| // dear imgui, v1.80 WIP |
| // (tables and columns code) |
| |
| /* |
| * |
| * Index of this file: |
| * |
| * // [SECTION] Widgets: BeginTable, EndTable, etc. |
| * // [SECTION] Widgets: Columns, BeginColumns, EndColumns, etc. |
| * |
| */ |
| |
| #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) |
| #define _CRT_SECURE_NO_WARNINGS |
| #endif |
| |
| #include "imgui.h" |
| #ifndef IMGUI_DISABLE |
| |
| #ifndef IMGUI_DEFINE_MATH_OPERATORS |
| #define IMGUI_DEFINE_MATH_OPERATORS |
| #endif |
| #include "imgui_internal.h" |
| |
| #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier |
| #include <stddef.h> // intptr_t |
| #else |
| #include <stdint.h> // intptr_t |
| #endif |
| |
| // Visual Studio warnings |
| #ifdef _MSC_VER |
| #pragma warning (disable: 4127) // condition expression is constant |
| #pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen |
| #if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later |
| #pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types |
| #endif |
| #endif |
| |
| // Clang/GCC warnings with -Weverything |
| #if defined(__clang__) |
| #if __has_warning("-Wunknown-warning-option") |
| #pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! |
| #endif |
| #pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' |
| #pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. |
| #pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok. |
| #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness |
| #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 |
| #pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. |
| #pragma clang diagnostic ignored "-Wenum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') |
| #pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated |
| #pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision |
| #elif defined(__GNUC__) |
| #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind |
| #pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead |
| #endif |
| |
| |
| //----------------------------------------------------------------------------- |
| // [SECTION] Widgets: BeginTable, EndTable, etc. |
| //----------------------------------------------------------------------------- |
| |
| //----------------------------------------------------------------------------- |
| // Typical call flow: (root level is public API): |
| // - BeginTable() user begin into a table |
| // - BeginChild() - (if ScrollX/ScrollY is set) |
| // - TableBeginUpdateColumns() - apply resize/order requests, lock columns active state, order |
| // - TableSetupColumn() user submit columns details (optional) |
| // - TableAutoHeaders() or TableHeader() user submit a headers row (optional) |
| // - TableSortSpecsClickColumn() - when clicked: alter sort order and sort direction |
| // - TableGetSortSpecs() user queries updated sort specs (optional) |
| // - TableNextRow() / TableNextCell() user begin into the first row, also automatically called by TableAutoHeaders() |
| // - TableUpdateLayout() - called by the FIRST call to TableNextRow()! |
| // - TableUpdateDrawChannels() - setup ImDrawList channels |
| // - TableUpdateBorders() - detect hovering columns for resize, ahead of contents submission |
| // - TableDrawContextMenu() - draw right-click context menu |
| // - TableEndCell() - close existing cell if not the first time |
| // - TableBeginCell() - enter into current cell |
| // - [...] user emit contents |
| // - EndTable() user ends the table |
| // - TableDrawBorders() - draw outer borders, inner vertical borders |
| // - TableDrawMergeChannels() - merge draw channels if clipping isn't required |
| // - TableSetColumnWidth() - apply resizing width |
| // - TableUpdateColumnsWeightFromWidth() - recompute columns weights (of weighted columns) from their respective width |
| // - EndChild() - (if ScrollX/ScrollY is set) |
| //----------------------------------------------------------------------------- |
| |
| // Configuration |
| static const float TABLE_RESIZE_SEPARATOR_HALF_THICKNESS = 4.0f; // Extend outside inner borders. |
| static const float TABLE_RESIZE_SEPARATOR_FEEDBACK_TIMER = 0.06f; // Delay/timer before making the hover feedback (color+cursor) visible because tables/columns tends to be more cramped. |
| |
| // Helper |
| inline ImGuiTableFlags TableFixFlags(ImGuiTableFlags flags) |
| { |
| // Adjust flags: set default sizing policy |
| if ((flags & ImGuiTableFlags_SizingPolicyMaskX_) == 0) |
| flags |= (flags & ImGuiTableFlags_ScrollX) ? ImGuiTableFlags_SizingPolicyFixedX : ImGuiTableFlags_SizingPolicyStretchX; |
| |
| // Adjust flags: MultiSortable automatically enable Sortable |
| if (flags & ImGuiTableFlags_MultiSortable) |
| flags |= ImGuiTableFlags_Sortable; |
| |
| // Adjust flags: disable saved settings if there's nothing to save |
| if ((flags & (ImGuiTableFlags_Resizable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Sortable)) == 0) |
| flags |= ImGuiTableFlags_NoSavedSettings; |
| |
| // Adjust flags: enforce borders when resizable |
| if (flags & ImGuiTableFlags_Resizable) |
| flags |= ImGuiTableFlags_BordersVInner; |
| |
| // Adjust flags: disable top rows freezing if there's no scrolling |
| // In theory we could want to assert if ScrollFreeze was set without the corresponding scroll flag, but that would hinder demos. |
| if ((flags & ImGuiTableFlags_ScrollX) == 0) |
| flags &= ~ImGuiTableFlags_ScrollFreezeColumnsMask_; |
| if ((flags & ImGuiTableFlags_ScrollY) == 0) |
| flags &= ~ImGuiTableFlags_ScrollFreezeRowsMask_; |
| |
| // Adjust flags: disable NoHostExtendY if we have any scrolling going on |
| if ((flags & ImGuiTableFlags_NoHostExtendY) && (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) != 0) |
| flags &= ~ImGuiTableFlags_NoHostExtendY; |
| |
| // Adjust flags: we don't support NoClipX with (FreezeColumns > 0), we could with some work but it doesn't appear to be worth the effort |
| if (flags & ImGuiTableFlags_ScrollFreezeColumnsMask_) |
| flags &= ~ImGuiTableFlags_NoClipX; |
| |
| return flags; |
| } |
| |
| // About 'outer_size': |
| // The meaning of outer_size needs to differ slightly depending of if we are using ScrollX/ScrollY flags. |
| // With ScrollX/ScrollY: using a child window for scrolling: |
| // - outer_size.y < 0.0f -> bottom align |
| // - outer_size.y = 0.0f -> bottom align: consistent with BeginChild(), best to preserve (0,0) default arg |
| // - outer_size.y > 0.0f -> fixed child height |
| // Without scrolling, we output table directly in parent window: |
| // - outer_size.y < 0.0f -> bottom align (will auto extend, unless NoHostExtendV is set) |
| // - outer_size.y = 0.0f -> zero minimum height (will auto extend, unless NoHostExtendV is set) |
| // - outer_size.y > 0.0f -> minimum height (will auto extend, unless NoHostExtendV is set) |
| // About: 'inner_width': |
| // With ScrollX: |
| // - inner_width < 0.0f -> *illegal* fit in known width (right align from outer_size.x) <-- weird |
| // - inner_width = 0.0f -> auto enlarge: *only* fixed size columns, which will take space they need (proportional columns becomes fixed columns) <-- desired default :( |
| // - inner_width > 0.0f -> fit in known width: fixed column take space they need if possible (otherwise shrink down), proportional columns share remaining space. |
| // Without ScrollX: |
| // - inner_width < 0.0f -> fit in known width (right align from outer_size.x) <-- desired default |
| // - inner_width = 0.0f -> auto enlarge: will emit contents size in parent window |
| // - inner_width > 0.0f -> fit in known width (bypass outer_size.x, permitted but not useful, should instead alter outer_width) |
| // FIXME-TABLE: This is currently not very useful. |
| // FIXME-TABLE: Replace enlarge vs fixed width by a flag. |
| // Even if not really useful, we allow 'inner_scroll_width < outer_size.x' for consistency and to facilitate understanding of what the value does. |
| bool ImGui::BeginTable(const char* str_id, int columns_count, ImGuiTableFlags flags, const ImVec2& outer_size, float inner_width) |
| { |
| ImGuiID id = GetID(str_id); |
| return BeginTableEx(str_id, id, columns_count, flags, outer_size, inner_width); |
| } |
| |
| bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImGuiTableFlags flags, const ImVec2& outer_size, float inner_width) |
| { |
| ImGuiContext& g = *GImGui; |
| ImGuiWindow* outer_window = GetCurrentWindow(); |
| if (outer_window->SkipItems) // Consistent with other tables + beneficial side effect that assert on miscalling EndTable() will be more visible. |
| return false; |
| |
| // Sanity checks |
| IM_ASSERT(columns_count > 0 && columns_count <= IMGUI_TABLE_MAX_COLUMNS && "Only 1..64 columns allowed!"); |
| if (flags & ImGuiTableFlags_ScrollX) |
| IM_ASSERT(inner_width >= 0.0f); |
| |
| const bool use_child_window = (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) != 0; |
| const ImVec2 avail_size = GetContentRegionAvail(); |
| ImVec2 actual_outer_size = CalcItemSize(outer_size, ImMax(avail_size.x, 1.0f), use_child_window ? ImMax(avail_size.y, 1.0f) : 0.0f); |
| ImRect outer_rect(outer_window->DC.CursorPos, outer_window->DC.CursorPos + actual_outer_size); |
| |
| // If an outer size is specified ahead we will be able to early out when not visible. Exact clipping rules may evolve. |
| if (use_child_window && IsClippedEx(outer_rect, 0, false)) |
| { |
| ItemSize(outer_rect); |
| return false; |
| } |
| |
| flags = TableFixFlags(flags); |
| if (outer_window->Flags & ImGuiWindowFlags_NoSavedSettings) |
| flags |= ImGuiTableFlags_NoSavedSettings; |
| |
| // Acquire storage for the table |
| ImGuiTable* table = g.Tables.GetOrAddByKey(id); |
| const ImGuiTableFlags table_last_flags = table->Flags; |
| const int instance_no = (table->LastFrameActive != g.FrameCount) ? 0 : table->InstanceNo + 1; |
| const ImGuiID instance_id = id + instance_no; |
| if (instance_no > 0) |
| IM_ASSERT(table->ColumnsCount == columns_count && "BeginTable(): Cannot change columns count mid-frame while preserving same ID"); |
| |
| // Initialize |
| table->ID = id; |
| table->Flags = flags; |
| table->InstanceNo = (ImS16)instance_no; |
| table->LastFrameActive = g.FrameCount; |
| table->OuterWindow = table->InnerWindow = outer_window; |
| table->ColumnsCount = columns_count; |
| table->ColumnsNames.Buf.resize(0); |
| table->IsInitializing = false; |
| table->IsLayoutLocked = false; |
| table->InnerWidth = inner_width; |
| table->OuterRect = outer_rect; |
| table->WorkRect = outer_rect; |
| |
| if (use_child_window) |
| { |
| // Ensure no vertical scrollbar appears if we only want horizontal one, to make flag consistent (we have no other way to disable vertical scrollbar of a window while keeping the horizontal one showing) |
| ImVec2 override_content_size(FLT_MAX, FLT_MAX); |
| if ((flags & ImGuiTableFlags_ScrollX) && !(flags & ImGuiTableFlags_ScrollY)) |
| override_content_size.y = FLT_MIN; |
| |
| // Ensure specified width (when not specified, Stretched columns will act as if the width == OuterWidth and never lead to any scrolling) |
| // We don't handle inner_width < 0.0f, we could potentially use it to right-align based on the right side of the child window work rect, |
| // which would require knowing ahead if we are going to have decoration taking horizontal spaces (typically a vertical scrollbar). |
| if (inner_width != 0.0f) |
| override_content_size.x = inner_width; |
| |
| if (override_content_size.x != FLT_MAX || override_content_size.y != FLT_MAX) |
| SetNextWindowContentSize(ImVec2(override_content_size.x != FLT_MAX ? override_content_size.x : 0.0f, override_content_size.y != FLT_MAX ? override_content_size.y : 0.0f)); |
| |
| // Create scrolling region (without border = zero window padding) |
| ImGuiWindowFlags child_flags = (flags & ImGuiTableFlags_ScrollX) ? ImGuiWindowFlags_HorizontalScrollbar : ImGuiWindowFlags_None; |
| BeginChildEx(name, instance_id, table->OuterRect.GetSize(), false, child_flags); |
| table->InnerWindow = g.CurrentWindow; |
| table->WorkRect = table->InnerWindow->WorkRect; |
| table->OuterRect = table->InnerWindow->Rect(); |
| } |
| else |
| { |
| // WorkRect.Max will grow as we append contents. |
| PushID(instance_id); |
| } |
| |
| // Backup a copy of host window members we will modify |
| ImGuiWindow* inner_window = table->InnerWindow; |
| table->HostIndentX = inner_window->DC.Indent.x; |
| table->HostClipRect = inner_window->ClipRect; |
| table->HostSkipItems = inner_window->SkipItems; |
| table->HostWorkRect = inner_window->WorkRect; |
| table->HostCursorMaxPos = inner_window->DC.CursorMaxPos; |
| |
| // Borders |
| // - None ........Content..... Pad .....Content........ |
| // - VOuter | Pad ..Content..... Pad .....Content.. Pad | // FIXME-TABLE: Not handled properly |
| // - VInner ........Content.. Pad | Pad ..Content........ // FIXME-TABLE: Not handled properly |
| // - VOuter+VInner | Pad ..Content.. Pad | Pad ..Content.. Pad | |
| |
| const bool has_cell_padding_x = (flags & ImGuiTableFlags_BordersVOuter) != 0; |
| table->CellPaddingX1 = has_cell_padding_x ? g.Style.CellPadding.x + 1.0f : 0.0f; |
| table->CellPaddingX2 = has_cell_padding_x ? g.Style.CellPadding.x : 0.0f; |
| table->CellPaddingY = g.Style.CellPadding.y; |
| table->CellSpacingX = has_cell_padding_x ? 0.0f : g.Style.CellPadding.x; |
| |
| table->CurrentColumn = -1; |
| table->CurrentRow = -1; |
| table->RowBgColorCounter = 0; |
| table->LastRowFlags = ImGuiTableRowFlags_None; |
| table->InnerClipRect = (inner_window == outer_window) ? table->WorkRect : inner_window->ClipRect; |
| table->InnerClipRect.ClipWith(table->WorkRect); // We need this to honor inner_width |
| table->InnerClipRect.ClipWith(table->HostClipRect); |
| table->InnerClipRect.Max.y = (flags & ImGuiTableFlags_NoHostExtendY) ? table->WorkRect.Max.y : inner_window->ClipRect.Max.y; |
| table->BackgroundClipRect = table->InnerClipRect; |
| table->RowPosY1 = table->RowPosY2 = table->WorkRect.Min.y; // This is needed somehow |
| table->RowTextBaseline = 0.0f; // This will be cleared again by TableBeginRow() |
| table->FreezeRowsRequest = (ImS8)((flags & ImGuiTableFlags_ScrollFreezeRowsMask_) >> ImGuiTableFlags_ScrollFreezeRowsShift_); |
| table->FreezeRowsCount = (inner_window->Scroll.y != 0.0f) ? table->FreezeRowsRequest : 0; |
| table->FreezeColumnsRequest = (ImS8)((flags & ImGuiTableFlags_ScrollFreezeColumnsMask_) >> ImGuiTableFlags_ScrollFreezeColumnsShift_); |
| table->FreezeColumnsCount = (inner_window->Scroll.x != 0.0f) ? table->FreezeColumnsRequest : 0; |
| table->IsFreezeRowsPassed = (table->FreezeRowsCount == 0); |
| table->DeclColumnsCount = 0; |
| table->HoveredColumnBody = -1; |
| table->HoveredColumnBorder = -1; |
| table->RightMostActiveColumn = -1; |
| |
| // Using opaque colors facilitate overlapping elements of the grid |
| table->BorderColorStrong = GetColorU32(ImGuiCol_TableBorderStrong); |
| table->BorderColorLight = GetColorU32(ImGuiCol_TableBorderLight); |
| 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); |
| |
| // Make table current |
| g.CurrentTableStack.push_back(ImGuiPtrOrIndex(g.Tables.GetIndex(table))); |
| g.CurrentTable = table; |
| outer_window->DC.CurrentTable = table; |
| if ((table_last_flags & ImGuiTableFlags_Reorderable) && !(flags & ImGuiTableFlags_Reorderable)) |
| table->IsResetDisplayOrderRequest = true; |
| |
| // Clear data if columns count changed |
| if (table->Columns.Size != 0 && table->Columns.Size != columns_count) |
| { |
| table->Columns.resize(0); |
| table->DisplayOrder.resize(0); |
| } |
| |
| // Setup default columns state |
| if (table->Columns.Size == 0) |
| { |
| table->IsInitializing = table->IsSettingsRequestLoad = table->IsSortSpecsDirty = true; |
| table->Columns.reserve(columns_count); |
| table->DisplayOrder.reserve(columns_count); |
| for (int n = 0; n < columns_count; n++) |
| { |
| ImGuiTableColumn column; |
| column.IndexDisplayOrder = (ImS8)n; |
| table->Columns.push_back(column); |
| table->DisplayOrder.push_back(column.IndexDisplayOrder); |
| } |
| } |
| |
| // Load settings |
| if (table->IsSettingsRequestLoad) |
| TableLoadSettings(table); |
| |
| // Disable output until user calls TableNextRow() or TableNextCell() leading to the TableUpdateLayout() call.. |
| // This is not strictly necessary but will reduce cases were misleading "out of table" output will be confusing to the user. |
| // Because we cannot safely assert in EndTable() when no rows have been created, this seems like our best option. |
| inner_window->SkipItems = true; |
| |
| // Update/lock which columns will be Active for the frame |
| TableBeginUpdateColumns(table); |
| |
| return true; |
| } |
| |
| void ImGui::TableBeginUpdateColumns(ImGuiTable* table) |
| { |
| // Handle resizing request |
| // (We process this at the first TableBegin of the frame) |
| // FIXME-TABLE: Preserve contents width _while resizing down_ until releasing. |
| // FIXME-TABLE: Contains columns if our work area doesn't allow for scrolling. |
| if (table->InstanceNo == 0) |
| { |
| if (table->ResizedColumn != -1 && table->ResizedColumnNextWidth != FLT_MAX) |
| TableSetColumnWidth(table, &table->Columns[table->ResizedColumn], table->ResizedColumnNextWidth); |
| table->LastResizedColumn = table->ResizedColumn; |
| table->ResizedColumnNextWidth = FLT_MAX; |
| table->ResizedColumn = -1; |
| } |
| |
| // Handle reordering request |
| // Note: we don't clear ReorderColumn after handling the request. |
| if (table->InstanceNo == 0) |
| { |
| if (table->HeldHeaderColumn == -1 && table->ReorderColumn != -1) |
| table->ReorderColumn = -1; |
| table->HeldHeaderColumn = -1; |
| if (table->ReorderColumn != -1 && table->ReorderColumnDir != 0) |
| { |
| // We need to handle reordering across hidden columns. |
| // In the configuration below, moving C to the right of E will lead to: |
| // ... C [D] E ---> ... [D] E C (Column name/index) |
| // ... 2 3 4 ... 2 3 4 (Display order) |
| const int reorder_dir = table->ReorderColumnDir; |
| IM_ASSERT(reorder_dir == -1 || reorder_dir == +1); |
| IM_ASSERT(table->Flags & ImGuiTableFlags_Reorderable); |
| ImGuiTableColumn* src_column = &table->Columns[table->ReorderColumn]; |
| ImGuiTableColumn* dst_column = &table->Columns[(reorder_dir == -1) ? src_column->PrevActiveColumn : src_column->NextActiveColumn]; |
| IM_UNUSED(dst_column); |
| const int src_order = src_column->IndexDisplayOrder; |
| const int dst_order = dst_column->IndexDisplayOrder; |
| src_column->IndexDisplayOrder = (ImS8)dst_order; |
| for (int order_n = src_order + reorder_dir; order_n != dst_order + reorder_dir; order_n += reorder_dir) |
| table->Columns[table->DisplayOrder[order_n]].IndexDisplayOrder -= (ImS8)reorder_dir; |
| IM_ASSERT(dst_column->IndexDisplayOrder == dst_order - reorder_dir); |
| |
| // Display order is stored in both columns->IndexDisplayOrder and table->DisplayOrder[], rebuild the later from the former. |
| for (int column_n = 0; column_n < table->ColumnsCount; column_n++) |
| table->DisplayOrder[table->Columns[column_n].IndexDisplayOrder] = (ImS8)column_n; |
| table->ReorderColumnDir = 0; |
| table->IsSettingsDirty = true; |
| } |
| } |
| |
| // Handle display order reset request |
| if (table->IsResetDisplayOrderRequest) |
| { |
| for (int n = 0; n < table->ColumnsCount; n++) |
| table->DisplayOrder[n] = table->Columns[n].IndexDisplayOrder = (ImU8)n; |
| table->IsResetDisplayOrderRequest = false; |
| table->IsSettingsDirty = true; |
| } |
| |
| // Setup and lock Active state and order |
| table->ColumnsActiveCount = 0; |
| table->IsDefaultDisplayOrder = true; |
| ImGuiTableColumn* last_active_column = NULL; |
| bool want_column_auto_fit = false; |
| for (int order_n = 0; order_n < table->ColumnsCount; order_n++) |
| { |
| const int column_n = table->DisplayOrder[order_n]; |
| if (column_n != order_n) |
| table->IsDefaultDisplayOrder = false; |
| ImGuiTableColumn* column = &table->Columns[column_n]; |
| column->NameOffset = -1; |
| if (!(table->Flags & ImGuiTableFlags_Hideable) || (column->Flags & ImGuiTableColumnFlags_NoHide)) |
| column->NextIsActive = true; |
| if (column->IsActive != column->NextIsActive) |
| { |
| column->IsActive = column->NextIsActive; |
| table->IsSettingsDirty = true; |
| if (!column->IsActive && column->SortOrder != -1) |
| table->IsSortSpecsDirty = true; |
| } |
| if (column->SortOrder > 0 && !(table->Flags & ImGuiTableFlags_MultiSortable)) |
| table->IsSortSpecsDirty = true; |
| if (column->AutoFitQueue != 0x00) |
| want_column_auto_fit = true; |
| |
| ImU64 index_mask = (ImU64)1 << column_n; |
| ImU64 display_order_mask = (ImU64)1 << column->IndexDisplayOrder; |
| if (column->IsActive) |
| { |
| column->PrevActiveColumn = column->NextActiveColumn = -1; |
| if (last_active_column) |
| { |
| last_active_column->NextActiveColumn = (ImS8)column_n; |
| column->PrevActiveColumn = (ImS8)table->Columns.index_from_ptr(last_active_column); |
| } |
| column->IndexWithinActiveSet = (ImS8)table->ColumnsActiveCount; |
| table->ColumnsActiveCount++; |
| table->ActiveMaskByIndex |= index_mask; |
| table->ActiveMaskByDisplayOrder |= display_order_mask; |
| last_active_column = column; |
| } |
| else |
| { |
| column->IndexWithinActiveSet = -1; |
| table->ActiveMaskByIndex &= ~index_mask; |
| table->ActiveMaskByDisplayOrder &= ~display_order_mask; |
| } |
| IM_ASSERT(column->IndexWithinActiveSet <= column->IndexDisplayOrder); |
| } |
| table->VisibleMaskByIndex = table->ActiveMaskByIndex; // Columns will be masked out by TableUpdateLayout() when Clipped |
| table->RightMostActiveColumn = (ImS8)(last_active_column ? table->Columns.index_from_ptr(last_active_column) : -1); |
| |
| // Disable child window clipping while fitting columns. This is not strictly necessary but makes it possible to avoid |
| // the column fitting to wait until the first visible frame of the child container (may or not be a good thing). |
| if (want_column_auto_fit && table->OuterWindow != table->InnerWindow) |
| table->InnerWindow->SkipItems = false; |
| } |
| |
| void ImGui::TableUpdateDrawChannels(ImGuiTable* table) |
| { |
| // Allocate draw channels. |
| // - We allocate them following the storage order instead of the display order so reordering columns won't needlessly increase overall dormant memory cost. |
| // - We isolate headers draw commands in their own channels instead of just altering clip rects. This is in order to facilitate merging of draw commands. |
| // - After crossing FreezeRowsCount, all columns see their current draw channel changed to a second set of draw channels. |
| // - We only use the dummy draw channel so we can push a null clipping rectangle into it without affecting other channels, while simplifying per-row/per-cell overhead. It will be empty and discarded when merged. |
| // Draw channel allocation (before merging): |
| // - NoClip --> 1+1 channels: background + foreground (same clip rect == 1 draw call) |
| // - Clip --> 1+N channels |
| // - FreezeRows || FreezeColumns --> 1+N*2 (unless scrolling value is zero) |
| // - FreezeRows && FreezeColunns --> 2+N*2 (unless scrolling value is zero) |
| const int freeze_row_multiplier = (table->FreezeRowsCount > 0) ? 2 : 1; |
| const int channels_for_row = (table->Flags & ImGuiTableFlags_NoClipX) ? 1 : table->ColumnsActiveCount; |
| const int channels_for_background = 1; |
| const int channels_for_dummy = (table->ColumnsActiveCount < table->ColumnsCount || table->VisibleMaskByIndex != table->ActiveMaskByIndex) ? +1 : 0; |
| const int channels_total = channels_for_background + (channels_for_row * freeze_row_multiplier) + channels_for_dummy; |
| table->DrawSplitter.Split(table->InnerWindow->DrawList, channels_total); |
| table->DummyDrawChannel = channels_for_dummy ? (ImS8)(channels_total - 1) : -1; |
| |
| int draw_channel_current = 1; |
| for (int column_n = 0; column_n < table->ColumnsCount; column_n++) |
| { |
| ImGuiTableColumn* column = &table->Columns[column_n]; |
| if (!column->IsClipped) |
| { |
| column->DrawChannelRowsBeforeFreeze = (ImS8)(draw_channel_current); |
| column->DrawChannelRowsAfterFreeze = (ImS8)(draw_channel_current + (table->FreezeRowsCount > 0 ? channels_for_row : 0)); |
| if (!(table->Flags & ImGuiTableFlags_NoClipX)) |
| draw_channel_current++; |
| } |
| else |
| { |
| column->DrawChannelRowsBeforeFreeze = column->DrawChannelRowsAfterFreeze = table->DummyDrawChannel; |
| } |
| column->DrawChannelCurrent = column->DrawChannelRowsBeforeFreeze; |
| } |
| } |
| |
| // Adjust flags: default width mode + weighted columns are not allowed when auto extending |
| static ImGuiTableColumnFlags TableFixColumnFlags(ImGuiTable* table, ImGuiTableColumnFlags flags) |
| { |
| // Sizing Policy |
| if ((flags & ImGuiTableColumnFlags_WidthMask_) == 0) |
| { |
| // FIXME-TABLE: Inconsistent to promote columns to WidthAlwaysAutoResize |
| if (table->Flags & ImGuiTableFlags_SizingPolicyFixedX) |
| flags |= ((table->Flags & ImGuiTableFlags_Resizable) && !(flags & ImGuiTableColumnFlags_NoResize)) ? ImGuiTableColumnFlags_WidthFixed : ImGuiTableColumnFlags_WidthAlwaysAutoResize; |
| else |
| flags |= ImGuiTableColumnFlags_WidthStretch; |
| } |
| IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiTableColumnFlags_WidthMask_)); // Check that only 1 of each set is used. |
| if ((flags & ImGuiTableColumnFlags_WidthAlwaysAutoResize))// || ((flags & ImGuiTableColumnFlags_WidthStretch) && (table->Flags & ImGuiTableFlags_SizingPolicyStretchX))) |
| flags |= ImGuiTableColumnFlags_NoResize; |
| //if ((flags & ImGuiTableColumnFlags_WidthStretch) && (table->Flags & ImGuiTableFlags_SizingPolicyFixedX)) |
| // flags = (flags & ~ImGuiTableColumnFlags_WidthMask_) | ImGuiTableColumnFlags_WidthFixed; |
| |
| // Sorting |
| if ((flags & ImGuiTableColumnFlags_NoSortAscending) && (flags & ImGuiTableColumnFlags_NoSortDescending)) |
| flags |= ImGuiTableColumnFlags_NoSort; |
| |
| // Alignment |
| //if ((flags & ImGuiTableColumnFlags_AlignMask_) == 0) |
| // flags |= ImGuiTableColumnFlags_AlignCenter; |
| //IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiTableColumnFlags_AlignMask_)); // Check that only 1 of each set is used. |
| |
| return flags; |
| } |
| |
| static void TableFixColumnSortDirection(ImGuiTableColumn* column) |
| { |
| // Handle NoSortAscending/NoSortDescending |
| if (column->SortDirection == ImGuiSortDirection_Ascending && (column->Flags & ImGuiTableColumnFlags_NoSortAscending)) |
| column->SortDirection = ImGuiSortDirection_Descending; |
| else if (column->SortDirection == ImGuiSortDirection_Descending && (column->Flags & ImGuiTableColumnFlags_NoSortDescending)) |
| column->SortDirection = ImGuiSortDirection_Ascending; |
| } |
| |
| static float TableGetMinColumnWidth() |
| { |
| ImGuiContext& g = *GImGui; |
| // return g.Style.ColumnsMinSpacing; |
| return g.Style.FramePadding.x * 3.0f; |
| } |
| |
| // Layout columns for the frame |
| // Runs on the first call to TableNextRow(), to give a chance for TableSetupColumn() to be called first. |
| // FIXME-TABLE: Our width (and therefore our WorkRect) will be minimal in the first frame for WidthAlwaysAutoResize columns, |
| // increase feedback side-effect with widgets relying on WorkRect.Max.x. Maybe provide a default distribution for WidthAlwaysAutoResize columns? |
| void ImGui::TableUpdateLayout(ImGuiTable* table) |
| { |
| IM_ASSERT(table->IsLayoutLocked == false); |
| |
| // Compute offset, clip rect for the frame |
| const ImRect work_rect = table->WorkRect; |
| const float padding_auto_x = table->CellPaddingX2; // Can't make auto padding larger than what WorkRect knows about so right-alignment matches. |
| const float min_column_width = TableGetMinColumnWidth(); |
| |
| int count_fixed = 0; |
| float width_fixed = 0.0f; |
| float total_weights = 0.0f; |
| table->LeftMostStretchedColumnDisplayOrder = -1; |
| for (int order_n = 0; order_n < table->ColumnsCount; order_n++) |
| { |
| if (!(table->ActiveMaskByDisplayOrder & ((ImU64)1 << order_n))) |
| continue; |
| const int column_n = table->DisplayOrder[order_n]; |
| ImGuiTableColumn* column = &table->Columns[column_n]; |
| |
| // Adjust flags: default width mode + weighted columns are not allowed when auto extending |
| // FIXME-TABLE: Clarify why we need to do this again here and not just in TableSetupColumn() |
| column->Flags = TableFixColumnFlags(table, column->FlagsIn); |
| if ((column->Flags & ImGuiTableColumnFlags_IndentMask_) == 0) |
| column->Flags |= (column_n == 0) ? ImGuiTableColumnFlags_IndentEnable : ImGuiTableColumnFlags_IndentDisable; |
| |
| // We have a unusual edge case where if the user doesn't call TableGetSortSpecs() but has sorting enabled |
| // or varying sorting flags, we still want the sorting arrows to honor those flags. |
| if (table->Flags & ImGuiTableFlags_Sortable) |
| TableFixColumnSortDirection(column); |
| |
| if (column->Flags & (ImGuiTableColumnFlags_WidthAlwaysAutoResize | ImGuiTableColumnFlags_WidthFixed)) |
| { |
| // Latch initial size for fixed columns |
| count_fixed += 1; |
| const bool init_size = (column->AutoFitQueue != 0x00) || (column->Flags & ImGuiTableColumnFlags_WidthAlwaysAutoResize); |
| if (init_size) |
| { |
| // Combine width from regular rows + width from headers unless requested not to |
| float width_request = (float)ImMax(column->ContentWidthRowsFrozen, column->ContentWidthRowsUnfrozen); |
| if (!(table->Flags & ImGuiTableFlags_NoHeadersWidth) && !(column->Flags & ImGuiTableColumnFlags_NoHeaderWidth)) |
| width_request = ImMax(width_request, (float)column->ContentWidthHeadersDesired); |
| column->WidthRequested = ImMax(width_request + padding_auto_x, min_column_width); |
| |
| // FIXME-TABLE: Increase minimum size during init frame to avoid biasing auto-fitting widgets (e.g. TextWrapped) too much. |
| // Otherwise what tends to happen is that TextWrapped would output a very large height (= first frame scrollbar display very off + clipper would skip lots of items) |
| // This is merely making the side-effect less extreme, but doesn't properly fixes it. |
| if (column->AutoFitQueue > 0x01 && table->IsInitializing) |
| column->WidthRequested = ImMax(column->WidthRequested, min_column_width * 4.0f); |
| } |
| width_fixed += column->WidthRequested; |
| } |
| else |
| { |
| IM_ASSERT(column->Flags & ImGuiTableColumnFlags_WidthStretch); |
| const int init_size = (column->ResizeWeight < 0.0f); |
| if (init_size) |
| column->ResizeWeight = 1.0f; |
| total_weights += column->ResizeWeight; |
| if (table->LeftMostStretchedColumnDisplayOrder == -1) |
| table->LeftMostStretchedColumnDisplayOrder = (ImS8)column->IndexDisplayOrder; |
| } |
| } |
| |
| // Layout |
| // Remove -1.0f to cancel out the +1.0f we are doing in EndTable() to make last column line visible |
| const float width_spacings = table->CellSpacingX * (table->ColumnsActiveCount - 1); |
| float width_avail; |
| if ((table->Flags & ImGuiTableFlags_ScrollX) && (table->InnerWidth == 0.0f)) |
| width_avail = table->InnerClipRect.GetWidth() - width_spacings - 1.0f; |
| else |
| width_avail = work_rect.GetWidth() - width_spacings - 1.0f; |
| const float width_avail_for_stretched_columns = width_avail - width_fixed; |
| float width_remaining_for_stretched_columns = width_avail_for_stretched_columns; |
| |
| // Apply final width based on requested widths |
| // Mark some columns as not resizable |
| int count_resizable = 0; |
| table->ColumnsTotalWidth = width_spacings; |
| for (int order_n = 0; order_n < table->ColumnsCount; order_n++) |
| { |
| if (!(table->ActiveMaskByDisplayOrder & ((ImU64)1 << order_n))) |
| continue; |
| ImGuiTableColumn* column = &table->Columns[table->DisplayOrder[order_n]]; |
| |
| // Allocate width for stretched/weighted columns |
| if (column->Flags & ImGuiTableColumnFlags_WidthStretch) |
| { |
| float weight_ratio = column->ResizeWeight / total_weights; |
| column->WidthRequested = IM_FLOOR(ImMax(width_avail_for_stretched_columns * weight_ratio, min_column_width) + 0.01f); |
| width_remaining_for_stretched_columns -= column->WidthRequested; |
| |
| // [Resize Rule 2] Resizing from right-side of a weighted column before a fixed column froward sizing to left-side of fixed column |
| // We also need to copy the NoResize flag.. |
| if (column->NextActiveColumn != -1) |
| if (ImGuiTableColumn* next_column = &table->Columns[column->NextActiveColumn]) |
| if (next_column->Flags & ImGuiTableColumnFlags_WidthFixed) |
| column->Flags |= (next_column->Flags & ImGuiTableColumnFlags_NoDirectResize_); |
| } |
| |
| // [Resize Rule 1] The right-most active column is not resizable if there is at least one Stretch column (see comments in TableResizeColumn().) |
| if (column->NextActiveColumn == -1 && table->LeftMostStretchedColumnDisplayOrder != -1) |
| column->Flags |= ImGuiTableColumnFlags_NoDirectResize_; |
| |
| if (!(column->Flags & ImGuiTableColumnFlags_NoResize)) |
| count_resizable++; |
| |
| // Assign final width, record width in case we will need to shrink |
| column->WidthGiven = ImFloor(ImMax(column->WidthRequested, min_column_width)); |
| table->ColumnsTotalWidth += column->WidthGiven; |
| } |
| |
| #if 0 |
| const float width_excess = table->ColumnsTotalWidth - work_rect.GetWidth(); |
| if ((table->Flags & ImGuiTableFlags_SizingPolicyStretchX) && width_excess > 0.0f) |
| { |
| // Shrink widths when the total does not fit |
| // FIXME-TABLE: This is working but confuses/conflicts with manual resizing. |
| // FIXME-TABLE: Policy to shrink down below below ideal/requested width if there's no room? |
| g.ShrinkWidthBuffer.resize(table->ColumnsActiveCount); |
| for (int order_n = 0, active_n = 0; order_n < table->ColumnsCount; order_n++) |
| { |
| if (!(table->ActiveMaskByDisplayOrder & ((ImU64)1 << order_n))) |
| continue; |
| const int column_n = table->DisplayOrder[order_n]; |
| g.ShrinkWidthBuffer[active_n].Index = column_n; |
| g.ShrinkWidthBuffer[active_n].Width = table->Columns[column_n].WidthGiven; |
| active_n++; |
| } |
| ShrinkWidths(g.ShrinkWidthBuffer.Data, g.ShrinkWidthBuffer.Size, width_excess); |
| for (int n = 0; n < g.ShrinkWidthBuffer.Size; n++) |
| table->Columns[g.ShrinkWidthBuffer.Data[n].Index].WidthGiven = ImMax(g.ShrinkWidthBuffer.Data[n].Width, min_column_size); |
| // FIXME: Need to alter table->ColumnsTotalWidth |
| } |
| else |
| #endif |
| |
| // Redistribute remainder width due to rounding (remainder width is < 1.0f * number of Stretch column) |
| // Using right-to-left distribution (more likely to match resizing cursor), could be adjusted depending where the mouse cursor is and/or relative weights. |
| // FIXME-TABLE: May be simpler to store floating width and floor final positions only |
| // FIXME-TABLE: Make it optional? User might prefer to preserve pixel perfect same size? |
| if (width_remaining_for_stretched_columns >= 1.0f) |
| for (int order_n = table->ColumnsCount - 1; total_weights > 0.0f && width_remaining_for_stretched_columns >= 1.0f && order_n >= 0; order_n--) |
| { |
| if (!(table->ActiveMaskByDisplayOrder & ((ImU64)1 << order_n))) |
| continue; |
| ImGuiTableColumn* column = &table->Columns[table->DisplayOrder[order_n]]; |
| if (!(column->Flags & ImGuiTableColumnFlags_WidthStretch)) |
| continue; |
| column->WidthRequested += 1.0f; |
| column->WidthGiven += 1.0f; |
| width_remaining_for_stretched_columns -= 1.0f; |
| } |
| |
| // Setup final position, offset and clipping rectangles |
| int active_n = 0; |
| float offset_x = (table->FreezeColumnsCount > 0) ? table->OuterRect.Min.x : work_rect.Min.x; |
| ImRect host_clip_rect = table->InnerClipRect; |
| for (int order_n = 0; order_n < table->ColumnsCount; order_n++) |
| { |
| const int column_n = table->DisplayOrder[order_n]; |
| ImGuiTableColumn* column = &table->Columns[column_n]; |
| |
| if (table->FreezeColumnsCount > 0 && table->FreezeColumnsCount == active_n) |
| offset_x += work_rect.Min.x - table->OuterRect.Min.x; |
| |
| if (!(table->ActiveMaskByDisplayOrder & ((ImU64)1 << order_n))) |
| { |
| // Hidden column: clear a few fields and we are done with it for the remainder of the function. |
| // We set a zero-width clip rect however we pay attention to set Min.y/Max.y properly to not interfere with the clipper. |
| column->MinX = column->MaxX = offset_x; |
| column->StartXRows = column->StartXHeaders = offset_x; |
| column->WidthGiven = 0.0f; |
| column->ClipRect.Min.x = offset_x; |
| column->ClipRect.Min.y = work_rect.Min.y; |
| column->ClipRect.Max.x = offset_x; |
| column->ClipRect.Max.y = FLT_MAX; |
| column->ClipRect.ClipWithFull(host_clip_rect); |
| column->IsClipped = column->SkipItems = true; |
| continue; |
| } |
| |
| float max_x = FLT_MAX; |
| if (table->Flags & ImGuiTableFlags_ScrollX) |
| { |
| // Frozen columns can't reach beyond visible width else scrolling will naturally break. |
| if (order_n < table->FreezeColumnsRequest) |
| max_x = table->InnerClipRect.Max.x - (table->FreezeColumnsRequest - order_n) * min_column_width; |
| } |
| else |
| { |
| // If horizontal scrolling if disabled, we apply a final lossless shrinking of columns in order to make sure they are all visible. |
| // Because of this we also know that all of the columns will always fit in table->WorkRect and therefore in table->InnerRect (because ScrollX is off) |
| if (!(table->Flags & ImGuiTableFlags_NoKeepColumnsVisible)) |
| max_x = table->WorkRect.Max.x - (table->ColumnsActiveCount - (column->IndexWithinActiveSet + 1)) * min_column_width; |
| } |
| if (offset_x + column->WidthGiven > max_x) |
| column->WidthGiven = ImMax(max_x - offset_x, min_column_width); |
| |
| column->MinX = offset_x; |
| column->MaxX = column->MinX + column->WidthGiven; |
| |
| //// A one pixel padding on the right side makes clipping more noticeable and contents look less cramped. |
| column->ClipRect.Min.x = column->MinX; |
| column->ClipRect.Min.y = work_rect.Min.y; |
| column->ClipRect.Max.x = column->MaxX;// -1.0f; |
| column->ClipRect.Max.y = FLT_MAX; |
| column->ClipRect.ClipWithFull(host_clip_rect); |
| |
| column->IsClipped = (column->ClipRect.Max.x <= column->ClipRect.Min.x) && (column->AutoFitQueue & 1) == 0 && (column->CannotSkipItemsQueue & 1) == 0; |
| column->SkipItems = column->IsClipped || table->HostSkipItems; |
| if (column->IsClipped) |
| { |
| // Columns with the _WidthAlwaysAutoResize sizing policy will never be updated then. |
| table->VisibleMaskByIndex &= ~((ImU64)1 << column_n); |
| } |
| else |
| { |
| // Starting cursor position |
| column->StartXRows = column->StartXHeaders = column->MinX + table->CellPaddingX1; |
| |
| // Alignment |
| // FIXME-TABLE: This align based on the whole column width, not per-cell, and therefore isn't useful in many cases. |
| // (To be able to honor this we might be able to store a log of cells width, per row, for visible rows, but nav/programmatic scroll would have visible artifacts.) |
| //if (column->Flags & ImGuiTableColumnFlags_AlignRight) |
| // column->StartXRows = ImMax(column->StartXRows, column->MaxX - column->ContentWidthRowsUnfrozen); |
| //else if (column->Flags & ImGuiTableColumnFlags_AlignCenter) |
| // column->StartXRows = ImLerp(column->StartXRows, ImMax(column->StartXRows, column->MaxX - column->ContentWidthRowsUnfrozen), 0.5f); |
| |
| // Reset content width variables |
| const float initial_max_pos_x = column->MinX + table->CellPaddingX1; |
| column->ContentMaxPosRowsFrozen = column->ContentMaxPosRowsUnfrozen = initial_max_pos_x; |
| column->ContentMaxPosHeadersUsed = column->ContentMaxPosHeadersDesired = initial_max_pos_x; |
| } |
| |
| // Don't decrement auto-fit counters until container window got a chance to submit its items |
| if (table->HostSkipItems == false) |
| { |
| column->AutoFitQueue >>= 1; |
| column->CannotSkipItemsQueue >>= 1; |
| } |
| |
| if (active_n < table->FreezeColumnsCount) |
| host_clip_rect.Min.x = ImMax(host_clip_rect.Min.x, column->MaxX + 2.0f); |
| |
| offset_x += column->WidthGiven + table->CellSpacingX; |
| active_n++; |
| } |
| |
| // Clear Resizable flag if none of our column are actually resizable (either via an explicit _NoResize flag, either because of using _WidthAlwaysAutoResize/_WidthStretch) |
| // This will hide the resizing option from the context menu. |
| if (count_resizable == 0 && (table->Flags & ImGuiTableFlags_Resizable)) |
| table->Flags &= ~ImGuiTableFlags_Resizable; |
| |
| // Allocate draw channels |
| TableUpdateDrawChannels(table); |
| |
| // Borders |
| if (table->Flags & ImGuiTableFlags_Resizable) |
| TableUpdateBorders(table); |
| |
| // Reset fields after we used them in TableSetupResize() |
| table->LastFirstRowHeight = 0.0f; |
| table->IsLayoutLocked = true; |
| table->IsUsingHeaders = false; |
| |
| // Context menu |
| if (table->IsContextPopupOpen && table->InstanceNo == table->InstanceInteracted) |
| { |
| if (BeginPopup("##TableContextMenu")) |
| { |
| TableDrawContextMenu(table, table->ContextPopupColumn); |
| EndPopup(); |
| } |
| else |
| { |
| table->IsContextPopupOpen = false; |
| } |
| } |
| |
| // Initial state |
| ImGuiWindow* inner_window = table->InnerWindow; |
| if (table->Flags & ImGuiTableFlags_NoClipX) |
| table->DrawSplitter.SetCurrentChannel(inner_window->DrawList, 1); |
| else |
| inner_window->DrawList->PushClipRect(inner_window->ClipRect.Min, inner_window->ClipRect.Max, false); |
| } |
| |
| // Process interaction on resizing borders. Actual size change will be applied in EndTable() |
| // - Set table->HoveredColumnBorder with a short delay/timer to reduce feedback noise |
| // - Submit ahead of table contents and header, use ImGuiButtonFlags_AllowItemOverlap to prioritize widgets overlapping the same area. |
| void ImGui::TableUpdateBorders(ImGuiTable* table) |
| { |
| ImGuiContext& g = *GImGui; |
| IM_ASSERT(table->Flags & ImGuiTableFlags_Resizable); |
| |
| // At this point OuterRect height may be zero or under actual final height, so we rely on temporal coherency and use |
| // the final height from last frame. Because this is only affecting _interaction_ with columns, it is not really problematic. |
| // (whereas the actual visual will be displayed in EndTable() and using the current frame height) |
| // Actual columns highlight/render will be performed in EndTable() and not be affected. |
| const bool borders_full_height = (table->IsUsingHeaders == false) || (table->Flags & ImGuiTableFlags_BordersVFullHeight); |
| const float hit_half_width = TABLE_RESIZE_SEPARATOR_HALF_THICKNESS; |
| const float hit_y1 = table->OuterRect.Min.y; |
| const float hit_y2_full = ImMax(table->OuterRect.Max.y, hit_y1 + table->LastOuterHeight); |
| const float hit_y2 = borders_full_height ? hit_y2_full : (hit_y1 + table->LastFirstRowHeight); |
| const float mouse_x_hover_body = (g.IO.MousePos.y >= hit_y1 && g.IO.MousePos.y < hit_y2_full) ? g.IO.MousePos.x : FLT_MAX; |
| |
| for (int order_n = 0; order_n < table->ColumnsCount; order_n++) |
| { |
| if (!(table->ActiveMaskByDisplayOrder & ((ImU64)1 << order_n))) |
| continue; |
| |
| const int column_n = table->DisplayOrder[order_n]; |
| ImGuiTableColumn* column = &table->Columns[column_n]; |
| |
| // Detect hovered column: |
| // - we perform an unusually low-level check here.. not using IsMouseHoveringRect() to avoid touch padding. |
| // - we don't care about the full set of IsItemHovered() feature either. |
| if (mouse_x_hover_body >= column->MinX && mouse_x_hover_body < column->MaxX) |
| table->HoveredColumnBody = (ImS8)column_n; |
| |
| if (column->Flags & (ImGuiTableColumnFlags_NoResize | ImGuiTableColumnFlags_NoDirectResize_)) |
| continue; |
| |
| ImGuiID column_id = table->ID + (table->InstanceNo * table->ColumnsCount) + column_n; |
| ImRect hit_rect(column->MaxX - hit_half_width, hit_y1, column->MaxX + hit_half_width, hit_y2); |
| //GetForegroundDrawList()->AddRect(hit_rect.Min, hit_rect.Max, IM_COL32(255, 0, 0, 100)); |
| KeepAliveID(column_id); |
| |
| bool hovered = false, held = false; |
| bool pressed = ButtonBehavior(hit_rect, column_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_AllowItemOverlap | ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnDoubleClick); |
| if (pressed && IsMouseDoubleClicked(0) && !(column->Flags & ImGuiTableColumnFlags_WidthStretch)) |
| { |
| // FIXME-TABLE: Double-clicking on column edge could auto-fit weighted column? |
| TableSetColumnAutofit(table, column_n); |
| ClearActiveID(); |
| held = hovered = false; |
| } |
| if (held) |
| { |
| table->ResizedColumn = (ImS8)column_n; |
| table->InstanceInteracted = table->InstanceNo; |
| } |
| if ((hovered && g.HoveredIdTimer > TABLE_RESIZE_SEPARATOR_FEEDBACK_TIMER) || held) |
| { |
| table->HoveredColumnBorder = (ImS8)column_n; |
| SetMouseCursor(ImGuiMouseCursor_ResizeEW); |
| } |
| } |
| } |
| |
| void ImGui::EndTable() |
| { |
| ImGuiContext& g = *GImGui; |
| ImGuiTable* table = g.CurrentTable; |
| IM_ASSERT(table != NULL && "Only call EndTable() if BeginTable() returns true!"); |
| |
| // This assert would be very useful to catch a common error... unfortunately it would probably trigger in some cases, |
| // and for consistency user may sometimes output empty tables (and still benefit from e.g. outer border) |
| //IM_ASSERT(table->IsLayoutLocked && "Table unused: never called TableNextRow(), is that the intent?"); |
| |
| // If the user never got to call TableNextRow() or TableNextCell(), we call layout ourselves to ensure all our |
| // code paths are consistent (instead of just hoping that TableBegin/TableEnd will work), get borders drawn, etc. |
| if (!table->IsLayoutLocked) |
| TableUpdateLayout(table); |
| |
| const ImGuiTableFlags flags = table->Flags; |
| ImGuiWindow* inner_window = table->InnerWindow; |
| ImGuiWindow* outer_window = table->OuterWindow; |
| IM_ASSERT(inner_window == g.CurrentWindow); |
| IM_ASSERT(outer_window == inner_window || outer_window == inner_window->ParentWindow); |
| |
| if (table->IsInsideRow) |
| TableEndRow(table); |
| |
| // Finalize table height |
| inner_window->SkipItems = table->HostSkipItems; |
| inner_window->DC.CursorMaxPos = table->HostCursorMaxPos; |
| if (inner_window != outer_window) |
| { |
| table->OuterRect.Max.y = ImMax(table->OuterRect.Max.y, inner_window->Pos.y + inner_window->Size.y); |
| inner_window->DC.CursorMaxPos.y = table->RowPosY2; |
| } |
| else if (!(flags & ImGuiTableFlags_NoHostExtendY)) |
| { |
| table->OuterRect.Max.y = ImMax(table->OuterRect.Max.y, inner_window->DC.CursorPos.y); |
| inner_window->DC.CursorMaxPos.y = table->RowPosY2; |
| } |
| table->WorkRect.Max.y = ImMax(table->WorkRect.Max.y, table->OuterRect.Max.y); |
| table->LastOuterHeight = table->OuterRect.GetHeight(); |
| |
| // Store content width reference for each column |
| float max_pos_x = inner_window->DC.CursorMaxPos.x; |
| for (int column_n = 0; column_n < table->ColumnsCount; column_n++) |
| { |
| ImGuiTableColumn* column = &table->Columns[column_n]; |
| |
| // Store content width (for both Headers and Rows) |
| //float ref_x = column->MinX; |
| float ref_x_rows = column->StartXRows - table->CellPaddingX1; |
| float ref_x_headers = column->StartXHeaders - table->CellPaddingX1; |
| column->ContentWidthRowsFrozen = (ImS16)ImMax(0.0f, column->ContentMaxPosRowsFrozen - ref_x_rows); |
| column->ContentWidthRowsUnfrozen = (ImS16)ImMax(0.0f, column->ContentMaxPosRowsUnfrozen - ref_x_rows); |
| column->ContentWidthHeadersUsed = (ImS16)ImMax(0.0f, column->ContentMaxPosHeadersUsed - ref_x_headers); |
| column->ContentWidthHeadersDesired = (ImS16)ImMax(0.0f, column->ContentMaxPosHeadersDesired - ref_x_headers); |
| |
| if (table->ActiveMaskByIndex & ((ImU64)1 << column_n)) |
| max_pos_x = ImMax(max_pos_x, column->MaxX); |
| } |
| |
| // Add an extra 1 pixel so we can see the last column vertical line if it lies on the right-most edge. |
| inner_window->DC.CursorMaxPos.x = max_pos_x + 1; |
| |
| if (!(flags & ImGuiTableFlags_NoClipX)) |
| inner_window->DrawList->PopClipRect(); |
| inner_window->ClipRect = inner_window->DrawList->_ClipRectStack.back(); |
| |
| // Draw borders |
| if ((flags & ImGuiTableFlags_Borders) != 0) |
| TableDrawBorders(table); |
| |
| // Flatten channels and merge draw calls |
| table->DrawSplitter.SetCurrentChannel(inner_window->DrawList, 0); |
| TableDrawMergeChannels(table); |
| |
| // When releasing a column being resized, scroll to keep the resulting column in sight |
| const float min_column_width = TableGetMinColumnWidth(); |
| if (!(table->Flags & ImGuiTableFlags_ScrollX) && inner_window != outer_window) |
| { |
| inner_window->Scroll.x = 0.0f; |
| } |
| else if (table->LastResizedColumn != -1 && table->ResizedColumn == -1 && inner_window->ScrollbarX && table->InstanceInteracted == table->InstanceNo) |
| { |
| ImGuiTableColumn* column = &table->Columns[table->LastResizedColumn]; |
| if (column->MaxX < table->InnerClipRect.Min.x) |
| SetScrollFromPosX(inner_window, column->MaxX - inner_window->Pos.x - min_column_width, 1.0f); |
| else if (column->MaxX > table->InnerClipRect.Max.x) |
| SetScrollFromPosX(inner_window, column->MaxX - inner_window->Pos.x + min_column_width, 1.0f); |
| } |
| |
| // Apply resizing/dragging at the end of the frame |
| if (table->ResizedColumn != -1) |
| { |
| ImGuiTableColumn* column = &table->Columns[table->ResizedColumn]; |
| const float new_x2 = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + TABLE_RESIZE_SEPARATOR_HALF_THICKNESS); |
| const float new_width = ImFloor(new_x2 - column->MinX); |
| table->ResizedColumnNextWidth = new_width; |
| } |
| |
| // Layout in outer window |
| inner_window->WorkRect = table->HostWorkRect; |
| inner_window->SkipItems = table->HostSkipItems; |
| outer_window->DC.CursorPos = table->OuterRect.Min; |
| outer_window->DC.ColumnsOffset.x = 0.0f; |
| if (inner_window != outer_window) |
| { |
| // Override EndChild's ItemSize with our own to enable auto-resize on the X axis when possible |
| float backup_outer_cursor_pos_x = outer_window->DC.CursorPos.x; |
| EndChild(); |
| outer_window->DC.CursorMaxPos.x = backup_outer_cursor_pos_x + table->ColumnsTotalWidth + 1.0f + inner_window->ScrollbarSizes.x; |
| } |
| else |
| { |
| PopID(); |
| ImVec2 item_size = table->OuterRect.GetSize(); |
| item_size.x = table->ColumnsTotalWidth; |
| ItemSize(item_size); |
| } |
| |
| // Save settings |
| if (table->IsSettingsDirty) |
| TableSaveSettings(table); |
| |
| // Clear or restore current table, if any |
| IM_ASSERT(g.CurrentWindow == outer_window); |
| IM_ASSERT(g.CurrentTable == table); |
| outer_window->DC.CurrentTable = NULL; |
| g.CurrentTableStack.pop_back(); |
| g.CurrentTable = g.CurrentTableStack.Size ? g.Tables.GetByIndex(g.CurrentTableStack.back().Index) : NULL; |
| } |
| |
| // FIXME-TABLE: This is a mess, need to redesign how we render borders. |
| void ImGui::TableDrawBorders(ImGuiTable* table) |
| { |
| ImGuiWindow* inner_window = table->InnerWindow; |
| ImGuiWindow* outer_window = table->OuterWindow; |
| table->DrawSplitter.SetCurrentChannel(inner_window->DrawList, 0); |
| if (inner_window->Hidden || !table->HostClipRect.Overlaps(table->InnerClipRect)) |
| return; |
| ImDrawList* inner_drawlist = inner_window->DrawList; |
| ImDrawList* outer_drawlist = outer_window->DrawList; |
| |
| // Draw inner border and resizing feedback |
| const float draw_y1 = table->OuterRect.Min.y; |
| float draw_y2_base = (table->FreezeRowsCount >= 1 ? table->OuterRect.Min.y : table->WorkRect.Min.y) + table->LastFirstRowHeight; |
| float draw_y2_full = table->OuterRect.Max.y; |
| ImU32 border_base_col; |
| if (!table->IsUsingHeaders || (table->Flags & ImGuiTableFlags_BordersVFullHeight)) |
| { |
| draw_y2_base = draw_y2_full; |
| border_base_col = table->BorderColorLight; |
| } |
| else |
| { |
| border_base_col = table->BorderColorStrong; |
| } |
| |
| if ((table->Flags & ImGuiTableFlags_BordersVOuter) && (table->InnerWindow == table->OuterWindow)) |
| inner_drawlist->AddLine(ImVec2(table->OuterRect.Min.x, draw_y1), ImVec2(table->OuterRect.Min.x, draw_y2_base), border_base_col, 1.0f); |
| |
| if (table->Flags & ImGuiTableFlags_BordersVInner) |
| { |
| for (int order_n = 0; order_n < table->ColumnsCount; order_n++) |
| { |
| if (!(table->ActiveMaskByDisplayOrder & ((ImU64)1 << order_n))) |
| continue; |
| |
| const int column_n = table->DisplayOrder[order_n]; |
| ImGuiTableColumn* column = &table->Columns[column_n]; |
| const bool is_hovered = (table->HoveredColumnBorder == column_n); |
| const bool is_resized = (table->ResizedColumn == column_n) && (table->InstanceInteracted == table->InstanceNo); |
| const bool is_resizable = (column->Flags & (ImGuiTableColumnFlags_NoResize | ImGuiTableColumnFlags_NoDirectResize_)) == 0; |
| bool draw_right_border = (column->MaxX <= table->InnerClipRect.Max.x) || (is_resized || is_hovered); |
| if (column->NextActiveColumn == -1 && !is_resizable) |
| draw_right_border = false; |
| 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.. |
| { |
| // Draw in outer window so right-most column won't be clipped |
| // Always draw full height border when: |
| // - not using headers |
| // - user specify ImGuiTableFlags_BordersFullHeight |
| // - being interacted with |
| // - on the delimitation of frozen column scrolling |
| const ImU32 col = is_resized ? GetColorU32(ImGuiCol_SeparatorActive) : is_hovered ? GetColorU32(ImGuiCol_SeparatorHovered) : border_base_col; |
| float draw_y2 = draw_y2_base; |
| if (is_hovered || is_resized || (table->FreezeColumnsCount != -1 && table->FreezeColumnsCount == order_n + 1)) |
| draw_y2 = draw_y2_full; |
| inner_drawlist->AddLine(ImVec2(column->MaxX, draw_y1), ImVec2(column->MaxX, draw_y2), col, 1.0f); |
| } |
| } |
| } |
| |
| // Draw outer border |
| if (table->Flags & ImGuiTableFlags_BordersOuter) |
| { |
| // Display outer border offset by 1 which is a simple way to display it without adding an extra draw call |
| // (Without the offset, in outer_window it would be rendered behind cells, because child windows are above their parent. |
| // In inner_window, it won't reach out over scrollbars. Another weird solution would be to display part of it in inner window, |
| // and the part that's over scrollbars in the outer window..) |
| // Either solution currently won't allow us to use a larger border size: the border would clipped. |
| ImRect outer_border = table->OuterRect; |
| const ImU32 outer_col = table->BorderColorStrong; |
| if (inner_window != outer_window) |
| outer_border.Expand(1.0f); |
| if ((table->Flags & ImGuiTableFlags_BordersOuter) == ImGuiTableFlags_BordersOuter) |
| outer_drawlist->AddRect(outer_border.Min, outer_border.Max, outer_col); |
| else if (table->Flags & ImGuiTableFlags_BordersVOuter) |
| { |
| outer_drawlist->AddLine(outer_border.Min, ImVec2(outer_border.Min.x, outer_border.Max.y), outer_col); |
| outer_drawlist->AddLine(ImVec2(outer_border.Max.x, outer_border.Min.y), outer_border.Max, outer_col); |
| } |
| else if (table->Flags & ImGuiTableFlags_BordersHOuter) |
| { |
| outer_drawlist->AddLine(outer_border.Min, ImVec2(outer_border.Max.x, outer_border.Min.y), outer_col); |
| outer_drawlist->AddLine(ImVec2(outer_border.Min.x, outer_border.Max.y), outer_border.Max, outer_col); |
| } |
| } |
| if ((table->Flags & ImGuiTableFlags_BordersHInner) && table->RowPosY2 < table->OuterRect.Max.y) |
| { |
| // Draw bottom-most row border |
| const float border_y = table->RowPosY2; |
| if (border_y >= table->BackgroundClipRect.Min.y && border_y < table->BackgroundClipRect.Max.y) |
| inner_drawlist->AddLine(ImVec2(table->BorderX1, border_y), ImVec2(table->BorderX2, border_y), table->BorderColorLight); |
| } |
| } |
| |
| static void TableUpdateColumnsWeightFromWidth(ImGuiTable* table) |
| { |
| IM_ASSERT(table->LeftMostStretchedColumnDisplayOrder != -1); |
| |
| // Measure existing quantity |
| float visible_weight = 0.0f; |
| float visible_width = 0.0f; |
| for (int column_n = 0; column_n < table->ColumnsCount; column_n++) |
| { |
| ImGuiTableColumn* column = &table->Columns[column_n]; |
| if (!column->IsActive || !(column->Flags & ImGuiTableColumnFlags_WidthStretch)) |
| continue; |
| visible_weight += column->ResizeWeight; |
| visible_width += column->WidthRequested; |
| } |
| IM_ASSERT(visible_weight > 0.0f && visible_width > 0.0f); |
| |
| // Apply new weights |
| for (int column_n = 0; column_n < table->ColumnsCount; column_n++) |
| { |
| ImGuiTableColumn* column = &table->Columns[column_n]; |
| if (!column->IsActive || !(column->Flags & ImGuiTableColumnFlags_WidthStretch)) |
| continue; |
| column->ResizeWeight = (column->WidthRequested + 0.0f) / visible_width; |
| } |
| } |
| |
| // Public wrapper |
| void ImGui::TableSetColumnWidth(int column_n, float width) |
| { |
| ImGuiContext& g = *GImGui; |
| ImGuiTable* table = g.CurrentTable; |
| IM_ASSERT(table != NULL); |
| IM_ASSERT(table->IsLayoutLocked == false); |
| IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount); |
| TableSetColumnWidth(table, &table->Columns[column_n], width); |
| } |
| |
| // [Internal] |
| void ImGui::TableSetColumnWidth(ImGuiTable* table, ImGuiTableColumn* column_0, float column_0_width) |
| { |
| // Constraints |
| float min_width = TableGetMinColumnWidth(); |
| float max_width_0 = FLT_MAX; |
| if (!(table->Flags & ImGuiTableFlags_ScrollX)) |
| max_width_0 = (table->WorkRect.Max.x - column_0->MinX) - (table->ColumnsActiveCount - (column_0->IndexWithinActiveSet + 1)) * min_width; |
| column_0_width = ImClamp(column_0_width, min_width, max_width_0); |
| |
| // Compare both requested and actual given width to avoid overwriting requested width when column is stuck (minimum size, bounded) |
| if (column_0->WidthGiven == column_0_width || column_0->WidthRequested == column_0_width) |
| return; |
| |
| ImGuiTableColumn* column_1 = (column_0->NextActiveColumn != -1) ? &table->Columns[column_0->NextActiveColumn] : NULL; |
| |
| // In this surprisingly not simple because of how we support mixing Fixed and Stretch columns. |
| // When forwarding resize from Wn| to Fn+1| we need to be considerate of the _NoResize flag on Fn+1. |
| // FIXME-TABLE: Find a way to rewrite all of this so interactions feel more consistent for the user. |
| // Scenarios: |
| // - F1 F2 F3 resize from F1| or F2| --> ok: alter ->WidthRequested of Fixed column. Subsequent columns will be offset. |
| // - F1 F2 F3 resize from F3| --> ok: alter ->WidthRequested of Fixed column. If active, ScrollX extent can be altered. |
| // - F1 F2 W3 resize from F1| or F2| --> ok: alter ->WidthRequested of Fixed column. If active, ScrollX extent can be altered, but it doesn't make much sense as the Weighted column will always be minimal size. |
| // - F1 F2 W3 resize from W3| --> ok: no-op (disabled by Resize Rule 1) |
| // - W1 W2 W3 resize from W1| or W2| --> FIXME |
| // - W1 W2 W3 resize from W3| --> ok: no-op (disabled by Resize Rule 1) |
| // - W1 F2 F3 resize from F3| --> ok: no-op (disabled by Resize Rule 1) |
| // - W1 F2 resize from F2| --> ok: no-op (disabled by Resize Rule 1) |
| // - W1 W2 F3 resize from W1| or W2| --> ok |
| // - W1 F2 W3 resize from W1| or F2| --> FIXME |
| // - F1 W2 F3 resize from W2| --> ok |
| // - W1 F2 F3 resize from W1| --> ok: equivalent to resizing |F2. F3 will not move. (forwarded by Resize Rule 2) |
| // - W1 F2 F3 resize from F2| --> FIXME should resize F2, F3 and not have effect on W1 (Stretch columns are _before_ the Fixed column). |
| |
| // Rules: |
| // - [Resize Rule 1] Can't resize from right of right-most visible column if there is any Stretch column. Implemented in TableUpdateLayout(). |
| // - [Resize Rule 2] Resizing from right-side of a Stretch column before a fixed column froward sizing to left-side of fixed column. |
| // - [Resize Rule 3] If we are are followed by a fixed column and we have a Stretch column before, we need to ensure that our left border won't move. |
| |
| if (column_0->Flags & ImGuiTableColumnFlags_WidthFixed) |
| { |
| // [Resize Rule 3] If we are are followed by a fixed column and we have a Stretch column before, we need to |
| // ensure that our left border won't move, which we can do by making sure column_a/column_b resizes cancels each others. |
| if (column_1 && (column_1->Flags & ImGuiTableColumnFlags_WidthFixed)) |
| if (table->LeftMostStretchedColumnDisplayOrder != -1 && table->LeftMostStretchedColumnDisplayOrder < column_0->IndexDisplayOrder) |
| { |
| // (old_a + old_b == new_a + new_b) --> (new_a == old_a + old_b - new_b) |
| float column_1_width = ImMax(column_1->WidthRequested - (column_0_width - column_0->WidthRequested), min_width); |
| column_0_width = column_0->WidthRequested + column_1->WidthRequested - column_1_width; |
| column_1->WidthRequested = column_1_width; |
| } |
| |
| // Apply |
| //IMGUI_DEBUG_LOG("TableSetColumnWidth(%d, %.1f->%.1f)\n", column_0_idx, column_0->WidthRequested, column_0_width); |
| column_0->WidthRequested = column_0_width; |
| } |
| else if (column_0->Flags & ImGuiTableColumnFlags_WidthStretch) |
| { |
| // [Resize Rule 2] |
| if (column_1 && (column_1->Flags & ImGuiTableColumnFlags_WidthFixed)) |
| { |
| float off = (column_0->WidthGiven - column_0_width); |
| float column_1_width = column_1->WidthGiven + off; |
| column_1->WidthRequested = ImMax(min_width, column_1_width); |
| return; |
| } |
| |
| // (old_a + old_b == new_a + new_b) --> (new_a == old_a + old_b - new_b) |
| float column_1_width = ImMax(column_1->WidthRequested - (column_0_width - column_0->WidthRequested), min_width); |
| column_0_width = column_0->WidthRequested + column_1->WidthRequested - column_1_width; |
| column_1->WidthRequested = column_1_width; |
| column_0->WidthRequested = column_0_width; |
| TableUpdateColumnsWeightFromWidth(table); |
| } |
| table->IsSettingsDirty = true; |
| } |
| |
| // Columns where the contents didn't stray off their local clip rectangle can be merged into a same draw command. |
| // To achieve this we merge their clip rect and make them contiguous in the channel list so they can be merged. |
| // So here we'll reorder the draw cmd which can be merged, by arranging them into a maximum of 4 distinct groups: |
| // |
| // 1 group: 2 groups: 2 groups: 4 groups: |
| // [ 0. ] no freeze [ 0. ] row freeze [ 01 ] col freeze [ 01 ] row+col freeze |
| // [ .. ] or no scroll [ 1. ] and v-scroll [ .. ] and h-scroll [ 23 ] and v+h-scroll |
| // |
| // Each column itself can use 1 channel (row freeze disabled) or 2 channels (row freeze enabled). |
| // When the contents of a column didn't stray off its limit, we move its channels into the corresponding group |
| // based on its position (within frozen rows/columns groups or not). |
| // At the end of the operation our 1-4 groups will each have a ImDrawCmd using the same ClipRect, and they will be merged by the DrawSplitter.Merge() call. |
| // |
| // Column channels will not be merged into one of the 1-4 groups in the following cases: |
| // - The contents stray off its clipping rectangle (we only compare the MaxX value, not the MinX value). |
| // Direct ImDrawList calls won't be taken into account by default, if you use them make sure the ImGui:: bounds matches, by e.g. calling SetCursorScreenPos(). |
| // - The channel uses more than one draw command itself. We drop all our merging stuff here.. we could do better but it's going to be rare. |
| // |
| // This function is particularly tricky to understand.. take a breath. |
| void ImGui::TableDrawMergeChannels(ImGuiTable* table) |
| { |
| ImGuiContext& g = *GImGui; |
| ImDrawListSplitter* splitter = &table->DrawSplitter; |
| const bool is_frozen_v = (table->FreezeRowsCount > 0); |
| const bool is_frozen_h = (table->FreezeColumnsCount > 0); |
| |
| // Track which groups we are going to attempt to merge, and which channels goes into each group. |
| struct MergeGroup |
| { |
| ImRect ClipRect; |
| int ChannelsCount; |
| ImBitArray<IMGUI_TABLE_MAX_DRAW_CHANNELS> ChannelsMask; |
| }; |
| int merge_group_mask = 0x00; |
| MergeGroup merge_groups[4]; |
| memset(merge_groups, 0, sizeof(merge_groups)); |
| bool merge_groups_all_fit_within_inner_rect = (table->Flags & ImGuiTableFlags_NoHostExtendY) == 0; |
| |
| // 1. Scan channels and take note of those which can be merged |
| for (int order_n = 0; order_n < table->ColumnsCount; order_n++) |
| { |
| if (!(table->ActiveMaskByDisplayOrder & ((ImU64)1 << order_n))) |
| continue; |
| const int column_n = table->DisplayOrder[order_n]; |
| ImGuiTableColumn* column = &table->Columns[column_n]; |
| |
| const int merge_group_sub_count = is_frozen_v ? 2 : 1; |
| for (int merge_group_sub_n = 0; merge_group_sub_n < merge_group_sub_count; merge_group_sub_n++) |
| { |
| const int channel_no = (merge_group_sub_n == 0) ? column->DrawChannelRowsBeforeFreeze : column->DrawChannelRowsAfterFreeze; |
| |
| // Don't attempt to merge if there are multiple draw calls within the column |
| ImDrawChannel* src_channel = &splitter->_Channels[channel_no]; |
| if (src_channel->_CmdBuffer.Size > 0 && src_channel->_CmdBuffer.back().ElemCount == 0) |
| src_channel->_CmdBuffer.pop_back(); |
| if (src_channel->_CmdBuffer.Size != 1) |
| continue; |
| |
| // Find out the width of this merge group and check if it will fit in our column. |
| float width_contents; |
| if (merge_group_sub_count == 1) // No row freeze (same as testing !is_frozen_v) |
| width_contents = ImMax(column->ContentWidthRowsUnfrozen, column->ContentWidthHeadersUsed); |
| else if (merge_group_sub_n == 0) // Row freeze: use width before freeze |
| width_contents = ImMax(column->ContentWidthRowsFrozen, column->ContentWidthHeadersUsed); |
| else // Row freeze: use width after freeze |
| width_contents = column->ContentWidthRowsUnfrozen; |
| if (width_contents > column->WidthGiven && !(column->Flags & ImGuiTableColumnFlags_NoClipX)) |
| continue; |
| |
| const int merge_group_dst_n = (is_frozen_h && column_n < table->FreezeColumnsCount ? 0 : 2) + (is_frozen_v ? merge_group_sub_n : 1); |
| IM_ASSERT(channel_no < IMGUI_TABLE_MAX_DRAW_CHANNELS); |
| MergeGroup* merge_group = &merge_groups[merge_group_dst_n]; |
| if (merge_group->ChannelsCount == 0) |
| merge_group->ClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); |
| merge_group->ChannelsMask.SetBit(channel_no); |
| merge_group->ChannelsCount++; |
| merge_group->ClipRect.Add(src_channel->_CmdBuffer[0].ClipRect); |
| merge_group_mask |= (1 << merge_group_dst_n); |
| |
| // If we end with a single group and hosted by the outer window, we'll attempt to merge our draw command with |
| // the existing outer window command. But we can only do so if our columns all fit within the expected clip rect, |
| // otherwise clipping will be incorrect when ScrollX is disabled. |
| // FIXME-TABLE FIXME-WORKRECT: We are wasting a merge opportunity on tables without scrolling if column don't fit within host clip rect, solely because of the half-padding difference between window->WorkRect and window->InnerClipRect |
| |
| // 2019/10/22: (1) This is breaking table_2_draw_calls but I cannot seem to repro what it is attempting to fix... |
| // cf git fce2e8dc "Fixed issue with clipping when outerwindow==innerwindow / support ScrollH without ScrollV." |
| // 2019/10/22: (2) Clamping code in TableUpdateLayout() seemingly made this not necessary... |
| #if 0 |
| if (column->MinX < table->InnerClipRect.Min.x || column->MaxX > table->InnerClipRect.Max.x) |
| merge_groups_all_fit_within_inner_rect = false; |
| #endif |
| } |
| |
| // Invalidate current draw channel (we don't clear DrawChannelBeforeRowFreeze/DrawChannelAfterRowFreeze solely to facilitate debugging) |
| column->DrawChannelCurrent = -1; |
| } |
| |
| // 2. Rewrite channel list in our preferred order |
| if (merge_group_mask != 0) |
| { |
| // Use shared temporary storage so the allocation gets amortized |
| g.DrawChannelsTempMergeBuffer.resize(splitter->_Count - 1); |
| ImDrawChannel* dst_tmp = g.DrawChannelsTempMergeBuffer.Data; |
| ImBitArray<IMGUI_TABLE_MAX_DRAW_CHANNELS> remaining_mask; |
| remaining_mask.ClearBits(); |
| remaining_mask.SetBitRange(1, splitter->_Count - 1); // Background channel 0 not part of the merge (see channel allocation in TableUpdateDrawChannels) |
| int remaining_count = splitter->_Count - 1; |
| const bool may_extend_clip_rect_to_host_rect = ImIsPowerOfTwo(merge_group_mask); |
| for (int merge_group_n = 0; merge_group_n < 4; merge_group_n++) |
| if (int merge_channels_count = merge_groups[merge_group_n].ChannelsCount) |
| { |
| MergeGroup* merge_group = &merge_groups[merge_group_n]; |
| ImRect merge_clip_rect = merge_groups[merge_group_n].ClipRect; |
| if (may_extend_clip_rect_to_host_rect) |
| { |
| //GetOverlayDrawList()->AddRect(table->HostClipRect.Min, table->HostClipRect.Max, IM_COL32(255, 0, 0, 200), 0.0f, ~0, 3.0f); |
| //GetOverlayDrawList()->AddRect(table->InnerClipRect.Min, table->InnerClipRect.Max, IM_COL32(0, 255, 0, 200), 0.0f, ~0, 1.0f); |
| //GetOverlayDrawList()->AddRect(merge_clip_rect.Min, merge_clip_rect.Max, IM_COL32(255, 0, 0, 200), 0.0f, ~0, 2.0f); |
| merge_clip_rect.Add(merge_groups_all_fit_within_inner_rect ? table->HostClipRect : table->InnerClipRect); |
| //GetOverlayDrawList()->AddRect(merge_clip_rect.Min, merge_clip_rect.Max, IM_COL32(0, 255, 0, 200)); |
| } |
| remaining_count -= merge_group->ChannelsCount; |
| for (int n = 0; n < IM_ARRAYSIZE(remaining_mask.Storage); n++) |
| remaining_mask.Storage[n] &= ~merge_group->ChannelsMask.Storage[n]; |
| for (int n = 0; n < splitter->_Count && merge_channels_count != 0; n++) |
| { |
| // Copy + overwrite new clip rect |
| if (!merge_group->ChannelsMask.TestBit(n)) |
| continue; |
| merge_group->ChannelsMask.ClearBit(n); |
| merge_channels_count--; |
| |
| ImDrawChannel* channel = &splitter->_Channels[n]; |
| IM_ASSERT(channel->_CmdBuffer.Size == 1 && merge_clip_rect.Contains(ImRect(channel->_CmdBuffer[0].ClipRect))); |
| channel->_CmdBuffer[0].ClipRect = merge_clip_rect.ToVec4(); |
| memcpy(dst_tmp++, channel, sizeof(ImDrawChannel)); |
| } |
| } |
| |
| // Append unmergeable channels that we didn't reorder at the end of the list |
| for (int n = 0; n < splitter->_Count && remaining_count != 0; n++) |
| { |
| if (!remaining_mask.TestBit(n)) |
| continue; |
| ImDrawChannel* channel = &splitter->_Channels[n]; |
| memcpy(dst_tmp++, channel, sizeof(ImDrawChannel)); |
| remaining_count--; |
| } |
| IM_ASSERT(dst_tmp == g.DrawChannelsTempMergeBuffer.Data + g.DrawChannelsTempMergeBuffer.Size); |
| memcpy(splitter->_Channels.Data + 1, g.DrawChannelsTempMergeBuffer.Data, (splitter->_Count - 1) * sizeof(ImDrawChannel)); |
| } |
| |
| // 3. Actually merge (channels using the same clip rect will be contiguous and naturally merged) |
| splitter->Merge(table->InnerWindow->DrawList); |
| } |
| |
| // We use a default parameter of 'init_width_or_weight == -1' |
| // ImGuiTableColumnFlags_WidthFixed, width <= 0 --> init width == auto |
| // ImGuiTableColumnFlags_WidthFixed, width > 0 --> init width == manual |
| // ImGuiTableColumnFlags_WidthStretch, weight < 0 --> init weight == 1.0f |
| // ImGuiTableColumnFlags_WidthStretch, weight >= 0 --> init weight == custom |
| // Use a different API? |
| void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, float init_width_or_weight, ImGuiID user_id) |
| { |
| ImGuiContext& g = *GImGui; |
| ImGuiTable* table = g.CurrentTable; |
| IM_ASSERT(table != NULL && "Need to call TableSetupColumn() after BeginTable()!"); |
| IM_ASSERT(!table->IsLayoutLocked && "Need to call call TableSetupColumn() before first row!"); |
| IM_ASSERT(table->DeclColumnsCount >= 0 && table->DeclColumnsCount < table->ColumnsCount && "Called TableSetupColumn() too many times!"); |
| |
| ImGuiTableColumn* column = &table->Columns[table->DeclColumnsCount]; |
| table->DeclColumnsCount++; |
| |
| // When passing a width automatically enforce WidthFixed policy (vs TableFixColumnFlags would default to WidthAlwaysAutoResize) |
| // (we write down to FlagsIn which is a little misleading, another solution would be to pass init_width_or_weight to TableFixColumnFlags) |
| if ((flags & ImGuiTableColumnFlags_WidthMask_) == 0) |
| if ((table->Flags & ImGuiTableFlags_SizingPolicyFixedX) && (init_width_or_weight > 0.0f)) |
| flags |= ImGuiTableColumnFlags_WidthFixed; |
| |
| column->UserID = user_id; |
| column->FlagsIn = flags; |
| column->Flags = TableFixColumnFlags(table, column->FlagsIn); |
| flags = column->Flags; |
| |
| // Initialize defaults |
| // FIXME-TABLE: We don't restore widths/weight so let's avoid using IsSettingsLoaded for now |
| if (table->IsInitializing && column->WidthRequested < 0.0f && column->ResizeWeight < 0.0f)// && !table->IsSettingsLoaded) |
| { |
| // Init width or weight |
| // Disable auto-fit if a default fixed width has been specified |
| if ((flags & ImGuiTableColumnFlags_WidthFixed) && init_width_or_weight > 0.0f) |
| { |
| column->WidthRequested = init_width_or_weight; |
| column->AutoFitQueue = 0x00; |
| } |
| if (flags & ImGuiTableColumnFlags_WidthStretch) |
| { |
| IM_ASSERT(init_width_or_weight < 0.0f || init_width_or_weight > 0.0f); |
| column->ResizeWeight = (init_width_or_weight < 0.0f ? 1.0f : init_width_or_weight); |
| } |
| else |
| { |
| column->ResizeWeight = 1.0f; |
| } |
| } |
| if (table->IsInitializing && !table->IsSettingsLoaded) |
| { |
| // Init default visibility/sort state |
| if (flags & ImGuiTableColumnFlags_DefaultHide) |
| column->IsActive = column->NextIsActive = false; |
| if (flags & ImGuiTableColumnFlags_DefaultSort) |
| { |
| column->SortOrder = 0; // Multiple columns using _DefaultSort will be reordered when building the sort specs. |
| column->SortDirection = (column->Flags & ImGuiTableColumnFlags_PreferSortDescending) ? (ImS8)ImGuiSortDirection_Descending : (ImU8)(ImGuiSortDirection_Ascending); |
| } |
| } |
| |
| // Store name (append with zero-terminator in contiguous buffer) |
| IM_ASSERT(column->NameOffset == -1); |
| if (label != NULL) |
| { |
| column->NameOffset = (ImS16)table->ColumnsNames.size(); |
| table->ColumnsNames.append(label, label + strlen(label) + 1); |
| } |
| } |
| |
| // Starts into the first cell of a new row |
| void ImGui::TableNextRow(ImGuiTableRowFlags row_flags, float row_min_height) |
| { |
| ImGuiContext& g = *GImGui; |
| ImGuiTable* table = g.CurrentTable; |
| |
| if (table->CurrentRow == -1) |
| TableUpdateLayout(table); |
| else if (table->IsInsideRow) |
| TableEndRow(table); |
| |
| table->LastRowFlags = table->RowFlags; |
| table->RowFlags = row_flags; |
| table->RowMinHeight = row_min_height; |
| TableBeginRow(table); |
| |
| // We honor min_row_height requested by user, but cannot guarantee per-row maximum height, |
| // because that would essentially require a unique clipping rectangle per-cell. |
| table->RowPosY2 += table->CellPaddingY * 2.0f; |
| table->RowPosY2 = ImMax(table->RowPosY2, table->RowPosY1 + row_min_height); |
| |
| TableBeginCell(table, 0); |
| } |
| |
| // [Internal] |
| void ImGui::TableBeginRow(ImGuiTable* table) |
| { |
| ImGuiWindow* window = table->InnerWindow; |
| IM_ASSERT(!table->IsInsideRow); |
| |
| // New row |
| table->CurrentRow++; |
| table->CurrentColumn = -1; |
| table->RowBgColor = IM_COL32_DISABLE; |
| table->IsInsideRow = true; |
| |
| // Begin frozen rows |
| float next_y1 = table->RowPosY2; |
| if (table->CurrentRow == 0 && table->FreezeRowsCount > 0) |
| next_y1 = window->DC.CursorPos.y = table->OuterRect.Min.y; |
| |
| table->RowPosY1 = table->RowPosY2 = next_y1; |
| table->RowTextBaseline = 0.0f; |
| window->DC.PrevLineTextBaseOffset = 0.0f; |
| window->DC.CursorMaxPos.y = next_y1; |
| |
| // Making the header BG color non-transparent will allow us to overlay it multiple times when handling smooth dragging. |
| if (table->RowFlags & ImGuiTableRowFlags_Headers) |
| { |
| table->RowBgColor = GetColorU32(ImGuiCol_TableHeaderBg); |
| if (table->CurrentRow == 0) |
| table->IsUsingHeaders = true; |
| } |
| } |
| |
| // [Internal] |
| void ImGui::TableEndRow(ImGuiTable* table) |
| { |
| ImGuiContext& g = *GImGui; |
| ImGuiWindow* window = g.CurrentWindow; |
| IM_ASSERT(window == table->InnerWindow); |
| IM_ASSERT(table->IsInsideRow); |
| |
| TableEndCell(table); |
| |
| // Position cursor at the bottom of our row so it can be used for e.g. clipping calculation. |
| // However it is likely that the next call to TableBeginCell() will reposition the cursor to take account of vertical padding. |
| window->DC.CursorPos.y = table->RowPosY2; |
| |
| // Row background fill |
| const float bg_y1 = table->RowPosY1; |
| const float bg_y2 = table->RowPosY2; |
| |
| if (table->CurrentRow == 0) |
| table->LastFirstRowHeight = bg_y2 - bg_y1; |
| |
| if (table->CurrentRow >= 0 && bg_y2 >= table->InnerClipRect.Min.y && bg_y1 <= table->InnerClipRect.Max.y) |
| { |
| // Decide of background color for the row |
| ImU32 bg_col = 0; |
| if (table->RowBgColor != IM_COL32_DISABLE) |
| bg_col = table->RowBgColor; |
| else if (table->Flags & ImGuiTableFlags_RowBg) |
| bg_col = GetColorU32((table->RowBgColorCounter & 1) ? ImGuiCol_TableRowBgAlt : ImGuiCol_TableRowBg); |
| |
| // Decide of top border color |
| ImU32 border_col = 0; |
| if (table->CurrentRow != 0 || table->InnerWindow == table->OuterWindow) |
| { |
| if (table->Flags & ImGuiTableFlags_BordersHInner) |
| { |
| //if (table->CurrentRow == 0 && table->InnerWindow == table->OuterWindow) |
| // border_col = table->BorderOuterColor; |
| //else |
| if (table->CurrentRow > 0)// && !(table->LastRowFlags & ImGuiTableRowFlags_Headers)) |
| border_col = (table->LastRowFlags & ImGuiTableRowFlags_Headers) ? table->BorderColorStrong : table->BorderColorLight; |
| } |
| else |
| { |
| //if (table->RowFlags & ImGuiTableRowFlags_Headers) |
| // border_col = table->BorderOuterColor; |
| } |
| } |
| |
| if (bg_col != 0 || border_col != 0) |
| table->DrawSplitter.SetCurrentChannel(window->DrawList, 0); |
| |
| // Draw background |
| // We soft/cpu clip this so all backgrounds and borders can share the same clipping rectangle |
| if (bg_col) |
| { |
| ImRect bg_rect(table->WorkRect.Min.x, bg_y1, table->WorkRect.Max.x, bg_y2); |
| bg_rect.ClipWith(table->BackgroundClipRect); |
| if (bg_rect.Min.y < bg_rect.Max.y) |
| window->DrawList->AddRectFilledMultiColor(bg_rect.Min, bg_rect.Max, bg_col, bg_col, bg_col, bg_col); |
| } |
| |
| // Draw top border |
| const float border_y = bg_y1; |
| if (border_col && border_y >= table->BackgroundClipRect.Min.y && border_y < table->BackgroundClipRect.Max.y) |
| window->DrawList->AddLine(ImVec2(table->BorderX1, border_y), ImVec2(table->BorderX2, border_y), border_col); |
| } |
| |
| const bool unfreeze_rows = (table->CurrentRow + 1 == table->FreezeRowsCount && table->FreezeRowsCount > 0); |
| |
| // Draw bottom border (always strong) |
| const bool draw_separating_border = unfreeze_rows;// || (table->RowFlags & ImGuiTableRowFlags_Headers); |
| if (draw_separating_border) |
| if (bg_y2 >= table->BackgroundClipRect.Min.y && bg_y2 < table->BackgroundClipRect.Max.y) |
| window->DrawList->AddLine(ImVec2(table->BorderX1, bg_y2), ImVec2(table->BorderX2, bg_y2), table->BorderColorStrong); |
| |
| // End frozen rows (when we are past the last frozen row line, teleport cursor and alter clipping rectangle) |
| // We need to do that in TableEndRow() instead of TableBeginRow() so the list clipper can mark end of row and get the new cursor position. |
| if (unfreeze_rows) |
| { |
| IM_ASSERT(table->IsFreezeRowsPassed == false); |
| table->IsFreezeRowsPassed = true; |
| table->DrawSplitter.SetCurrentChannel(window->DrawList, 0); |
| |
| ImRect r; |
| r.Min.x = table->InnerClipRect.Min.x; |
| r.Min.y = ImMax(table->RowPosY2 + 1, window->InnerClipRect.Min.y); |
| r.Max.x = table->InnerClipRect.Max.x; |
| r.Max.y = window->InnerClipRect.Max.y; |
| table->BackgroundClipRect = r; |
| |
| float row_height = table->RowPosY2 - table->RowPosY1; |
| table->RowPosY2 = window->DC.CursorPos.y = table->WorkRect.Min.y + table->RowPosY2 - table->OuterRect.Min.y; |
| table->RowPosY1 = table->RowPosY2 - row_height; |
| for (int column_n = 0; column_n < table->ColumnsCount; column_n++) |
| { |
| ImGuiTableColumn* column = &table->Columns[column_n]; |
| column->DrawChannelCurrent = column->DrawChannelRowsAfterFreeze; |
| column->ClipRect.Min.y = r.Min.y; |
| } |
| } |
| |
| if (!(table->RowFlags & ImGuiTableRowFlags_Headers)) |
| table->RowBgColorCounter++; |
| table->IsInsideRow = false; |
| } |
| |
| // [Internal] Called by TableNextRow()TableNextCell()! |
| // This is called a lot, so we need to be mindful of unnecessary overhead. |
| // FIXME-TABLE FIXME-OPT: Could probably shortcut some things for non-active or clipped columns. |
| void ImGui::TableBeginCell(ImGuiTable* table, int column_no) |
| { |
| table->CurrentColumn = column_no; |
| ImGuiTableColumn* column = &table->Columns[column_no]; |
| ImGuiWindow* window = table->InnerWindow; |
| |
| float start_x = (table->RowFlags & ImGuiTableRowFlags_Headers) ? column->StartXHeaders : column->StartXRows; |
| if (column->Flags & ImGuiTableColumnFlags_IndentEnable) |
| start_x += window->DC.Indent.x - table->HostIndentX; |
| |
| window->DC.LastItemId = 0; |
| window->DC.CursorPos.x = start_x; |
| window->DC.CursorPos.y = table->RowPosY1 + table->CellPaddingY; |
| window->DC.CursorMaxPos.x = window->DC.CursorPos.x; |
| window->DC.ColumnsOffset.x = start_x - window->Pos.x - window->DC.Indent.x; // FIXME-WORKRECT |
| window->DC.CurrLineTextBaseOffset = table->RowTextBaseline; |
| |
| window->WorkRect.Min.y = window->DC.CursorPos.y; |
| window->WorkRect.Min.x = column->MinX + table->CellPaddingX1; |
| window->WorkRect.Max.x = column->MaxX - table->CellPaddingX2; |
| |
| // To allow ImGuiListClipper to function we propagate our row height |
| if (!column->IsActive) |
| window->DC.CursorPos.y = ImMax(window->DC.CursorPos.y, table->RowPosY2); |
| |
| window->SkipItems = column->SkipItems; |
| if (table->Flags & ImGuiTableFlags_NoClipX) |
| { |
| table->DrawSplitter.SetCurrentChannel(window->DrawList, 1); |
| } |
| else |
| { |
| table->DrawSplitter.SetCurrentChannel(window->DrawList, column->DrawChannelCurrent); |
| //window->ClipRect = column->ClipRect; |
| //IM_ASSERT(column->ClipRect.Max.x > column->ClipRect.Min.x && column->ClipRect.Max.y > column->ClipRect.Min.y); |
| //window->DrawList->_ClipRectStack.back() = ImVec4(column->ClipRect.Min.x, column->ClipRect.Min.y, column->ClipRect.Max.x, column->ClipRect.Max.y); |
| //window->DrawList->UpdateClipRect(); |
| window->DrawList->PopClipRect(); |
| window->DrawList->PushClipRect(column->ClipRect.Min, column->ClipRect.Max, false); |
| //IMGUI_DEBUG_LOG("%d (%.0f,%.0f)(%.0f,%.0f)\n", column_no, column->ClipRect.Min.x, column->ClipRect.Min.y, column->ClipRect.Max.x, column->ClipRect.Max.y); |
| window->ClipRect = window->DrawList->_ClipRectStack.back(); |
| } |
| } |
| |
| // [Internal] Called by TableNextRow()/TableNextCell()! |
| void ImGui::TableEndCell(ImGuiTable* table) |
| { |
| ImGuiTableColumn* column = &table->Columns[table->CurrentColumn]; |
| ImGuiWindow* window = table->InnerWindow; |
| |
| // Report maximum position so we can infer content size per column. |
| float* p_max_pos_x; |
| if (table->RowFlags & ImGuiTableRowFlags_Headers) |
| p_max_pos_x = &column->ContentMaxPosHeadersUsed; // Useful in case user submit contents in header row that is not a TableHeader() call |
| else |
| p_max_pos_x = table->IsFreezeRowsPassed ? &column->ContentMaxPosRowsUnfrozen : &column->ContentMaxPosRowsFrozen; |
| *p_max_pos_x = ImMax(*p_max_pos_x, window->DC.CursorMaxPos.x); |
| table->RowPosY2 = ImMax(table->RowPosY2, window->DC.CursorMaxPos.y + table->CellPaddingY); |
| |
| // Propagate text baseline for the entire row |
| // FIXME-TABLE: Here we propagate text baseline from the last line of the cell.. instead of the first one. |
| table->RowTextBaseline = ImMax(table->RowTextBaseline, window->DC.PrevLineTextBaseOffset); |
| } |
| |
| // Append into the next cell |
| // FIXME-TABLE: Wrapping to next row should be optional? |
| bool ImGui::TableNextCell() |
| { |
| ImGuiContext& g = *GImGui; |
| ImGuiTable* table = g.CurrentTable; |
| |
| if (table->CurrentColumn != -1 && table->CurrentColumn + 1 < table->ColumnsCount) |
| { |
| TableEndCell(table); |
| TableBeginCell(table, table->CurrentColumn + 1); |
| } |
| else |
| { |
| TableNextRow(); |
| } |
| |
| int column_n = table->CurrentColumn; |
| return (table->VisibleMaskByIndex & ((ImU64)1 << column_n)) != 0; |
| } |
| |
| const char* ImGui::TableGetColumnName(int column_n) |
| { |
| ImGuiContext& g = *GImGui; |
| ImGuiTable* table = g.CurrentTable; |
| if (!table) |
| return NULL; |
| if (column_n < 0) |
| column_n = table->CurrentColumn; |
| return TableGetColumnName(table, column_n); |
| } |
| |
| bool ImGui::TableGetColumnIsVisible(int column_n) |
| { |
| ImGuiContext& g = *GImGui; |
| ImGuiTable* table = g.CurrentTable; |
| if (!table) |
| return false; |
| if (column_n < 0) |
| column_n = table->CurrentColumn; |
| return (table->VisibleMaskByIndex & ((ImU64)1 << column_n)) != 0; |
| } |
| |
| int ImGui::TableGetColumnIndex() |
| { |
| ImGuiContext& g = *GImGui; |
| ImGuiTable* table = g.CurrentTable; |
| if (!table) |
| return 0; |
| return table->CurrentColumn; |
| } |
| |
| bool ImGui::TableSetColumnIndex(int column_idx) |
| { |
| ImGuiContext& g = *GImGui; |
| ImGuiTable* table = g.CurrentTable; |
| if (!table) |
| return false; |
| |
| if (table->CurrentColumn != column_idx) |
| { |
| if (table->CurrentColumn != -1) |
| TableEndCell(table); |
| IM_ASSERT(column_idx >= 0 && table->ColumnsCount); |
| TableBeginCell(table, column_idx); |
| } |
| |
| return (table->VisibleMaskByIndex & ((ImU64)1 << column_idx)) != 0; |
| } |
| |
| // Return the cell rectangle based on currently known height. |
| // Important: we generally don't know our row height until the end of the row, so Max.y will be incorrect in many situations. |
| // The only case where this is correct is if we provided a min_row_height to TableNextRow() and don't go below it. |
| ImRect ImGui::TableGetCellRect() |
| { |
| ImGuiContext& g = *GImGui; |
| ImGuiTable* table = g.CurrentTable; |
| ImGuiTableColumn* column = &table->Columns[table->CurrentColumn]; |
| return ImRect(column->MinX, table->RowPosY1, column->MaxX, table->RowPosY2); |
| } |
| |
| const char* ImGui::TableGetColumnName(ImGuiTable* table, int column_no) |
| { |
| ImGuiTableColumn* column = &table->Columns[column_no]; |
| if (column->NameOffset == -1) |
| return NULL; |
| return &table->ColumnsNames.Buf[column->NameOffset]; |
| } |
| |
| void ImGui::TableSetColumnAutofit(ImGuiTable* table, int column_no) |
| { |
| // Disable clipping then auto-fit, will take 2 frames |
| // (we don't take a shortcut for unclipped columns to reduce inconsistencies when e.g. resizing multiple columns) |
| ImGuiTableColumn* column = &table->Columns[column_no]; |
| column->CannotSkipItemsQueue = (1 << 0); |
| column->AutoFitQueue = (1 << 1); |
| } |
| |
| void ImGui::PushTableBackground() |
| { |
| ImGuiContext& g = *GImGui; |
| ImGuiWindow* window = g.CurrentWindow; |
| ImGuiTable* table = g.CurrentTable; |
| table->DrawSplitter.SetCurrentChannel(window->DrawList, 0); |
| PushClipRect(table->HostClipRect.Min, table->HostClipRect.Max, false); |
| } |
| |
| void ImGui::PopTableBackground() |
| { |
| ImGuiContext& g = *GImGui; |
| ImGuiWindow* window = g.CurrentWindow; |
| ImGuiTable* table = g.CurrentTable; |
| ImGuiTableColumn* column = &table->Columns[table->CurrentColumn]; |
| table->DrawSplitter.SetCurrentChannel(window->DrawList, column->DrawChannelCurrent); |
| PopClipRect(); |
| } |
| |
| // Output context menu into current window (generally a popup) |
| // FIXME-TABLE: Ideally this should be writable by the user. Full programmatic access to that data? |
| void ImGui::TableDrawContextMenu(ImGuiTable* table, int selected_column_n) |
| { |
| ImGuiContext& g = *GImGui; |
| ImGuiWindow* window = g.CurrentWindow; |
| if (window->SkipItems) |
| return; |
| |
| bool want_separator = false; |
| selected_column_n = ImClamp(selected_column_n, -1, table->ColumnsCount - 1); |
| |
| // Sizing |
| if (table->Flags & ImGuiTableFlags_Resizable) |
| { |
| if (ImGuiTableColumn* selected_column = (selected_column_n != -1) ? &table->Columns[selected_column_n] : NULL) |
| { |
| const bool can_resize = !(selected_column->Flags & (ImGuiTableColumnFlags_NoResize | ImGuiTableColumnFlags_WidthStretch)) && selected_column->IsActive; |
| if (MenuItem("Size column to fit", NULL, false, can_resize)) |
| TableSetColumnAutofit(table, selected_column_n); |
| } |
| |
| if (MenuItem("Size all columns to fit", NULL)) |
| { |
| for (int column_n = 0; column_n < table->ColumnsCount; column_n++) |
| { |
| ImGuiTableColumn* column = &table->Columns[column_n]; |
| if (column->IsActive) |
| TableSetColumnAutofit(table, column_n); |
| } |
| } |
| want_separator = true; |
| } |
| |
| // Ordering |
| if (table->Flags & ImGuiTableFlags_Reorderable) |
| { |
| if (MenuItem("Reset order", NULL, false, !table->IsDefaultDisplayOrder)) |
| table->IsResetDisplayOrderRequest = true; |
| want_separator = true; |
| } |
| |
| // Hiding / Visibility |
| if (table->Flags & ImGuiTableFlags_Hideable) |
| { |
| if (want_separator) |
| Separator(); |
| want_separator = false; |
| |
| PushItemFlag(ImGuiItemFlags_SelectableDontClosePopup, true); |
| for (int column_n = 0; column_n < table->ColumnsCount; column_n++) |
| { |
| ImGuiTableColumn* column = &table->Columns[column_n]; |
| const char* name = TableGetColumnName(table, column_n); |
| if (name == NULL) |
| name = "<Unknown>"; |
| |
| // Make sure we can't hide the last active column |
| bool menu_item_active = (column->Flags & ImGuiTableColumnFlags_NoHide) ? false : true; |
| if (column->IsActive && table->ColumnsActiveCount <= 1) |
| menu_item_active = false; |
| if (MenuItem(name, NULL, column->IsActive, menu_item_active)) |
| column->NextIsActive = !column->IsActive; |
| } |
| PopItemFlag(); |
| } |
| } |
| |
| // This is a helper to output TableHeader() calls based on the column names declared in TableSetupColumn(). |
| // The intent is that advanced users willing to create customized headers would not need to use this helper and may create their own. |
| // However presently this function uses too many internal structures/calls. |
| void ImGui::TableAutoHeaders() |
| { |
| ImGuiContext& g = *GImGui; |
| ImGuiWindow* window = g.CurrentWindow; |
| |
| ImGuiTable* table = g.CurrentTable; |
| IM_ASSERT(table != NULL && "Need to call TableAutoHeaders() after BeginTable()!"); |
| const int columns_count = table->ColumnsCount; |
| |
| // Calculate row height (for the unlikely case that labels may be are multi-line) |
| float row_height = GetTextLineHeight(); |
| for (int column_n = 0; column_n < columns_count; column_n++) |
| if (TableGetColumnIsVisible(column_n)) |
| row_height = ImMax(row_height, CalcTextSize(TableGetColumnName(column_n)).y); |
| row_height += g.Style.CellPadding.y * 2.0f; |
| |
| // Open row |
| TableNextRow(ImGuiTableRowFlags_Headers, row_height); |
| if (table->HostSkipItems) // Merely an optimization |
| return; |
| |
| // This for loop is constructed to not make use of internal functions, |
| // as this is intended to be a base template to copy and build from. |
| int open_context_popup = INT_MAX; |
| for (int column_n = 0; column_n < columns_count; column_n++) |
| { |
| if (!TableSetColumnIndex(column_n)) |
| continue; |
| |
| const char* name = TableGetColumnName(column_n); |
| |
| // [DEBUG] Test custom user elements |
| #if 0 |
| if (column_n < 2) |
| { |
| static bool b[2] = {}; |
| PushID(column_n); |
| PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0)); |
| Checkbox("##", &b[column_n]); |
| PopStyleVar(); |
| PopID(); |
| SameLine(0.0f, g.Style.ItemInnerSpacing.x); |
| } |
| #endif |
| |
| // [DEBUG] |
| //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); } |
| |
| // Push an id to allow unnamed labels (generally accidental, but let's behave nicely with them) |
| PushID(table->InstanceNo * table->ColumnsCount + column_n); |
| TableHeader(name); |
| PopID(); |
| |
| // We don't use BeginPopupContextItem() because we want the popup to stay up even after the column is hidden |
| if (IsMouseReleased(1) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) |
| open_context_popup = column_n; |
| } |
| |
| // FIXME-TABLE: This is not user-land code any more + need to explain WHY this is here! |
| window->SkipItems = table->HostSkipItems; |
| |
| // Allow opening popup from the right-most section after the last column |
| // FIXME-TABLE: This is not user-land code any more... perhaps instead we should expose hovered column. |
| // and allow some sort of row-centric IsItemHovered() for full flexibility? |
| float unused_x1 = table->WorkRect.Min.x; |
| if (table->RightMostActiveColumn != -1) |
| unused_x1 = ImMax(unused_x1, table->Columns[table->RightMostActiveColumn].MaxX); |
| if (unused_x1 < table->WorkRect.Max.x) |
| { |
| // FIXME: We inherit ClipRect/SkipItem from last submitted column (active or not), let's temporarily override it. |
| // Because we don't perform any rendering here we just overwrite window->ClipRect used by logic. |
| window->ClipRect = table->InnerClipRect; |
| |
| ImVec2 backup_cursor_max_pos = window->DC.CursorMaxPos; |
| window->DC.CursorPos = ImVec2(unused_x1, table->RowPosY1); |
| ImVec2 size = ImVec2(table->WorkRect.Max.x - window->DC.CursorPos.x, table->RowPosY2 - table->RowPosY1); |
| if (size.x > 0.0f && size.y > 0.0f) |
| { |
| InvisibleButton("##RemainingSpace", size); |
| window->DC.CursorPos.y -= g.Style.ItemSpacing.y; |
| window->DC.CursorMaxPos = backup_cursor_max_pos; // Don't feed back into the width of the Header row |
| |
| // We don't use BeginPopupContextItem() because we want the popup to stay up even after the column is hidden |
| if (IsMouseReleased(1) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) |
| open_context_popup = -1; |
| } |
| |
| window->ClipRect = window->DrawList->_ClipRectStack.back(); |
| } |
| |
| // Open Context Menu |
| if (open_context_popup != INT_MAX) |
| if (table->Flags & (ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable)) |
| { |
| table->IsContextPopupOpen = true; |
| table->ContextPopupColumn = (ImS8)open_context_popup; |
| table->InstanceInteracted = table->InstanceNo; |
| OpenPopup("##TableContextMenu"); |
| } |
| } |
| |
| // Emit a column header (text + optional sort order) |
| // We cpu-clip text here so that all columns headers can be merged into a same draw call. |
| // Note that because of how we cpu-clip and display sorting indicators, you _cannot_ use SameLine() after a TableHeader() |
| // FIXME-TABLE: Should hold a selection state. |
| // FIXME-TABLE: Style confusion between CellPadding.y and FramePadding.y |
| void ImGui::TableHeader(const char* label) |
| { |
| ImGuiContext& g = *GImGui; |
| ImGuiWindow* window = g.CurrentWindow; |
| if (window->SkipItems) |
| return; |
| |
| ImGuiTable* table = g.CurrentTable; |
| IM_ASSERT(table != NULL && "Need to call TableAutoHeaders() after BeginTable()!"); |
| IM_ASSERT(table->CurrentColumn != -1); |
| const int column_n = table->CurrentColumn; |
| ImGuiTableColumn* column = &table->Columns[column_n]; |
| |
| // Label |
| if (label == NULL) |
| label = ""; |
| const char* label_end = FindRenderedTextEnd(label); |
| ImVec2 label_size = CalcTextSize(label, label_end, true); |
| ImVec2 label_pos = window->DC.CursorPos; |
| |
| // If we already got a row height, there's use that. |
| ImRect cell_r = TableGetCellRect(); |
| float label_height = ImMax(label_size.y, table->RowMinHeight - g.Style.CellPadding.y * 2.0f); |
| |
| //GetForegroundDrawList()->AddRect(cell_r.Min, cell_r.Max, IM_COL32(255, 0, 0, 255)); // [DEBUG] |
| ImRect work_r = cell_r; |
| work_r.Min.x = window->DC.CursorPos.x; |
| work_r.Max.y = work_r.Min.y + label_height; |
| float ellipsis_max = work_r.Max.x; |
| |
| // Selectable |
| PushID(label); |
| |
| // FIXME-TABLE: Fix when padding are disabled. |
| //window->DC.CursorPos.x = column->MinX + table->CellPadding.x; |
| |
| // 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...) |
| const bool selected = (table->IsContextPopupOpen && table->ContextPopupColumn == column_n && table->InstanceInteracted == table->InstanceNo); |
| const bool pressed = Selectable("", selected, ImGuiSelectableFlags_DrawHoveredWhenHeld | ImGuiSelectableFlags_DontClosePopups, ImVec2(0.0f, label_height)); |
| const bool held = IsItemActive(); |
| if (held) |
| table->HeldHeaderColumn = (ImS8)column_n; |
| window->DC.CursorPos.y -= g.Style.ItemSpacing.y * 0.5f; |
| |
| // Drag and drop: re-order columns. Frozen columns are not reorderable. |
| // FIXME-TABLE: Scroll request while reordering a column and it lands out of the scrolling zone. |
| if (held && (table->Flags & ImGuiTableFlags_Reorderable) && IsMouseDragging(0) && !g.DragDropActive) |
| { |
| // While moving a column it will jump on the other side of the mouse, so we also test for MouseDelta.x |
| table->ReorderColumn = (ImS8)column_n; |
| table->InstanceInteracted = table->InstanceNo; |
| if (g.IO.MouseDelta.x < 0.0f && g.IO.MousePos.x < cell_r.Min.x) |
| if (column->PrevActiveColumn != -1 && (column->IndexWithinActiveSet < table->FreezeColumnsRequest) == (table->Columns[column->PrevActiveColumn].IndexWithinActiveSet < table->FreezeColumnsRequest)) |
| table->ReorderColumnDir = -1; |
| if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > cell_r.Max.x) |
| if (column->NextActiveColumn != -1 && (column->IndexWithinActiveSet < table->FreezeColumnsRequest) == (table->Columns[column->NextActiveColumn].IndexWithinActiveSet < table->FreezeColumnsRequest)) |
| table->ReorderColumnDir = +1; |
| } |
| |
| // Sort order arrow |
| float w_arrow = 0.0f; |
| float w_sort_text = 0.0f; |
| if ((table->Flags & ImGuiTableFlags_Sortable) && !(column->Flags & ImGuiTableColumnFlags_NoSort)) |
| { |
| const float ARROW_SCALE = 0.65f; |
| w_arrow = ImFloor(g.FontSize * ARROW_SCALE + g.Style.FramePadding.x);// table->CellPadding.x); |
| if (column->SortOrder != -1) |
| { |
| w_sort_text = 0.0f; |
| |
| char sort_order_suf[8]; |
| if (column->SortOrder > 0) |
| { |
| ImFormatString(sort_order_suf, IM_ARRAYSIZE(sort_order_suf), "%d", column->SortOrder + 1); |
| w_sort_text = g.Style.ItemInnerSpacing.x + CalcTextSize(sort_order_suf).x; |
| } |
| |
| float x = ImMax(cell_r.Min.x, work_r.Max.x - w_arrow - w_sort_text); |
| ellipsis_max -= w_arrow + w_sort_text; |
| |
| float y = label_pos.y; |
| ImU32 col = GetColorU32(ImGuiCol_Text); |
| if (column->SortOrder > 0) |
| { |
| PushStyleColor(ImGuiCol_Text, GetColorU32(ImGuiCol_Text, 0.70f)); |
| RenderText(ImVec2(x + g.Style.ItemInnerSpacing.x, y), sort_order_suf); |
| PopStyleColor(); |
| x += w_sort_text; |
| } |
| RenderArrow(window->DrawList, ImVec2(x, y), col, column->SortDirection == ImGuiSortDirection_Ascending ? ImGuiDir_Up : ImGuiDir_Down, ARROW_SCALE); |
| } |
| |
| // Handle clicking on column header to adjust Sort Order |
| if (pressed && table->ReorderColumn != column_n) |
| TableSortSpecsClickColumn(table, column, g.IO.KeyShift); |
| } |
| |
| // Render clipped label |
| // Clipping here ensure that in the majority of situations, all our header cells will be merged into a single draw call. |
| //window->DrawList->AddCircleFilled(ImVec2(ellipsis_max, label_pos.y), 40, IM_COL32_WHITE); |
| RenderTextEllipsis(window->DrawList, label_pos, ImVec2(ellipsis_max, label_pos.y + label_height + g.Style.FramePadding.y), ellipsis_max, ellipsis_max, label, label_end, &label_size); |
| |
| // We feed our unclipped width to the column without writing on CursorMaxPos, so that column is still considering for merging. |
| // FIXME-TABLE: Clarify policies of how label width and potential decorations (arrows) fit into auto-resize of the column |
| float max_pos_x = label_pos.x + label_size.x + w_sort_text + w_arrow; |
| column->ContentMaxPosHeadersUsed = ImMax(column->ContentMaxPosHeadersUsed, work_r.Max.x);// ImMin(max_pos_x, work_r.Max.x)); |
| column->ContentMaxPosHeadersDesired = ImMax(column->ContentMaxPosHeadersDesired, max_pos_x); |
| |
| PopID(); |
| } |
| |
| void ImGui::TableSortSpecsClickColumn(ImGuiTable* table, ImGuiTableColumn* clicked_column, bool add_to_existing_sort_orders) |
| { |
| if (!(table->Flags & ImGuiTableFlags_MultiSortable)) |
| add_to_existing_sort_orders = false; |
| |
| ImS8 sort_order_max = 0; |
| if (add_to_existing_sort_orders) |
| for (int column_n = 0; column_n < table->ColumnsCount; column_n++) |
| sort_order_max = ImMax(sort_order_max, table->Columns[column_n].SortOrder); |
| |
| for (int column_n = 0; column_n < table->ColumnsCount; column_n++) |
| { |
| ImGuiTableColumn* column = &table->Columns[column_n]; |
| if (column == clicked_column) |
| { |
| // Set new sort direction and sort order |
| // - If the PreferSortDescending flag is set, we will default to a Descending direction on the first click. |
| // - Note that the PreferSortAscending flag is never checked, it is essentially the default and therefore a no-op. |
| // - Note that the NoSortAscending/NoSortDescending flags are processed in TableSortSpecsSanitize(), and they may change/revert |
| // the value of SortDirection. We could technically also do it here but it would be unnecessary and duplicate code. |
| if (column->SortOrder == -1) |
| column->SortDirection = (column->Flags & ImGuiTableColumnFlags_PreferSortDescending) ? (ImS8)ImGuiSortDirection_Descending : (ImU8)(ImGuiSortDirection_Ascending); |
| else |
| column->SortDirection = (ImU8)((column->SortDirection == ImGuiSortDirection_Ascending) ? ImGuiSortDirection_Descending : ImGuiSortDirection_Ascending); |
| if (column->SortOrder == -1 || !add_to_existing_sort_orders) |
| column->SortOrder = add_to_existing_sort_orders ? sort_order_max + 1 : 0; |
| } |
| else |
| { |
| if (!add_to_existing_sort_orders) |
| column->SortOrder = -1; |
| } |
| TableFixColumnSortDirection(column); |
| } |
| table->IsSettingsDirty = true; |
| table->IsSortSpecsDirty = true; |
| } |
| |
| // Return NULL if no sort specs (most often when ImGuiTableFlags_Sortable is not set) |
| // You can sort your data again when 'SpecsChanged == true'. It will be true with sorting specs have changed since last call, or the first time. |
| // Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable()! |
| const ImGuiTableSortSpecs* ImGui::TableGetSortSpecs() |
| { |
| ImGuiContext& g = *GImGui; |
| ImGuiTable* table = g.CurrentTable; |
| IM_ASSERT(table != NULL); |
| |
| if (!(table->Flags & ImGuiTableFlags_Sortable)) |
| return NULL; |
| |
| // Flatten sort specs into user facing data |
| const bool was_dirty = table->IsSortSpecsDirty; |
| if (was_dirty) |
| { |
| TableSortSpecsSanitize(table); |
| |
| // Write output |
| table->SortSpecsData.resize(table->SortSpecsCount); |
| table->SortSpecs.ColumnsMask = 0x00; |
| for (int column_n = 0; column_n < table->ColumnsCount; column_n++) |
| { |
| ImGuiTableColumn* column = &table->Columns[column_n]; |
| if (column->SortOrder == -1) |
| continue; |
| ImGuiTableSortSpecsColumn* sort_spec = &table->SortSpecsData[column->SortOrder]; |
| sort_spec->ColumnUserID = column->UserID; |
| sort_spec->ColumnIndex = (ImU8)column_n; |
| sort_spec->SortOrder = (ImU8)column->SortOrder; |
| sort_spec->SortDirection = column->SortDirection; |
| table->SortSpecs.ColumnsMask |= (ImU64)1 << column_n; |
| } |
| } |
| |
| // User facing data |
| table->SortSpecs.Specs = table->SortSpecsData.Data; |
| table->SortSpecs.SpecsCount = table->SortSpecsData.Size; |
| table->SortSpecs.SpecsChanged = was_dirty; |
| table->IsSortSpecsDirty = false; |
| return table->SortSpecs.SpecsCount ? &table->SortSpecs : NULL; |
| } |
| |
| bool ImGui::TableGetColumnIsSorted(int column_n) |
| { |
| ImGuiContext& g = *GImGui; |
| ImGuiTable* table = g.CurrentTable; |
| if (!table) |
| return false; |
| if (column_n < 0) |
| column_n = table->CurrentColumn; |
| ImGuiTableColumn* column = &table->Columns[column_n]; |
| return (column->SortOrder != -1); |
| } |
| |
| void ImGui::TableSortSpecsSanitize(ImGuiTable* table) |
| { |
| // Clear SortOrder from hidden column and verify that there's no gap or duplicate. |
| int sort_order_count = 0; |
| ImU64 sort_order_mask = 0x00; |
| for (int column_n = 0; column_n < table->ColumnsCount; column_n++) |
| { |
| ImGuiTableColumn* column = &table->Columns[column_n]; |
| if (column->SortOrder != -1 && !column->IsActive) |
| column->SortOrder = -1; |
| if (column->SortOrder == -1) |
| continue; |
| sort_order_count++; |
| sort_order_mask |= ((ImU64)1 << column->SortOrder); |
| IM_ASSERT(sort_order_count < (int)sizeof(sort_order_mask) * 8); |
| } |
| |
| const bool need_fix_linearize = ((ImU64)1 << sort_order_count) != (sort_order_mask + 1); |
| const bool need_fix_single_sort_order = (sort_order_count > 1) && !(table->Flags & ImGuiTableFlags_MultiSortable); |
| if (need_fix_linearize || need_fix_single_sort_order) |
| { |
| ImU64 fixed_mask = 0x00; |
| for (int sort_n = 0; sort_n < sort_order_count; sort_n++) |
| { |
| // Fix: Rewrite sort order fields if needed so they have no gap or duplicate. |
| // (e.g. SortOrder 0 disappeared, SortOrder 1..2 exists --> rewrite then as SortOrder 0..1) |
| int column_with_smallest_sort_order = -1; |
| for (int column_n = 0; column_n < table->ColumnsCount; column_n++) |
| if ((fixed_mask & ((ImU64)1 << (ImU64)column_n)) == 0 && table->Columns[column_n].SortOrder != -1) |
| if (column_with_smallest_sort_order == -1 || table->Columns[column_n].SortOrder < table->Columns[column_with_smallest_sort_order].SortOrder) |
| column_with_smallest_sort_order = column_n; |
| IM_ASSERT(column_with_smallest_sort_order != -1); |
| fixed_mask |= ((ImU64)1 << column_with_smallest_sort_order); |
| table->Columns[column_with_smallest_sort_order].SortOrder = (ImS8)sort_n; |
| |
| // Fix: Make sure only one column has a SortOrder if ImGuiTableFlags_MultiSortable is not set. |
| if (need_fix_single_sort_order) |
| { |
| for (int column_n = 0; column_n < table->ColumnsCount; column_n++) |
| if (column_n != column_with_smallest_sort_order) |
| table->Columns[column_n].SortOrder = -1; |
| break; |
| } |
| } |
| } |
| |
| // Fallback default sort order (if no column has the ImGuiTableColumnFlags_DefaultSort flag) |
| if (sort_order_count == 0 && table->IsInitializing) |
| for (int column_n = 0; column_n < table->ColumnsCount; column_n++) |
| { |
| ImGuiTableColumn* column = &table->Columns[column_n]; |
| if (!(column->Flags & ImGuiTableColumnFlags_NoSort) && column->IsActive) |
| { |
| sort_order_count = 1; |
| column->SortOrder = 0; |
| break; |
| } |
| } |
| |
| table->SortSpecsCount = (ImS8)sort_order_count; |
| } |
| |
| //------------------------------------------------------------------------- |
| // TABLE - .ini settings |
| //------------------------------------------------------------------------- |
| // [Init] 1: TableSettingsHandler_ReadXXXX() Load and parse .ini file into TableSettings. |
| // [Main] 2: TableLoadSettings() When table is created, bind Table to TableSettings, serialize TableSettings data into Table. |
| // [Main] 3: TableSaveSettings() When table properties are modified, serialize Table data into bound or new TableSettings, mark .ini as dirty. |
| // [Main] 4: TableSettingsHandler_WriteAll() When .ini file is dirty (which can come from other source), save TableSettings into .ini file. |
| //------------------------------------------------------------------------- |
| |
| static ImGuiTableSettings* CreateTableSettings(ImGuiID id, int columns_count) |
| { |
| ImGuiContext& g = *GImGui; |
| ImGuiTableSettings* settings = g.SettingsTables.alloc_chunk(sizeof(ImGuiTableSettings) + (size_t)columns_count * sizeof(ImGuiTableColumnSettings)); |
| IM_PLACEMENT_NEW(settings) ImGuiTableSettings(); |
| ImGuiTableColumnSettings* settings_column = settings->GetColumnSettings(); |
| for (int n = 0; n < columns_count; n++, settings_column++) |
| IM_PLACEMENT_NEW(settings_column) ImGuiTableColumnSettings(); |
| settings->ID = id; |
| settings->ColumnsCount = settings->ColumnsCountMax = (ImS8)columns_count; |
| return settings; |
| } |
| |
| static ImGuiTableSettings* FindTableSettingsByID(ImGuiID id) |
| { |
| // FIXME-OPT: Might want to store a lookup map for this? |
| ImGuiContext& g = *GImGui; |
| for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) |
| if (settings->ID == id) |
| return settings; |
| return NULL; |
| } |
| |
| ImGuiTableSettings* ImGui::TableFindSettings(ImGuiTable* table) |
| { |
| if (table->SettingsOffset == -1) |
| return NULL; |
| |
| ImGuiContext& g = *GImGui; |
| ImGuiTableSettings* settings = g.SettingsTables.ptr_from_offset(table->SettingsOffset); |
| IM_ASSERT(settings->ID == table->ID); |
| if (settings->ColumnsCountMax < table->ColumnsCount) |
| { |
| settings->ID = 0; // Ditch storage if we won't fit because of a count change |
| return NULL; |
| } |
| return settings; |
| } |
| |
| void ImGui::TableSaveSettings(ImGuiTable* table) |
| { |
| table->IsSettingsDirty = false; |
| if (table->Flags & ImGuiTableFlags_NoSavedSettings) |
| return; |
| |
| // Bind or create settings data |
| ImGuiContext& g = *GImGui; |
| ImGuiTableSettings* settings = TableFindSettings(table); |
| if (settings == NULL) |
| { |
| settings = CreateTableSettings(table->ID, table->ColumnsCount); |
| table->SettingsOffset = g.SettingsTables.offset_from_ptr(settings); |
| } |
| settings->ColumnsCount = (ImS8)table->ColumnsCount; |
| |
| // Serialize ImGuiTableSettings/ImGuiTableColumnSettings --> ImGuiTable/ImGuiTableColumn |
| IM_ASSERT(settings->ID == table->ID); |
| IM_ASSERT(settings->ColumnsCount == table->ColumnsCount && settings->ColumnsCountMax >= settings->ColumnsCount); |
| ImGuiTableColumn* column = table->Columns.Data; |
| ImGuiTableColumnSettings* column_settings = settings->GetColumnSettings(); |
| |
| // FIXME-TABLE: Logic to avoid saving default widths? |
| settings->SaveFlags = ImGuiTableFlags_Resizable; |
| for (int n = 0; n < table->ColumnsCount; n++, column++, column_settings++) |
| { |
| //column_settings->WidthOrWeight = column->WidthRequested; // FIXME-WIP |
| column_settings->Index = (ImS8)n; |
| column_settings->DisplayOrder = column->IndexDisplayOrder; |
| column_settings->SortOrder = column->SortOrder; |
| column_settings->SortDirection = column->SortDirection; |
| column_settings->Visible = column->IsActive; |
| |
| // We skip saving some data in the .ini file when they are unnecessary to restore our state |
| // FIXME-TABLE: We don't have logic to easily compare SortOrder to DefaultSortOrder yet. |
| if (column->IndexDisplayOrder != n) |
| settings->SaveFlags |= ImGuiTableFlags_Reorderable; |
| if (column_settings->SortOrder != -1) |
| settings->SaveFlags |= ImGuiTableFlags_Sortable; |
| if (column_settings->Visible != ((column->Flags & ImGuiTableColumnFlags_DefaultHide) == 0)) |
| settings->SaveFlags |= ImGuiTableFlags_Hideable; |
| } |
| settings->SaveFlags &= table->Flags; |
| |
| MarkIniSettingsDirty(); |
| } |
| |
| void ImGui::TableLoadSettings(ImGuiTable* table) |
| { |
| ImGuiContext& g = *GImGui; |
| table->IsSettingsRequestLoad = false; |
| if (table->Flags & ImGuiTableFlags_NoSavedSettings) |
| return; |
| |
| // Bind settings |
| ImGuiTableSettings* settings; |
| if (table->SettingsOffset == -1) |
| { |
| settings = FindTableSettingsByID(table->ID); |
| if (settings == NULL) |
| return; |
| table->SettingsOffset = g.SettingsTables.offset_from_ptr(settings); |
| } |
| else |
| { |
| settings = g.SettingsTables.ptr_from_offset(table->SettingsOffset); |
| } |
| table->IsSettingsLoaded = true; |
| settings->SaveFlags = table->Flags; |
| |
| // Serialize ImGuiTable/ImGuiTableColumn --> ImGuiTableSettings/ImGuiTableColumnSettings |
| ImGuiTableColumnSettings* column_settings = settings->GetColumnSettings(); |
| for (int data_n = 0; data_n < settings->ColumnsCount; data_n++, column_settings++) |
| { |
| int column_n = column_settings->Index; |
| if (column_n < 0 || column_n >= table->ColumnsCount) |
| continue; |
| ImGuiTableColumn* column = &table->Columns[column_n]; |
| //column->WidthRequested = column_settings->WidthOrWeight; // FIXME-WIP |
| if (column_settings->DisplayOrder != -1) |
| column->IndexDisplayOrder = column_settings->DisplayOrder; |
| if (column_settings->SortOrder != -1) |
| { |
| column->SortOrder = column_settings->SortOrder; |
| column->SortDirection = column_settings->SortDirection; |
| } |
| column->IsActive = column->NextIsActive = column_settings->Visible; |
| } |
| |
| // FIXME-TABLE: Need to validate .ini data |
| for (int column_n = 0; column_n < table->ColumnsCount; column_n++) |
| table->DisplayOrder[table->Columns[column_n].IndexDisplayOrder] = (ImU8)column_n; |
| } |
| |
| void* ImGui::TableSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name) |
| { |
| ImGuiID id = 0; |
| int columns_count = 0; |
| if (sscanf(name, "0x%08X,%d", &id, &columns_count) < 2) |
| return NULL; |
| return CreateTableSettings(id, columns_count); |
| } |
| |
| void ImGui::TableSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line) |
| { |
| // "Column 0 UserID=0x42AD2D21 Width=100 Visible=1 Order=0 Sort=0v" |
| ImGuiTableSettings* settings = (ImGuiTableSettings*)entry; |
| int column_n = 0, r = 0, n = 0; |
| if (sscanf(line, "Column %d%n", &column_n, &r) == 1) { line = ImStrSkipBlank(line + r); } else { return; } |
| if (column_n < 0 || column_n >= settings->ColumnsCount) |
| return; |
| |
| char c = 0; |
| ImGuiTableColumnSettings* column = settings->GetColumnSettings() + column_n; |
| column->Index = (ImS8)column_n; |
| if (sscanf(line, "UserID=0x%08X%n", (ImU32*)&n, &r) == 1) { line = ImStrSkipBlank(line + r); column->UserID = (ImGuiID)n; } |
| if (sscanf(line, "Width=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); /* .. */ settings->SaveFlags |= ImGuiTableFlags_Resizable; } |
| if (sscanf(line, "Visible=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); column->Visible = (ImU8)n; settings->SaveFlags |= ImGuiTableFlags_Hideable; } |
| if (sscanf(line, "Order=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); column->DisplayOrder = (ImS8)n; settings->SaveFlags |= ImGuiTableFlags_Reorderable; } |
| if (sscanf(line, "Sort=%d%c%n", &n, &c, &r) == 2) { line = ImStrSkipBlank(line + r); column->SortOrder = (ImS8)n; column->SortDirection = (c == '^') ? ImGuiSortDirection_Descending : ImGuiSortDirection_Ascending; settings->SaveFlags |= ImGuiTableFlags_Sortable; } |
| } |
| |
| void ImGui::TableSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf) |
| { |
| ImGuiContext& g = *ctx; |
| for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) |
| { |
| if (settings->ID == 0) // Skip ditched settings |
| continue; |
| |
| // TableSaveSettings() may clear some of those flags when we establish that the data can be stripped (e.g. Order was unchanged) |
| const bool save_size = (settings->SaveFlags & ImGuiTableFlags_Resizable) != 0; |
| const bool save_visible = (settings->SaveFlags & ImGuiTableFlags_Hideable) != 0; |
| const bool save_order = (settings->SaveFlags & ImGuiTableFlags_Reorderable) != 0; |
| const bool save_sort = (settings->SaveFlags & ImGuiTableFlags_Sortable) != 0; |
| if (!save_size && !save_visible && !save_order && !save_sort) |
| continue; |
| |
| buf->reserve(buf->size() + 30 + settings->ColumnsCount * 50); // ballpark reserve |
| buf->appendf("[%s][0x%08X,%d]\n", handler->TypeName, settings->ID, settings->ColumnsCount); |
| ImGuiTableColumnSettings* column = settings->GetColumnSettings(); |
| for (int column_n = 0; column_n < settings->ColumnsCount; column_n++, column++) |
| { |
| // "Column 0 UserID=0x42AD2D21 Width=100 Visible=1 Order=0 Sort=0v" |
| if (column->UserID != 0) |
| buf->appendf("Column %-2d UserID=%08X", column_n, column->UserID); |
| else |
| buf->appendf("Column %-2d", column_n); |
| if (save_size) buf->appendf(" Width=%d", 0);// (int)settings_column->WidthOrWeight); // FIXME-TABLE |
| if (save_visible) buf->appendf(" Visible=%d", column->Visible); |
| if (save_order) buf->appendf(" Order=%d", column->DisplayOrder); |
| if (save_sort && column->SortOrder != -1) buf->appendf(" Sort=%d%c", column->SortOrder, (column->SortDirection == ImGuiSortDirection_Ascending) ? 'v' : '^'); |
| buf->append("\n"); |
| } |
| buf->append("\n"); |
| } |
| } |
| |
| //------------------------------------------------------------------------- |
| // TABLE - Debugging |
| //------------------------------------------------------------------------- |
| // - DebugNodeTable() [Internal] |
| //------------------------------------------------------------------------- |
| |
| #ifndef IMGUI_DISABLE_METRICS_WINDOW |
| void ImGui::DebugNodeTable(ImGuiTable* table) |
| { |
| char buf[256]; |
| char* p = buf; |
| const char* buf_end = buf + IM_ARRAYSIZE(buf); |
| ImFormatString(p, buf_end - p, "Table 0x%08X (%d columns, in '%s')", table->ID, table->ColumnsCount, table->OuterWindow->Name); |
| bool open = TreeNode(table, "%s", buf); |
| if (IsItemHovered()) |
| GetForegroundDrawList()->AddRect(table->OuterRect.Min, table->OuterRect.Max, IM_COL32(255, 255, 0, 255)); |
| if (open) |
| { |
| for (int n = 0; n < table->ColumnsCount; n++) |
| { |
| ImGuiTableColumn* column = &table->Columns[n]; |
| const char* name = TableGetColumnName(table, n); |
| BulletText("Column %d order %d name '%s': +%.1f to +%.1f\n" |
| "Active: %d, Clipped: %d, DrawChannels: %d,%d\n" |
| "WidthGiven/Requested: %.1f/%.1f, Weight: %.2f\n" |
| "ContentWidth: RowsFrozen %d, RowsUnfrozen %d, HeadersUsed/Desired %d/%d\n" |
| "SortOrder: %d, SortDir: %s\n" |
| "UserID: 0x%08X, Flags: 0x%04X: %s%s%s%s..", |
| n, column->IndexDisplayOrder, name ? name : "NULL", column->MinX - table->WorkRect.Min.x, column->MaxX - table->WorkRect.Min.x, |
| column->IsActive, column->IsClipped, column->DrawChannelRowsBeforeFreeze, column->DrawChannelRowsAfterFreeze, |
| column->WidthGiven, column->WidthRequested, column->ResizeWeight, |
| column->ContentWidthRowsFrozen, column->ContentWidthRowsUnfrozen, column->ContentWidthHeadersUsed, column->ContentWidthHeadersDesired, |
| column->SortOrder, (column->SortDirection == ImGuiSortDirection_Ascending) ? "Ascending" : (column->SortDirection == ImGuiSortDirection_Descending) ? "Descending" : "None", |
| column->UserID, column->Flags, |
| (column->Flags & ImGuiTableColumnFlags_WidthFixed) ? "WidthFixed " : "", |
| (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? "WidthStretch " : "", |
| (column->Flags & ImGuiTableColumnFlags_WidthAlwaysAutoResize) ? "WidthAlwaysAutoResize " : "", |
| (column->Flags & ImGuiTableColumnFlags_NoResize) ? "NoResize " : ""); |
| } |
| ImGuiTableSettings* settings = TableFindSettings(table); |
| if (settings && TreeNode("Settings")) |
| { |
| BulletText("SaveFlags: 0x%08X", settings->SaveFlags); |
| BulletText("ColumnsCount: %d (max %d)", settings->ColumnsCount, settings->ColumnsCountMax); |
| for (int n = 0; n < settings->ColumnsCount; n++) |
| { |
| ImGuiTableColumnSettings* column_settings = &settings->GetColumnSettings()[n]; |
| ImGuiSortDirection sort_dir = (column_settings->SortOrder != -1) ? (ImGuiSortDirection)column_settings->SortDirection : ImGuiSortDirection_None; |
| BulletText("Column %d Order %d SortOrder %d %s Visible %d UserID 0x%08X WidthOrWeight %.3f", |
| n, column_settings->DisplayOrder, column_settings->SortOrder, |
| (sort_dir == ImGuiSortDirection_Ascending) ? "Asc" : (sort_dir == ImGuiSortDirection_Descending) ? "Des" : "---", |
| column_settings->Visible, column_settings->UserID, column_settings->WidthOrWeight); |
| } |
| TreePop(); |
| } |
| TreePop(); |
| } |
| } |
| #endif // #ifndef IMGUI_DISABLE_METRICS_WINDOW |
| |
| //------------------------------------------------------------------------- |
| |
| |
| |
| |
| //------------------------------------------------------------------------- |
| // [SECTION] Widgets: Columns, BeginColumns, EndColumns, etc. |
| // (This is a legacy API, prefer using BeginTable/EndTable!) |
| //------------------------------------------------------------------------- |
| // - SetWindowClipRectBeforeSetChannel() [Internal] |
| // - GetColumnIndex() |
| // - GetColumnsCount() |
| // - GetColumnOffset() |
| // - GetColumnWidth() |
| // - SetColumnOffset() |
| // - SetColumnWidth() |
| // - PushColumnClipRect() [Internal] |
| // - PushColumnsBackground() [Internal] |
| // - PopColumnsBackground() [Internal] |
| // - FindOrCreateColumns() [Internal] |
| // - GetColumnsID() [Internal] |
| // - BeginColumns() |
| // - NextColumn() |
| // - EndColumns() |
| // - Columns() |
| //------------------------------------------------------------------------- |
| |
| // [Internal] Small optimization to avoid calls to PopClipRect/SetCurrentChannel/PushClipRect in sequences, |
| // they would meddle many times with the underlying ImDrawCmd. |
| // Instead, we do a preemptive overwrite of clipping rectangle _without_ altering the command-buffer and let |
| // the subsequent single call to SetCurrentChannel() does it things once. |
| void ImGui::SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect) |
| { |
| ImVec4 clip_rect_vec4 = clip_rect.ToVec4(); |
| window->ClipRect = clip_rect; |
| window->DrawList->_CmdHeader.ClipRect = clip_rect_vec4; |
| window->DrawList->_ClipRectStack.Data[window->DrawList->_ClipRectStack.Size - 1] = clip_rect_vec4; |
| } |
| |
| int ImGui::GetColumnIndex() |
| { |
| ImGuiWindow* window = GetCurrentWindowRead(); |
| return window->DC.CurrentColumns ? window->DC.CurrentColumns->Current : 0; |
| } |
| |
| int ImGui::GetColumnsCount() |
| { |
| ImGuiWindow* window = GetCurrentWindowRead(); |
| return window->DC.CurrentColumns ? window->DC.CurrentColumns->Count : 1; |
| } |
| |
| float ImGui::GetColumnOffsetFromNorm(const ImGuiOldColumns* columns, float offset_norm) |
| { |
| return offset_norm * (columns->OffMaxX - columns->OffMinX); |
| } |
| |
| float ImGui::GetColumnNormFromOffset(const ImGuiOldColumns* columns, float offset) |
| { |
| return offset / (columns->OffMaxX - columns->OffMinX); |
| } |
| |
| static const float COLUMNS_HIT_RECT_HALF_WIDTH = 4.0f; |
| |
| static float GetDraggedColumnOffset(ImGuiOldColumns* columns, int column_index) |
| { |
| // Active (dragged) column always follow mouse. The reason we need this is that dragging a column to the right edge of an auto-resizing |
| // window creates a feedback loop because we store normalized positions. So while dragging we enforce absolute positioning. |
| ImGuiContext& g = *GImGui; |
| ImGuiWindow* window = g.CurrentWindow; |
| IM_ASSERT(column_index > 0); // We are not supposed to drag column 0. |
| IM_ASSERT(g.ActiveId == columns->ID + ImGuiID(column_index)); |
| |
| float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x + COLUMNS_HIT_RECT_HALF_WIDTH - window->Pos.x; |
| x = ImMax(x, ImGui::GetColumnOffset(column_index - 1) + g.Style.ColumnsMinSpacing); |
| if ((columns->Flags & ImGuiOldColumnFlags_NoPreserveWidths)) |
| x = ImMin(x, ImGui::GetColumnOffset(column_index + 1) - g.Style.ColumnsMinSpacing); |
| |
| return x; |
| } |
| |
| float ImGui::GetColumnOffset(int column_index) |
| { |
| ImGuiWindow* window = GetCurrentWindowRead(); |
| ImGuiOldColumns* columns = window->DC.CurrentColumns; |
| if (columns == NULL) |
| return 0.0f; |
| |
| if (column_index < 0) |
| column_index = columns->Current; |
| IM_ASSERT(column_index < columns->Columns.Size); |
| |
| const float t = columns->Columns[column_index].OffsetNorm; |
| const float x_offset = ImLerp(columns->OffMinX, columns->OffMaxX, t); |
| return x_offset; |
| } |
| |
| static float GetColumnWidthEx(ImGuiOldColumns* columns, int column_index, bool before_resize = false) |
| { |
| if (column_index < 0) |
| column_index = columns->Current; |
| |
| float offset_norm; |
| if (before_resize) |
| offset_norm = columns->Columns[column_index + 1].OffsetNormBeforeResize - columns->Columns[column_index].OffsetNormBeforeResize; |
| else |
| offset_norm = columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm; |
| return ImGui::GetColumnOffsetFromNorm(columns, offset_norm); |
| } |
| |
| float ImGui::GetColumnWidth(int column_index) |
| { |
| ImGuiContext& g = *GImGui; |
| ImGuiWindow* window = g.CurrentWindow; |
| ImGuiOldColumns* columns = window->DC.CurrentColumns; |
| if (columns == NULL) |
| return GetContentRegionAvail().x; |
| |
| if (column_index < 0) |
| column_index = columns->Current; |
| return GetColumnOffsetFromNorm(columns, columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm); |
| } |
| |
| void ImGui::SetColumnOffset(int column_index, float offset) |
| { |
| ImGuiContext& g = *GImGui; |
| ImGuiWindow* window = g.CurrentWindow; |
| ImGuiOldColumns* columns = window->DC.CurrentColumns; |
| IM_ASSERT(columns != NULL); |
| |
| if (column_index < 0) |
| column_index = columns->Current; |
| IM_ASSERT(column_index < columns->Columns.Size); |
| |
| const bool preserve_width = !(columns->Flags & ImGuiOldColumnFlags_NoPreserveWidths) && (column_index < columns->Count - 1); |
| const float width = preserve_width ? GetColumnWidthEx(columns, column_index, columns->IsBeingResized) : 0.0f; |
| |
| if (!(columns->Flags & ImGuiOldColumnFlags_NoForceWithinWindow)) |
| offset = ImMin(offset, columns->OffMaxX - g.Style.ColumnsMinSpacing * (columns->Count - column_index)); |
| columns->Columns[column_index].OffsetNorm = GetColumnNormFromOffset(columns, offset - columns->OffMinX); |
| |
| if (preserve_width) |
| SetColumnOffset(column_index + 1, offset + ImMax(g.Style.ColumnsMinSpacing, width)); |
| } |
| |
| void ImGui::SetColumnWidth(int column_index, float width) |
| { |
| ImGuiWindow* window = GetCurrentWindowRead(); |
| ImGuiOldColumns* columns = window->DC.CurrentColumns; |
| IM_ASSERT(columns != NULL); |
| |
| if (column_index < 0) |
| column_index = columns->Current; |
| SetColumnOffset(column_index + 1, GetColumnOffset(column_index) + width); |
| } |
| |
| void ImGui::PushColumnClipRect(int column_index) |
| { |
| ImGuiWindow* window = GetCurrentWindowRead(); |
| ImGuiOldColumns* columns = window->DC.CurrentColumns; |
| if (column_index < 0) |
| column_index = columns->Current; |
| |
| ImGuiOldColumnData* column = &columns->Columns[column_index]; |
| PushClipRect(column->ClipRect.Min, column->ClipRect.Max, false); |
| } |
| |
| // Get into the columns background draw command (which is generally the same draw command as before we called BeginColumns) |
| void ImGui::PushColumnsBackground() |
| { |
| ImGuiWindow* window = GetCurrentWindowRead(); |
| ImGuiOldColumns* columns = window->DC.CurrentColumns; |
| if (columns->Count == 1) |
| return; |
| |
| // Optimization: avoid SetCurrentChannel() + PushClipRect() |
| columns->HostBackupClipRect = window->ClipRect; |
| SetWindowClipRectBeforeSetChannel(window, columns->HostInitialClipRect); |
| columns->Splitter.SetCurrentChannel(window->DrawList, 0); |
| } |
| |
| void ImGui::PopColumnsBackground() |
| { |
| ImGuiWindow* window = GetCurrentWindowRead(); |
| ImGuiOldColumns* columns = window->DC.CurrentColumns; |
| if (columns->Count == 1) |
| return; |
| |
| // Optimization: avoid PopClipRect() + SetCurrentChannel() |
| SetWindowClipRectBeforeSetChannel(window, columns->HostBackupClipRect); |
| columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1); |
| } |
| |
| ImGuiOldColumns* ImGui::FindOrCreateColumns(ImGuiWindow* window, ImGuiID id) |
| { |
| // We have few columns per window so for now we don't need bother much with turning this into a faster lookup. |
| for (int n = 0; n < window->ColumnsStorage.Size; n++) |
| if (window->ColumnsStorage[n].ID == id) |
| return &window->ColumnsStorage[n]; |
| |
| window->ColumnsStorage.push_back(ImGuiOldColumns()); |
| ImGuiOldColumns* columns = &window->ColumnsStorage.back(); |
| columns->ID = id; |
| return columns; |
| } |
| |
| ImGuiID ImGui::GetColumnsID(const char* str_id, int columns_count) |
| { |
| ImGuiWindow* window = GetCurrentWindow(); |
| |
| // Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget. |
| // In addition, when an identifier isn't explicitly provided we include the number of columns in the hash to make it uniquer. |
| PushID(0x11223347 + (str_id ? 0 : columns_count)); |
| ImGuiID id = window->GetID(str_id ? str_id : "columns"); |
| PopID(); |
| |
| return id; |
| } |
| |
| void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiOldColumnFlags flags) |
| { |
| ImGuiContext& g = *GImGui; |
| ImGuiWindow* window = GetCurrentWindow(); |
| |
| IM_ASSERT(columns_count >= 1); |
| IM_ASSERT(window->DC.CurrentColumns == NULL); // Nested columns are currently not supported |
| |
| // Acquire storage for the columns set |
| ImGuiID id = GetColumnsID(str_id, columns_count); |
| ImGuiOldColumns* columns = FindOrCreateColumns(window, id); |
| IM_ASSERT(columns->ID == id); |
| columns->Current = 0; |
| columns->Count = columns_count; |
| columns->Flags = flags; |
| window->DC.CurrentColumns = columns; |
| |
| columns->HostCursorPosY = window->DC.CursorPos.y; |
| columns->HostCursorMaxPosX = window->DC.CursorMaxPos.x; |
| columns->HostInitialClipRect = window->ClipRect; |
| columns->HostBackupParentWorkRect = window->ParentWorkRect; |
| window->ParentWorkRect = window->WorkRect; |
| |
| // Set state for first column |
| // We aim so that the right-most column will have the same clipping width as other after being clipped by parent ClipRect |
| const float column_padding = g.Style.ItemSpacing.x; |
| const float half_clip_extend_x = ImFloor(ImMax(window->WindowPadding.x * 0.5f, window->WindowBorderSize)); |
| const float max_1 = window->WorkRect.Max.x + column_padding - ImMax(column_padding - window->WindowPadding.x, 0.0f); |
| const float max_2 = window->WorkRect.Max.x + half_clip_extend_x; |
| columns->OffMinX = window->DC.Indent.x - column_padding + ImMax(column_padding - window->WindowPadding.x, 0.0f); |
| columns->OffMaxX = ImMax(ImMin(max_1, max_2) - window->Pos.x, columns->OffMinX + 1.0f); |
| columns->LineMinY = columns->LineMaxY = window->DC.CursorPos.y; |
| |
| // Clear data if columns count changed |
| if (columns->Columns.Size != 0 && columns->Columns.Size != columns_count + 1) |
| columns->Columns.resize(0); |
| |
| // Initialize default widths |
| columns->IsFirstFrame = (columns->Columns.Size == 0); |
| if (columns->Columns.Size == 0) |
| { |
| columns->Columns.reserve(columns_count + 1); |
| for (int n = 0; n < columns_count + 1; n++) |
| { |
| ImGuiOldColumnData column; |
| column.OffsetNorm = n / (float)columns_count; |
| columns->Columns.push_back(column); |
| } |
| } |
| |
| for (int n = 0; n < columns_count; n++) |
| { |
| // Compute clipping rectangle |
| ImGuiOldColumnData* column = &columns->Columns[n]; |
| float clip_x1 = IM_ROUND(window->Pos.x + GetColumnOffset(n)); |
| float clip_x2 = IM_ROUND(window->Pos.x + GetColumnOffset(n + 1) - 1.0f); |
| column->ClipRect = ImRect(clip_x1, -FLT_MAX, clip_x2, +FLT_MAX); |
| column->ClipRect.ClipWithFull(window->ClipRect); |
| } |
| |
| if (columns->Count > 1) |
| { |
| columns->Splitter.Split(window->DrawList, 1 + columns->Count); |
| columns->Splitter.SetCurrentChannel(window->DrawList, 1); |
| PushColumnClipRect(0); |
| } |
| |
| // We don't generally store Indent.x inside ColumnsOffset because it may be manipulated by the user. |
| float offset_0 = GetColumnOffset(columns->Current); |
| float offset_1 = GetColumnOffset(columns->Current + 1); |
| float width = offset_1 - offset_0; |
| PushItemWidth(width * 0.65f); |
| 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->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding; |
| } |
| |
| void ImGui::NextColumn() |
| { |
| ImGuiWindow* window = GetCurrentWindow(); |
| if (window->SkipItems || window->DC.CurrentColumns == NULL) |
| return; |
| |
| ImGuiContext& g = *GImGui; |
| ImGuiOldColumns* columns = window->DC.CurrentColumns; |
| |
| if (columns->Count == 1) |
| { |
| window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); |
| IM_ASSERT(columns->Current == 0); |
| return; |
| } |
| |
| // Next column |
| if (++columns->Current == columns->Count) |
| columns->Current = 0; |
| |
| PopItemWidth(); |
| |
| // Optimization: avoid PopClipRect() + SetCurrentChannel() + PushClipRect() |
| // (which would needlessly attempt to update commands in the wrong channel, then pop or overwrite them), |
| ImGuiOldColumnData* column = &columns->Columns[columns->Current]; |
| SetWindowClipRectBeforeSetChannel(window, column->ClipRect); |
| columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1); |
| |
| const float column_padding = g.Style.ItemSpacing.x; |
| columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); |
| if (columns->Current > 0) |
| { |
| // Columns 1+ ignore IndentX (by canceling it out) |
| // FIXME-COLUMNS: Unnecessary, could be locked? |
| window->DC.ColumnsOffset.x = GetColumnOffset(columns->Current) - window->DC.Indent.x + column_padding; |
| } |
| else |
| { |
| // New row/line: column 0 honor IndentX. |
| window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f); |
| columns->LineMinY = columns->LineMaxY; |
| } |
| window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); |
| window->DC.CursorPos.y = columns->LineMinY; |
| window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); |
| window->DC.CurrLineTextBaseOffset = 0.0f; |
| |
| // FIXME-COLUMNS: Share code with BeginColumns() - move code on columns setup. |
| float offset_0 = GetColumnOffset(columns->Current); |
| float offset_1 = GetColumnOffset(columns->Current + 1); |
| float width = offset_1 - offset_0; |
| PushItemWidth(width * 0.65f); |
| window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding; |
| } |
| |
| void ImGui::EndColumns() |
| { |
| ImGuiContext& g = *GImGui; |
| ImGuiWindow* window = GetCurrentWindow(); |
| ImGuiOldColumns* columns = window->DC.CurrentColumns; |
| IM_ASSERT(columns != NULL); |
| |
| PopItemWidth(); |
| if (columns->Count > 1) |
| { |
| PopClipRect(); |
| columns->Splitter.Merge(window->DrawList); |
| } |
| |
| const ImGuiOldColumnFlags flags = columns->Flags; |
| columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); |
| window->DC.CursorPos.y = columns->LineMaxY; |
| if (!(flags & ImGuiOldColumnFlags_GrowParentContentsSize)) |
| window->DC.CursorMaxPos.x = columns->HostCursorMaxPosX; // Restore cursor max pos, as columns don't grow parent |
| |
| // Draw columns borders and handle resize |
| // The IsBeingResized flag ensure we preserve pre-resize columns width so back-and-forth are not lossy |
| bool is_being_resized = false; |
| if (!(flags & ImGuiOldColumnFlags_NoBorder) && !window->SkipItems) |
| { |
| // We clip Y boundaries CPU side because very long triangles are mishandled by some GPU drivers. |
| const float y1 = ImMax(columns->HostCursorPosY, window->ClipRect.Min.y); |
| const float y2 = ImMin(window->DC.CursorPos.y, window->ClipRect.Max.y); |
| int dragging_column = -1; |
| for (int n = 1; n < columns->Count; n++) |
| { |
| ImGuiOldColumnData* column = &columns->Columns[n]; |
| float x = window->Pos.x + GetColumnOffset(n); |
| const ImGuiID column_id = columns->ID + ImGuiID(n); |
| const float column_hit_hw = COLUMNS_HIT_RECT_HALF_WIDTH; |
| const ImRect column_hit_rect(ImVec2(x - column_hit_hw, y1), ImVec2(x + column_hit_hw, y2)); |
| KeepAliveID(column_id); |
| if (IsClippedEx(column_hit_rect, column_id, false)) |
| continue; |
| |
| bool hovered = false, held = false; |
| if (!(flags & ImGuiOldColumnFlags_NoResize)) |
| { |
| ButtonBehavior(column_hit_rect, column_id, &hovered, &held); |
| if (hovered || held) |
| g.MouseCursor = ImGuiMouseCursor_ResizeEW; |
| if (held && !(column->Flags & ImGuiOldColumnFlags_NoResize)) |
| dragging_column = n; |
| } |
| |
| // Draw column |
| const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator); |
| const float xi = IM_FLOOR(x); |
| window->DrawList->AddLine(ImVec2(xi, y1 + 1.0f), ImVec2(xi, y2), col); |
| } |
| |
| // Apply dragging after drawing the column lines, so our rendered lines are in sync with how items were displayed during the frame. |
| if (dragging_column != -1) |
| { |
| if (!columns->IsBeingResized) |
| for (int n = 0; n < columns->Count + 1; n++) |
| columns->Columns[n].OffsetNormBeforeResize = columns->Columns[n].OffsetNorm; |
| columns->IsBeingResized = is_being_resized = true; |
| float x = GetDraggedColumnOffset(columns, dragging_column); |
| SetColumnOffset(dragging_column, x); |
| } |
| } |
| columns->IsBeingResized = is_being_resized; |
| |
| window->WorkRect = window->ParentWorkRect; |
| window->ParentWorkRect = columns->HostBackupParentWorkRect; |
| window->DC.CurrentColumns = NULL; |
| window->DC.ColumnsOffset.x = 0.0f; |
| window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); |
| } |
| |
| void ImGui::Columns(int columns_count, const char* id, bool border) |
| { |
| ImGuiWindow* window = GetCurrentWindow(); |
| IM_ASSERT(columns_count >= 1); |
| |
| ImGuiOldColumnFlags flags = (border ? 0 : ImGuiOldColumnFlags_NoBorder); |
| //flags |= ImGuiOldColumnFlags_NoPreserveWidths; // NB: Legacy behavior |
| ImGuiOldColumns* columns = window->DC.CurrentColumns; |
| if (columns != NULL && columns->Count == columns_count && columns->Flags == flags) |
| return; |
| |
| if (columns != NULL) |
| EndColumns(); |
| |
| if (columns_count != 1) |
| BeginColumns(id, columns_count, flags); |
| } |
| |
| |
| //------------------------------------------------------------------------- |
| |
| #endif // #ifndef IMGUI_DISABLE |