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65
imgui.cpp
65
imgui.cpp
@ -10862,6 +10862,7 @@ float ImGui::GetColumnOffset(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 = columns->Current;
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column_index = columns->Current;
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IM_ASSERT(column_index < columns->Columns.Size);
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/*
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/*
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if (g.ActiveId)
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if (g.ActiveId)
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@ -10873,7 +10874,6 @@ float ImGui::GetColumnOffset(int column_index)
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}
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}
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*/
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*/
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IM_ASSERT(column_index < columns->Columns.Size);
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const float t = columns->Columns[column_index].OffsetNorm;
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const float t = columns->Columns[column_index].OffsetNorm;
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const float x_offset = ImLerp(columns->MinX, columns->MaxX, t);
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const float x_offset = ImLerp(columns->MinX, columns->MaxX, t);
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return x_offset;
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return x_offset;
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@ -10888,7 +10888,6 @@ void ImGui::SetColumnOffset(int column_index, float offset)
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if (column_index < 0)
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if (column_index < 0)
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column_index = columns->Current;
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column_index = columns->Current;
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IM_ASSERT(column_index < columns->Columns.Size);
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IM_ASSERT(column_index < columns->Columns.Size);
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const bool preserve_width = !(columns->Flags & ImGuiColumnsFlags_NoPreserveWidths) && (column_index < columns->Count-1);
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const bool preserve_width = !(columns->Flags & ImGuiColumnsFlags_NoPreserveWidths) && (column_index < columns->Count-1);
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@ -10896,11 +10895,7 @@ void ImGui::SetColumnOffset(int column_index, float offset)
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if (!(columns->Flags & ImGuiColumnsFlags_NoForceWithinWindow))
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if (!(columns->Flags & ImGuiColumnsFlags_NoForceWithinWindow))
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offset = ImMin(offset, columns->MaxX - g.Style.ColumnsMinSpacing * (columns->Count - column_index));
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offset = ImMin(offset, columns->MaxX - g.Style.ColumnsMinSpacing * (columns->Count - column_index));
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const float offset_norm = PixelsToOffsetNorm(columns, offset);
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columns->Columns[column_index].OffsetNorm = PixelsToOffsetNorm(columns, offset);
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const ImGuiID column_id = columns->ID + ImGuiID(column_index);
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window->DC.StateStorage->SetFloat(column_id, offset_norm);
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columns->Columns[column_index].OffsetNorm = offset_norm;
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if (preserve_width)
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if (preserve_width)
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SetColumnOffset(column_index + 1, offset + ImMax(g.Style.ColumnsMinSpacing, width));
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SetColumnOffset(column_index + 1, offset + ImMax(g.Style.ColumnsMinSpacing, width));
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@ -10964,15 +10959,15 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlag
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ImGuiID id = window->GetID(str_id ? str_id : "columns");
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ImGuiID id = window->GetID(str_id ? str_id : "columns");
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PopID();
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PopID();
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// Acquire storage for the columns set
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ImGuiColumnsSet* columns = FindOrAddColumnsSet(window, id);
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ImGuiColumnsSet* columns = FindOrAddColumnsSet(window, id);
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IM_ASSERT(columns->ID == id);
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IM_ASSERT(columns->ID == id);
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window->DC.ColumnsSet = columns;
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// Set state for first column
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columns->Current = 0;
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columns->Current = 0;
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columns->Count = columns_count;
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columns->Count = columns_count;
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columns->Flags = flags;
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columns->Flags = flags;
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window->DC.ColumnsSet = columns;
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// Set state for first column
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const float content_region_width = (window->SizeContentsExplicit.x != 0.0f) ? (window->SizeContentsExplicit.x) : (window->Size.x -window->ScrollbarSizes.x);
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const float content_region_width = (window->SizeContentsExplicit.x != 0.0f) ? (window->SizeContentsExplicit.x) : (window->Size.x -window->ScrollbarSizes.x);
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columns->MinX = window->DC.IndentX - g.Style.ItemSpacing.x; // Lock our horizontal range
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columns->MinX = window->DC.IndentX - g.Style.ItemSpacing.x; // Lock our horizontal range
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//column->ColumnsMaxX = content_region_width - window->Scroll.x -((window->Flags & ImGuiWindowFlags_NoScrollbar) ? 0 : g.Style.ScrollbarSize);// - window->WindowPadding().x;
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//column->ColumnsMaxX = content_region_width - window->Scroll.x -((window->Flags & ImGuiWindowFlags_NoScrollbar) ? 0 : g.Style.ScrollbarSize);// - window->WindowPadding().x;
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@ -10983,26 +10978,36 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlag
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window->DC.ColumnsOffsetX = 0.0f;
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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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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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// Initialize defaults
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columns->Columns.resize(columns_count + 1);
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if (columns->Columns.Size == 0)
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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 = columns->ID + ImGuiID(column_index);
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columns->Columns.reserve(columns_count + 1);
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KeepAliveID(column_id);
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for (int n = 0; n < columns_count + 1; n++)
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const float default_t = column_index / (float)columns_count;
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{
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float t = window->DC.StateStorage->GetFloat(column_id, default_t);
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ImGuiColumnData column;
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if (!(columns->Flags & ImGuiColumnsFlags_NoForceWithinWindow))
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column.OffsetNorm = n / (float)columns_count;
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t = ImMin(t, PixelsToOffsetNorm(columns, columns->MaxX - g.Style.ColumnsMinSpacing * (columns->Count - column_index)));
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columns->Columns.push_back(column);
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columns->Columns[column_index].OffsetNorm = t;
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}
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}
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}
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IM_ASSERT(columns->Columns.Size == columns_count + 1);
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// Cache clipping rectangles
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for (int n = 0; n < columns_count + 1; n++)
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for (int column_index = 0; column_index < columns_count; column_index++)
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{
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{
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float clip_x1 = ImFloor(0.5f + window->Pos.x + GetColumnOffset(column_index) - 1.0f);
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// Clamp
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float clip_x2 = ImFloor(0.5f + window->Pos.x + GetColumnOffset(column_index + 1) - 1.0f);
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ImGuiColumnData* column = &columns->Columns[n];
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columns->Columns[column_index].ClipRect = ImRect(clip_x1, -FLT_MAX, clip_x2, +FLT_MAX);
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float t = column->OffsetNorm;
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columns->Columns[column_index].ClipRect.ClipWith(window->ClipRect);
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if (!(columns->Flags & ImGuiColumnsFlags_NoForceWithinWindow))
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t = ImMin(t, PixelsToOffsetNorm(columns, columns->MaxX - g.Style.ColumnsMinSpacing * (columns->Count - n)));
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column->OffsetNorm = t;
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if (n == columns_count)
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continue;
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// Compute clipping rectangles
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float clip_x1 = ImFloor(0.5f + window->Pos.x + GetColumnOffset(n) - 1.0f);
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float clip_x2 = ImFloor(0.5f + window->Pos.x + GetColumnOffset(n + 1) - 1.0f);
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column->ClipRect = ImRect(clip_x1, -FLT_MAX, clip_x2, +FLT_MAX);
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column->ClipRect.ClipWith(window->ClipRect);
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}
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}
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window->DrawList->ChannelsSplit(columns->Count);
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window->DrawList->ChannelsSplit(columns->Count);
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@ -11038,6 +11043,7 @@ void ImGui::EndColumns()
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const ImGuiID column_id = columns->ID + ImGuiID(i);
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const ImGuiID column_id = columns->ID + ImGuiID(i);
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const float column_hw = 4.0f; // Half-width for interaction
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const float column_hw = 4.0f; // Half-width for interaction
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const ImRect column_rect(ImVec2(x - column_hw, y1), ImVec2(x + column_hw, y2));
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const ImRect column_rect(ImVec2(x - column_hw, y1), ImVec2(x + column_hw, y2));
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KeepAliveID(column_id);
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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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@ -11053,8 +11059,7 @@ void ImGui::EndColumns()
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dragging_column = i;
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dragging_column = i;
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}
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}
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// Draw column
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// Draw column (we clip the Y boundaries CPU side because very long triangles are mishandled by some GPU drivers.)
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// We clip the Y boundaries CPU side because very long triangles are mishandled by some GPU drivers.
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const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator);
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const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator);
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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, ImMax(y1 + 1.0f, window->ClipRect.Min.y)), ImVec2(xi, ImMin(y2, window->ClipRect.Max.y)), col);
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window->DrawList->AddLine(ImVec2(xi, ImMax(y1 + 1.0f, window->ClipRect.Min.y)), ImVec2(xi, ImMin(y2, window->ClipRect.Max.y)), col);
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@ -11068,18 +11073,16 @@ void ImGui::EndColumns()
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}
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}
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}
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}
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columns->Columns.resize(0);
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window->DC.ColumnsSet = NULL;
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window->DC.ColumnsSet = NULL;
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window->DC.ColumnsOffsetX = 0.0f;
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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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window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.IndentX + window->DC.ColumnsOffsetX);
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}
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}
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// [2017/08: This is currently the only public API, while we are working on making BeginColumns/EndColumns user-facing]
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// [2017/12: This is currently the only public API, while we are working on making BeginColumns/EndColumns user-facing]
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void ImGui::Columns(int columns_count, const char* id, bool border)
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void ImGui::Columns(int columns_count, const char* id, bool border)
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{
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{
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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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if (window->DC.ColumnsSet != NULL && window->DC.ColumnsSet->Count != columns_count)
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if (window->DC.ColumnsSet != NULL && window->DC.ColumnsSet->Count != columns_count)
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EndColumns();
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EndColumns();
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@ -412,11 +412,12 @@ struct ImGuiPopupRef
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ImGuiPopupRef(ImGuiID id, ImGuiWindow* parent_window, ImGuiID parent_menu_set, const ImVec2& mouse_pos) { PopupId = id; Window = NULL; ParentWindow = parent_window; ParentMenuSet = parent_menu_set; MousePosOnOpen = mouse_pos; }
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ImGuiPopupRef(ImGuiID id, ImGuiWindow* parent_window, ImGuiID parent_menu_set, const ImVec2& mouse_pos) { PopupId = id; Window = NULL; ParentWindow = parent_window; ParentMenuSet = parent_menu_set; MousePosOnOpen = mouse_pos; }
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};
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};
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// Per column data for Columns()
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struct ImGuiColumnData
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struct ImGuiColumnData
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{
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{
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float OffsetNorm; // Column start offset, normalized 0.0 (far left) -> 1.0 (far right)
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float OffsetNorm; // Column start offset, normalized 0.0 (far left) -> 1.0 (far right)
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ImRect ClipRect;
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ImRect ClipRect;
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ImGuiColumnData() { OffsetNorm = 0.0f; }
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};
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};
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struct ImGuiColumnsSet
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struct ImGuiColumnsSet
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