Tables: storing LastFrozenHeight for frozen requests that don't have actual freezing due to zero scrolling. (#7821, #5143)

Amend 0b4a1a40
(ignore whitespace to view this patch easily)
This commit is contained in:
ocornut 2024-07-29 15:19:42 +02:00
parent c7b9256097
commit 249d5caedb

View File

@ -1996,34 +1996,37 @@ void ImGui::TableEndRow(ImGuiTable* table)
// We need to do that in TableEndRow() instead of TableBeginRow() so the list clipper can mark end of row and // 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. // get the new cursor position.
if (unfreeze_rows_request) if (unfreeze_rows_request)
{
for (int column_n = 0; column_n < table->ColumnsCount; column_n++) for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
table->Columns[column_n].NavLayerCurrent = ImGuiNavLayer_Main; table->Columns[column_n].NavLayerCurrent = ImGuiNavLayer_Main;
if (unfreeze_rows_actual)
{
IM_ASSERT(table->IsUnfrozenRows == false);
const float y0 = ImMax(table->RowPosY2 + 1, window->InnerClipRect.Min.y); const float y0 = ImMax(table->RowPosY2 + 1, window->InnerClipRect.Min.y);
table->IsUnfrozenRows = true;
table_instance->LastFrozenHeight = y0 - table->OuterRect.Min.y; table_instance->LastFrozenHeight = y0 - table->OuterRect.Min.y;
// BgClipRect starts as table->InnerClipRect, reduce it now and make BgClipRectForDrawCmd == BgClipRect if (unfreeze_rows_actual)
table->BgClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y = ImMin(y0, window->InnerClipRect.Max.y);
table->BgClipRect.Max.y = table->Bg2ClipRectForDrawCmd.Max.y = window->InnerClipRect.Max.y;
table->Bg2DrawChannelCurrent = table->Bg2DrawChannelUnfrozen;
IM_ASSERT(table->Bg2ClipRectForDrawCmd.Min.y <= table->Bg2ClipRectForDrawCmd.Max.y);
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]; IM_ASSERT(table->IsUnfrozenRows == false);
column->DrawChannelCurrent = column->DrawChannelUnfrozen; table->IsUnfrozenRows = true;
column->ClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y;
}
// Update cliprect ahead of TableBeginCell() so clipper can access to new ClipRect->Min.y // BgClipRect starts as table->InnerClipRect, reduce it now and make BgClipRectForDrawCmd == BgClipRect
SetWindowClipRectBeforeSetChannel(window, table->Columns[0].ClipRect); table->BgClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y = ImMin(y0, window->InnerClipRect.Max.y);
table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Columns[0].DrawChannelCurrent); table->BgClipRect.Max.y = table->Bg2ClipRectForDrawCmd.Max.y = window->InnerClipRect.Max.y;
table->Bg2DrawChannelCurrent = table->Bg2DrawChannelUnfrozen;
IM_ASSERT(table->Bg2ClipRectForDrawCmd.Min.y <= table->Bg2ClipRectForDrawCmd.Max.y);
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->DrawChannelUnfrozen;
column->ClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y;
}
// Update cliprect ahead of TableBeginCell() so clipper can access to new ClipRect->Min.y
SetWindowClipRectBeforeSetChannel(window, table->Columns[0].ClipRect);
table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Columns[0].DrawChannelCurrent);
}
} }
if (!(table->RowFlags & ImGuiTableRowFlags_Headers)) if (!(table->RowFlags & ImGuiTableRowFlags_Headers))