imgui/imgui_tables.cpp

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2020-10-07 13:04:28 +03:00
// 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
// | - TableSetColumnWidth() - apply resizing width (for mouse resize, often requested by previous frame)
// | - TableUpdateColumnsWeightFromWidth()- recompute columns weights (of weighted columns) from their respective width
// - 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, generally after submitting headers)
// - TableNextRow() / TableNextCell() user begin into the first row, also automatically called by TableAutoHeaders()
// | TableUpdateLayout() - lock all widths and columns positions! 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
// | 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.
// 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;
}
ImGuiTable* ImGui::FindTableByID(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:
// - outer_size.x < 0.0f -> right align from window/work-rect maximum x edge.
// - outer_size.x = 0.0f -> auto enlarge, use all available space.
// - outer_size.x > 0.0f -> fixed width
// Y 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(). not recommended unless table is last item in parent window.
// - outer_size.y > 0.0f -> fixed child height. recommended when using Scrolling on any axis.
// Y 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 -> fit in outer_width: Fixed size columns will take space they need (if avail, otherwise shrink down), Stretch columns becomes Fixed columns.
// - inner_width > 0.0f -> override scrolling width, generally to be larger than outer_size.x. Fixed column take space they need (if avail, otherwise shrink down), Stretch columns share remaining space!
// Without ScrollX:
// - inner_width -> *ignored*
// Details:
// - If you want to use Stretch columns with ScrollX, you generally need to specify 'inner_width' otherwise the concept
// of "available space" doesn't make sense.
// - Even if not really useful, we allow 'inner_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->InstanceCurrent + 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->InstanceCurrent = (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 ((flags & ImGuiTableFlags_ScrollX) && 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->RightMostVisibleColumn = -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;
// Setup default columns state. Clear data if columns count changed
const int stored_size = table->Columns.size();
if (stored_size != 0 && stored_size != columns_count)
table->RawData.resize(0);
if (table->RawData.Size == 0)
{
// Allocate single buffer for our arrays
ImSpanAllocator<2> span_allocator;
span_allocator.ReserveBytes(0, columns_count * sizeof(ImGuiTableColumn));
span_allocator.ReserveBytes(1, columns_count * sizeof(ImS8));
table->RawData.resize(span_allocator.GetArenaSizeInBytes());
span_allocator.SetArenaBasePtr(table->RawData.Data);
span_allocator.GetSpan(0, &table->Columns);
span_allocator.GetSpan(1, &table->DisplayOrderToIndex);
for (int n = 0; n < columns_count; n++)
{
table->Columns[n] = ImGuiTableColumn();
table->Columns[n].DisplayOrder = table->DisplayOrderToIndex[n] = (ImS8)n;
}
table->IsInitializing = table->IsSettingsRequestLoad = table->IsSortSpecsDirty = true;
}
// 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 "out of table" output will be misleading 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 Visible 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->InstanceCurrent == 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->InstanceCurrent == 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->PrevVisibleColumn : src_column->NextVisibleColumn];
IM_UNUSED(dst_column);
const int src_order = src_column->DisplayOrder;
const int dst_order = dst_column->DisplayOrder;
src_column->DisplayOrder = (ImS8)dst_order;
for (int order_n = src_order + reorder_dir; order_n != dst_order + reorder_dir; order_n += reorder_dir)
table->Columns[table->DisplayOrderToIndex[order_n]].DisplayOrder -= (ImS8)reorder_dir;
IM_ASSERT(dst_column->DisplayOrder == 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->DisplayOrderToIndex[table->Columns[column_n].DisplayOrder] = (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->DisplayOrderToIndex[n] = table->Columns[n].DisplayOrder = (ImS8)n;
table->IsResetDisplayOrderRequest = false;
table->IsSettingsDirty = true;
}
// Setup and lock Visible state and order
table->ColumnsVisibleCount = 0;
table->IsDefaultDisplayOrder = true;
ImGuiTableColumn* last_visible_column = NULL;
bool want_column_auto_fit = false;
for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
{
const int column_n = table->DisplayOrderToIndex[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->IsVisibleNextFrame = true;
if (column->IsVisible != column->IsVisibleNextFrame)
{
column->IsVisible = column->IsVisibleNextFrame;
table->IsSettingsDirty = true;
if (!column->IsVisible && 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->DisplayOrder;
if (column->IsVisible)
{
column->PrevVisibleColumn = column->NextVisibleColumn = -1;
if (last_visible_column)
{
last_visible_column->NextVisibleColumn = (ImS8)column_n;
column->PrevVisibleColumn = (ImS8)table->Columns.index_from_ptr(last_visible_column);
}
column->IndexWithinVisibleSet = (ImS8)table->ColumnsVisibleCount;
table->ColumnsVisibleCount++;
table->VisibleMaskByIndex |= index_mask;
table->VisibleMaskByDisplayOrder |= display_order_mask;
last_visible_column = column;
}
else
{
column->IndexWithinVisibleSet = -1;
table->VisibleMaskByIndex &= ~index_mask;
table->VisibleMaskByDisplayOrder &= ~display_order_mask;
}
IM_ASSERT(column->IndexWithinVisibleSet <= column->DisplayOrder);
}
table->VisibleUnclippedMaskByIndex = table->VisibleMaskByIndex; // Columns will be masked out by TableUpdateLayout() when Clipped
table->RightMostVisibleColumn = (ImS8)(last_visible_column ? table->Columns.index_from_ptr(last_visible_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 storage order instead of 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 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->ColumnsVisibleCount;
const int channels_for_background = 1;
const int channels_for_dummy = (table->ColumnsVisibleCount < table->ColumnsCount || table->VisibleUnclippedMaskByIndex != table->VisibleMaskByIndex) ? +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
// (can't make auto padding larger than what WorkRect knows about so right-alignment matches)
const ImRect work_rect = table->WorkRect;
const float padding_auto_x = table->CellPaddingX2;
const float spacing_auto_x = table->CellSpacingX * (1.0f + 2.0f); // CellSpacingX is >0.0f when there's no vertical border, in which case we add two extra CellSpacingX to make auto-fit look nice instead of cramped. We may want to expose this somehow.
const float min_column_width = TableGetMinColumnWidth();
int count_fixed = 0;
float sum_weights_stretched = 0.0f; // Sum of all weights for weighted columns.
float sum_width_fixed_requests = 0.0f; // Sum of all width for fixed and auto-resize columns, excluding width contributed by Stretch columns.
table->LeftMostStretchedColumnDisplayOrder = -1;
table->ColumnsAutoFitWidth = 0.0f;
for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
{
if (!(table->VisibleMaskByDisplayOrder & ((ImU64)1 << order_n)))
continue;
const int column_n = table->DisplayOrderToIndex[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);
// Calculate "ideal" column width for nothing to be clipped.
// Combine width from regular rows + width from headers unless requested not to.
const float column_content_width_rows = (float)ImMax(column->ContentWidthRowsFrozen, column->ContentWidthRowsUnfrozen);
const float column_content_width_headers = (float)column->ContentWidthHeadersIdeal;
float column_width_ideal = column_content_width_rows;
if (!(table->Flags & ImGuiTableFlags_NoHeadersWidth) && !(column->Flags & ImGuiTableColumnFlags_NoHeaderWidth))
column_width_ideal = ImMax(column_width_ideal, column_content_width_headers);
column_width_ideal = ImMax(column_width_ideal + padding_auto_x, min_column_width);
table->ColumnsAutoFitWidth += column_width_ideal;
if (column->Flags & (ImGuiTableColumnFlags_WidthAlwaysAutoResize | ImGuiTableColumnFlags_WidthFixed))
{
// Latch initial size for fixed columns
count_fixed += 1;
const bool auto_fit = (column->AutoFitQueue != 0x00) || (column->Flags & ImGuiTableColumnFlags_WidthAlwaysAutoResize);
if (auto_fit)
{
column->WidthRequest = column_width_ideal;
// 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->WidthRequest = ImMax(column->WidthRequest, min_column_width * 4.0f);
}
sum_width_fixed_requests += column->WidthRequest;
}
else
{
IM_ASSERT(column->Flags & ImGuiTableColumnFlags_WidthStretch);
const int init_size = (column->WidthStretchWeight < 0.0f);
if (init_size)
column->WidthStretchWeight = 1.0f;
sum_weights_stretched += column->WidthStretchWeight;
if (table->LeftMostStretchedColumnDisplayOrder == -1)
table->LeftMostStretchedColumnDisplayOrder = (ImS8)column->DisplayOrder;
}
}
// CellSpacingX is >0.0f when there's no vertical border, in which case we add two extra CellSpacingX to make auto-fit look nice instead of cramped.
// We may want to expose this somehow.
table->ColumnsAutoFitWidth += spacing_auto_x * (table->ColumnsVisibleCount - 1);
// 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->ColumnsVisibleCount - 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 - sum_width_fixed_requests;
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->VisibleMaskByDisplayOrder & ((ImU64)1 << order_n)))
continue;
ImGuiTableColumn* column = &table->Columns[table->DisplayOrderToIndex[order_n]];
// Allocate width for stretched/weighted columns
if (column->Flags & ImGuiTableColumnFlags_WidthStretch)
{
// WidthStretchWeight gets converted into WidthRequest
float weight_ratio = column->WidthStretchWeight / sum_weights_stretched;
column->WidthRequest = IM_FLOOR(ImMax(width_avail_for_stretched_columns * weight_ratio, min_column_width) + 0.01f);
width_remaining_for_stretched_columns -= column->WidthRequest;
// [Resize Rule 2] Resizing from right-side of a weighted column preceding a fixed column
// needs to forward resizing to left-side of fixed column. We also need to copy the NoResize flag..
if (column->NextVisibleColumn != -1)
if (ImGuiTableColumn* next_column = &table->Columns[column->NextVisibleColumn])
if (next_column->Flags & ImGuiTableColumnFlags_WidthFixed)
column->Flags |= (next_column->Flags & ImGuiTableColumnFlags_NoDirectResize_);
}
// [Resize Rule 1] The right-most Visible column is not resizable if there is at least one Stretch column
// (see comments in TableResizeColumn())
if (column->NextVisibleColumn == -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->WidthRequest, 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->ColumnsVisibleCount);
for (int order_n = 0, visible_n = 0; order_n < table->ColumnsCount; order_n++)
{
if (!(table->VisibleMaskByDisplayOrder & ((ImU64)1 << order_n)))
continue;
const int column_n = table->DisplayOrder[order_n];
g.ShrinkWidthBuffer[visible_n].Index = column_n;
g.ShrinkWidthBuffer[visible_n].Width = table->Columns[column_n].WidthGiven;
visible_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
// on 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; sum_weights_stretched > 0.0f && width_remaining_for_stretched_columns >= 1.0f && order_n >= 0; order_n--)
{
if (!(table->VisibleMaskByDisplayOrder & ((ImU64)1 << order_n)))
continue;
ImGuiTableColumn* column = &table->Columns[table->DisplayOrderToIndex[order_n]];
if (!(column->Flags & ImGuiTableColumnFlags_WidthStretch))
continue;
column->WidthRequest += 1.0f;
column->WidthGiven += 1.0f;
width_remaining_for_stretched_columns -= 1.0f;
}
// Setup final position, offset and clipping rectangles
int visible_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->DisplayOrderToIndex[order_n];
ImGuiTableColumn* column = &table->Columns[column_n];
if (table->FreezeColumnsCount > 0 && table->FreezeColumnsCount == visible_n)
offset_x += work_rect.Min.x - table->OuterRect.Min.x;
if (!(table->VisibleMaskByDisplayOrder & ((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 but 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->ColumnsVisibleCount - (column->IndexWithinVisibleSet + 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->VisibleUnclippedMaskByIndex &= ~((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->ContentMaxPosHeadersIdeal = 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 (visible_n < table->FreezeColumnsCount)
host_clip_rect.Min.x = ImMax(host_clip_rect.Min.x, column->MaxX + 2.0f);
offset_x += column->WidthGiven + table->CellSpacingX;
visible_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->InstanceCurrent == 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->VisibleMaskByDisplayOrder & ((ImU64)1 << order_n)))
continue;
const int column_n = table->DisplayOrderToIndex[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 = TableGetColumnResizeID(table, column_n, table->InstanceCurrent);
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->InstanceCurrent;
}
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();
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->InstanceCurrent)
{
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
const float backup_outer_cursor_pos_x = outer_window->DC.CursorPos.x;
const float backup_outer_max_pos_x = outer_window->DC.CursorMaxPos.x;
const float backup_inner_max_pos_x = inner_window->DC.CursorMaxPos.x;
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)
{
EndChild();
}
else
{
PopID();
ImVec2 item_size = table->OuterRect.GetSize();
item_size.x = table->ColumnsTotalWidth;
ItemSize(item_size);
}
// Store content width reference for each column
float max_pos_x = backup_inner_max_pos_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->ContentWidthHeadersIdeal = (ImS16)ImMax(0.0f, column->ContentMaxPosHeadersIdeal - ref_x_headers);
// Add an extra 1 pixel so we can see the last column vertical line if it lies on the right-most edge.
if (table->VisibleMaskByIndex & ((ImU64)1 << column_n))
max_pos_x = ImMax(max_pos_x, column->MaxX + 1.0f);
}
// Override EndChild/ItemSize max extent with our own to enable auto-resize on the X axis when possible
// FIXME-TABLE: This can be improved (e.g. for Fixed columns we don't want to auto AutoFitWidth? or propagate window auto-fit to table?)
if (table->Flags & ImGuiTableFlags_ScrollX)
{
inner_window->DC.CursorMaxPos.x = max_pos_x; // Set contents width for scrolling
outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos_x, backup_outer_cursor_pos_x + table->ColumnsTotalWidth + 1.0f + inner_window->ScrollbarSizes.x); // For auto-fit
}
else
{
outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos_x, table->WorkRect.Min.x + table->ColumnsAutoFitWidth); // For auto-fit
}
// 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->VisibleMaskByDisplayOrder & ((ImU64)1 << order_n)))
continue;
const int column_n = table->DisplayOrderToIndex[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->InstanceCurrent);
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->NextVisibleColumn == -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->IsVisible || !(column->Flags & ImGuiTableColumnFlags_WidthStretch))
continue;
visible_weight += column->WidthStretchWeight;
visible_width += column->WidthRequest;
}
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->IsVisible || !(column->Flags & ImGuiTableColumnFlags_WidthStretch))
continue;
column->WidthStretchWeight = ((column->WidthRequest + 0.0f) / visible_width) * visible_weight;
}
}
// 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->ColumnsVisibleCount - (column_0->IndexWithinVisibleSet + 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->WidthRequest == column_0_width)
return;
ImGuiTableColumn* column_1 = (column_0->NextVisibleColumn != -1) ? &table->Columns[column_0->NextVisibleColumn] : 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->DisplayOrder)
{
// (old_a + old_b == new_a + new_b) --> (new_a == old_a + old_b - new_b)
float column_1_width = ImMax(column_1->WidthRequest - (column_0_width - column_0->WidthRequest), min_width);
column_0_width = column_0->WidthRequest + column_1->WidthRequest - column_1_width;
column_1->WidthRequest = column_1_width;
}
// Apply
//IMGUI_DEBUG_LOG("TableSetColumnWidth(%d, %.1f->%.1f)\n", column_0_idx, column_0->WidthRequested, column_0_width);
column_0->WidthRequest = 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->WidthRequest = 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->WidthRequest - (column_0_width - column_0->WidthRequest), min_width);
column_0_width = column_0->WidthRequest + column_1->WidthRequest - column_1_width;
column_1->WidthRequest = column_1_width;
column_0->WidthRequest = 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->VisibleMaskByDisplayOrder & ((ImU64)1 << order_n)))
continue;
const int column_n = table->DisplayOrderToIndex[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 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->WidthRequest < 0.0f && column->WidthStretchWeight < 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->WidthRequest = 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->WidthStretchWeight = (init_width_or_weight < 0.0f ? 1.0f : init_width_or_weight);
}
else
{
column->WidthStretchWeight = 1.0f;
}
}
if (table->IsInitializing)
{
// Init default visibility/sort state
if ((flags & ImGuiTableColumnFlags_DefaultHide) && (table->SettingsLoadedFlags & ImGuiTableFlags_Hideable) == 0)
column->IsVisible = column->IsVisibleNextFrame = false;
if (flags & ImGuiTableColumnFlags_DefaultSort && (table->SettingsLoadedFlags & ImGuiTableFlags_Sortable) == 0)
{
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;
table->RowIndentOffsetX = window->DC.Indent.x - table->HostIndentX; // Lock indent
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 TableNextCell()!
// 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)
{
table->CurrentColumn = column_n;
ImGuiTableColumn* column = &table->Columns[column_n];
ImGuiWindow* window = table->InnerWindow;
// Start position is roughly ~~ CellRect.Min + CellPadding + Indent
float start_x = (table->RowFlags & ImGuiTableRowFlags_Headers) ? column->StartXHeaders : column->StartXRows;
if (column->Flags & ImGuiTableColumnFlags_IndentEnable)
start_x += table->RowIndentOffsetX; // ~~ += window.DC.Indent.x - table->HostIndentX, except we locked it for the row.
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->DC.LastItemId = 0;
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->IsVisible)
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_n, 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->VisibleUnclippedMaskByIndex & ((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);
}
// We expose "Visible and Unclipped" to the user, vs our internal "Visible" state which is !Hidden
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->VisibleUnclippedMaskByIndex & ((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->VisibleUnclippedMaskByIndex & ((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(const ImGuiTable* table, int column_n)
{
const ImGuiTableColumn* column = &table->Columns[column_n];
if (column->NameOffset == -1)
return NULL;
return &table->ColumnsNames.Buf[column->NameOffset];
}
// Return the resizing ID for the right-side of the given column.
ImGuiID ImGui::TableGetColumnResizeID(const ImGuiTable* table, int column_n, int instance_no)
{
IM_ASSERT(column_n < table->ColumnsCount);
ImGuiID id = table->ID + (instance_no * table->ColumnsCount) + column_n;
return id;
}
void ImGui::TableSetColumnAutofit(ImGuiTable* table, int column_n)
{
// 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_n];
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->IsVisible;
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->IsVisible)
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->IsVisible && table->ColumnsVisibleCount <= 1)
menu_item_active = false;
if (MenuItem(name, NULL, column->IsVisible, menu_item_active))
column->IsVisibleNextFrame = !column->IsVisible;
}
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->InstanceCurrent * 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->RightMostVisibleColumn != -1)
unused_x1 = ImMax(unused_x1, table->Columns[table->RightMostVisibleColumn].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->InstanceCurrent;
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->InstanceCurrent);
2020-01-22 19:04:54 +03:00
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 to re-order columns.
// 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->InstanceCurrent;
// We don't reorder: through the frozen<>unfrozen line, or through a column that is marked with ImGuiTableColumnFlags_NoReorder.
if (g.IO.MouseDelta.x < 0.0f && g.IO.MousePos.x < cell_r.Min.x)
if (ImGuiTableColumn* prev_column = (column->PrevVisibleColumn != -1) ? &table->Columns[column->PrevVisibleColumn] : NULL)
if (!((column->Flags | prev_column->Flags) & ImGuiTableColumnFlags_NoReorder))
if ((column->IndexWithinVisibleSet < table->FreezeColumnsRequest) == (prev_column->IndexWithinVisibleSet < table->FreezeColumnsRequest))
table->ReorderColumnDir = -1;
if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > cell_r.Max.x)
if (ImGuiTableColumn* next_column = (column->NextVisibleColumn != -1) ? &table->Columns[column->NextVisibleColumn] : NULL)
if (!((column->Flags | next_column->Flags) & ImGuiTableColumnFlags_NoReorder))
if ((column->IndexWithinVisibleSet < table->FreezeColumnsRequest) == (next_column->IndexWithinVisibleSet < 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->ContentMaxPosHeadersIdeal = ImMax(column->ContentMaxPosHeadersIdeal, 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->IsVisible)
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->IsVisible)
{
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.
//-------------------------------------------------------------------------
// Clear and initialize empty settings instance
static void InitTableSettings(ImGuiTableSettings* settings, ImGuiID id, int columns_count, int columns_count_max)
{
IM_PLACEMENT_NEW(settings) ImGuiTableSettings();
ImGuiTableColumnSettings* settings_column = settings->GetColumnSettings();
for (int n = 0; n < columns_count_max; n++, settings_column++)
IM_PLACEMENT_NEW(settings_column) ImGuiTableColumnSettings();
settings->ID = id;
settings->ColumnsCount = (ImS8)columns_count;
settings->ColumnsCountMax = (ImS8)columns_count_max;
settings->WantApply = true;
}
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));
InitTableSettings(settings, id, columns_count, columns_count);
return settings;
}
// Find existing 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;
}
// Get settings for a given table, NULL if none
ImGuiTableSettings* ImGui::TableGetBoundSettings(const ImGuiTable* table)
{
if (table->SettingsOffset != -1)
{
ImGuiContext& g = *GImGui;
ImGuiTableSettings* settings = g.SettingsTables.ptr_from_offset(table->SettingsOffset);
IM_ASSERT(settings->ID == table->ID);
if (settings->ColumnsCountMax >= table->ColumnsCount)
return settings; // OK
settings->ID = 0; // Invalidate storage, we won't fit because of a count change
}
return NULL;
}
void ImGui::TableSaveSettings(ImGuiTable* table)
{
table->IsSettingsDirty = false;
if (table->Flags & ImGuiTableFlags_NoSavedSettings)
return;
// Bind or create settings data
ImGuiContext& g = *GImGui;
ImGuiTableSettings* settings = TableGetBoundSettings(table);
if (settings == NULL)
{
settings = CreateTableSettings(table->ID, table->ColumnsCount);
table->SettingsOffset = g.SettingsTables.offset_from_ptr(settings);
}
settings->ColumnsCount = (ImS8)table->ColumnsCount;
// Serialize ImGuiTable/ImGuiTableColumn into ImGuiTableSettings/ImGuiTableColumnSettings
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->Flags & ImGuiTableColumnFlags_WidthStretch) ? column->WidthStretchWeight : column->WidthRequest;
column_settings->Index = (ImS8)n;
column_settings->DisplayOrder = column->DisplayOrder;
column_settings->SortOrder = column->SortOrder;
column_settings->SortDirection = column->SortDirection;
column_settings->IsVisible = column->IsVisible;
column_settings->IsWeighted = (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? 1 : 0;
// 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 so it's always saved when present.
if (column->DisplayOrder != n)
settings->SaveFlags |= ImGuiTableFlags_Reorderable;
if (column->SortOrder != -1)
settings->SaveFlags |= ImGuiTableFlags_Sortable;
if (column->IsVisible != ((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 = TableGetBoundSettings(table);
}
table->SettingsLoadedFlags = settings->SaveFlags;
IM_ASSERT(settings->ColumnsCount == table->ColumnsCount);
// Serialize ImGuiTableSettings/ImGuiTableColumnSettings into ImGuiTable/ImGuiTableColumn
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];
if (settings->SaveFlags & ImGuiTableFlags_Resizable)
{
if (column_settings->IsWeighted)
column->WidthStretchWeight = column_settings->WidthOrWeight;
else
column->WidthRequest = column_settings->WidthOrWeight;
column->AutoFitQueue = 0x00;
}
if (settings->SaveFlags & ImGuiTableFlags_Reorderable)
column->DisplayOrder = column_settings->DisplayOrder;
else
column->DisplayOrder = (ImS8)column_n;
column->IsVisible = column->IsVisibleNextFrame = column_settings->IsVisible;
column->SortOrder = column_settings->SortOrder;
column->SortDirection = column_settings->SortDirection;
}
// FIXME-TABLE: Need to validate .ini data
for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
table->DisplayOrderToIndex[table->Columns[column_n].DisplayOrder] = (ImS8)column_n;
}
static void TableSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
{
ImGuiContext& g = *ctx;
for (int i = 0; i != g.Tables.GetSize(); i++)
g.Tables.GetByIndex(i)->SettingsOffset = -1;
g.SettingsTables.clear();
}
// Apply to existing windows (if any)
static void TableSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
{
ImGuiContext& g = *ctx;
for (int i = 0; i != g.Tables.GetSize(); i++)
{
ImGuiTable* table = g.Tables.GetByIndex(i);
table->IsSettingsRequestLoad = true;
table->SettingsOffset = -1;
}
}
static void* 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;
if (ImGuiTableSettings* settings = FindTableSettingsByID(id))
{
if (settings->ColumnsCountMax >= columns_count)
{
InitTableSettings(settings, id, columns_count, settings->ColumnsCountMax); // Recycle
return settings;
}
settings->ID = 0; // Invalidate storage if we won't fit because of a count change
}
return CreateTableSettings(id, columns_count);
}
static void 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;
float f = 0.0f;
int column_n = 0, r = 0, n = 0;
if (sscanf(line, "Column %d%n", &column_n, &r) == 1)
{
if (column_n < 0 || column_n >= settings->ColumnsCount)
return;
line = ImStrSkipBlank(line + r);
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); column->WidthOrWeight = (float)n; column->IsWeighted = 0; settings->SaveFlags |= ImGuiTableFlags_Resizable; }
if (sscanf(line, "Weight=%f%n", &f, &r) == 1) { line = ImStrSkipBlank(line + r); column->WidthOrWeight = f; column->IsWeighted = 1; settings->SaveFlags |= ImGuiTableFlags_Resizable; }
if (sscanf(line, "Visible=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); column->IsVisible = (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; }
}
}
static void 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"
buf->appendf("Column %-2d", column_n);
if (column->UserID != 0) buf->appendf(" UserID=%08X", column->UserID);
if (save_size && column->IsWeighted) buf->appendf(" Weight=%.4f", column->WidthOrWeight);
if (save_size && !column->IsWeighted) buf->appendf(" Width=%d", (int)column->WidthOrWeight);
if (save_visible) buf->appendf(" Visible=%d", column->IsVisible);
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");
}
}
void ImGui::TableInstallSettingsHandler(ImGuiContext* context)
{
ImGuiContext& g = *context;
ImGuiSettingsHandler ini_handler;
ini_handler.TypeName = "Table";
ini_handler.TypeHash = ImHashStr("Table");
ini_handler.ClearAllFn = TableSettingsHandler_ClearAll;
ini_handler.ReadOpenFn = TableSettingsHandler_ReadOpen;
ini_handler.ReadLineFn = TableSettingsHandler_ReadLine;
ini_handler.ApplyAllFn = TableSettingsHandler_ApplyAll;
ini_handler.WriteAllFn = TableSettingsHandler_WriteAll;
g.SettingsHandlers.push_back(ini_handler);
}
//-------------------------------------------------------------------------
// 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)
return;
BulletText("OuterWidth: %.1f, InnerWidth: %.1f%s, ColumnsWidth: %.1f, AutoFitWidth: %.1f", table->OuterRect.GetWidth(), table->InnerWidth, table->InnerWidth == 0.0f ? " (auto)" : "", table->ColumnsTotalWidth, table->ColumnsAutoFitWidth);
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"
"Visible: %d, Clipped: %d, DrawChannels: %d,%d\n"
"WidthGiven/Request: %.1f/%.1f, WidthWeight: %.3f\n"
"ContentWidth: RowsFrozen %d, RowsUnfrozen %d, HeadersUsed/Ideal %d/%d\n"
"SortOrder: %d, SortDir: %s\n"
"UserID: 0x%08X, Flags: 0x%04X: %s%s%s%s..",
n, column->DisplayOrder, name ? name : "NULL", column->MinX - table->WorkRect.Min.x, column->MaxX - table->WorkRect.Min.x,
column->IsVisible, column->IsClipped, column->DrawChannelRowsBeforeFreeze, column->DrawChannelRowsAfterFreeze,
column->WidthGiven, column->WidthRequest, column->WidthStretchWeight,
column->ContentWidthRowsFrozen, column->ContentWidthRowsUnfrozen, column->ContentWidthHeadersUsed, column->ContentWidthHeadersIdeal,
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 " : "");
}
if (ImGuiTableSettings* settings = TableGetBoundSettings(table))
DebugNodeTableSettings(settings);
TreePop();
}
void ImGui::DebugNodeTableSettings(ImGuiTableSettings* settings)
{
if (!TreeNode((void*)(intptr_t)settings->ID, "Settings 0x%08X (%d columns)", settings->ID, settings->ColumnsCount))
return;
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->IsVisible, column_settings->UserID, column_settings->WidthOrWeight);
}
TreePop();
}
#endif // #ifndef IMGUI_DISABLE_METRICS_WINDOW
//-------------------------------------------------------------------------
2020-10-07 13:04:28 +03:00
//-------------------------------------------------------------------------
// [SECTION] Widgets: Columns, BeginColumns, EndColumns, etc.
// (This is a legacy API, prefer using BeginTable/EndTable!)
//-------------------------------------------------------------------------
2020-11-30 19:59:39 +03:00
// - 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);
}
2020-10-07 13:04:28 +03:00
//-------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE