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Tables: Disable initial output prior to NextRow call to avoid misleading users.
Fixed some inconsistency with BeginTable/EndTable without row. Move some of the TableBegin() code in TableBeginUpdateColumns(). Allow to submit multiple header lines.
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@ -2183,7 +2183,7 @@ namespace ImGui
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//IMGUI_API int GetTableLineNo();
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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 TableBeginInitVisibility(ImGuiTable* table);
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IMGUI_API void TableBeginUpdateColumns(ImGuiTable* table);
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IMGUI_API void TableUpdateDrawChannels(ImGuiTable* table);
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IMGUI_API void TableUpdateLayout(ImGuiTable* table);
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IMGUI_API void TableUpdateBorders(ImGuiTable* table);
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@ -64,7 +64,7 @@
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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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// - TableBeginInitVisibility() - lock columns visibility
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// - TableBeginUpdateColumns() - apply resize/order requests, lock columns active state, order
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// - TableSetupColumn() user submit columns details (optional)
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// - TableAutoHeaders() or TableHeader() user submit a headers row (optional)
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// - TableSortSpecsClickColumn()
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@ -306,8 +306,26 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
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if (table->IsFirstFrame || table->IsSettingsRequestLoad)
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TableLoadSettings(table);
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// Grab a copy of window fields we will modify
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table->BackupSkipItems = inner_window->SkipItems;
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table->BackupWorkRect = inner_window->WorkRect;
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table->BackupCursorMaxPos = inner_window->DC.CursorMaxPos;
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// Disable output until user calls TableNextRow() or TableNextCell() leading to the TableUpdateLayout() call..
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// This is not strictly necessary but will reduce cases were misleading "out of table" output will be confusing to the user.
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// Because we cannot safely assert in EndTable() when no rows have been created, this seems like our best option.
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inner_window->SkipItems = true;
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// Update/lock which columns will be Active for the frame
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TableBeginUpdateColumns(table);
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return true;
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}
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void ImGui::TableBeginUpdateColumns(ImGuiTable* table)
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{
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// Handle resizing request
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// (We process this at the first beginning of the frame)
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// (We process this at the first TableBegin of the frame)
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// FIXME-TABLE: Preserve contents width _while resizing down_ until releasing.
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// FIXME-TABLE: Contains columns if our work area doesn't allow for scrolling.
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if (table->InstanceNo == 0)
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@ -341,29 +359,12 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
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// Handle display order reset request
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if (table->IsResetDisplayOrderRequest)
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{
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for (int n = 0; n < columns_count; n++)
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for (int n = 0; n < table->ColumnsCount; n++)
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table->DisplayOrder[n] = table->Columns[n].IndexDisplayOrder = (ImU8)n;
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table->IsResetDisplayOrderRequest = false;
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table->IsSettingsDirty = true;
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}
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TableBeginInitVisibility(table);
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// Grab a copy of window fields we will modify
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table->BackupSkipItems = inner_window->SkipItems;
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table->BackupWorkRect = inner_window->WorkRect;
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table->BackupCursorMaxPos = inner_window->DC.CursorMaxPos;
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if (flags & ImGuiTableFlags_NoClipX)
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table->DrawSplitter.SetCurrentChannel(inner_window->DrawList, 1);
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else
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inner_window->DrawList->PushClipRect(inner_window->ClipRect.Min, inner_window->ClipRect.Max, false);
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return true;
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}
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void ImGui::TableBeginInitVisibility(ImGuiTable* table)
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{
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// Setup and lock Active state and order
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table->ColumnsActiveCount = 0;
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table->IsDefaultDisplayOrder = true;
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@ -706,7 +707,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
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column->ClipRect.Max.x = column->MaxX;// -1.0f;
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column->ClipRect.Max.y = FLT_MAX;
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column->ClipRect.ClipWithFull(host_clip_rect);
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column->IsClipped = (column->ClipRect.Max.x <= column->ClipRect.Min.x) && (column->AutoFitQueue & 1) == 0 && (column->CannotSkipItemsQueue & 1) == 0;
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if (column->IsClipped)
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{
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@ -776,6 +777,13 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
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table->IsContextPopupOpen = false;
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}
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}
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// Initial state
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ImGuiWindow* inner_window = table->InnerWindow;
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if (table->Flags & ImGuiTableFlags_NoClipX)
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table->DrawSplitter.SetCurrentChannel(inner_window->DrawList, 1);
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else
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inner_window->DrawList->PushClipRect(inner_window->ClipRect.Min, inner_window->ClipRect.Max, false);
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}
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// Process interaction on resizing borders. Actual size change will be applied in EndTable()
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@ -847,6 +855,15 @@ void ImGui::EndTable()
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ImGuiTable* table = g.CurrentTable;
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IM_ASSERT(table != NULL && "Only call EndTable() is BeginTable() returns true!");
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// This assert would be very useful to catch a common error... unfortunately it would probably trigger in some cases,
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// and for consistency user may sometimes output empty tables (and still benefit from e.g. outer border)
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//IM_ASSERT(table->IsLayoutLocked && "Table unused: never called TableNextRow(), is that the intent?");
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// If the user never got to call TableNextRow() or TableNextCell(), we call layout ourselves to ensure all our
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// code paths are consistent (instead of just hoping that TableBegin/TableEnd will work), get borders drawn, etc.
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if (!table->IsLayoutLocked)
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TableUpdateLayout(table);
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const ImGuiTableFlags flags = table->Flags;
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ImGuiWindow* inner_window = table->InnerWindow;
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ImGuiWindow* outer_window = table->OuterWindow;
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@ -1664,7 +1681,7 @@ const char* ImGui::TableGetColumnName(ImGuiTable* table, int column_no)
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void ImGui::TableSetColumnAutofit(ImGuiTable* table, int column_no)
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{
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// Disable clipping then auto-fit, will take 2 frames
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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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ImGuiTableColumn* column = &table->Columns[column_no];
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column->CannotSkipItemsQueue = (1 << 0);
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@ -1759,23 +1776,23 @@ void ImGui::TableDrawContextMenu(ImGuiTable* table, int selected_column_n)
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}
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// This is a helper to output TableHeader() calls based on the column names declared in TableSetupColumn().
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// The intent is that advanced users would not need to use this helper and may create their own.
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// The intent is that advanced users willing to create customized headers would not need to use this helper and may create their own.
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// However presently this function uses too many internal structures/calls.
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void ImGui::TableAutoHeaders()
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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if (window->SkipItems)
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return;
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ImGuiTable* table = g.CurrentTable;
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IM_ASSERT(table != NULL && "Need to call TableAutoHeaders() after BeginTable()!");
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IM_ASSERT(table->CurrentRow == -1);
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int open_context_popup = INT_MAX;
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TableNextRow(ImGuiTableRowFlags_Headers, GetTextLineHeight());
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if (window->SkipItems)
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return;
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// This for loop is constructed to not make use of internal functions,
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// as this is intended to be a base template to copy and build from.
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TableNextRow(ImGuiTableRowFlags_Headers, GetTextLineHeight());
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int open_context_popup = INT_MAX;
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const int columns_count = table->ColumnsCount;
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for (int column_n = 0; column_n < columns_count; column_n++)
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{
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@ -1788,7 +1805,7 @@ void ImGui::TableAutoHeaders()
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#if 0
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if (column_n < 2)
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{
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static bool b[10] = {};
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static bool b[2] = {};
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PushID(column_n);
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PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0));
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Checkbox("##", &b[column_n]);
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@ -1801,7 +1818,8 @@ void ImGui::TableAutoHeaders()
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// [DEBUG]
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//if (g.IO.KeyCtrl) { static char buf[32]; name = buf; ImGuiTableColumn* c = &table->Columns[column_n]; if (c->Flags & ImGuiTableColumnFlags_WidthStretch) ImFormatString(buf, 32, "%.3f>%.1f", c->ResizeWeight, c->WidthGiven); else ImFormatString(buf, 32, "%.1f", c->WidthGiven); }
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PushID(table->InstanceNo * table->ColumnsCount + column_n); // Allow unnamed labels (generally accidental, but let's behave nicely with them)
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// Push an id to allow unnamed labels (generally accidental, but let's behave nicely with them)
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PushID(table->InstanceNo * table->ColumnsCount + column_n);
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TableHeader(name);
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PopID();
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@ -1811,15 +1829,19 @@ void ImGui::TableAutoHeaders()
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}
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// FIXME-TABLE: This is not user-land code any more...
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// FIXME-TABLE: Need to explain why this is here!
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window->SkipItems = table->BackupSkipItems;
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// Allow opening popup from the right-most section after the last column
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// FIXME-TABLE: This is not user-land code any more... perhaps instead we should expose hovered column.
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// and allow some sort of row-centric IsItemHovered() for full flexibility?
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const float unused_x1 = (table->RightMostActiveColumn != -1) ? table->Columns[table->RightMostActiveColumn].MaxX : table->WorkRect.Min.x;
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float unused_x1 = table->WorkRect.Min.x;
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if (table->RightMostActiveColumn != -1)
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unused_x1 = ImMax(unused_x1, table->Columns[table->RightMostActiveColumn].MaxX);
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if (unused_x1 < table->WorkRect.Max.x)
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{
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// FIXME: We inherit ClipRect/SkipItem from last submitted column (active or not), let's override
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// FIXME: We inherit ClipRect/SkipItem from last submitted column (active or not), let's temporarily override it.
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// Because we don't perform any rendering here we just overwrite window->ClipRect used by logic.
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window->ClipRect = table->InnerClipRect;
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ImVec2 backup_cursor_max_pos = window->DC.CursorMaxPos;
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@ -1839,7 +1861,7 @@ void ImGui::TableAutoHeaders()
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window->ClipRect = window->DrawList->_ClipRectStack.back();
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}
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// Context Menu
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// Open Context Menu
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if (open_context_popup != INT_MAX)
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if (table->Flags & (ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable))
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{
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