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Tables: Support for multiple Tables using same id where most settings are synced.
(some minor one-frame lack of sync when e.g. toggling visibility in context menu)
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@ -1891,6 +1891,8 @@ struct ImGuiTable
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int ColumnsActiveCount; // Number of non-hidden columns (<= ColumnsCount)
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int CurrentColumn;
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int CurrentRow;
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ImS16 InstanceNo; // Count of BeginTable() calls with same ID in the same frame (generally 0)
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ImS16 InstanceInteracted;
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float RowPosY1;
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float RowPosY2;
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float RowTextBaseline;
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@ -1910,6 +1912,7 @@ struct ImGuiTable
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float LastFirstRowHeight; // Height of first row from last frame
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float ColumnsTotalWidth;
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float InnerWidth;
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float ResizedColumnNextWidth;
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ImRect OuterRect; // Note: OuterRect.Max.y is often FLT_MAX until EndTable(), unless a height has been specified in BeginTable().
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ImRect WorkRect;
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ImRect HostClipRect; // This is used to check if we can eventually merge our columns draw calls into the current draw call of the current window.
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@ -1925,7 +1928,8 @@ struct ImGuiTable
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ImS8 DeclColumnsCount; // Count calls to TableSetupColumn()
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ImS8 HoveredColumnBody; // [DEBUG] Unlike HoveredColumnBorder this doesn't fulfill all Hovering rules properly. Used for debugging/tools for now.
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ImS8 HoveredColumnBorder; // Index of column whose right-border is being hovered (for resizing).
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ImS8 ResizedColumn; // Index of column being resized.
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ImS8 ResizedColumn; // Index of column being resized. Reset by InstanceNo==0.
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ImS8 HeadHeaderColumn; // Index of column header being held.
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ImS8 LastResizedColumn;
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ImS8 ReorderColumn; // Index of column being reordered. (not cleared)
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ImS8 ReorderColumnDir; // -1 or +1
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@ -1957,6 +1961,7 @@ struct ImGuiTable
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{
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memset(this, 0, sizeof(*this));
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SettingsOffset = -1;
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InstanceInteracted = -1;
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LastFrameActive = -1;
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LastResizedColumn = -1;
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ContextPopupColumn = -1;
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@ -158,9 +158,8 @@ bool ImGui::BeginTable(const char* str_id, int columns_count, ImGuiTableFlags
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ImVec2 actual_outer_size = CalcItemSize(outer_size, ImMax(avail_size.x, 1.0f), use_child_window ? ImMax(avail_size.y, 1.0f) : 0.0f);
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ImRect outer_rect(outer_window->DC.CursorPos, outer_window->DC.CursorPos + actual_outer_size);
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// If an outer size is specified ahead we will be able to early out when not visible,
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// The exact rules here can evolve.
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if (use_child_window && IsClippedEx(outer_rect, id, false))
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// If an outer size is specified ahead we will be able to early out when not visible. Exact clipping rules may evolve.
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if (use_child_window && IsClippedEx(outer_rect, 0, false))
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{
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ItemSize(outer_rect);
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return false;
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@ -173,9 +172,16 @@ bool ImGui::BeginTable(const char* str_id, int columns_count, ImGuiTableFlags
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// Acquire storage for the table
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ImGuiTable* table = g.Tables.GetOrAddByKey(id);
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const ImGuiTableFlags table_last_flags = table->Flags;
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const int instance_no = (table->LastFrameActive != g.FrameCount) ? 0 : table->InstanceNo + 1;
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const ImGuiID instance_id = id + instance_no;
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if (instance_no > 0)
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IM_ASSERT(table->ColumnsCount == columns_count && "BeginTable(): Cannot change columns count mid-frame while preserving same ID");
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// Initialize
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table->ID = id;
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table->Flags = flags;
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table->IsFirstFrame = (table->LastFrameActive == -1);
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table->InstanceNo = (ImS16)instance_no;
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table->LastFrameActive = g.FrameCount;
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table->OuterWindow = table->InnerWindow = outer_window;
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table->ColumnsCount = columns_count;
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@ -203,7 +209,7 @@ bool ImGui::BeginTable(const char* str_id, int columns_count, ImGuiTableFlags
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// Create scrolling region (without border = zero window padding)
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ImGuiWindowFlags child_flags = (flags & ImGuiTableFlags_ScrollX) ? ImGuiWindowFlags_HorizontalScrollbar : ImGuiWindowFlags_None;
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BeginChildEx(str_id, id, table->OuterRect.GetSize(), false, child_flags);
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BeginChildEx(str_id, instance_id, table->OuterRect.GetSize(), false, child_flags);
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table->InnerWindow = g.CurrentWindow;
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table->WorkRect = table->InnerWindow->WorkRect;
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table->OuterRect = table->InnerWindow->Rect();
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@ -211,7 +217,7 @@ bool ImGui::BeginTable(const char* str_id, int columns_count, ImGuiTableFlags
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else
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{
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// WorkRect.Max will grow as we append contents.
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PushID(id);
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PushID(instance_id);
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}
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const bool has_cell_padding_x = (flags & (ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV)) != 0;
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@ -244,7 +250,6 @@ bool ImGui::BeginTable(const char* str_id, int columns_count, ImGuiTableFlags
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table->HoveredColumnBody = -1;
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table->HoveredColumnBorder = -1;
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table->RightMostActiveColumn = -1;
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table->LeftMostStretchedColumnDisplayOrder = -1;
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table->IsFirstFrame = false;
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// FIXME-TABLE FIXME-STYLE: Using opaque colors facilitate overlapping elements of the grid
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@ -291,8 +296,25 @@ bool ImGui::BeginTable(const char* str_id, int columns_count, ImGuiTableFlags
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if (table->IsFirstFrame || table->IsSettingsRequestLoad)
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TableLoadSettings(table);
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// Handle resizing request
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// (We process this at the first beginning of the frame)
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// FIXME-TABLE: Preserve contents width _while resizing down_ until releasing.
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// FIXME-TABLE: Contains columns if our work area doesn't allow for scrolling.
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if (table->InstanceNo == 0)
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{
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if (table->ResizedColumn != -1 && table->ResizedColumnNextWidth != FLT_MAX)
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TableSetColumnWidth(table, &table->Columns[table->ResizedColumn], table->ResizedColumnNextWidth);
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table->ResizedColumnNextWidth = FLT_MAX;
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table->ResizedColumn = -1;
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}
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// Handle reordering request
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// Note: we don't clear ReorderColumn after handling the request.
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if (table->InstanceNo == 0)
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{
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if (table->HeadHeaderColumn == -1 && table->ReorderColumn != -1)
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table->ReorderColumn = -1;
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table->HeadHeaderColumn = -1;
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if (table->ReorderColumn != -1 && table->ReorderColumnDir != 0)
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{
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IM_ASSERT(table->ReorderColumnDir == -1 || table->ReorderColumnDir == +1);
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@ -304,6 +326,7 @@ bool ImGui::BeginTable(const char* str_id, int columns_count, ImGuiTableFlags
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table->ReorderColumnDir = 0;
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table->IsSettingsDirty = true;
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}
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}
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// Handle display order reset request
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if (table->IsResetDisplayOrderRequest)
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@ -713,7 +736,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
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table->IsUsingHeaders = false;
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// Context menu
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if (table->IsContextPopupOpen)
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if (table->IsContextPopupOpen && table->InstanceNo == table->InstanceInteracted)
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{
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if (BeginPopup("##TableContextMenu"))
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{
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@ -763,7 +786,7 @@ void ImGui::TableUpdateBorders(ImGuiTable* table)
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if (column->Flags & (ImGuiTableColumnFlags_NoResize | ImGuiTableColumnFlags_NoDirectResize_))
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continue;
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ImGuiID column_id = table->ID + (ImGuiID)column_n;
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ImGuiID column_id = table->ID + (table->InstanceNo * table->ColumnsCount) + column_n;
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ImRect hit_rect(column->MaxX - hit_half_width, hit_y1, column->MaxX + hit_half_width, hit_y2);
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//GetForegroundDrawList()->AddRect(hit_rect.Min, hit_rect.Max, IM_COL32(255, 0, 0, 100));
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KeepAliveID(column_id);
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@ -771,7 +794,10 @@ void ImGui::TableUpdateBorders(ImGuiTable* table)
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bool hovered = false, held = false;
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ButtonBehavior(hit_rect, column_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_AllowItemOverlap);
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if (held)
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{
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table->ResizedColumn = (ImS8)column_n;
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table->InstanceInteracted = table->InstanceNo;
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}
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if ((hovered && g.HoveredIdTimer > TABLE_RESIZE_SEPARATOR_FEEDBACK_TIMER) || held)
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{
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table->HoveredColumnBorder = (ImS8)column_n;
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@ -861,14 +887,12 @@ void ImGui::EndTable()
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}
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// Apply resizing/dragging at the end of the frame
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// FIXME-TABLE: Preserve contents width _while resizing down_ until releasing.
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// FIXME-TABLE: Contains columns if our work area doesn't allow for scrolling.
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if (table->ResizedColumn != -1)
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{
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ImGuiTableColumn* column = &table->Columns[table->ResizedColumn];
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const float new_x2 = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + TABLE_RESIZE_SEPARATOR_HALF_THICKNESS);
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const float new_width = ImFloor(new_x2 - column->MinX);
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TableSetColumnWidth(table, column, new_width);
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table->ResizedColumnNextWidth = new_width;
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}
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// Layout in outer window
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@ -940,7 +964,7 @@ void ImGui::TableDrawBorders(ImGuiTable* table)
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const int column_n = table->DisplayOrder[order_n];
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ImGuiTableColumn* column = &table->Columns[column_n];
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const bool is_hovered = (table->HoveredColumnBorder == column_n);
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const bool is_resized = (table->ResizedColumn == column_n);
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const bool is_resized = (table->ResizedColumn == column_n) && (table->InstanceInteracted == table->InstanceNo);
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const bool draw_right_border = (column->MaxX <= table->InnerClipRect.Max.x) || (is_resized || is_hovered);
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if (draw_right_border && column->MaxX > column->ClipRect.Min.x) // FIXME-TABLE FIXME-STYLE: Assume BorderSize==1, this is problematic if we want to increase the border size..
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{
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@ -1724,7 +1748,7 @@ void ImGui::TableAutoHeaders()
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// [DEBUG]
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//if (g.IO.KeyCtrl) { static char buf[32]; name = buf; ImGuiTableColumn* c = &table->Columns[column_n]; if (c->Flags & ImGuiTableColumnFlags_WidthStretch) ImFormatString(buf, 32, "%.3f>%.1f", c->ResizeWeight, c->WidthGiven); else ImFormatString(buf, 32, "%.1f", c->WidthGiven); }
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PushID(column_n); // Allow unnamed labels (generally accidental, but let's behave nicely with them)
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PushID(table->InstanceNo * table->ColumnsCount + column_n); // Allow unnamed labels (generally accidental, but let's behave nicely with them)
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TableHeader(name);
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PopID();
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@ -1767,6 +1791,7 @@ void ImGui::TableAutoHeaders()
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{
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table->IsContextPopupOpen = true;
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table->ContextPopupColumn = (ImS8)open_context_popup;
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table->InstanceInteracted = table->InstanceNo;
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OpenPopup("##TableContextMenu");
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}
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}
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@ -1807,9 +1832,11 @@ void ImGui::TableHeader(const char* label)
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//window->DC.CursorPos.x = column->MinX + table->CellPadding.x;
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// Keep header highlighted when context menu is open. (FIXME-TABLE: however we cannot assume the ID of said popup if it has been created by the user...)
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const bool selected = (table->IsContextPopupOpen && table->ContextPopupColumn == column_n);
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const bool selected = (table->IsContextPopupOpen && table->ContextPopupColumn == column_n && table->InstanceInteracted == table->InstanceNo);
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const bool pressed = Selectable("", selected, ImGuiSelectableFlags_DrawHoveredWhenHeld, ImVec2(0.0f, row_height));
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const bool held = IsItemActive();
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if (held)
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table->HeadHeaderColumn = (ImS8)column_n;
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window->DC.CursorPos.y -= g.Style.ItemSpacing.y * 0.5f;
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// Drag and drop: re-order columns. Frozen columns are not reorderable.
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@ -1818,6 +1845,7 @@ void ImGui::TableHeader(const char* label)
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{
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// While moving a column it will jump on the other side of the mouse, so we also test for MouseDelta.x
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table->ReorderColumn = (ImS8)column_n;
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table->InstanceInteracted = table->InstanceNo;
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if (g.IO.MouseDelta.x < 0.0f && g.IO.MousePos.x < cell_r.Min.x)
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if (column->PrevActiveColumn != -1 && (column->IndexWithinActiveSet < table->FreezeColumnsRequest) == (table->Columns[column->PrevActiveColumn].IndexWithinActiveSet < table->FreezeColumnsRequest))
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table->ReorderColumnDir = -1;
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@ -1863,8 +1891,6 @@ void ImGui::TableHeader(const char* label)
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if (pressed && table->ReorderColumn != column_n)
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TableSortSpecsClickColumn(table, column, g.IO.KeyShift);
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}
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if (!held && table->ReorderColumn == column_n)
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table->ReorderColumn = -1;
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// Render clipped label
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// Clipping here ensure that in the majority of situations, all our header cells will be merged into a single draw call.
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