mirror of https://github.com/ocornut/imgui
Tables: comments, tweak. CollapsingHeader: comments. (#3715)
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@ -74,7 +74,7 @@ Other Changes:
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TableGetColumnCount(), TableGetColumnName(), TableGetColumnFlags().
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- Added 2 structures: ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs.
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- Added 2 enums: ImGuiSortDirection, ImGuiTableBgTarget.
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- Added 3 flags sets: ImGuiTableFlags (27 flags), ImGuiTableColumnFlags (24 flags), ImGuiTableRowFlags (1 flags).
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- Added 3 flags sets: ImGuiTableFlags (27 flags), ImGuiTableColumnFlags (24 flags), ImGuiTableRowFlags (1 flag).
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- Added 5 colors: ImGuiCol_TableHeaderBg, ImGuiCol_TableBorderStrong, ImGuiCol_TableBorderLight, ImGuiCol_TableRowBg, ImGuiCol_TableRowBgAlt.
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- Added 1 style var: ImGuiStyleVar_CellPadding.
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- Tab Bar: Made it possible to append to an existing tab bar by calling BeginTabBar()/EndTabBar() again.
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34
imgui.h
34
imgui.h
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@ -568,7 +568,7 @@ namespace ImGui
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IMGUI_API void TreePop(); // ~ Unindent()+PopId()
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IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode
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IMGUI_API bool CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags = 0); // if returning 'true' the header is open. doesn't indent nor push on ID stack. user doesn't have to call TreePop().
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IMGUI_API bool CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags flags = 0); // when 'p_open' isn't NULL, display an additional small close button on upper right of the header
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IMGUI_API bool CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFlags flags = 0); // when 'p_visible != NULL': if '*p_visible==true' display an additional small close button on upper right of the header which will set the bool to false when clicked, if '*p_visible==false' don't display the header.
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IMGUI_API void SetNextItemOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state.
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// Widgets: Selectables
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@ -656,9 +656,10 @@ namespace ImGui
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IMGUI_API bool IsPopupOpen(const char* str_id, ImGuiPopupFlags flags = 0); // return true if the popup is open.
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// Tables
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// [BETA API] API may evolve!
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// [BETA API] API may evolve slightly! If you use this, please update to the next version when it comes out!
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// - Full-featured replacement for old Columns API.
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// - See Demo->Tables for details.
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// - See Demo->Tables for demo code.
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// - See top of imgui_tables.cpp for general commentary.
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// - See ImGuiTableFlags_ and ImGuiTableColumnFlags_ enums for a description of available flags.
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// The typical call flow is:
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// - 1. Call BeginTable()
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@ -671,25 +672,19 @@ namespace ImGui
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// you may prefer using TableNextColumn() instead of TableNextRow() + TableSetColumnIndex().
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// TableNextColumn() will automatically wrap-around into the next row if needed.
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// - IMPORTANT: Comparatively to the old Columns() API, we need to call TableNextColumn() for the first column!
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// - Both TableSetColumnIndex() and TableNextColumn() return true when the column is visible or performing
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// width measurements. Otherwise, you may skip submitting the contents of a cell/column, BUT ONLY if you know
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// it is not going to contribute to row height.
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// In many situations, you may skip submitting contents for every columns but one (e.g. the first one).
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// - Summary of possible call flow:
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// ----------------------------------------------------------------------------------------------------------
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// TableNextRow() -> TableSetColumnIndex(0) -> Text("Hello 0") -> TableSetColumnIndex(1) -> Text("Hello 1") // OK
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// TableNextRow() -> TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK
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// TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK: TableNextColumn() automatically gets to next row!
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// TableNextRow() -> Text("Hello 0") // Not OK! Missing TableSetColumnIndex() or TableNextColumn()! Text will not appear!
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// ----------------------------------------------------------------------------------------------------------
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// --------------------------------------------------------------------------------------------------------
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// TableNextRow() -> TableSetColumnIndex(0) -> Text("Hello 0") -> TableSetColumnIndex(1) -> Text("Hello 1") // OK
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// TableNextRow() -> TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK
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// TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK: TableNextColumn() automatically gets to next row!
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// TableNextRow() -> Text("Hello 0") // Not OK! Missing TableSetColumnIndex() or TableNextColumn()! Text will not appear!
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// --------------------------------------------------------------------------------------------------------
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// - 5. Call EndTable()
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IMGUI_API bool BeginTable(const char* str_id, int columns_count, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(-FLT_MIN, 0), float inner_width = 0.0f);
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IMGUI_API void EndTable(); // only call EndTable() if BeginTable() returns true!
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IMGUI_API void TableNextRow(ImGuiTableRowFlags row_flags = 0, float min_row_height = 0.0f); // append into the first cell of a new row.
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IMGUI_API bool TableNextColumn(); // append into the next column (or first column of next row if currently in last column). Return true when column is visible.
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IMGUI_API bool TableSetColumnIndex(int column_n); // append into the specified column. Return true when column is visible.
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IMGUI_API int TableGetColumnIndex(); // return current column index.
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IMGUI_API int TableGetRowIndex(); // return current row index.
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// Tables: Headers & Columns declaration
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// - Use TableSetupColumn() to specify label, resizing policy, default width/weight, id, various other flags etc.
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// Important: this will not display anything! The name passed to TableSetupColumn() is used by TableHeadersRow() and context-menus.
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@ -708,10 +703,12 @@ namespace ImGui
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// Make sure to set 'SpecsDirty = false' after sorting, else you may wastefully sort your data every frame!
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// Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable().
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IMGUI_API int TableGetColumnCount(); // return number of columns (value passed to BeginTable)
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IMGUI_API int TableGetColumnIndex(); // return current column index.
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IMGUI_API int TableGetRowIndex(); // return current row index.
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IMGUI_API const char* TableGetColumnName(int column_n = -1); // return "" if column didn't have a name declared by TableSetupColumn(). Pass -1 to use current column.
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IMGUI_API ImGuiTableColumnFlags TableGetColumnFlags(int column_n = -1); // return column flags so you can query their Enabled/Visible/Sorted/Hovered status flags.
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IMGUI_API ImGuiTableColumnFlags TableGetColumnFlags(int column_n = -1); // return column flags so you can query their Enabled/Visible/Sorted/Hovered status flags. Pass -1 to use current column.
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IMGUI_API ImGuiTableSortSpecs* TableGetSortSpecs(); // get latest sort specs for the table (NULL if not sorting).
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IMGUI_API void TableSetBgColor(ImGuiTableBgTarget bg_target, ImU32 color, int column_n = -1); // change the color of a cell, row, or column. See ImGuiTableBgTarget_ flags for details.
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IMGUI_API void TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n = -1); // change the color of a cell, row, or column. See ImGuiTableBgTarget_ flags for details.
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// Legacy Columns API (2020: prefer using Tables!)
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// - You can also use SameLine(pos_x) to mimic simplified columns.
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@ -1035,6 +1032,7 @@ enum ImGuiTabItemFlags_
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};
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// Flags for ImGui::BeginTable()
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// [BETA API] API may evolve slightly! If you use this, please update to the next version when it comes out!
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// - Important! Sizing policies have complex and subtle side effects, more so than you would expect.
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// Read comments/demos carefully + experiment with live demos to get acquainted with them.
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// - The DEFAULT sizing policies are:
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@ -1091,7 +1089,7 @@ enum ImGuiTableFlags_
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// Clipping
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ImGuiTableFlags_NoClip = 1 << 19, // Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with TableSetupScrollFreeze().
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// Padding
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ImGuiTableFlags_PadOuterX = 1 << 20, // Default if BordersOuterV is on. Enable outer-most padding.
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ImGuiTableFlags_PadOuterX = 1 << 20, // Default if BordersOuterV is on. Enable outer-most padding. Generally desirable if you have headers.
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ImGuiTableFlags_NoPadOuterX = 1 << 21, // Default if BordersOuterV is off. Disable outer-most padding.
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ImGuiTableFlags_NoPadInnerX = 1 << 22, // Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off).
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// Scrolling
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@ -130,6 +130,16 @@ Index of this file:
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// - when using ImGuiTableFlags_SizingFixedSame with mixed columns, only the Fixed/Auto columns will match their widths to the maximum contents width.
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// - when using ImGuiTableFlags_SizingStretchSame with mixed columns, only the Stretch columns will match their weight/widths.
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//-----------------------------------------------------------------------------
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// About using column width:
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// If a column is manual resizable or has a width specified with TableSetupColumn():
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// - you may use GetContentRegionAvail().x to query the width available in a given column.
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// - right-side alignment features such as SetNextItemWidth(-x) or PushItemWidth(-x) will rely on this width.
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// If the column is not resizable and has no width specified with TableSetupColumn():
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// - its width will be automatic and be the set to the max of items submitted.
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// - therefore you generally cannot have ALL items of the columns use e.g. SetNextItemWidth(-FLT_MIN).
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// - but if the column has one or more item of known/fixed size, this will become the reference width used by SetNextItemWidth(-FLT_MIN).
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// TABLES CLIPPING/CULLING
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@ -143,6 +153,10 @@ Index of this file:
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// So, if you want to use the clipper, make sure to either enable _Resizable, either setup columns explicitly with _WidthFixed.
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//-----------------------------------------------------------------------------
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// About clipping/culling of Columns in Tables:
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// - Both TableSetColumnIndex() and TableNextColumn() return true when the column is visible or performing
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// width measurements. Otherwise, you may skip submitting the contents of a cell/column, BUT ONLY if you know
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// it is not going to contribute to row height.
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// In many situations, you may skip submitting contents for every columns but one (e.g. the first one).
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// - Case A: column is not hidden by user, and at least partially in sight (most common case).
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// - Case B: column is clipped / out of sight (because of scrolling or parent ClipRect): TableNextColumn() return false as a hint but we still allow layout output.
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// - Case C: column is hidden explicitly by the user (e.g. via the context menu, or _DefaultHide column flag, etc.).
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@ -1455,17 +1469,17 @@ int ImGui::TableGetHoveredColumn()
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return (int)table->HoveredColumnBody;
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}
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void ImGui::TableSetBgColor(ImGuiTableBgTarget bg_target, ImU32 color, int column_n)
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void ImGui::TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n)
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{
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ImGuiContext& g = *GImGui;
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ImGuiTable* table = g.CurrentTable;
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IM_ASSERT(bg_target != ImGuiTableBgTarget_None);
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IM_ASSERT(target != ImGuiTableBgTarget_None);
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if (color == IM_COL32_DISABLE)
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color = 0;
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// We cannot draw neither the cell or row background immediately as we don't know the row height at this point in time.
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switch (bg_target)
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switch (target)
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{
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case ImGuiTableBgTarget_CellBg:
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{
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@ -1488,7 +1502,7 @@ void ImGui::TableSetBgColor(ImGuiTableBgTarget bg_target, ImU32 color, int colum
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if (table->RowPosY1 > table->InnerClipRect.Max.y) // Discard
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return;
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IM_ASSERT(column_n == -1);
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int bg_idx = (bg_target == ImGuiTableBgTarget_RowBg1) ? 1 : 0;
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int bg_idx = (target == ImGuiTableBgTarget_RowBg1) ? 1 : 0;
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table->RowBgColor[bg_idx] = color;
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break;
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}
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@ -5898,21 +5898,25 @@ bool ImGui::CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags)
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return TreeNodeBehavior(window->GetID(label), flags | ImGuiTreeNodeFlags_CollapsingHeader, label);
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}
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bool ImGui::CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags flags)
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// p_visible == NULL : regular collapsing header
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// p_visible != NULL && *p_visible == true : show a small close button on the corner of the header, clicking the button will set *p_visible = false
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// p_visible != NULL && *p_visible == false : do not show the header at all
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// Do not mistake this with the Open state of the header itself, which you can adjust with SetNextItemOpen() or ImGuiTreeNodeFlags_DefaultOpen.
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bool ImGui::CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFlags flags)
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{
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ImGuiWindow* window = GetCurrentWindow();
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if (window->SkipItems)
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return false;
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if (p_open && !*p_open)
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if (p_visible && !*p_visible)
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return false;
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ImGuiID id = window->GetID(label);
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flags |= ImGuiTreeNodeFlags_CollapsingHeader;
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if (p_open)
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if (p_visible)
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flags |= ImGuiTreeNodeFlags_AllowItemOverlap | ImGuiTreeNodeFlags_ClipLabelForTrailingButton;
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bool is_open = TreeNodeBehavior(id, flags, label);
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if (p_open != NULL)
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if (p_visible != NULL)
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{
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// Create a small overlapping close button
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// FIXME: We can evolve this into user accessible helpers to add extra buttons on title bars, headers, etc.
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float button_y = window->DC.LastItemRect.Min.y;
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ImGuiID close_button_id = GetIDWithSeed("#CLOSE", NULL, id);
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if (CloseButton(close_button_id, ImVec2(button_x, button_y)))
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*p_open = false;
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*p_visible = false;
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last_item_backup.Restore();
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}
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