Tables: fixed GetContentRegionAvail().y report not taking account of lower cell padding or of using ImGuiTableFlags_NoHostExtendY. (#6619)

Made GetContentRegionMax() fully defer to WorkRect when inside a table container.
This commit is contained in:
ocornut 2023-07-20 12:22:28 +02:00
parent 2bc5d17ac3
commit db66e33e9e
3 changed files with 16 additions and 6 deletions

View File

@ -64,6 +64,10 @@ Other changes:
- InputText: Fixed a case where deactivation frame would write to underlying - InputText: Fixed a case where deactivation frame would write to underlying
buffer or call CallbackResize although unnecessary, in a frame where the buffer or call CallbackResize although unnecessary, in a frame where the
return value was false. return value was false.
- Tables: fixed GetContentRegionAvail().y report not taking account of lower cell
padding or of using ImGuiTableFlags_NoHostExtendY. Not taking it into account
would make the idiom of creating vertically bottom-aligned content (e.g. a child
window) inside a table make the parent window erroneously have a scrollbar. (#6619)
- Tables: fixed calculation of multi-instance shared decoration/scrollbar width of - Tables: fixed calculation of multi-instance shared decoration/scrollbar width of
scrolling tables, to avoid flickering width variation when resizing down a table scrolling tables, to avoid flickering width variation when resizing down a table
hosting a child window. (#5920, #6619) hosting a child window. (#5920, #6619)

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@ -9774,9 +9774,7 @@ ImVec2 ImGui::GetContentRegionMax()
{ {
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow; ImGuiWindow* window = g.CurrentWindow;
ImVec2 mx = window->ContentRegionRect.Max; ImVec2 mx = (window->DC.CurrentColumns || g.CurrentTable) ? window->WorkRect.Max : window->ContentRegionRect.Max;
if (window->DC.CurrentColumns || g.CurrentTable)
mx.x = window->WorkRect.Max.x;
return mx - window->Pos; return mx - window->Pos;
} }
@ -9785,9 +9783,7 @@ ImVec2 ImGui::GetContentRegionMaxAbs()
{ {
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow; ImGuiWindow* window = g.CurrentWindow;
ImVec2 mx = window->ContentRegionRect.Max; ImVec2 mx = (window->DC.CurrentColumns || g.CurrentTable) ? window->WorkRect.Max : window->ContentRegionRect.Max;
if (window->DC.CurrentColumns || g.CurrentTable)
mx.x = window->WorkRect.Max.x;
return mx; return mx;
} }

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@ -1126,6 +1126,14 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
table->BorderX1 = table->InnerClipRect.Min.x;// +((table->Flags & ImGuiTableFlags_BordersOuter) ? 0.0f : -1.0f); table->BorderX1 = table->InnerClipRect.Min.x;// +((table->Flags & ImGuiTableFlags_BordersOuter) ? 0.0f : -1.0f);
table->BorderX2 = table->InnerClipRect.Max.x;// +((table->Flags & ImGuiTableFlags_BordersOuter) ? 0.0f : +1.0f); table->BorderX2 = table->InnerClipRect.Max.x;// +((table->Flags & ImGuiTableFlags_BordersOuter) ? 0.0f : +1.0f);
// Setup window's WorkRect.Max.y for GetContentRegionAvail(). Other values will be updated in each TableBeginCell() call.
float window_content_max_y;
if (table->Flags & ImGuiTableFlags_NoHostExtendY)
window_content_max_y = table->OuterRect.Max.y;
else
window_content_max_y = ImMax(table->InnerWindow->ContentRegionRect.Max.y, (table->Flags & ImGuiTableFlags_ScrollY) ? 0.0f : table->OuterRect.Max.y);
table->InnerWindow->WorkRect.Max.y = ImClamp(window_content_max_y - g.Style.CellPadding.y, table->InnerWindow->WorkRect.Min.y, table->InnerWindow->WorkRect.Max.y);
// [Part 9] Allocate draw channels and setup background cliprect // [Part 9] Allocate draw channels and setup background cliprect
TableSetupDrawChannels(table); TableSetupDrawChannels(table);
@ -2011,6 +2019,7 @@ void ImGui::TableBeginCell(ImGuiTable* table, int column_n)
window->DC.CurrLineTextBaseOffset = table->RowTextBaseline; window->DC.CurrLineTextBaseOffset = table->RowTextBaseline;
window->DC.NavLayerCurrent = (ImGuiNavLayer)column->NavLayerCurrent; window->DC.NavLayerCurrent = (ImGuiNavLayer)column->NavLayerCurrent;
// Note how WorkRect.Max.y is only set once during layout
window->WorkRect.Min.y = window->DC.CursorPos.y; window->WorkRect.Min.y = window->DC.CursorPos.y;
window->WorkRect.Min.x = column->WorkMinX; window->WorkRect.Min.x = column->WorkMinX;
window->WorkRect.Max.x = column->WorkMaxX; window->WorkRect.Max.x = column->WorkMaxX;
@ -3974,6 +3983,7 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiOldColumnFl
window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f); window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f);
window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding; window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding;
window->WorkRect.Max.y = window->ContentRegionRect.Max.y;
} }
void ImGui::NextColumn() void ImGui::NextColumn()