Tables: added internal TableSetColumnEnabled() helper. Comments.

This commit is contained in:
ocornut 2021-02-01 17:35:29 +01:00
parent 4dec436161
commit 9d576a96a5
5 changed files with 24 additions and 6 deletions

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@ -153,7 +153,8 @@ Some solutions:
1. Reduce glyphs ranges by calculating them from source localization data. 1. Reduce glyphs ranges by calculating them from source localization data.
You can use the `ImFontGlyphRangesBuilder` for this purpose, this will be the biggest win! You can use the `ImFontGlyphRangesBuilder` for this purpose, this will be the biggest win!
2. You may reduce oversampling, e.g. `font_config.OversampleH = font_config.OversampleV = 1`, this will largely reduce your texture size. 2. You may reduce oversampling, e.g. `font_config.OversampleH = 2`, this will largely reduce your texture size.
Note that while OversampleH = 2 looks visibly very close to 3 in most situations, with OversampleH = 1 the quality drop will be noticeable.
3. Set `io.Fonts.TexDesiredWidth` to specify a texture width to minimize texture height (see comment in `ImFontAtlas::Build()` function). 3. Set `io.Fonts.TexDesiredWidth` to specify a texture width to minimize texture height (see comment in `ImFontAtlas::Build()` function).
4. Set `io.Fonts.Flags |= ImFontAtlasFlags_NoPowerOfTwoHeight;` to disable rounding the texture height to the next power of two. 4. Set `io.Fonts.Flags |= ImFontAtlasFlags_NoPowerOfTwoHeight;` to disable rounding the texture height to the next power of two.
5. Read about oversampling [here](https://github.com/nothings/stb/blob/master/tests/oversample). 5. Read about oversampling [here](https://github.com/nothings/stb/blob/master/tests/oversample).

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@ -194,15 +194,16 @@ See [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors) page.
Sponsors Sponsors
-------- --------
Ongoing Dear ImGui development is financially supported by users and private sponsors, recently: Ongoing Dear ImGui development is currently financially supported by users and private sponsors:
*Platinum-chocolate sponsors* *Platinum-chocolate sponsors*
- [Blizzard](https://careers.blizzard.com/en-us/openings/engineering/all/all/all/1), [Google](https://github.com/google/filament), [Nvidia](https://developer.nvidia.com/nvidia-omniverse), [Ubisoft](https://montreal.ubisoft.com/en/ubisoft-sponsors-user-interface-library-for-c-dear-imgui/) - [Blizzard](https://careers.blizzard.com/en-us/openings/engineering/all/all/all/1), [Google](https://github.com/google/filament), [Nvidia](https://developer.nvidia.com/nvidia-omniverse), [Ubisoft](https://montreal.ubisoft.com/en/ubisoft-sponsors-user-interface-library-for-c-dear-imgui/)
*Double-chocolate and Salty caramel sponsors* *Double-chocolate and Salty caramel sponsors*
- [Activision](https://careers.activision.com/c/programmingsoftware-engineering-jobs), [Arkane Studios](https://www.arkane-studios.com), [Dotemu](http://www.dotemu.com), [Framefield](http://framefield.com), [Grinding Gear Games](https://www.grindinggear.com), [Hexagon](https://hexagonxalt.com/the-technology/xalt-visualization), [Kylotonn](https://www.kylotonn.com), [Media Molecule](http://www.mediamolecule.com), [Mesh Consultants](https://www.meshconsultants.ca), [Mobigame](http://www.mobigame.net), [Nadeo](https://www.nadeo.com), [Next Level Games](https://www.nextlevelgames.com), [RAD Game Tools](http://www.radgametools.com/), [Supercell](http://www.supercell.com), [Remedy Entertainment](https://www.remedygames.com/), [Unit 2 Games](https://unit2games.com/) - [Activision](https://careers.activision.com/c/programmingsoftware-engineering-jobs), [Aras Pranckevičius](https://aras-p.info), [Arkane Studios](https://www.arkane-studios.com), [Framefield](http://framefield.com), [Grinding Gear Games](https://www.grindinggear.com), [Kylotonn](https://www.kylotonn.com), [Next Level Games](https://www.nextlevelgames.com), [RAD Game Tools](http://www.radgametools.com/), [Supercell](http://www.supercell.com)
From November 2014 to December 2019, ongoing development has also been financially supported by its users on Patreon and through individual donations. Please see [detailed list of Dear ImGui supporters](https://github.com/ocornut/imgui/wiki/Sponsors). Please see [detailed list of Dear ImGui supporters](https://github.com/ocornut/imgui/wiki/Sponsors) for past sponsors.
From November 2014 to December 2019, ongoing development has also been financially supported by its users on Patreon and through individual donations.
**THANK YOU to all past and present supporters for helping to keep this project alive and thriving!** **THANK YOU to all past and present supporters for helping to keep this project alive and thriving!**

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@ -2480,8 +2480,8 @@ struct ImFontConfig
bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself). bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself).
int FontNo; // 0 // Index of font within TTF/OTF file int FontNo; // 0 // Index of font within TTF/OTF file
float SizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height). float SizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height).
int OversampleH; // 3 // Rasterize at higher quality for sub-pixel positioning. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details. int OversampleH; // 3 // Rasterize at higher quality for sub-pixel positioning. Note the difference between 2 and 3 is minimal so you can reduce this to 2 to save memory. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details.
int OversampleV; // 1 // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis. int OversampleV; // 1 // Rasterize at higher quality for sub-pixel positioning. This is not really useful as we don't use sub-pixel positions on the Y axis.
bool PixelSnapH; // false // Align every glyph to pixel boundary. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1. bool PixelSnapH; // false // Align every glyph to pixel boundary. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1.
ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now. ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now.
ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input. ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input.

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@ -2318,6 +2318,7 @@ namespace ImGui
// Tables: Candidates for public API // Tables: Candidates for public API
IMGUI_API void TableOpenContextMenu(int column_n = -1); IMGUI_API void TableOpenContextMenu(int column_n = -1);
IMGUI_API void TableSetColumnEnabled(int column_n, bool enabled);
IMGUI_API void TableSetColumnWidth(int column_n, float width); IMGUI_API void TableSetColumnWidth(int column_n, float width);
IMGUI_API void TableSetColumnSortDirection(int column_n, ImGuiSortDirection sort_direction, bool append_to_sort_specs); IMGUI_API void TableSetColumnSortDirection(int column_n, ImGuiSortDirection sort_direction, bool append_to_sort_specs);
IMGUI_API int TableGetHoveredColumn(); // May use (TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered) instead. Return hovered column. return -1 when table is not hovered. return columns_count if the unused space at the right of visible columns is hovered. IMGUI_API int TableGetHoveredColumn(); // May use (TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered) instead. Return hovered column. return -1 when table is not hovered. return columns_count if the unused space at the right of visible columns is hovered.

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@ -1460,6 +1460,21 @@ const char* ImGui::TableGetColumnName(const ImGuiTable* table, int column_n)
return &table->ColumnsNames.Buf[column->NameOffset]; return &table->ColumnsNames.Buf[column->NameOffset];
} }
// For the getter you can use (TableGetColumnFlags() & ImGuiTableColumnFlags_IsEnabled)
void ImGui::TableSetColumnEnabled(int column_n, bool enabled)
{
ImGuiContext& g = *GImGui;
ImGuiTable* table = g.CurrentTable;
IM_ASSERT(table != NULL);
if (!table)
return;
if (column_n < 0)
column_n = table->CurrentColumn;
IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount);
ImGuiTableColumn* column = &table->Columns[column_n];
column->IsEnabledNextFrame = enabled;
}
// We allow querying for an extra column in order to poll the IsHovered state of the right-most section // We allow querying for an extra column in order to poll the IsHovered state of the right-most section
ImGuiTableColumnFlags ImGui::TableGetColumnFlags(int column_n) ImGuiTableColumnFlags ImGui::TableGetColumnFlags(int column_n)
{ {