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Tables: Locking IndentX per-row so multiple columns with IndentEnabled don't get indent shearing.
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@ -1941,7 +1941,6 @@ struct ImGuiTableColumn
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}
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};
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// FIXME-OPT: Since CountColumns is invariant, we could use a single alloc for ImGuiTable + the three vectors it is carrying.
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struct ImGuiTable
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{
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ImGuiID ID;
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@ -1965,6 +1964,7 @@ struct ImGuiTable
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float RowPosY2;
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float RowMinHeight; // Height submitted to TableNextRow()
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float RowTextBaseline;
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float RowIndentOffsetX;
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ImGuiTableRowFlags RowFlags : 16; // Current row flags, see ImGuiTableRowFlags_
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ImGuiTableRowFlags LastRowFlags : 16;
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int RowBgColorCounter; // Counter for alternating background colors (can be fast-forwarded by e.g clipper)
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@ -2259,11 +2259,11 @@ namespace ImGui
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IMGUI_API void TableSortSpecsSanitize(ImGuiTable* table);
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IMGUI_API void TableBeginRow(ImGuiTable* table);
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IMGUI_API void TableEndRow(ImGuiTable* table);
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IMGUI_API void TableBeginCell(ImGuiTable* table, int column_no);
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IMGUI_API void TableBeginCell(ImGuiTable* table, int column_n);
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IMGUI_API void TableEndCell(ImGuiTable* table);
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IMGUI_API ImRect TableGetCellRect();
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IMGUI_API const char* TableGetColumnName(ImGuiTable* table, int column_no);
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IMGUI_API void TableSetColumnAutofit(ImGuiTable* table, int column_no);
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IMGUI_API const char* TableGetColumnName(ImGuiTable* table, int column_n);
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IMGUI_API void TableSetColumnAutofit(ImGuiTable* table, int column_n);
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IMGUI_API void PushTableBackground();
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IMGUI_API void PopTableBackground();
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IMGUI_API void TableLoadSettings(ImGuiTable* table);
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@ -1492,6 +1492,7 @@ void ImGui::TableBeginRow(ImGuiTable* table)
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table->RowPosY1 = table->RowPosY2 = next_y1;
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table->RowTextBaseline = 0.0f;
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table->RowIndentOffsetX = window->DC.Indent.x - table->HostIndentX; // Lock indent
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window->DC.PrevLineTextBaseOffset = 0.0f;
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window->DC.CursorMaxPos.y = next_y1;
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@ -1611,25 +1612,26 @@ void ImGui::TableEndRow(ImGuiTable* table)
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table->IsInsideRow = false;
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}
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// [Internal] Called by TableNextRow()TableNextCell()!
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// This is called a lot, so we need to be mindful of unnecessary overhead.
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// [Internal] Called by TableNextCell()!
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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_no)
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void ImGui::TableBeginCell(ImGuiTable* table, int column_n)
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{
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table->CurrentColumn = column_no;
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ImGuiTableColumn* column = &table->Columns[column_no];
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table->CurrentColumn = column_n;
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ImGuiTableColumn* column = &table->Columns[column_n];
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ImGuiWindow* window = table->InnerWindow;
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// Start position is roughly ~~ CellRect.Min + CellPadding + Indent
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float start_x = (table->RowFlags & ImGuiTableRowFlags_Headers) ? column->StartXHeaders : column->StartXRows;
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if (column->Flags & ImGuiTableColumnFlags_IndentEnable)
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start_x += window->DC.Indent.x - table->HostIndentX;
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start_x += table->RowIndentOffsetX; // ~~ += window.DC.Indent.x - table->HostIndentX, except we locked it for the row.
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window->DC.LastItemId = 0;
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window->DC.CursorPos.x = start_x;
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window->DC.CursorPos.y = table->RowPosY1 + table->CellPaddingY;
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window->DC.CursorMaxPos.x = window->DC.CursorPos.x;
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window->DC.ColumnsOffset.x = start_x - window->Pos.x - window->DC.Indent.x; // FIXME-WORKRECT
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window->DC.CurrLineTextBaseOffset = table->RowTextBaseline;
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window->DC.LastItemId = 0;
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window->WorkRect.Min.y = window->DC.CursorPos.y;
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window->WorkRect.Min.x = column->MinX + table->CellPaddingX1;
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@ -1653,7 +1655,7 @@ void ImGui::TableBeginCell(ImGuiTable* table, int column_no)
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//window->DrawList->UpdateClipRect();
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window->DrawList->PopClipRect();
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window->DrawList->PushClipRect(column->ClipRect.Min, column->ClipRect.Max, false);
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//IMGUI_DEBUG_LOG("%d (%.0f,%.0f)(%.0f,%.0f)\n", column_no, column->ClipRect.Min.x, column->ClipRect.Min.y, column->ClipRect.Max.x, column->ClipRect.Max.y);
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//IMGUI_DEBUG_LOG("%d (%.0f,%.0f)(%.0f,%.0f)\n", column_n, column->ClipRect.Min.x, column->ClipRect.Min.y, column->ClipRect.Max.x, column->ClipRect.Max.y);
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window->ClipRect = window->DrawList->_ClipRectStack.back();
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}
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}
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@ -1759,19 +1761,19 @@ ImRect ImGui::TableGetCellRect()
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return ImRect(column->MinX, table->RowPosY1, column->MaxX, table->RowPosY2);
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}
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const char* ImGui::TableGetColumnName(ImGuiTable* table, int column_no)
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const char* ImGui::TableGetColumnName(ImGuiTable* table, int column_n)
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{
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ImGuiTableColumn* column = &table->Columns[column_no];
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ImGuiTableColumn* column = &table->Columns[column_n];
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if (column->NameOffset == -1)
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return NULL;
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return &table->ColumnsNames.Buf[column->NameOffset];
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}
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void ImGui::TableSetColumnAutofit(ImGuiTable* table, int column_no)
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void ImGui::TableSetColumnAutofit(ImGuiTable* table, int column_n)
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{
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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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ImGuiTableColumn* column = &table->Columns[column_n];
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column->CannotSkipItemsQueue = (1 << 0);
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column->AutoFitQueue = (1 << 1);
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}
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