Tables: separate bg0 and bg1 draw channels, selectable above bg color + will facilitate drawing of borders in EndTable().
+ unused code to strip out dummy draw channel calls.
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@ -1890,7 +1890,7 @@ struct ImGuiTabBar
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#define IM_COL32_DISABLE IM_COL32(0,0,0,1) // Special sentinel code which cannot be used as a regular color.
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#define IMGUI_TABLE_MAX_COLUMNS 64 // sizeof(ImU64) * 8. This is solely because we frequently encode columns set in a ImU64.
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#define IMGUI_TABLE_MAX_DRAW_CHANNELS (1 + 2 + 64 * 2) // See TableUpdateDrawChannels()
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#define IMGUI_TABLE_MAX_DRAW_CHANNELS (4 + 64 * 2) // See TableUpdateDrawChannels()
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// [Internal] sizeof() ~ 100
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// We use the terminology "Visible" to refer to a column that is not Hidden by user or settings. However it may still be out of view and clipped (see IsClipped).
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@ -2035,7 +2035,8 @@ struct ImGuiTable
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ImS8 FreezeColumnsCount; // Actual frozen columns count (== FreezeColumnsRequest, or == 0 when no scrolling offset)
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ImS8 RowCellDataCurrent; // Index of current RowCellData[] entry in current row
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ImU8 DummyDrawChannel; // Redirect non-visible columns here.
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ImU8 BgDrawChannelUnfrozen; // Index within DrawSplitter.Channels[]
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ImU8 Bg1DrawChannelCurrent; // For Selectable() and other widgets drawing accross columns after the freezing line. Index within DrawSplitter.Channels[]
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ImU8 Bg1DrawChannelUnfrozen;
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bool IsLayoutLocked; // Set by TableUpdateLayout() which is called when beginning the first row.
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bool IsInsideRow; // Set when inside TableBeginRow()/TableEndRow().
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bool IsInitializing;
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@ -93,6 +93,9 @@
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//-----------------------------------------------------------------------------
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// Configuration
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static const int TABLE_DRAW_CHANNEL_BG0 = 0;
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static const int TABLE_DRAW_CHANNEL_BG1_FROZEN = 1;
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static const int TABLE_DRAW_CHANNEL_UNCLIPPED = 2; // When using ImGuiTableFlags_NoClip
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static const float TABLE_BORDER_SIZE = 1.0f; // FIXME-TABLE: Currently hard-coded.
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static const float TABLE_RESIZE_SEPARATOR_HALF_THICKNESS = 4.0f; // Extend outside inner borders.
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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.
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@ -894,7 +897,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
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// Initial state
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ImGuiWindow* inner_window = table->InnerWindow;
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if (table->Flags & ImGuiTableFlags_NoClip)
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table->DrawSplitter.SetCurrentChannel(inner_window->DrawList, 1);
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table->DrawSplitter.SetCurrentChannel(inner_window->DrawList, TABLE_DRAW_CHANNEL_UNCLIPPED);
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else
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inner_window->DrawList->PushClipRect(inner_window->ClipRect.Min, inner_window->ClipRect.Max, false);
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@ -1015,6 +1018,7 @@ void ImGui::EndTable()
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// Draw borders
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if ((flags & ImGuiTableFlags_Borders) != 0)
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TableDrawBorders(table);
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table->DrawSplitter.SetCurrentChannel(inner_window->DrawList, 0);
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// Store content width reference for each column (before attempting to merge draw calls)
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const float backup_outer_cursor_pos_x = outer_window->DC.CursorPos.x;
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@ -1024,8 +1028,19 @@ void ImGui::EndTable()
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if (table->RightMostVisibleColumn != -1)
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max_pos_x = ImMax(max_pos_x, table->Columns[table->RightMostVisibleColumn].MaxX);
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#if 0
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// Strip out dummy channel draw calls
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// We have no way to prevent user submitting direct ImDrawList calls into a hidden column (but ImGui:: calls will be clipped out)
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// FIXME-TABLE: The problem with this approach is we are effectively making it harder for users watching metrics to spot wasted vertices.
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if (table->DummyDrawChannel != (ImU8)-1)
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{
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ImDrawChannel* dummy_channel = &table->DrawSplitter._Channels[table->DummyDrawChannel];
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dummy_channel->_CmdBuffer.resize(0);
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dummy_channel->_IdxBuffer.resize(0);
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}
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#endif
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// Flatten channels and merge draw calls
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table->DrawSplitter.SetCurrentChannel(inner_window->DrawList, 0);
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if ((table->Flags & ImGuiTableFlags_NoClip) == 0)
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TableReorderDrawChannelsForMerge(table);
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table->DrawSplitter.Merge(inner_window->DrawList);
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@ -1101,7 +1116,7 @@ void ImGui::TableDrawBorders(ImGuiTable* table)
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{
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ImGuiWindow* inner_window = table->InnerWindow;
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ImGuiWindow* outer_window = table->OuterWindow;
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table->DrawSplitter.SetCurrentChannel(inner_window->DrawList, 0);
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table->DrawSplitter.SetCurrentChannel(inner_window->DrawList, TABLE_DRAW_CHANNEL_BG0);
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if (inner_window->Hidden || !table->HostClipRect.Overlaps(table->InnerClipRect))
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return;
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ImDrawList* inner_drawlist = inner_window->DrawList;
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@ -1322,23 +1337,24 @@ void ImGui::TableSetColumnVisible(int column_n, bool visible)
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// - We allocate 1 or 2 background draw channels. This is because we know PushTableBackground() is only used for
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// horizontal spanning. If we allowed vertical spanning we'd need one background draw channel per merge group (1-4).
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// Draw channel allocation (before merging):
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// - NoClip --> 1+D+1 channels: background + foreground (same clip rect == 1 draw call)
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// - Clip --> 1+D+N channels
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// - FreezeRows --> 1+D+N*2 (unless scrolling value is zero)
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// - FreezeRows || FreezeColunns --> 2+D+N*2 (unless scrolling value is zero)
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// - NoClip --> 2+D+1 channels: bg0 + bg1 + foreground (same clip rect == 1 draw call) (FIXME-TABLE: could merge bg1 and foreground?)
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// - Clip --> 2+D+N channels
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// - FreezeRows --> 2+D+N*2 (unless scrolling value is zero)
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// - FreezeRows || FreezeColunns --> 3+D+N*2 (unless scrolling value is zero)
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// Where D is 1 if any column is clipped or hidden (dummy channel) otherwise 0.
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void ImGui::TableUpdateDrawChannels(ImGuiTable* table)
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{
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const int freeze_row_multiplier = (table->FreezeRowsCount > 0) ? 2 : 1;
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const int channels_for_row = (table->Flags & ImGuiTableFlags_NoClip) ? 1 : table->ColumnsVisibleCount;
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const int channels_for_bg = 1 * freeze_row_multiplier;
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const int channels_for_bg = 1 + 1 * freeze_row_multiplier;
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const int channels_for_dummy = (table->ColumnsVisibleCount < table->ColumnsCount || table->VisibleUnclippedMaskByIndex != table->VisibleMaskByIndex) ? +1 : 0;
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const int channels_total = channels_for_bg + (channels_for_row * freeze_row_multiplier) + channels_for_dummy;
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table->DrawSplitter.Split(table->InnerWindow->DrawList, channels_total);
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table->DummyDrawChannel = (ImU8)((channels_for_dummy > 0) ? channels_total - 1 : -1);
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table->BgDrawChannelUnfrozen = (ImU8)((table->FreezeRowsCount > 0) ? channels_for_row + 1 : 0);
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table->Bg1DrawChannelCurrent = TABLE_DRAW_CHANNEL_BG1_FROZEN;
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table->Bg1DrawChannelUnfrozen = (ImU8)((table->FreezeRowsCount > 0) ? 2 + channels_for_row : TABLE_DRAW_CHANNEL_BG1_FROZEN);
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int draw_channel_current = 1;
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int draw_channel_current = 2;
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for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
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{
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ImGuiTableColumn* column = &table->Columns[column_n];
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@ -1475,15 +1491,16 @@ void ImGui::TableReorderDrawChannelsForMerge(ImGuiTable* table)
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// 2. Rewrite channel list in our preferred order
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if (merge_group_mask != 0)
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{
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// We skip background channel 0 from the shuffling since it won't move (see channels allocation in TableUpdateDrawChannels()).
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const int LEADING_DRAW_CHANNELS = 1;
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// We skip channel 0 (Bg0) and 1 (Bg1 frozen) from the shuffling since they won't move - see channels allocation in TableUpdateDrawChannels().
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const int LEADING_DRAW_CHANNELS = 2;
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g.DrawChannelsTempMergeBuffer.resize(splitter->_Count - LEADING_DRAW_CHANNELS); // Use shared temporary storage so the allocation gets amortized
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ImDrawChannel* dst_tmp = g.DrawChannelsTempMergeBuffer.Data;
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ImBitArray<IMGUI_TABLE_MAX_DRAW_CHANNELS> remaining_mask; // We need 131-bit of storage
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ImBitArray<IMGUI_TABLE_MAX_DRAW_CHANNELS> remaining_mask; // We need 132-bit of storage
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remaining_mask.ClearBits();
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remaining_mask.SetBitRange(LEADING_DRAW_CHANNELS, splitter->_Count - 1);
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remaining_mask.ClearBit(table->BgDrawChannelUnfrozen);
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int remaining_count = splitter->_Count - ((table->BgDrawChannelUnfrozen == 0) ? 1 : 2);
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remaining_mask.ClearBit(table->Bg1DrawChannelUnfrozen);
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IM_ASSERT(has_freeze_v == false || table->Bg1DrawChannelUnfrozen != TABLE_DRAW_CHANNEL_BG1_FROZEN);
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int remaining_count = splitter->_Count - (has_freeze_v ? LEADING_DRAW_CHANNELS + 1 : LEADING_DRAW_CHANNELS);
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//ImRect host_rect = (table->InnerWindow == table->OuterWindow) ? table->InnerClipRect : table->HostClipRect;
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ImRect host_rect = table->HostClipRect;
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for (int merge_group_n = 0; merge_group_n < IM_ARRAYSIZE(merge_groups); merge_group_n++)
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@ -1531,9 +1548,9 @@ void ImGui::TableReorderDrawChannelsForMerge(ImGuiTable* table)
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}
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}
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// BgDrawChannelFrozen is always channel 0, but make sure BgDrawChannelUnfrozen appears in the middle of our groups
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if (merge_group_n == 1 && table->BgDrawChannelUnfrozen != 0)
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memcpy(dst_tmp++, &splitter->_Channels[table->BgDrawChannelUnfrozen], sizeof(ImDrawChannel));
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// Make sure Bg1DrawChannelUnfrozen appears in the middle of our groups (whereas Bg0 and Bg1 frozen are fixed to 0 and 1)
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if (merge_group_n == 1 && has_freeze_v)
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memcpy(dst_tmp++, &splitter->_Channels[table->Bg1DrawChannelUnfrozen], sizeof(ImDrawChannel));
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}
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// Append unmergeable channels that we didn't reorder at the end of the list
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@ -1748,7 +1765,7 @@ void ImGui::TableEndRow(ImGuiTable* table)
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// always followed by a change of clipping rectangle we perform the smallest overwrite possible here.
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if ((table->Flags & ImGuiTableFlags_NoClip) == 0)
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window->DrawList->_CmdHeader.ClipRect = table->BgClipRectForDrawCmd.ToVec4();
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table->DrawSplitter.SetCurrentChannel(window->DrawList, table->IsUnfrozen ? table->BgDrawChannelUnfrozen : 0);
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table->DrawSplitter.SetCurrentChannel(window->DrawList, TABLE_DRAW_CHANNEL_BG0);
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}
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// Draw row background
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@ -1805,6 +1822,7 @@ void ImGui::TableEndRow(ImGuiTable* table)
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float y0 = ImMax(table->RowPosY2 + 1, window->InnerClipRect.Min.y);
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table->BgClipRect.Min.y = table->BgClipRectForDrawCmd.Min.y = ImMin(y0, window->InnerClipRect.Max.y);
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table->BgClipRect.Max.y = table->BgClipRectForDrawCmd.Max.y = window->InnerClipRect.Max.y;
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table->Bg1DrawChannelCurrent = table->Bg1DrawChannelUnfrozen;
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IM_ASSERT(table->BgClipRectForDrawCmd.Min.y <= table->BgClipRectForDrawCmd.Max.y);
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float row_height = table->RowPosY2 - table->RowPosY1;
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@ -1860,7 +1878,9 @@ void ImGui::TableBeginCell(ImGuiTable* table, int column_n)
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window->SkipItems = column->IsSkipItems;
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if (table->Flags & ImGuiTableFlags_NoClip)
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{
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table->DrawSplitter.SetCurrentChannel(window->DrawList, 1);
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// FIXME: if we end up drawing all borders/bg in EndTable, could remove this and just assert that channel hasn't changed.
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table->DrawSplitter.SetCurrentChannel(window->DrawList, TABLE_DRAW_CHANNEL_UNCLIPPED);
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//IM_ASSERT(table->DrawSplitter._Current == TABLE_DRAW_CHANNEL_UNCLIPPED);
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}
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else
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{
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@ -2025,7 +2045,7 @@ void ImGui::PushTableBackground()
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// Optimization: avoid SetCurrentChannel() + PushClipRect()
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table->HostBackupClipRect = window->ClipRect;
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SetWindowClipRectBeforeSetChannel(window, table->BgClipRectForDrawCmd);
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table->DrawSplitter.SetCurrentChannel(window->DrawList, table->IsUnfrozen ? table->BgDrawChannelUnfrozen : 0);
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table->DrawSplitter.SetCurrentChannel(window->DrawList, table->Bg1DrawChannelCurrent);
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}
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void ImGui::PopTableBackground()
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