our WorkRect) will be minimal in the first frame for WidthAutoResize
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// columns, increase feedback side-effect with widgets relying on WorkRect.Max.x. Maybe provide a default distribution
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// for WidthAutoResize columns?
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void ImGui::TableUpdateLayout(ImGuiTable* table)
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void ImGui::TableUpdateLayout(ImGuiTable* table)
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{
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ImGuiContext& g = *GImGui;
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IM_ASSERT(table->IsLayoutLocked == false);
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@ -982,7 +985,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
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// - Set table->HoveredColumnBorder with a short delay/timer to reduce feedback noise
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// - Submit ahead of table contents and header, use ImGuiButtonFlags_AllowItemOverlap to prioritize widgets
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// overlapping the same area.
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void ImGui::TableUpdateBorders(ImGuiTable* table)
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void ImGui::TableUpdateBorders(ImGuiTable* table)
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{
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ImGuiContext& g = *GImGui;
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IM_ASSERT(table->Flags & ImGuiTableFlags_Resizable);
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@ -1307,7 +1310,7 @@ void ImGui::TableSetColumnWidth(int column_n, float width)
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// - with ImGuiTableColumnFlags_WidthStretch, weight < 0 --> init weight == 1.0f
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// - with ImGuiTableColumnFlags_WidthStretch, weight >= 0 --> init weight == custom
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// Widths are specified _without_ CellPadding. So if you specify a width of 100.0f the column will be 100.0f+Padding*2.0f and you can fit a 100.0-wide item in it.
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void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, float init_width_or_weight, ImGuiID user_id)
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void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, float init_width_or_weight, ImGuiID user_id)
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{
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ImGuiContext& g = *GImGui;
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ImGuiTable* table = g.CurrentTable;
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@ -1367,6 +1370,7 @@ void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags,
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}
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}
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// [Public]
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void ImGui::TableSetupScrollFreeze(int columns, int rows)
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{
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ImGuiContext& g = *GImGui;
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@ -1383,8 +1387,8 @@ void ImGui::TableSetupScrollFreeze(int columns, int rows)
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table->IsUnfrozen = (table->FreezeRowsCount == 0); // Make sure this is set before TableUpdateLayout() so ImGuiListClipper can benefit from it.b
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}
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// Starts into the first cell of a new row
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void ImGui::TableNextRow(ImGuiTableRowFlags row_flags, float row_min_height)
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// [Public] Starts into the first cell of a new row
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void ImGui::TableNextRow(ImGuiTableRowFlags row_flags, float row_min_height)
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{
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ImGuiContext& g = *GImGui;
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ImGuiTable* table = g.CurrentTable;
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@ -1409,7 +1413,7 @@ void ImGui::TableNextRow(ImGuiTableRowFlags row_flags, float row_min_height)
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}
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// [Internal] Called by TableNextRow()!
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void ImGui::TableBeginRow(ImGuiTable* table)
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void ImGui::TableBeginRow(ImGuiTable* table)
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{
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ImGuiWindow* window = table->InnerWindow;
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IM_ASSERT(!table->IsInsideRow);
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@ -1442,7 +1446,7 @@ void ImGui::TableBeginRow(ImGuiTable* table)
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}
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// [Internal] Called by TableNextRow()!
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void ImGui::TableEndRow(ImGuiTable* table)
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void ImGui::TableEndRow(ImGuiTable* table)
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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@ -1576,7 +1580,7 @@ void ImGui::TableEndRow(ImGuiTable* table)
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// [Internal] Called by TableNextColumn()!
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// This is called very frequently, so we need to be mindful of unnecessary overhead.
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// FIXME-TABLE FIXME-OPT: Could probably shortcut some things for non-active or clipped columns.
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void ImGui::TableBeginCell(ImGuiTable* table, int column_n)
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void ImGui::TableBeginCell(ImGuiTable* table, int column_n)
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{
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ImGuiTableColumn* column = &table->Columns[column_n];
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ImGuiWindow* window = table->InnerWindow;
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@ -1620,7 +1624,7 @@ void ImGui::TableBeginCell(ImGuiTable* table, int column_n)
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}
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// [Internal] Called by TableNextRow()/TableNextColumn()!
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void ImGui::TableEndCell(ImGuiTable* table)
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void ImGui::TableEndCell(ImGuiTable* table)
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{
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ImGuiTableColumn* column = &table->Columns[table->CurrentColumn];
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ImGuiWindow* window = table->InnerWindow;
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@ -1640,8 +1644,8 @@ void ImGui::TableEndCell(ImGuiTable* table)
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table->RowTextBaseline = ImMax(table->RowTextBaseline, window->DC.PrevLineTextBaseOffset);
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}
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// Append into the next column/cell
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bool ImGui::TableNextColumn()
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// [Public] Append into the next column/cell
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bool ImGui::TableNextColumn()
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{
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ImGuiContext& g = *GImGui;
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ImGuiTable* table = g.CurrentTable;
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@ -1665,7 +1669,8 @@ bool ImGui::TableNextColumn()
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return (table->EnabledUnclippedMaskByIndex & ((ImU64)1 << column_n)) != 0;
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}
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bool ImGui::TableSetColumnIndex(int column_n)
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// [Public] Append into a specific column
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bool ImGui::TableSetColumnIndex(int column_n)
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{
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ImGuiContext& g = *GImGui;
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ImGuiTable* table = g.CurrentTable;
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@ -1691,7 +1696,7 @@ int ImGui::TableGetColumnCount()
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return table ? table->ColumnsCount : 0;
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}
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const char* ImGui::TableGetColumnName(int column_n)
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const char* ImGui::TableGetColumnName(int column_n)
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{
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ImGuiContext& g = *GImGui;
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ImGuiTable* table = g.CurrentTable;
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@ -1702,7 +1707,7 @@ const char* ImGui::TableGetColumnName(int column_n)
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return TableGetColumnName(table, column_n);
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}
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bool ImGui::TableGetColumnIsEnabled(int column_n)
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bool ImGui::TableGetColumnIsEnabled(int column_n)
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{
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ImGuiContext& g = *GImGui;
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ImGuiTable* table = g.CurrentTable;
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@ -1724,7 +1729,7 @@ void ImGui::TableSetColumnIsEnabled(int column_n, bool hidden)
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table->Columns[column_n].IsEnabledNextFrame = !hidden;
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}
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int ImGui::TableGetColumnIndex()
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int ImGui::TableGetColumnIndex()
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{
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ImGuiContext& g = *GImGui;
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ImGuiTable* table = g.CurrentTable;
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@ -1734,7 +1739,7 @@ int ImGui::TableGetColumnIndex()
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}
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// Note: for row coloring we use ->RowBgColorCounter which is the same value without counting header rows
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int ImGui::TableGetRowIndex()
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int ImGui::TableGetRowIndex()
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{
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ImGuiContext& g = *GImGui;
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ImGuiTable* table = g.CurrentTable;
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@ -1748,7 +1753,7 @@ int ImGui::TableGetRowIndex()
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// The only case where this is correct is if we provided a min_row_height to TableNextRow() and don't go below it.
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// - Important: if ImGuiTableFlags_PadOuterX is set but ImGuiTableFlags_PadInnerX is not set, the outer-most left and right
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// columns report a small offset so their CellBgRect can extend up to the outer border.
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ImRect ImGui::TableGetCellBgRect(const ImGuiTable* table, int column_n)
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ImRect ImGui::TableGetCellBgRect(const ImGuiTable* table, int column_n)
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{
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const ImGuiTableColumn* column = &table->Columns[column_n];
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float x1 = column->MinX;
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@ -1778,7 +1783,7 @@ ImGuiID ImGui::TableGetColumnResizeID(const ImGuiTable* table, int column_n, int
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// Disable clipping then auto-fit, will take 2 frames
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// (we don't take a shortcut for unclipped columns to reduce inconsistencies when e.g. resizing multiple columns)
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||||
void ImGui::TableSetColumnWidthAutoSingle(ImGuiTable* table, int column_n)
|
||||
void ImGui::TableSetColumnWidthAutoSingle(ImGuiTable* table, int column_n)
|
||||
{
|
||||
// Single auto width uses auto-fit
|
||||
ImGuiTableColumn* column = &table->Columns[column_n];
|
||||
@ -1790,7 +1795,7 @@ void ImGui::TableSetColumnWidthAutoSingle(ImGuiTable* table, int column_n)
|
||||
table->AutoFitSingleStretchColumn = (ImS8)column_n;
|
||||
}
|
||||
|
||||
void ImGui::TableSetColumnWidthAutoAll(ImGuiTable* table)
|
||||
void ImGui::TableSetColumnWidthAutoAll(ImGuiTable* table)
|
||||
{
|
||||
for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
|
||||
{
|
||||
@ -1860,11 +1865,11 @@ void ImGui::TableSetBgColor(ImGuiTableBgTarget bg_target, ImU32 color, int colum
|
||||
// - TablePushBackgroundChannel() [Internal]
|
||||
// - TablePopBackgroundChannel() [Internal]
|
||||
// - TableSetupDrawChannels() [Internal]
|
||||
// - TableReorderDrawChannelsForMerge() [Internal]
|
||||
// - TableMergeDrawChannels() [Internal]
|
||||
// - TableDrawBorders() [Internal]
|
||||
//-------------------------------------------------------------------------
|
||||
|
||||
void ImGui::TablePushBackgroundChannel()
|
||||
void ImGui::TablePushBackgroundChannel()
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiWindow* window = g.CurrentWindow;
|
||||
@ -1876,7 +1881,7 @@ void ImGui::TablePushBackgroundChannel()
|
||||
table->DrawSplitter.SetCurrentChannel(window->DrawList, table->Bg1DrawChannelCurrent);
|
||||
}
|
||||
|
||||
void ImGui::TablePopBackgroundChannel()
|
||||
void ImGui::TablePopBackgroundChannel()
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiWindow* window = g.CurrentWindow;
|
||||
@ -1964,7 +1969,7 @@ void ImGui::TableSetupDrawChannels(ImGuiTable* table)
|
||||
// Columns for which the draw channel(s) haven't been merged with other will use their own ImDrawCmd.
|
||||
//
|
||||
// This function is particularly tricky to understand.. take a breath.
|
||||
void ImGui::TableMergeDrawChannels(ImGuiTable* table)
|
||||
void ImGui::TableMergeDrawChannels(ImGuiTable* table)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImDrawListSplitter* splitter = &table->DrawSplitter;
|
||||
@ -2053,7 +2058,7 @@ void ImGui::TableMergeDrawChannels(ImGuiTable* table)
|
||||
// 2. Rewrite channel list in our preferred order
|
||||
if (merge_group_mask != 0)
|
||||
{
|
||||
// We skip channel 0 (Bg0) and 1 (Bg1 frozen) from the shuffling since they won't move - see channels allocation in TableUpdateDrawChannels().
|
||||
// We skip channel 0 (Bg0) and 1 (Bg1 frozen) from the shuffling since they won't move - see channels allocation in TableSetupDrawChannels().
|
||||
const int LEADING_DRAW_CHANNELS = 2;
|
||||
g.DrawChannelsTempMergeBuffer.resize(splitter->_Count - LEADING_DRAW_CHANNELS); // Use shared temporary storage so the allocation gets amortized
|
||||
ImDrawChannel* dst_tmp = g.DrawChannelsTempMergeBuffer.Data;
|
||||
@ -2415,7 +2420,7 @@ void ImGui::TableSortSpecsBuild(ImGuiTable* table)
|
||||
// The intent is that advanced users willing to create customized headers would not need to use this helper
|
||||
// and can create their own! For example: TableHeader() may be preceeded by Checkbox() or other custom widgets.
|
||||
// See 'Demo->Tables->Custom headers' for a demonstration of implementing a custom version of this.
|
||||
void ImGui::TableHeadersRow()
|
||||
void ImGui::TableHeadersRow()
|
||||
{
|
||||
ImGuiStyle& style = ImGui::GetStyle();
|
||||
|
||||
@ -2480,7 +2485,7 @@ void ImGui::TableHeadersRow()
|
||||
// We cpu-clip text here so that all columns headers can be merged into a same draw call.
|
||||
// Note that because of how we cpu-clip and display sorting indicators, you _cannot_ use SameLine() after a TableHeader()
|
||||
// FIXME-TABLE: Style confusion between CellPadding.y and FramePadding.y
|
||||
void ImGui::TableHeader(const char* label)
|
||||
void ImGui::TableHeader(const char* label)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiWindow* window = g.CurrentWindow;
|
||||
@ -2626,7 +2631,7 @@ void ImGui::TableHeader(const char* label)
|
||||
//-------------------------------------------------------------------------
|
||||
|
||||
// Use -1 to open menu not specific to a given column.
|
||||
void ImGui::TableOpenContextMenu(int column_n)
|
||||
void ImGui::TableOpenContextMenu(int column_n)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiTable* table = g.CurrentTable;
|
||||
@ -2647,7 +2652,7 @@ void ImGui::TableOpenContextMenu(int column_n)
|
||||
|
||||
// Output context menu into current window (generally a popup)
|
||||
// FIXME-TABLE: Ideally this should be writable by the user. Full programmatic access to that data?
|
||||
void ImGui::TableDrawContextMenu(ImGuiTable* table)
|
||||
void ImGui::TableDrawContextMenu(ImGuiTable* table)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiWindow* window = g.CurrentWindow;
|
||||
@ -3028,7 +3033,7 @@ static void TableSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandle
|
||||
}
|
||||
}
|
||||
|
||||
void ImGui::TableSettingsInstallHandler(ImGuiContext* context)
|
||||
void ImGui::TableSettingsInstallHandler(ImGuiContext* context)
|
||||
{
|
||||
ImGuiContext& g = *context;
|
||||
ImGuiSettingsHandler ini_handler;
|
||||
@ -3051,7 +3056,7 @@ void ImGui::TableSettingsInstallHandler(ImGuiContext* context)
|
||||
//-------------------------------------------------------------------------
|
||||
|
||||
// Remove Table (currently only used by TestEngine)
|
||||
void ImGui::TableRemove(ImGuiTable* table)
|
||||
void ImGui::TableRemove(ImGuiTable* table)
|
||||
{
|
||||
//IMGUI_DEBUG_LOG("TableRemove() id=0x%08X\n", table->ID);
|
||||
ImGuiContext& g = *GImGui;
|
||||
@ -3063,7 +3068,7 @@ void ImGui::TableRemove(ImGuiTable* table)
|
||||
}
|
||||
|
||||
// Free up/compact internal Table buffers for when it gets unused
|
||||
void ImGui::TableGcCompactTransientBuffers(ImGuiTable* table)
|
||||
void ImGui::TableGcCompactTransientBuffers(ImGuiTable* table)
|
||||
{
|
||||
//IMGUI_DEBUG_LOG("TableGcCompactTransientBuffers() id=0x%08X\n", table->ID);
|
||||
ImGuiContext& g = *GImGui;
|
||||
@ -3620,7 +3625,6 @@ void ImGui::Columns(int columns_count, const char* id, bool border)
|
||||
BeginColumns(id, columns_count, flags);
|
||||
}
|
||||
|
||||
|
||||
//-------------------------------------------------------------------------
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
|
Loading…
Reference in New Issue
Block a user