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Tables: Lock contents width while resizing down an horizontal scrolling table. Headers declare ideal width regardless of clipping. Misc comments.
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6
imgui.h
6
imgui.h
@ -60,7 +60,7 @@ Index of this file:
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// Version
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// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
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#define IMGUI_VERSION "1.80 WIP"
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#define IMGUI_VERSION_NUM 17906
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#define IMGUI_VERSION_NUM 17907
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#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
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#define IMGUI_HAS_TABLE
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@ -1037,8 +1037,8 @@ enum ImGuiTabItemFlags_
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// When ScrollX is off:
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// - Table defaults to ImGuiTableFlags_ColumnsWidthStretch -> all Columns defaults to ImGuiTableColumnFlags_WidthStretch.
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// - Columns sizing policy allowed: Stretch (default) or Fixed/Auto.
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// - Stretch Columns will share the width available in table.
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// - Fixed Columns will generally obtain their requested width unless the Table cannot fit them all.
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// - Fixed Columns will generally obtain their requested width (unless the Table cannot fit them all).
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// - Stretch Columns will share the remaining width.
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// When ScrollX is on:
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// - Table defaults to ImGuiTableFlags_ColumnsWidthFixed -> all Columns defaults to ImGuiTableColumnFlags_WidthFixed.
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// - Columns sizing policy allowed: Fixed/Auto mostly!
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@ -2012,6 +2012,7 @@ struct ImGuiTable
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float ColumnsTotalWidth; // Sum of current column width
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float ColumnsAutoFitWidth; // Sum of ideal column width in order nothing to be clipped, used for auto-fitting and content width submission in outer window
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float ResizedColumnNextWidth;
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float ResizeLockMinContentsX2; // Lock minimum contents width while resizing down in order to not create feedback loops. But we allow growing the table.
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float RefScale; // Reference scale to be able to rescale columns on font/dpi changes.
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ImRect OuterRect; // Note: OuterRect.Max.y is often FLT_MAX until EndTable(), unless a height has been specified in BeginTable().
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ImRect WorkRect;
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@ -492,8 +492,7 @@ void ImGui::TableBeginApplyRequests(ImGuiTable* table)
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{
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// Handle resizing request
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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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// FIXME-TABLE: Contains columns if our work area doesn't allow for scrolling?
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if (table->InstanceCurrent == 0)
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{
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if (table->ResizedColumn != -1 && table->ResizedColumnNextWidth != FLT_MAX)
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@ -691,6 +690,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
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if ((table->Flags & ImGuiTableFlags_Sortable) && table->SortSpecsCount == 0 && !(table->Flags & ImGuiTableFlags_SortTristate))
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table->IsSortSpecsDirty = true;
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table->RightMostEnabledColumn = (ImGuiTableColumnIdx)last_visible_column_idx;
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IM_ASSERT(table->RightMostEnabledColumn >= 0);
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// [Part 2] Disable child window clipping while fitting columns. This is not strictly necessary but makes it possible
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// to avoid the column fitting to wait until the first visible frame of the child container (may or not be a good thing).
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@ -1014,9 +1014,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
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// because of using _WidthAutoResize/_WidthStretch). This will hide the resizing option from the context menu.
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if (is_hovering_table && table->HoveredColumnBody == -1)
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{
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float unused_x1 = table->WorkRect.Min.x;
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if (table->RightMostEnabledColumn != -1)
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unused_x1 = ImMax(unused_x1, table->Columns[table->RightMostEnabledColumn].ClipRect.Max.x);
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float unused_x1 = ImMax(table->WorkRect.Min.x, table->Columns[table->RightMostEnabledColumn].ClipRect.Max.x);
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if (g.IO.MousePos.x >= unused_x1)
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table->HoveredColumnBody = (ImGuiTableColumnIdx)table->ColumnsCount;
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}
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@ -1109,6 +1107,8 @@ void ImGui::TableUpdateBorders(ImGuiTable* table)
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}
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if (held)
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{
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if (table->LastResizedColumn == -1)
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table->ResizeLockMinContentsX2 = table->RightMostEnabledColumn != -1 ? table->Columns[table->RightMostEnabledColumn].MaxX : -FLT_MAX;
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table->ResizedColumn = (ImGuiTableColumnIdx)column_n;
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table->InstanceInteracted = table->InstanceCurrent;
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}
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@ -1182,6 +1182,8 @@ void ImGui::EndTable()
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float max_pos_x = backup_inner_max_pos_x;
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if (table->RightMostEnabledColumn != -1)
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max_pos_x = ImMax(max_pos_x, table->Columns[table->RightMostEnabledColumn].MaxX);
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if (table->ResizedColumn != -1)
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max_pos_x = ImMax(max_pos_x, table->ResizeLockMinContentsX2);
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#if 0
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// Strip out dummy channel draw calls
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@ -1861,7 +1863,12 @@ void ImGui::TableSetColumnWidth(int column_n, float width)
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ImGuiTableColumn* column_1 = (column_0->NextEnabledColumn != -1) ? &table->Columns[column_0->NextEnabledColumn] : NULL;
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// In this surprisingly not simple because of how we support mixing Fixed and Stretch columns.
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// In this surprisingly not simple because of how we support mixing Fixed and multiple Stretch columns.
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// - All fixed: easy.
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// - All stretch: easy.
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// - One or more fixed + one stretch: easy.
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// - One or more fixed + more than one stretch: A MESS
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// When forwarding resize from Wn| to Fn+1| we need to be considerate of the _NoResize flag on Fn+1.
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// FIXME-TABLE: Find a way to rewrite all of this so interactions feel more consistent for the user.
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// Scenarios:
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@ -2638,6 +2645,26 @@ void ImGui::TableHeader(const char* label)
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ImRect cell_r = TableGetCellBgRect(table, column_n);
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float label_height = ImMax(label_size.y, table->RowMinHeight - table->CellPaddingY * 2.0f);
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// Calculate ideal size for sort order arrow
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float w_arrow = 0.0f;
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float w_sort_text = 0.0f;
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char sort_order_suf[4] = "";
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const float ARROW_SCALE = 0.65f;
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if ((table->Flags & ImGuiTableFlags_Sortable) && !(column->Flags & ImGuiTableColumnFlags_NoSort))
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{
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w_arrow = ImFloor(g.FontSize * ARROW_SCALE + g.Style.FramePadding.x);// table->CellPadding.x);
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if (column->SortOrder > 0)
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{
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ImFormatString(sort_order_suf, IM_ARRAYSIZE(sort_order_suf), "%d", column->SortOrder + 1);
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w_sort_text = g.Style.ItemInnerSpacing.x + CalcTextSize(sort_order_suf).x;
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}
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}
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// We feed our unclipped width to the column without writing on CursorMaxPos, so that column is still considering for merging.
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float max_pos_x = label_pos.x + label_size.x + w_sort_text + w_arrow;
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column->ContentMaxXHeadersUsed = ImMax(column->ContentMaxXHeadersUsed, column->WorkMaxX);
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column->ContentMaxXHeadersIdeal = ImMax(column->ContentMaxXHeadersIdeal, max_pos_x);
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// Keep header highlighted when context menu is open.
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const bool selected = (table->IsContextPopupOpen && table->ContextPopupColumn == column_n && table->InstanceInteracted == table->InstanceCurrent);
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ImGuiID id = window->GetID(label);
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@ -2692,28 +2719,13 @@ void ImGui::TableHeader(const char* label)
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}
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// Sort order arrow
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float w_arrow = 0.0f;
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float w_sort_text = 0.0f;
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float ellipsis_max = cell_r.Max.x;
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const float ellipsis_max = cell_r.Max.x - w_arrow - w_sort_text;
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if ((table->Flags & ImGuiTableFlags_Sortable) && !(column->Flags & ImGuiTableColumnFlags_NoSort))
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{
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const float ARROW_SCALE = 0.65f;
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w_arrow = ImFloor(g.FontSize * ARROW_SCALE + g.Style.FramePadding.x);// table->CellPadding.x);
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if (column->SortOrder != -1)
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{
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char sort_order_suf[8];
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w_sort_text = 0.0f;
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if (column->SortOrder > 0)
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{
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ImFormatString(sort_order_suf, IM_ARRAYSIZE(sort_order_suf), "%d", column->SortOrder + 1);
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w_sort_text = g.Style.ItemInnerSpacing.x + CalcTextSize(sort_order_suf).x;
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}
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float x = ImMax(cell_r.Min.x, cell_r.Max.x - w_arrow - w_sort_text);
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ellipsis_max -= w_arrow + w_sort_text;
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float y = label_pos.y;
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ImU32 col = GetColorU32(ImGuiCol_Text);
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if (column->SortOrder > 0)
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{
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PushStyleColor(ImGuiCol_Text, GetColorU32(ImGuiCol_Text, 0.70f));
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@ -2721,7 +2733,7 @@ void ImGui::TableHeader(const char* label)
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PopStyleColor();
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x += w_sort_text;
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}
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RenderArrow(window->DrawList, ImVec2(x, y), col, column->SortDirection == ImGuiSortDirection_Ascending ? ImGuiDir_Up : ImGuiDir_Down, ARROW_SCALE);
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RenderArrow(window->DrawList, ImVec2(x, y), GetColorU32(ImGuiCol_Text), column->SortDirection == ImGuiSortDirection_Ascending ? ImGuiDir_Up : ImGuiDir_Down, ARROW_SCALE);
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}
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// Handle clicking on column header to adjust Sort Order
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@ -2741,11 +2753,6 @@ void ImGui::TableHeader(const char* label)
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if (text_clipped && hovered && g.HoveredIdNotActiveTimer > g.TooltipSlowDelay)
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SetTooltip("%.*s", (int)(label_end - label), label);
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// We feed our unclipped width to the column without writing on CursorMaxPos, so that column is still considering for merging.
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float max_pos_x = label_pos.x + label_size.x + w_sort_text + w_arrow;
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column->ContentMaxXHeadersUsed = ImMax(column->ContentMaxXHeadersUsed, column->WorkMaxX);
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column->ContentMaxXHeadersIdeal = ImMax(column->ContentMaxXHeadersIdeal, max_pos_x);
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// We don't use BeginPopupContextItem() because we want the popup to stay up even after the column is hidden
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if (IsMouseReleased(1) && IsItemHovered())
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TableOpenContextMenu(column_n);
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