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Tables: storing WorkMaxX, made offset_x == MinX to be clearer, clip rect merge uses ClipRect.max.x directly, removed unused ShrinkWidth code, metrics.
This commit is contained in:
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5465d30d67
commit
bf197c74f6
@ -10591,6 +10591,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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if (IsItemHovered())
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GetForegroundDrawList()->AddRect(table->OuterRect.Min - ImVec2(1, 1), table->OuterRect.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, ~0, 2.0f);
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Indent();
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char buf[128];
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for (int rect_n = 0; rect_n < TRT_Count; rect_n++)
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{
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if (rect_n >= TRT_ColumnsRect)
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@ -10600,7 +10601,8 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
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{
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ImRect r = Funcs::GetTableRect(table, rect_n, column_n);
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Text("(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) Col %d %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), column_n, trt_rects_names[rect_n]);
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ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) Col %d %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), column_n, trt_rects_names[rect_n]);
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Selectable(buf);
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if (IsItemHovered())
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GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, ~0, 2.0f);
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}
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@ -10608,7 +10610,8 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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else
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{
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ImRect r = Funcs::GetTableRect(table, rect_n, -1);
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Text("(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), trt_rects_names[rect_n]);
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ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), trt_rects_names[rect_n]);
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Selectable(buf);
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if (IsItemHovered())
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GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, ~0, 2.0f);
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}
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@ -3966,6 +3966,11 @@ static void ShowDemoWindowTables()
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PushStyleCompact();
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ImGui::SetNextItemWidth(TEXT_BASE_WIDTH * 22);
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ImGui::Combo("Contents", &contents_type, "Short Text\0Long Text\0Button\0Fill Button\0InputText\0");
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if (contents_type == CT_FillButton)
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{
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ImGui::SameLine();
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HelpMarker("Be mindful that using right-alignment (e.g. size.x = -FLT_MIN) creates a feedback loop where contents width can feed into auto-column width can feed into contents width.");
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}
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ImGui::SetNextItemWidth(TEXT_BASE_WIDTH * 22);
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ImGui::DragInt("Columns", &column_count, 0.1f, 1, 64, "%d", ImGuiSliderFlags_AlwaysClamp);
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ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerH", &flags, ImGuiTableFlags_BordersInnerH);
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@ -4516,7 +4521,7 @@ static void ShowDemoWindowTables()
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ImGui::TreePop();
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}
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if (ImGui::TreeNodeEx("Sizing:", ImGuiTreeNodeFlags_DefaultOpen))
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if (ImGui::TreeNodeEx("Padding:", ImGuiTreeNodeFlags_DefaultOpen))
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{
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ImGui::CheckboxFlags("ImGuiTableFlags_PadOuterX", &flags, ImGuiTableFlags_PadOuterX);
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ImGui::CheckboxFlags("ImGuiTableFlags_NoPadOuterX", &flags, ImGuiTableFlags_NoPadOuterX);
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@ -1892,7 +1892,7 @@ struct ImGuiTabBar
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#define IMGUI_TABLE_MAX_COLUMNS 64 // sizeof(ImU64) * 8. This is solely because we frequently encode columns set in a ImU64.
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#define IMGUI_TABLE_MAX_DRAW_CHANNELS (1 + 2 + 64 * 2) // See TableUpdateDrawChannels()
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// [Internal] sizeof() ~ 96
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// [Internal] sizeof() ~ 100
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// We use the terminology "Visible" to refer to a column that is not Hidden by user or settings. However it may still be out of view and clipped (see IsClipped).
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struct ImGuiTableColumn
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{
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@ -1908,6 +1908,7 @@ struct ImGuiTableColumn
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float WidthRequest; // Master width absolute value when !(Flags & _WidthStretch). When Stretch this is derived every frame from StretchWeight in TableUpdateLayout()
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float WidthGiven; // Final/actual width visible == (MaxX - MinX), locked in TableUpdateLayout(). May be > WidthRequest to honor minimum width, may be < WidthRequest to honor shrinking columns down in tight space.
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float WorkMinX; // Start position for the frame, currently ~(MinX + CellPaddingX)
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float WorkMaxX;
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float ContentMaxXFrozen; // Contents maximum position for frozen rows (apart from headers), from which we can infer content width.
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float ContentMaxXUnfrozen;
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float ContentMaxXHeadersUsed; // Contents maximum position for headers rows (regardless of freezing). TableHeader() automatically softclip itself + report ideal desired size, to avoid creating extraneous draw calls
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@ -610,7 +610,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
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// (can't make auto padding larger than what WorkRect knows about so right-alignment matches)
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const ImRect work_rect = table->WorkRect;
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const float min_column_width = TableGetMinColumnWidth();
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const float min_column_width_padded = min_column_width + table->CellPaddingX * 2.0f;
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const float min_column_distance = min_column_width + table->CellPaddingX * 2.0f;
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int count_fixed = 0;
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float sum_weights_stretched = 0.0f; // Sum of all weights for weighted columns.
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@ -641,7 +641,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
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float width_auto = content_width_body;
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if (!(table->Flags & ImGuiTableFlags_NoHeadersWidth) && !(column->Flags & ImGuiTableColumnFlags_NoHeaderWidth))
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width_auto = ImMax(width_auto, content_width_headers);
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width_auto = ImMax(width_auto, min_column_width); // Without padding
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width_auto = ImMax(width_auto, min_column_width);
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// Non-resizable columns also submit their requested width
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if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && column->InitStretchWeightOrWidth > 0.0f)
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@ -731,31 +731,6 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
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table->ColumnsAutoFitWidth += column->WidthAuto + table->CellPaddingX * 2.0f;
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}
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#if 0
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const float width_excess = table->ColumnsTotalWidth - work_rect.GetWidth();
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if ((table->Flags & ImGuiTableFlags_SizingPolicyStretchX) && width_excess > 0.0f)
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{
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// Shrink widths when the total does not fit
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// FIXME-TABLE: This is working but confuses/conflicts with manual resizing.
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// FIXME-TABLE: Policy to shrink down below below ideal/requested width if there's no room?
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g.ShrinkWidthBuffer.resize(table->ColumnsVisibleCount);
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for (int order_n = 0, visible_n = 0; order_n < table->ColumnsCount; order_n++)
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{
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if (!(table->VisibleMaskByDisplayOrder & ((ImU64)1 << order_n)))
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continue;
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const int column_n = table->DisplayOrder[order_n];
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g.ShrinkWidthBuffer[visible_n].Index = column_n;
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g.ShrinkWidthBuffer[visible_n].Width = table->Columns[column_n].WidthGiven;
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visible_n++;
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}
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ShrinkWidths(g.ShrinkWidthBuffer.Data, g.ShrinkWidthBuffer.Size, width_excess);
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for (int n = 0; n < g.ShrinkWidthBuffer.Size; n++)
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table->Columns[g.ShrinkWidthBuffer.Data[n].Index].WidthGiven = ImMax(g.ShrinkWidthBuffer.Data[n].Width, min_column_size);
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// FIXME: Need to alter table->ColumnsTotalWidth
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}
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else
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#endif
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// Redistribute remainder width due to rounding (remainder width is < 1.0f * number of Stretch column).
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// Using right-to-left distribution (more likely to match resizing cursor), could be adjusted depending
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// on where the mouse cursor is and/or relative weights.
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@ -780,6 +755,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
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int visible_n = 0;
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float offset_x = (table->FreezeColumnsCount > 0) ? table->OuterRect.Min.x : work_rect.Min.x;
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offset_x += table->OuterPaddingX;
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offset_x -= table->CellSpacingX1;
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ImRect host_clip_rect = table->InnerClipRect;
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for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
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{
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@ -795,11 +771,9 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
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{
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// Hidden column: clear a few fields and we are done with it for the remainder of the function.
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// We set a zero-width clip rect but set Min.y/Max.y properly to not interfere with the clipper.
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column->MinX = column->MaxX = column->WorkMinX = offset_x;
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column->MinX = column->MaxX = column->WorkMinX = column->ClipRect.Min.x = column->ClipRect.Max.x = offset_x;
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column->WidthGiven = 0.0f;
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column->ClipRect.Min.x = offset_x;
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column->ClipRect.Min.y = work_rect.Min.y;
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column->ClipRect.Max.x = offset_x;
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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->IsSkipItems = true;
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@ -811,23 +785,23 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
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{
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// Frozen columns can't reach beyond visible width else scrolling will naturally break.
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if (order_n < table->FreezeColumnsRequest)
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max_x = table->InnerClipRect.Max.x - (table->FreezeColumnsRequest - order_n) * min_column_width_padded - table->OuterPaddingX;
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max_x = table->InnerClipRect.Max.x - (table->FreezeColumnsRequest - order_n) * min_column_distance - table->OuterPaddingX;
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}
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else if ((table->Flags & ImGuiTableFlags_NoKeepColumnsVisible) == 0)
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{
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// If horizontal scrolling if disabled, we apply a final lossless shrinking of columns in order to make
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// sure they are all visible. Because of this we also know that all of the columns will always fit in
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// table->WorkRect and therefore in table->InnerRect (because ScrollX is off)
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max_x = table->WorkRect.Max.x - (table->ColumnsVisibleCount - (column->IndexWithinVisibleSet + 1)) * min_column_width_padded - table->OuterPaddingX;
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max_x = table->WorkRect.Max.x - (table->ColumnsVisibleCount - (column->IndexWithinVisibleSet + 1)) * min_column_distance - table->OuterPaddingX;
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}
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if (offset_x + column->WidthGiven + table->CellPaddingX * 2.0f > max_x)
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column->WidthGiven = ImMax(max_x - offset_x - table->CellPaddingX * 2.0f, min_column_width);
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// Min, Max + starting positions
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column->MinX = offset_x - table->CellSpacingX1;
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column->MaxX = offset_x + column->WidthGiven + table->CellSpacingX2 + table->CellPaddingX * 2.0f;
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column->WorkMinX = offset_x + table->CellPaddingX;
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if (offset_x + column->WidthGiven + table->CellPaddingX * 2.0f + table->CellSpacingX1 > max_x)
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column->WidthGiven = ImMax(max_x - offset_x - table->CellPaddingX * 2.0f - table->CellSpacingX1, min_column_width);
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// Lock all our positions
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column->MinX = offset_x;
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column->MaxX = offset_x + column->WidthGiven + table->CellSpacingX1 + table->CellSpacingX2 + table->CellPaddingX * 2.0f;
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column->WorkMinX = column->MinX + table->CellPaddingX + table->CellSpacingX1;
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column->WorkMaxX = column->MaxX - table->CellPaddingX - table->CellSpacingX2; // Expected max
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column->ClipRect.Min.x = column->MinX;
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column->ClipRect.Min.y = work_rect.Min.y;
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column->ClipRect.Max.x = column->MaxX;
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@ -844,24 +818,6 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
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if (is_hovering_table && g.IO.MousePos.x >= column->ClipRect.Min.x && g.IO.MousePos.x < column->ClipRect.Max.x)
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table->HoveredColumnBody = (ImS8)column_n;
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// [DEBUG] Display overlay
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#if 0
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if (g.IO.KeyShift)
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{
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// Note that ClipRect should always cover MinX..MaxX (in order to guarantee that draw calls can be merged into parent)
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float y1 = table->WorkRect.Min.y;
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float y2 = table->WorkRect.Min.y + table->LastOuterHeight;
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//GetForegroundDrawList()->AddLine(ImVec2(column->MinX, y1 - 5.0f), ImVec2(column->MinX, y2 + 5.0f), IM_COL32(0, 255, 50, 255));
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//GetForegroundDrawList()->AddLine(ImVec2(column->MaxX, y1 - 5.0f), ImVec2(column->MaxX, y2 + 5.0f), IM_COL32(0, 255, 50, 255));
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//GetForegroundDrawList()->AddRect(ImVec2(column->ClipRect.Min.x, y1), ImVec2(column->ClipRect.Max.x, y2), IM_COL32(255, 0, 0, 255), 0.0f, 0, 1.0f);
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//GetForegroundDrawList()->AddRect(ImVec2(column->MinX + table->CellPaddingX, y1), ImVec2(column->MaxX - table->CellPaddingX, y2), IM_COL32(255, 255, 0, 255));
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char buf[128];
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ImFormatString(buf, IM_ARRAYSIZE(buf), "(cont_w)\n%.2f\n(max-min)\n%.2f", column->MaxX - table->CellPaddingX - column->StartX, column->MaxX - column->MinX);
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GetForegroundDrawList()->AddRectFilled(ImVec2(column->MinX, y1), ImVec2(column->MaxX, y2), IM_COL32(0, 0, 0, 200));
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GetForegroundDrawList()->AddText(ImVec2(column->StartX, y1), IM_COL32(255, 255, 255, 255), buf);
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}
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#endif
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// Alignment
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// FIXME-TABLE: This align based on the whole column width, not per-cell, and therefore isn't useful in
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// many cases (to be able to honor this we might be able to store a log of cells width, per row, for
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@ -1078,12 +1034,12 @@ void ImGui::EndTable()
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else if (table->LastResizedColumn != -1 && table->ResizedColumn == -1 && inner_window->ScrollbarX && table->InstanceInteracted == table->InstanceCurrent)
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{
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// When releasing a column being resized, scroll to keep the resulting column in sight
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const float min_column_width_padded = TableGetMinColumnWidth() + table->CellPaddingX * 2.0f;
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const float neighbor_width_to_keep_visible = TableGetMinColumnWidth() + table->CellPaddingX * 2.0f;
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ImGuiTableColumn* column = &table->Columns[table->LastResizedColumn];
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if (column->MaxX < table->InnerClipRect.Min.x)
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SetScrollFromPosX(inner_window, column->MaxX - inner_window->Pos.x - min_column_width_padded, 1.0f);
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SetScrollFromPosX(inner_window, column->MaxX - inner_window->Pos.x - neighbor_width_to_keep_visible, 1.0f);
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else if (column->MaxX > table->InnerClipRect.Max.x)
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SetScrollFromPosX(inner_window, column->MaxX - inner_window->Pos.x + min_column_width_padded, 1.0f);
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SetScrollFromPosX(inner_window, column->MaxX - inner_window->Pos.x + neighbor_width_to_keep_visible, 1.0f);
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}
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// Apply resizing/dragging at the end of the frame
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@ -1469,8 +1425,7 @@ void ImGui::TableReorderDrawChannelsForMerge(ImGuiTable* table)
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content_max_x = ImMax(column->ContentMaxXFrozen, column->ContentMaxXHeadersUsed); // Row freeze: use width before freeze
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else
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content_max_x = column->ContentMaxXUnfrozen; // Row freeze: use width after freeze
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float content_width = content_max_x - column->WorkMinX;
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if (content_width > column->WidthGiven + table->CellPaddingX * 1.0f)
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if (content_max_x > column->ClipRect.Max.x)
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continue;
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}
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@ -1805,10 +1760,11 @@ void ImGui::TableEndRow(ImGuiTable* table)
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ImGuiTableCellData* cell_data_end = &table->RowCellData[table->RowCellDataCurrent];
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for (ImGuiTableCellData* cell_data = &table->RowCellData[0]; cell_data <= cell_data_end; cell_data++)
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{
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const ImGuiTableColumn* column = &table->Columns[cell_data->Column];
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ImRect cell_bg_rect = TableGetCellBgRect(table, cell_data->Column);
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cell_bg_rect.ClipWith(table->BgClipRect);
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cell_bg_rect.Min.x = ImMax(cell_bg_rect.Min.x, table->Columns[cell_data->Column].ClipRect.Min.x);
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cell_bg_rect.Max.x = ImMin(cell_bg_rect.Max.x, table->Columns[cell_data->Column].ClipRect.Max.x);
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cell_bg_rect.Min.x = ImMax(cell_bg_rect.Min.x, column->ClipRect.Min.x); // So that first column after frozen one gets clipped
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cell_bg_rect.Max.x = ImMin(cell_bg_rect.Max.x, column->ClipRect.Max.x);
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window->DrawList->AddRectFilled(cell_bg_rect.Min, cell_bg_rect.Max, cell_data->BgColor);
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}
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}
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@ -1887,7 +1843,7 @@ void ImGui::TableBeginCell(ImGuiTable* table, int column_n)
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window->WorkRect.Min.y = window->DC.CursorPos.y;
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window->WorkRect.Min.x = column->WorkMinX;
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window->WorkRect.Max.x = column->MaxX - table->CellPaddingX - table->CellSpacingX2;
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window->WorkRect.Max.x = column->WorkMaxX;
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// To allow ImGuiListClipper to function we propagate our row height
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if (!column->IsVisible)
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@ -2962,26 +2918,27 @@ void ImGui::DebugNodeTable(ImGuiTable* table)
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if (!open)
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return;
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BulletText("OuterRect: Pos: (%.1f,%.1f) Size: (%.1f,%.1f)", table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.GetWidth(), table->OuterRect.GetHeight());
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BulletText("InnerWidth: %.1f%s", table->InnerWidth, table->InnerWidth == 0.0f ? " (auto)" : "");
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BulletText("ColumnsWidth: %.1f, AutoFitWidth: %.1f", table->ColumnsTotalWidth, table->ColumnsAutoFitWidth);
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BulletText("ColumnsWidth: %.1f, AutoFitWidth: %.1f, InnerWidth: %.1f%s", table->ColumnsTotalWidth, table->ColumnsAutoFitWidth, table->InnerWidth, table->InnerWidth == 0.0f ? " (auto)" : "");
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BulletText("CellPaddingX: %.1f, CellSpacingX: %.1f/%.1f, OuterPaddingX: %.1f", table->CellPaddingX, table->CellSpacingX1, table->CellSpacingX2, table->OuterPaddingX);
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BulletText("HoveredColumnBody: %d, HoveredColumnBorder: %d", table->HoveredColumnBody, table->HoveredColumnBorder);
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BulletText("ResizedColumn: %d, ReorderColumn: %d, HeldHeaderColumn: %d", table->ResizedColumn, table->ReorderColumn, table->HeldHeaderColumn);
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BulletText("BgDrawChannels: %d/%d", 0, table->BgDrawChannelUnfrozen);
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//BulletText("BgDrawChannels: %d/%d", 0, table->BgDrawChannelUnfrozen);
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for (int n = 0; n < table->ColumnsCount; n++)
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{
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ImGuiTableColumn* column = &table->Columns[n];
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const char* name = TableGetColumnName(table, n);
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ImFormatString(buf, IM_ARRAYSIZE(buf),
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"Column %d order %d name '%s': +%.1f to +%.1f\n"
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"Column %d order %d name '%s': offset %+.2f to %+.2f\n"
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"Visible: %d, Clipped: %d, DrawChannels: %d,%d\n"
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"WidthGiven: %.2f, Request/Auto: %.2f/%.2f, StretchWeight: %.3f\n"
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"ContentWidth: %.2f,%.2f, HeadersUsed/Ideal %.2f/%.2f\n"
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"WidthGiven: %.1f, Request/Auto: %.1f/%.1f, StretchWeight: %.3f\n"
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"MinX: %.1f, MaxX: %.1f (%+.1f), ClipRect: %.1f to %.1f (+%.1f)\n"
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"ContentWidth: %.1f,%.1f, HeadersUsed/Ideal %.1f/%.1f\n"
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"SortOrder: %d, SortDir: %s\n"
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"UserID: 0x%08X, Flags: 0x%04X: %s%s%s%s..",
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n, column->DisplayOrder, name, column->MinX - table->WorkRect.Min.x, column->MaxX - table->WorkRect.Min.x,
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||||
column->IsVisible, column->IsClipped, column->DrawChannelFrozen, column->DrawChannelUnfrozen,
|
||||
column->WidthGiven, column->WidthRequest, column->WidthAuto, column->StretchWeight,
|
||||
column->MinX, column->MaxX, column->MaxX - column->MinX, column->ClipRect.Min.x, column->ClipRect.Max.x, column->ClipRect.Max.x - column->ClipRect.Min.x,
|
||||
column->ContentMaxXFrozen - column->WorkMinX, column->ContentMaxXUnfrozen - column->WorkMinX, column->ContentMaxXHeadersUsed - column->WorkMinX, column->ContentMaxXHeadersIdeal - column->WorkMinX,
|
||||
column->SortOrder, (column->SortDirection == ImGuiSortDirection_Ascending) ? "Ascending" : (column->SortDirection == ImGuiSortDirection_Descending) ? "Descending" : "None",
|
||||
column->UserID, column->Flags,
|
||||
|
Loading…
Reference in New Issue
Block a user