Tables: index tweaks, fixed some inconsistent spacings.
diff --git a/imgui.h b/imgui.h
index 5ea11c8..67013be 100644
--- a/imgui.h
+++ b/imgui.h
@@ -1892,7 +1892,7 @@
bool IsDelivery() const { return Delivery; }
};
-// Sorting specification for one column of a table (sizeof == 8 bytes)
+// Sorting specification for one column of a table (sizeof == 12 bytes)
struct ImGuiTableSortSpecsColumn
{
ImGuiID ColumnUserID; // User id of the column (if specified by a TableSetupColumn() call)
diff --git a/imgui_internal.h b/imgui_internal.h
index ba58c2b..f9684b5 100644
--- a/imgui_internal.h
+++ b/imgui_internal.h
@@ -1891,7 +1891,7 @@
#define IM_COL32_DISABLE IM_COL32(0,0,0,1) // Special sentinel code which cannot be used as a regular color.
#define IMGUI_TABLE_MAX_COLUMNS 64 // sizeof(ImU64) * 8. This is solely because we frequently encode columns set in a ImU64.
-#define IMGUI_TABLE_MAX_DRAW_CHANNELS (4 + 64 * 2) // See TableUpdateDrawChannels()
+#define IMGUI_TABLE_MAX_DRAW_CHANNELS (4 + 64 * 2) // See TableSetupDrawChannels()
// [Internal] sizeof() ~ 104
// We use the terminology "Visible" to refer to a columns that are not Hidden by user or settings. However it may still be out of view and clipped (and IsClipped would be set).
@@ -2282,6 +2282,7 @@
// Tables: Internals
IMGUI_API ImGuiTable* TableFindByID(ImGuiID id);
IMGUI_API bool BeginTableEx(const char* name, ImGuiID id, int columns_count, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0, 0), float inner_width = 0.0f);
+ IMGUI_API void TableBeginInitMemory(ImGuiTable* table, int columns_count);
IMGUI_API void TableBeginApplyRequests(ImGuiTable* table);
IMGUI_API void TableSetupDrawChannels(ImGuiTable* table);
IMGUI_API void TableUpdateLayout(ImGuiTable* table);
diff --git a/imgui_tables.cpp b/imgui_tables.cpp
index f256ef8..41b19ec 100644
--- a/imgui_tables.cpp
+++ b/imgui_tables.cpp
@@ -5,7 +5,7 @@
Index of this file:
-// [SECTION] Tables: BeginTable, EndTable, etc.
+// [SECTION] Tables: Main code
// [SECTION] Tables: Drawing
// [SECTION] Tables: Sorting
// [SECTION] Tables: Headers
@@ -17,6 +17,39 @@
*/
+//-----------------------------------------------------------------------------
+// Typical tables call flow: (root level is generally public API):
+//-----------------------------------------------------------------------------
+// - BeginTable() user begin into a table
+// | BeginChild() - (if ScrollX/ScrollY is set)
+// | TableBeginApplyRequests() - apply queued resizing/reordering/hiding requests
+// | - TableSetColumnWidth() - apply resizing width (for mouse resize, often requested by previous frame)
+// | - TableUpdateColumnsWeightFromWidth()- recompute columns weights (of stretch columns) from their respective width
+// - TableSetupColumn() user submit columns details (optional)
+// - TableSetupScrollFreeze() user submit scroll freeze information (optional)
+// - TableUpdateLayout() [Internal] automatically called by the FIRST call to TableNextRow() or TableHeadersRow(): lock all widths, columns positions, clipping rectangles
+// | TableSetupDrawChannels() - setup ImDrawList channels
+// | TableUpdateBorders() - detect hovering columns for resize, ahead of contents submission
+// | TableDrawContextMenu() - draw right-click context menu
+//-----------------------------------------------------------------------------
+// - TableHeadersRow() or TableHeader() user submit a headers row (optional)
+// | TableSortSpecsClickColumn() - when left-clicked: alter sort order and sort direction
+// | TableOpenContextMenu() - when right-clicked: trigger opening of the default context menu
+// - TableGetSortSpecs() user queries updated sort specs (optional, generally after submitting headers)
+// - TableNextRow() user begin into a new row (also automatically called by TableHeadersRow())
+// | TableEndRow() - finish existing row
+// | TableBeginRow() - add a new row
+// - TableSetColumnIndex() / TableNextColumn() user begin into a cell
+// | TableEndCell() - close existing column/cell
+// | TableBeginCell() - enter into current column/cell
+// - [...] user emit contents
+//-----------------------------------------------------------------------------
+// - EndTable() user ends the table
+// | TableDrawBorders() - draw outer borders, inner vertical borders
+// | TableMergeDrawChannels() - merge draw channels if clipping isn't required
+// | EndChild() - (if ScrollX/ScrollY is set)
+//-----------------------------------------------------------------------------
+
#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
#define _CRT_SECURE_NO_WARNINGS
#endif
@@ -71,37 +104,7 @@
#endif
//-----------------------------------------------------------------------------
-// [SECTION] Tables: BeginTable, EndTable, etc.
-//-----------------------------------------------------------------------------
-// Typical call flow: (root level is public API):
-// - BeginTable() user begin into a table
-// | BeginChild() - (if ScrollX/ScrollY is set)
-// | TableBeginApplyRequests() - apply queued resizing/reordering/hiding requests
-// | - TableSetColumnWidth() - apply resizing width (for mouse resize, often requested by previous frame)
-// | - TableUpdateColumnsWeightFromWidth()- recompute columns weights (of stretch columns) from their respective width
-// - TableSetupColumn() user submit columns details (optional)
-// - TableSetupScrollFreeze() user submit scroll freeze information (optional)
-// - TableUpdateLayout() [Internal] automatically called by the FIRST call to TableNextRow() or TableHeadersRow(): lock all widths, columns positions, clipping rectangles
-// | TableSetupDrawChannels() - setup ImDrawList channels
-// | TableUpdateBorders() - detect hovering columns for resize, ahead of contents submission
-// | TableDrawContextMenu() - draw right-click context menu
-//-----------------------------------------------------------------------------
-// - TableHeadersRow() or TableHeader() user submit a headers row (optional)
-// | TableSortSpecsClickColumn() - when left-clicked: alter sort order and sort direction
-// | TableOpenContextMenu() - when right-clicked: trigger opening of the default context menu
-// - TableGetSortSpecs() user queries updated sort specs (optional, generally after submitting headers)
-// - TableNextRow() user begin into a new row (also automatically called by TableHeadersRow())
-// | TableEndRow() - finish existing row
-// | TableBeginRow() - add a new row
-// - TableSetColumnIndex() / TableNextColumn() user begin into a cell
-// | TableEndCell() - close existing column/cell
-// | TableBeginCell() - enter into current column/cell
-// - [...] user emit contents
-//-----------------------------------------------------------------------------
-// - EndTable() user ends the table
-// | TableDrawBorders() - draw outer borders, inner vertical borders
-// | TableMergeDrawChannels() - merge draw channels if clipping isn't required
-// | EndChild() - (if ScrollX/ScrollY is set)
+// [SECTION] Tables: Main code
//-----------------------------------------------------------------------------
// Configuration
@@ -155,12 +158,6 @@
return flags;
}
-ImGuiTable* ImGui::TableFindByID(ImGuiID id)
-{
- ImGuiContext& g = *GImGui;
- return g.Tables.GetByKey(id);
-}
-
ImGuiTable::ImGuiTable()
{
memset(this, 0, sizeof(*this));
@@ -180,6 +177,12 @@
IM_FREE(RawData);
}
+ImGuiTable* ImGui::TableFindByID(ImGuiID id)
+{
+ ImGuiContext& g = *GImGui;
+ return g.Tables.GetByKey(id);
+}
+
// (Read carefully because this is subtle but it does make sense!)
// About 'outer_size', its meaning needs to differ slightly depending of if we are using ScrollX/ScrollY flags:
// X:
@@ -212,37 +215,6 @@
return BeginTableEx(str_id, id, columns_count, flags, outer_size, inner_width);
}
-// For reference, the average total _allocation count_ for a table is:
-// + 0 (for ImGuiTable instance, we are pooling allocations in g.Tables)
-// + 1 (for table->RawData allocated below)
-// + 1 (for table->ColumnsNames, if names are used)
-// + 1 (for table->Splitter._Channels)
-// + 2 * active_channels_count (for ImDrawCmd and ImDrawIdx buffers inside channels)
-// Where active_channels_count is variable but often == columns_count or columns_count + 1, see TableUpdateDrawChannels() for details.
-// Unused channels don't perform their +2 allocations.
-static void TableBeginInitMemory(ImGuiTable* table, int columns_count)
-{
- // Allocate single buffer for our arrays
- ImSpanAllocator<3> span_allocator;
- span_allocator.ReserveBytes(0, columns_count * sizeof(ImGuiTableColumn));
- span_allocator.ReserveBytes(1, columns_count * sizeof(ImS8));
- span_allocator.ReserveBytes(2, columns_count * sizeof(ImGuiTableCellData));
- table->RawData = IM_ALLOC(span_allocator.GetArenaSizeInBytes());
- span_allocator.SetArenaBasePtr(table->RawData);
- span_allocator.GetSpan(0, &table->Columns);
- span_allocator.GetSpan(1, &table->DisplayOrderToIndex);
- span_allocator.GetSpan(2, &table->RowCellData);
-
- memset(table->RowCellData.Data, 0, table->RowCellData.size_in_bytes());
- for (int n = 0; n < columns_count; n++)
- {
- ImGuiTableColumn* column = &table->Columns[n];
- *column = ImGuiTableColumn();
- column->DisplayOrder = table->DisplayOrderToIndex[n] = (ImS8)n;
- column->AutoFitQueue = column->CannotSkipItemsQueue = (1 << 3) - 1; // Fit for three frames
- }
-}
-
bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImGuiTableFlags flags, const ImVec2& outer_size, float inner_width)
{
ImGuiContext& g = *GImGui;
@@ -460,6 +432,37 @@
return true;
}
+// For reference, the average total _allocation count_ for a table is:
+// + 0 (for ImGuiTable instance, we are pooling allocations in g.Tables)
+// + 1 (for table->RawData allocated below)
+// + 1 (for table->ColumnsNames, if names are used)
+// + 1 (for table->Splitter._Channels)
+// + 2 * active_channels_count (for ImDrawCmd and ImDrawIdx buffers inside channels)
+// Where active_channels_count is variable but often == columns_count or columns_count + 1, see TableSetupDrawChannels() for details.
+// Unused channels don't perform their +2 allocations.
+void ImGui::TableBeginInitMemory(ImGuiTable* table, int columns_count)
+{
+ // Allocate single buffer for our arrays
+ ImSpanAllocator<3> span_allocator;
+ span_allocator.ReserveBytes(0, columns_count * sizeof(ImGuiTableColumn));
+ span_allocator.ReserveBytes(1, columns_count * sizeof(ImS8));
+ span_allocator.ReserveBytes(2, columns_count * sizeof(ImGuiTableCellData));
+ table->RawData = IM_ALLOC(span_allocator.GetArenaSizeInBytes());
+ span_allocator.SetArenaBasePtr(table->RawData);
+ span_allocator.GetSpan(0, &table->Columns);
+ span_allocator.GetSpan(1, &table->DisplayOrderToIndex);
+ span_allocator.GetSpan(2, &table->RowCellData);
+
+ memset(table->RowCellData.Data, 0, table->RowCellData.size_in_bytes());
+ for (int n = 0; n < columns_count; n++)
+ {
+ ImGuiTableColumn* column = &table->Columns[n];
+ *column = ImGuiTableColumn();
+ column->DisplayOrder = table->DisplayOrderToIndex[n] = (ImS8)n;
+ column->AutoFitQueue = column->CannotSkipItemsQueue = (1 << 3) - 1; // Fit for three frames
+ }
+}
+
// Apply queued resizing/reordering/hiding requests
void ImGui::TableBeginApplyRequests(ImGuiTable* table)
{
@@ -571,7 +574,7 @@
// FIXME-TABLE: Our width (and therefore our WorkRect) will be minimal in the first frame for WidthAutoResize
// columns, increase feedback side-effect with widgets relying on WorkRect.Max.x. Maybe provide a default distribution
// for WidthAutoResize columns?
-void ImGui::TableUpdateLayout(ImGuiTable* table)
+void ImGui::TableUpdateLayout(ImGuiTable* table)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(table->IsLayoutLocked == false);
@@ -982,7 +985,7 @@
// - 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)
+void ImGui::TableUpdateBorders(ImGuiTable* table)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(table->Flags & ImGuiTableFlags_Resizable);
@@ -1307,7 +1310,7 @@
// - with ImGuiTableColumnFlags_WidthStretch, weight < 0 --> init weight == 1.0f
// - with ImGuiTableColumnFlags_WidthStretch, weight >= 0 --> init weight == custom
// Widths are specified _without_ CellPadding. So if you specify a width of 100.0f the column will be 100.0f+Padding*2.0f and you can fit a 100.0-wide item in it.
-void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, float init_width_or_weight, ImGuiID user_id)
+void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, float init_width_or_weight, ImGuiID user_id)
{
ImGuiContext& g = *GImGui;
ImGuiTable* table = g.CurrentTable;
@@ -1367,6 +1370,7 @@
}
}
+// [Public]
void ImGui::TableSetupScrollFreeze(int columns, int rows)
{
ImGuiContext& g = *GImGui;
@@ -1383,8 +1387,8 @@
table->IsUnfrozen = (table->FreezeRowsCount == 0); // Make sure this is set before TableUpdateLayout() so ImGuiListClipper can benefit from it.b
}
-// Starts into the first cell of a new row
-void ImGui::TableNextRow(ImGuiTableRowFlags row_flags, float row_min_height)
+// [Public] 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;
@@ -1409,7 +1413,7 @@
}
// [Internal] Called by TableNextRow()!
-void ImGui::TableBeginRow(ImGuiTable* table)
+void ImGui::TableBeginRow(ImGuiTable* table)
{
ImGuiWindow* window = table->InnerWindow;
IM_ASSERT(!table->IsInsideRow);
@@ -1442,7 +1446,7 @@
}
// [Internal] Called by TableNextRow()!
-void ImGui::TableEndRow(ImGuiTable* table)
+void ImGui::TableEndRow(ImGuiTable* table)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
@@ -1576,7 +1580,7 @@
// [Internal] Called by TableNextColumn()!
// This is called very frequently, 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_n)
+void ImGui::TableBeginCell(ImGuiTable* table, int column_n)
{
ImGuiTableColumn* column = &table->Columns[column_n];
ImGuiWindow* window = table->InnerWindow;
@@ -1620,7 +1624,7 @@
}
// [Internal] Called by TableNextRow()/TableNextColumn()!
-void ImGui::TableEndCell(ImGuiTable* table)
+void ImGui::TableEndCell(ImGuiTable* table)
{
ImGuiTableColumn* column = &table->Columns[table->CurrentColumn];
ImGuiWindow* window = table->InnerWindow;
@@ -1640,8 +1644,8 @@
table->RowTextBaseline = ImMax(table->RowTextBaseline, window->DC.PrevLineTextBaseOffset);
}
-// Append into the next column/cell
-bool ImGui::TableNextColumn()
+// [Public] Append into the next column/cell
+bool ImGui::TableNextColumn()
{
ImGuiContext& g = *GImGui;
ImGuiTable* table = g.CurrentTable;
@@ -1665,7 +1669,8 @@
return (table->EnabledUnclippedMaskByIndex & ((ImU64)1 << column_n)) != 0;
}
-bool ImGui::TableSetColumnIndex(int column_n)
+// [Public] Append into a specific column
+bool ImGui::TableSetColumnIndex(int column_n)
{
ImGuiContext& g = *GImGui;
ImGuiTable* table = g.CurrentTable;
@@ -1691,7 +1696,7 @@
return table ? table->ColumnsCount : 0;
}
-const char* ImGui::TableGetColumnName(int column_n)
+const char* ImGui::TableGetColumnName(int column_n)
{
ImGuiContext& g = *GImGui;
ImGuiTable* table = g.CurrentTable;
@@ -1702,7 +1707,7 @@
return TableGetColumnName(table, column_n);
}
-bool ImGui::TableGetColumnIsEnabled(int column_n)
+bool ImGui::TableGetColumnIsEnabled(int column_n)
{
ImGuiContext& g = *GImGui;
ImGuiTable* table = g.CurrentTable;
@@ -1724,7 +1729,7 @@
table->Columns[column_n].IsEnabledNextFrame = !hidden;
}
-int ImGui::TableGetColumnIndex()
+int ImGui::TableGetColumnIndex()
{
ImGuiContext& g = *GImGui;
ImGuiTable* table = g.CurrentTable;
@@ -1734,7 +1739,7 @@
}
// Note: for row coloring we use ->RowBgColorCounter which is the same value without counting header rows
-int ImGui::TableGetRowIndex()
+int ImGui::TableGetRowIndex()
{
ImGuiContext& g = *GImGui;
ImGuiTable* table = g.CurrentTable;
@@ -1748,7 +1753,7 @@
// The only case where this is correct is if we provided a min_row_height to TableNextRow() and don't go below it.
// - Important: if ImGuiTableFlags_PadOuterX is set but ImGuiTableFlags_PadInnerX is not set, the outer-most left and right
// columns report a small offset so their CellBgRect can extend up to the outer border.
-ImRect ImGui::TableGetCellBgRect(const ImGuiTable* table, int column_n)
+ImRect ImGui::TableGetCellBgRect(const ImGuiTable* table, int column_n)
{
const ImGuiTableColumn* column = &table->Columns[column_n];
float x1 = column->MinX;
@@ -1778,7 +1783,7 @@
// 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)
-void ImGui::TableSetColumnWidthAutoSingle(ImGuiTable* table, int column_n)
+void ImGui::TableSetColumnWidthAutoSingle(ImGuiTable* table, int column_n)
{
// Single auto width uses auto-fit
ImGuiTableColumn* column = &table->Columns[column_n];
@@ -1790,7 +1795,7 @@
table->AutoFitSingleStretchColumn = (ImS8)column_n;
}
-void ImGui::TableSetColumnWidthAutoAll(ImGuiTable* table)
+void ImGui::TableSetColumnWidthAutoAll(ImGuiTable* table)
{
for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
{
@@ -1860,11 +1865,11 @@
// - TablePushBackgroundChannel() [Internal]
// - TablePopBackgroundChannel() [Internal]
// - TableSetupDrawChannels() [Internal]
-// - TableReorderDrawChannelsForMerge() [Internal]
+// - TableMergeDrawChannels() [Internal]
// - TableDrawBorders() [Internal]
//-------------------------------------------------------------------------
-void ImGui::TablePushBackgroundChannel()
+void ImGui::TablePushBackgroundChannel()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
@@ -1876,7 +1881,7 @@
table->DrawSplitter.SetCurrentChannel(window->DrawList, table->Bg1DrawChannelCurrent);
}
-void ImGui::TablePopBackgroundChannel()
+void ImGui::TablePopBackgroundChannel()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
@@ -1964,7 +1969,7 @@
// Columns for which the draw channel(s) haven't been merged with other will use their own ImDrawCmd.
//
// This function is particularly tricky to understand.. take a breath.
-void ImGui::TableMergeDrawChannels(ImGuiTable* table)
+void ImGui::TableMergeDrawChannels(ImGuiTable* table)
{
ImGuiContext& g = *GImGui;
ImDrawListSplitter* splitter = &table->DrawSplitter;
@@ -2053,7 +2058,7 @@
// 2. Rewrite channel list in our preferred order
if (merge_group_mask != 0)
{
- // We skip channel 0 (Bg0) and 1 (Bg1 frozen) from the shuffling since they won't move - see channels allocation in TableUpdateDrawChannels().
+ // We skip channel 0 (Bg0) and 1 (Bg1 frozen) from the shuffling since they won't move - see channels allocation in TableSetupDrawChannels().
const int LEADING_DRAW_CHANNELS = 2;
g.DrawChannelsTempMergeBuffer.resize(splitter->_Count - LEADING_DRAW_CHANNELS); // Use shared temporary storage so the allocation gets amortized
ImDrawChannel* dst_tmp = g.DrawChannelsTempMergeBuffer.Data;
@@ -2415,7 +2420,7 @@
// The intent is that advanced users willing to create customized headers would not need to use this helper
// and can create their own! For example: TableHeader() may be preceeded by Checkbox() or other custom widgets.
// See 'Demo->Tables->Custom headers' for a demonstration of implementing a custom version of this.
-void ImGui::TableHeadersRow()
+void ImGui::TableHeadersRow()
{
ImGuiStyle& style = ImGui::GetStyle();
@@ -2480,7 +2485,7 @@
// 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: Style confusion between CellPadding.y and FramePadding.y
-void ImGui::TableHeader(const char* label)
+void ImGui::TableHeader(const char* label)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
@@ -2626,7 +2631,7 @@
//-------------------------------------------------------------------------
// Use -1 to open menu not specific to a given column.
-void ImGui::TableOpenContextMenu(int column_n)
+void ImGui::TableOpenContextMenu(int column_n)
{
ImGuiContext& g = *GImGui;
ImGuiTable* table = g.CurrentTable;
@@ -2647,7 +2652,7 @@
// 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)
+void ImGui::TableDrawContextMenu(ImGuiTable* table)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
@@ -3028,7 +3033,7 @@
}
}
-void ImGui::TableSettingsInstallHandler(ImGuiContext* context)
+void ImGui::TableSettingsInstallHandler(ImGuiContext* context)
{
ImGuiContext& g = *context;
ImGuiSettingsHandler ini_handler;
@@ -3051,7 +3056,7 @@
//-------------------------------------------------------------------------
// Remove Table (currently only used by TestEngine)
-void ImGui::TableRemove(ImGuiTable* table)
+void ImGui::TableRemove(ImGuiTable* table)
{
//IMGUI_DEBUG_LOG("TableRemove() id=0x%08X\n", table->ID);
ImGuiContext& g = *GImGui;
@@ -3063,7 +3068,7 @@
}
// Free up/compact internal Table buffers for when it gets unused
-void ImGui::TableGcCompactTransientBuffers(ImGuiTable* table)
+void ImGui::TableGcCompactTransientBuffers(ImGuiTable* table)
{
//IMGUI_DEBUG_LOG("TableGcCompactTransientBuffers() id=0x%08X\n", table->ID);
ImGuiContext& g = *GImGui;
@@ -3620,7 +3625,6 @@
BeginColumns(id, columns_count, flags);
}
-
//-------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE