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	Tables: revert setting colum cliprect.max.x to WorkMax.x instead of Max.x at it complicates header code. Fix clipped sort arrow. (amend 17536f9a)
				
					
				
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		| @@ -925,6 +925,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) | ||||
|         // Lock all our positions | ||||
|         // - ClipRect.Min.x: Because merging draw commands doesn't compare min boundaries, we make ClipRect.Min.x match left bounds to be consistent regardless of merging. | ||||
|         // - ClipRect.Max.x: using WorkMaxX instead of MaxX (aka including padding) makes things more consistent when resizing down, tho slightly detrimental to visibility in very-small column. | ||||
|         // - ClipRect.Max.x: using MaxX makes it easier for header to receive hover highlight with no discontinuity and display sorting arrow. | ||||
|         // - FIXME-TABLE: We want equal width columns to have equal (ClipRect.Max.x - WorkMinX) width, which means ClipRect.max.x cannot stray off host_clip_rect.Max.x else right-most column may appear shorter. | ||||
|         column->MinX = offset_x; | ||||
|         column->MaxX = offset_x + column->WidthGiven + table->CellSpacingX1 + table->CellSpacingX2 + table->CellPaddingX * 2.0f; | ||||
| @@ -933,7 +934,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) | ||||
|         column->ItemWidth = ImFloor(column->WidthGiven * 0.65f); | ||||
|         column->ClipRect.Min.x = column->MinX; | ||||
|         column->ClipRect.Min.y = work_rect.Min.y; | ||||
|         column->ClipRect.Max.x = column->WorkMaxX; //column->MaxX; | ||||
|         column->ClipRect.Max.x = column->MaxX; //column->WorkMaxX; | ||||
|         column->ClipRect.Max.y = FLT_MAX; | ||||
|         column->ClipRect.ClipWithFull(host_clip_rect); | ||||
|  | ||||
|   | ||||
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