mirror of
https://github.com/Drezil/imgui.git
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Merge branch 'ggtucker-master'
This commit is contained in:
commit
ea493fd8da
195
imgui.cpp
195
imgui.cpp
@ -4345,6 +4345,7 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us
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window->DC.ColumnsCurrent = 0;
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window->DC.ColumnsCount = 1;
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window->DC.ColumnsStartPosY = window->DC.CursorPos.y;
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window->DC.ColumnsStartMaxPosX = window->DC.CursorMaxPos.x;
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window->DC.ColumnsCellMinY = window->DC.ColumnsCellMaxY = window->DC.ColumnsStartPosY;
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window->DC.TreeDepth = 0;
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window->DC.StateStorage = &window->StateStorage;
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@ -4450,7 +4451,7 @@ void ImGui::End()
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ImGuiWindow* window = g.CurrentWindow;
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if (window->DC.ColumnsCount != 1) // close columns set if any is open
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Columns(1, "#CLOSECOLUMNS");
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EndColumns();
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PopClipRect(); // inner window clip rectangle
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// Stop logging
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@ -9928,6 +9929,16 @@ int ImGui::GetColumnsCount()
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return window->DC.ColumnsCount;
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}
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static float OffsetNormToPixels(ImGuiWindow* window, float offset_norm)
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{
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return offset_norm * (window->DC.ColumnsMaxX - window->DC.ColumnsMinX);
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}
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static float PixelsToOffsetNorm(ImGuiWindow* window, float offset)
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{
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return (offset - window->DC.ColumnsMinX) / (window->DC.ColumnsMaxX - window->DC.ColumnsMinX);
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}
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static float GetDraggedColumnOffset(int column_index)
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{
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// Active (dragged) column always follow mouse. The reason we need this is that dragging a column to the right edge of an auto-resizing
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@ -9938,43 +9949,57 @@ static float GetDraggedColumnOffset(int column_index)
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IM_ASSERT(g.ActiveId == window->DC.ColumnsSetId + ImGuiID(column_index));
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float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x - window->Pos.x;
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x = ImClamp(x, ImGui::GetColumnOffset(column_index-1)+g.Style.ColumnsMinSpacing, ImGui::GetColumnOffset(column_index+1)-g.Style.ColumnsMinSpacing);
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x = ImMax(x, ImGui::GetColumnOffset(column_index-1) + g.Style.ColumnsMinSpacing);
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if ((window->DC.ColumnsFlags & ImGuiColumnsFlags_NoPreserveWidths))
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x = ImMin(x, ImGui::GetColumnOffset(column_index+1) - g.Style.ColumnsMinSpacing);
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return (float)(int)x;
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return x;
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}
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float ImGui::GetColumnOffset(int column_index)
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = GetCurrentWindowRead();
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if (column_index < 0)
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column_index = window->DC.ColumnsCurrent;
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/*
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if (g.ActiveId)
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{
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ImGuiContext& g = *GImGui;
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const ImGuiID column_id = window->DC.ColumnsSetId + ImGuiID(column_index);
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if (g.ActiveId == column_id)
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return GetDraggedColumnOffset(column_index);
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}
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*/
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IM_ASSERT(column_index < window->DC.ColumnsData.Size);
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const float t = window->DC.ColumnsData[column_index].OffsetNorm;
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const float x_offset = ImLerp(window->DC.ColumnsMinX, window->DC.ColumnsMaxX, t);
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return (float)(int)x_offset;
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return x_offset;
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}
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void ImGui::SetColumnOffset(int column_index, float offset)
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = GetCurrentWindow();
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if (column_index < 0)
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column_index = window->DC.ColumnsCurrent;
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IM_ASSERT(column_index < window->DC.ColumnsData.Size);
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const float t = (offset - window->DC.ColumnsMinX) / (window->DC.ColumnsMaxX - window->DC.ColumnsMinX);
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window->DC.ColumnsData[column_index].OffsetNorm = t;
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const bool preserve_width = !(window->DC.ColumnsFlags & ImGuiColumnsFlags_NoPreserveWidths) && (column_index < window->DC.ColumnsCount-1);
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const float width = preserve_width ? GetColumnWidth(column_index) : 0.0f;
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if (!(window->DC.ColumnsFlags & ImGuiColumnsFlags_NoForceWithinWindow))
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offset = ImMin(offset, window->DC.ColumnsMaxX - g.Style.ColumnsMinSpacing * (window->DC.ColumnsCount - column_index));
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const float offset_norm = PixelsToOffsetNorm(window, offset);
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const ImGuiID column_id = window->DC.ColumnsSetId + ImGuiID(column_index);
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window->DC.StateStorage->SetFloat(column_id, t);
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window->DC.StateStorage->SetFloat(column_id, offset_norm);
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window->DC.ColumnsData[column_index].OffsetNorm = offset_norm;
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if (preserve_width)
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SetColumnOffset(column_index + 1, offset + ImMax(g.Style.ColumnsMinSpacing, width));
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}
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float ImGui::GetColumnWidth(int column_index)
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@ -9983,8 +10008,16 @@ float ImGui::GetColumnWidth(int column_index)
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if (column_index < 0)
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column_index = window->DC.ColumnsCurrent;
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float w = GetColumnOffset(column_index+1) - GetColumnOffset(column_index);
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return w;
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return OffsetNormToPixels(window, window->DC.ColumnsData[column_index+1].OffsetNorm - window->DC.ColumnsData[column_index].OffsetNorm);
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}
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void ImGui::SetColumnWidth(int column_index, float width)
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{
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ImGuiWindow* window = GetCurrentWindowRead();
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if (column_index < 0)
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column_index = window->DC.ColumnsCurrent;
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SetColumnOffset(column_index+1, GetColumnOffset(column_index) + width);
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}
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static void PushColumnClipRect(int column_index)
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@ -9998,57 +10031,13 @@ static void PushColumnClipRect(int column_index)
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ImGui::PushClipRect(ImVec2(x1,-FLT_MAX), ImVec2(x2,+FLT_MAX), true);
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}
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void ImGui::Columns(int columns_count, const char* id, bool border)
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void ImGui::BeginColumns(const char* id, int columns_count, ImGuiColumnsFlags flags)
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = GetCurrentWindow();
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IM_ASSERT(columns_count >= 1);
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if (window->DC.ColumnsCount != 1)
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{
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if (window->DC.ColumnsCurrent != 0)
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ItemSize(ImVec2(0,0)); // Advance to column 0
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PopItemWidth();
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PopClipRect();
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window->DrawList->ChannelsMerge();
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window->DC.ColumnsCellMaxY = ImMax(window->DC.ColumnsCellMaxY, window->DC.CursorPos.y);
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window->DC.CursorPos.y = window->DC.ColumnsCellMaxY;
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}
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// Draw columns borders and handle resize at the time of "closing" a columns set
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if (window->DC.ColumnsCount != columns_count && window->DC.ColumnsCount != 1 && window->DC.ColumnsShowBorders && !window->SkipItems)
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{
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const float y1 = window->DC.ColumnsStartPosY;
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const float y2 = window->DC.CursorPos.y;
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for (int i = 1; i < window->DC.ColumnsCount; i++)
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{
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float x = window->Pos.x + GetColumnOffset(i);
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const ImGuiID column_id = window->DC.ColumnsSetId + ImGuiID(i);
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const float column_w = 4.0f;
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const ImRect column_rect(ImVec2(x - column_w, y1), ImVec2(x + column_w, y2));
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if (IsClippedEx(column_rect, &column_id, false))
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continue;
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bool hovered, held;
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ButtonBehavior(column_rect, column_id, &hovered, &held);
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if (hovered || held)
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g.MouseCursor = ImGuiMouseCursor_ResizeEW;
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// Draw before resize so our items positioning are in sync with the line being drawn
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const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator);
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const float xi = (float)(int)x;
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window->DrawList->AddLine(ImVec2(xi, y1+1.0f), ImVec2(xi, y2), col);
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if (held)
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{
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if (g.ActiveIdIsJustActivated)
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g.ActiveIdClickOffset.x -= column_w; // Store from center of column line (we used a 8 wide rect for columns clicking)
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x = GetDraggedColumnOffset(i);
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SetColumnOffset(i, x);
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}
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}
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}
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IM_ASSERT(columns_count > 1);
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IM_ASSERT(window->DC.ColumnsCount == 1); // Nested columns are currently not supported
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// Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget.
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// In addition, when an identifier isn't explicitly provided we include the number of columns in the hash to make it uniquer.
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@ -10059,18 +10048,18 @@ void ImGui::Columns(int columns_count, const char* id, bool border)
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// Set state for first column
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window->DC.ColumnsCurrent = 0;
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window->DC.ColumnsCount = columns_count;
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window->DC.ColumnsShowBorders = border;
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window->DC.ColumnsFlags = flags;
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const float content_region_width = (window->SizeContentsExplicit.x != 0.0f) ? window->SizeContentsExplicit.x : window->Size.x;
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window->DC.ColumnsMinX = window->DC.IndentX - g.Style.ItemSpacing.x; // Lock our horizontal range
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window->DC.ColumnsMaxX = content_region_width - window->Scroll.x - ((window->Flags & ImGuiWindowFlags_NoScrollbar) ? 0 : g.Style.ScrollbarSize);// - window->WindowPadding().x;
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//window->DC.ColumnsMaxX = content_region_width - window->Scroll.x -((window->Flags & ImGuiWindowFlags_NoScrollbar) ? 0 : g.Style.ScrollbarSize);// - window->WindowPadding().x;
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window->DC.ColumnsMaxX = content_region_width - window->Scroll.x - window->ScrollbarSizes.x;
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window->DC.ColumnsStartPosY = window->DC.CursorPos.y;
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window->DC.ColumnsStartMaxPosX = window->DC.CursorMaxPos.x;
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window->DC.ColumnsCellMinY = window->DC.ColumnsCellMaxY = window->DC.CursorPos.y;
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window->DC.ColumnsOffsetX = 0.0f;
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window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.IndentX + window->DC.ColumnsOffsetX);
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if (window->DC.ColumnsCount != 1)
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{
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// Cache column offsets
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window->DC.ColumnsData.resize(columns_count + 1);
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for (int column_index = 0; column_index < columns_count + 1; column_index++)
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@ -10078,17 +10067,93 @@ void ImGui::Columns(int columns_count, const char* id, bool border)
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const ImGuiID column_id = window->DC.ColumnsSetId + ImGuiID(column_index);
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KeepAliveID(column_id);
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const float default_t = column_index / (float)window->DC.ColumnsCount;
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const float t = window->DC.StateStorage->GetFloat(column_id, default_t); // Cheaply store our floating point value inside the integer (could store a union into the map?)
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float t = window->DC.StateStorage->GetFloat(column_id, default_t); // Cheaply store our floating point value inside the integer (could store a union into the map?)
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if (!(window->DC.ColumnsFlags & ImGuiColumnsFlags_NoForceWithinWindow))
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t = ImMin(t, PixelsToOffsetNorm(window, window->DC.ColumnsMaxX - g.Style.ColumnsMinSpacing * (window->DC.ColumnsCount - column_index)));
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window->DC.ColumnsData[column_index].OffsetNorm = t;
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}
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window->DrawList->ChannelsSplit(window->DC.ColumnsCount);
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PushColumnClipRect();
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PushItemWidth(GetColumnWidth() * 0.65f);
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}
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else
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}
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void ImGui::EndColumns()
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = GetCurrentWindow();
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IM_ASSERT(window->DC.ColumnsCount > 1);
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PopItemWidth();
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PopClipRect();
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window->DrawList->ChannelsMerge();
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window->DC.ColumnsCellMaxY = ImMax(window->DC.ColumnsCellMaxY, window->DC.CursorPos.y);
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window->DC.CursorPos.y = window->DC.ColumnsCellMaxY;
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window->DC.CursorMaxPos.x = ImMax(window->DC.ColumnsStartMaxPosX, window->DC.ColumnsMaxX); // Columns don't grow parent
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// Draw columns borders and handle resize
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if (!(window->DC.ColumnsFlags & ImGuiColumnsFlags_NoBorder) && !window->SkipItems)
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{
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window->DC.ColumnsData.resize(0);
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const float y1 = window->DC.ColumnsStartPosY;
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const float y2 = window->DC.CursorPos.y;
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int dragging_column = -1;
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for (int i = 1; i < window->DC.ColumnsCount; i++)
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{
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float x = window->Pos.x + GetColumnOffset(i);
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const ImGuiID column_id = window->DC.ColumnsSetId + ImGuiID(i);
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const float column_w = 4.0f; // Width for interaction
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const ImRect column_rect(ImVec2(x - column_w, y1), ImVec2(x + column_w, y2));
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if (IsClippedEx(column_rect, &column_id, false))
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continue;
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bool hovered = false, held = false;
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if (!(window->DC.ColumnsFlags & ImGuiColumnsFlags_NoResize))
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{
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ButtonBehavior(column_rect, column_id, &hovered, &held);
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if (hovered || held)
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g.MouseCursor = ImGuiMouseCursor_ResizeEW;
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if (held && g.ActiveIdIsJustActivated)
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g.ActiveIdClickOffset.x -= column_w; // Store from center of column line (we used a 8 wide rect for columns clicking). This is used by GetDraggedColumnOffset().
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if (held)
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dragging_column = i;
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}
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// Draw column
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const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator);
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const float xi = (float)(int)x;
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window->DrawList->AddLine(ImVec2(xi, y1 + 1.0f), ImVec2(xi, y2), col);
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}
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// Apply dragging after drawing the column lines, so our rendered lines are in sync with how items were displayed during the frame.
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if (dragging_column != -1)
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{
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float x = GetDraggedColumnOffset(dragging_column);
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SetColumnOffset(dragging_column, x);
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}
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}
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window->DC.ColumnsSetId = 0;
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window->DC.ColumnsCurrent = 0;
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window->DC.ColumnsCount = 1;
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window->DC.ColumnsFlags = 0;
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window->DC.ColumnsData.resize(0);
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window->DC.ColumnsOffsetX = 0.0f;
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window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.IndentX + window->DC.ColumnsOffsetX);
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}
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// [2017/08: This is currently the only public API, while we are working on making BeginColumns/EndColumns user-facing]
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void ImGui::Columns(int columns_count, const char* id, bool border)
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{
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ImGuiWindow* window = GetCurrentWindow();
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IM_ASSERT(columns_count >= 1);
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if (window->DC.ColumnsCount != columns_count && window->DC.ColumnsCount != 1)
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EndColumns();
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ImGuiColumnsFlags flags = (border ? 0 : ImGuiColumnsFlags_NoBorder);
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//flags |= ImGuiColumnsFlags_NoPreserveWidths; // NB: Legacy behavior
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if (columns_count != 1)
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BeginColumns(id, columns_count, flags);
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}
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void ImGui::Indent(float indent_w)
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|
14
imgui.h
14
imgui.h
@ -74,6 +74,7 @@ typedef int ImGuiColorEditFlags; // color edit flags for Color*() // e
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typedef int ImGuiMouseCursor; // a mouse cursor identifier // enum ImGuiMouseCursor_
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typedef int ImGuiWindowFlags; // window flags for Begin*() // enum ImGuiWindowFlags_
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typedef int ImGuiCond; // condition flags for Set*() // enum ImGuiCond_
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typedef int ImGuiColumnsFlags; // flags for *Columns*() // enum ImGuiColumnsFlags_
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typedef int ImGuiInputTextFlags; // flags for InputText*() // enum ImGuiInputTextFlags_
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typedef int ImGuiSelectableFlags; // flags for Selectable() // enum ImGuiSelectableFlags_
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typedef int ImGuiTreeNodeFlags; // flags for TreeNode*(), Collapsing*() // enum ImGuiTreeNodeFlags_
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@ -230,14 +231,15 @@ namespace ImGui
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IMGUI_API float GetItemsLineHeightWithSpacing(); // distance (in pixels) between 2 consecutive lines of standard height widgets == GetWindowFontSize() + GetStyle().FramePadding.y*2 + GetStyle().ItemSpacing.y
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||||
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||||
// Columns
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||||
// You can also use SameLine(pos_x) for simplified columning. The columns API is still work-in-progress and rather lacking.
|
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IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true); // setup number of columns. use an identifier to distinguish multiple column sets. close with Columns(1).
|
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IMGUI_API void NextColumn(); // next column
|
||||
// You can also use SameLine(pos_x) for simplified columns. The columns API is still work-in-progress and rather lacking.
|
||||
IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true);
|
||||
IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished
|
||||
IMGUI_API int GetColumnIndex(); // get current column index
|
||||
IMGUI_API float GetColumnOffset(int column_index = -1); // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetcolumnsCount() inclusive. column 0 is usually 0.0f and not resizable unless you call this
|
||||
IMGUI_API float GetColumnWidth(int column_index = -1); // get column width (in pixels). pass -1 to use current column
|
||||
IMGUI_API void SetColumnWidth(int column_index, float width); // set column width (in pixels). pass -1 to use current column
|
||||
IMGUI_API float GetColumnOffset(int column_index = -1); // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetColumnsCount() inclusive. column 0 is typically 0.0f
|
||||
IMGUI_API void SetColumnOffset(int column_index, float offset_x); // set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column
|
||||
IMGUI_API float GetColumnWidth(int column_index = -1); // column width (== GetColumnOffset(GetColumnIndex()+1) - GetColumnOffset(GetColumnOffset())
|
||||
IMGUI_API int GetColumnsCount(); // number of columns (what was passed to Columns())
|
||||
IMGUI_API int GetColumnsCount();
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||||
|
||||
// ID scopes
|
||||
// If you are creating widgets in a loop you most likely want to push a unique identifier so ImGui can differentiate them.
|
||||
|
@ -1527,32 +1527,6 @@ void ImGui::ShowTestWindow(bool* p_open)
|
||||
ImGui::TreePop();
|
||||
}
|
||||
|
||||
// Scrolling columns
|
||||
/*
|
||||
if (ImGui::TreeNode("Scrolling"))
|
||||
{
|
||||
ImGui::BeginChild("##header", ImVec2(0, ImGui::GetTextLineHeightWithSpacing()+ImGui::GetStyle().ItemSpacing.y));
|
||||
ImGui::Columns(3);
|
||||
ImGui::Text("ID"); ImGui::NextColumn();
|
||||
ImGui::Text("Name"); ImGui::NextColumn();
|
||||
ImGui::Text("Path"); ImGui::NextColumn();
|
||||
ImGui::Columns(1);
|
||||
ImGui::Separator();
|
||||
ImGui::EndChild();
|
||||
ImGui::BeginChild("##scrollingregion", ImVec2(0, 60));
|
||||
ImGui::Columns(3);
|
||||
for (int i = 0; i < 10; i++)
|
||||
{
|
||||
ImGui::Text("%04d", i); ImGui::NextColumn();
|
||||
ImGui::Text("Foobar"); ImGui::NextColumn();
|
||||
ImGui::Text("/path/foobar/%04d/", i); ImGui::NextColumn();
|
||||
}
|
||||
ImGui::Columns(1);
|
||||
ImGui::EndChild();
|
||||
ImGui::TreePop();
|
||||
}
|
||||
*/
|
||||
|
||||
// Create multiple items in a same cell before switching to next column
|
||||
if (ImGui::TreeNode("Mixed items"))
|
||||
{
|
||||
@ -1607,14 +1581,59 @@ void ImGui::ShowTestWindow(bool* p_open)
|
||||
ImGui::SameLine();
|
||||
ImGui::Checkbox("vertical", &v_borders);
|
||||
ImGui::Columns(4, NULL, v_borders);
|
||||
if (h_borders) ImGui::Separator();
|
||||
for (int i = 0; i < 8; i++)
|
||||
for (int i = 0; i < 4*3; i++)
|
||||
{
|
||||
if (h_borders && ImGui::GetColumnIndex() == 0)
|
||||
ImGui::Separator();
|
||||
ImGui::Text("%c%c%c", 'a'+i, 'a'+i, 'a'+i);
|
||||
ImGui::Text("Width %.2f\nOffset %.2f", ImGui::GetColumnWidth(), ImGui::GetColumnOffset());
|
||||
ImGui::NextColumn();
|
||||
}
|
||||
ImGui::Columns(1);
|
||||
if (h_borders) ImGui::Separator();
|
||||
if (h_borders)
|
||||
ImGui::Separator();
|
||||
ImGui::TreePop();
|
||||
}
|
||||
|
||||
// Scrolling columns
|
||||
/*
|
||||
if (ImGui::TreeNode("Vertical Scrolling"))
|
||||
{
|
||||
ImGui::BeginChild("##header", ImVec2(0, ImGui::GetTextLineHeightWithSpacing()+ImGui::GetStyle().ItemSpacing.y));
|
||||
ImGui::Columns(3);
|
||||
ImGui::Text("ID"); ImGui::NextColumn();
|
||||
ImGui::Text("Name"); ImGui::NextColumn();
|
||||
ImGui::Text("Path"); ImGui::NextColumn();
|
||||
ImGui::Columns(1);
|
||||
ImGui::Separator();
|
||||
ImGui::EndChild();
|
||||
ImGui::BeginChild("##scrollingregion", ImVec2(0, 60));
|
||||
ImGui::Columns(3);
|
||||
for (int i = 0; i < 10; i++)
|
||||
{
|
||||
ImGui::Text("%04d", i); ImGui::NextColumn();
|
||||
ImGui::Text("Foobar"); ImGui::NextColumn();
|
||||
ImGui::Text("/path/foobar/%04d/", i); ImGui::NextColumn();
|
||||
}
|
||||
ImGui::Columns(1);
|
||||
ImGui::EndChild();
|
||||
ImGui::TreePop();
|
||||
}
|
||||
*/
|
||||
|
||||
if (ImGui::TreeNode("Horizontal Scrolling"))
|
||||
{
|
||||
ImGui::SetNextWindowContentWidth(2000);
|
||||
ImGui::BeginChild("##scrollingregion", ImVec2(0, 120), false, ImGuiWindowFlags_HorizontalScrollbar);
|
||||
ImGui::Columns(10);
|
||||
for (int i = 0; i < 20; i++)
|
||||
for (int j = 0; j < 10; j++)
|
||||
{
|
||||
ImGui::Text("Line %d Column %d", i, j);
|
||||
ImGui::NextColumn();
|
||||
}
|
||||
ImGui::Columns(1);
|
||||
ImGui::EndChild();
|
||||
ImGui::TreePop();
|
||||
}
|
||||
|
||||
|
@ -183,6 +183,15 @@ enum ImGuiSliderFlags_
|
||||
ImGuiSliderFlags_Vertical = 1 << 0
|
||||
};
|
||||
|
||||
enum ImGuiColumnsFlags_
|
||||
{
|
||||
// Default: 0
|
||||
ImGuiColumnsFlags_NoBorder = 1 << 0, // Disable column dividers
|
||||
ImGuiColumnsFlags_NoResize = 1 << 1, // Disable resizing columns when clicking on the dividers
|
||||
ImGuiColumnsFlags_NoPreserveWidths = 1 << 2, // Disable column width preservation when adjusting columns
|
||||
ImGuiColumnsFlags_NoForceWithinWindow = 1 << 3 // Disable forcing columns to fit within window
|
||||
};
|
||||
|
||||
enum ImGuiSelectableFlagsPrivate_
|
||||
{
|
||||
// NB: need to be in sync with last value of ImGuiSelectableFlags_
|
||||
@ -596,9 +605,10 @@ struct IMGUI_API ImGuiDrawContext
|
||||
float ColumnsMinX;
|
||||
float ColumnsMaxX;
|
||||
float ColumnsStartPosY;
|
||||
float ColumnsStartMaxPosX; // Backup of CursorMaxPos
|
||||
float ColumnsCellMinY;
|
||||
float ColumnsCellMaxY;
|
||||
bool ColumnsShowBorders;
|
||||
ImGuiColumnsFlags ColumnsFlags;
|
||||
ImGuiID ColumnsSetId;
|
||||
ImVector<ImGuiColumnData> ColumnsData;
|
||||
|
||||
@ -629,8 +639,9 @@ struct IMGUI_API ImGuiDrawContext
|
||||
ColumnsCount = 1;
|
||||
ColumnsMinX = ColumnsMaxX = 0.0f;
|
||||
ColumnsStartPosY = 0.0f;
|
||||
ColumnsStartMaxPosX = 0.0f;
|
||||
ColumnsCellMinY = ColumnsCellMaxY = 0.0f;
|
||||
ColumnsShowBorders = true;
|
||||
ColumnsFlags = 0;
|
||||
ColumnsSetId = 0;
|
||||
}
|
||||
};
|
||||
@ -748,6 +759,10 @@ namespace ImGui
|
||||
IMGUI_API void OpenPopupEx(ImGuiID id, bool reopen_existing);
|
||||
IMGUI_API bool IsPopupOpen(ImGuiID id);
|
||||
|
||||
// New Columns API
|
||||
IMGUI_API void BeginColumns(const char* id, int count, ImGuiColumnsFlags flags = 0); // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns().
|
||||
IMGUI_API void EndColumns(); // close columns
|
||||
|
||||
// NB: All position are in absolute pixels coordinates (never using window coordinates internally)
|
||||
// AVOID USING OUTSIDE OF IMGUI.CPP! NOT FOR PUBLIC CONSUMPTION. THOSE FUNCTIONS ARE A MESS. THEIR SIGNATURE AND BEHAVIOR WILL CHANGE, THEY NEED TO BE REFACTORED INTO SOMETHING DECENT.
|
||||
IMGUI_API void RenderText(ImVec2 pos, const char* text, const char* text_end = NULL, bool hide_text_after_hash = true);
|
||||
|
Loading…
Reference in New Issue
Block a user