Internals: Columns: Some renaming, extracted code into GetColumnsID().
This commit is contained in:
parent
8130fd9816
commit
311469e9d6
85
imgui.cpp
85
imgui.cpp
@ -2233,8 +2233,8 @@ static void SetCursorPosYAndSetupDummyPrevLine(float pos_y, float line_height)
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ImGuiWindow* window = ImGui::GetCurrentWindow();
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window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height; // Setting those fields so that SetScrollHereY() can properly function after the end of our clipper usage.
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window->DC.PrevLineSize.y = (line_height - GImGui->Style.ItemSpacing.y); // If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list.
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if (window->DC.ColumnsSet)
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window->DC.ColumnsSet->LineMinY = window->DC.CursorPos.y; // Setting this so that cell Y position are set properly
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if (window->DC.CurrentColumns)
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window->DC.CurrentColumns->LineMinY = window->DC.CursorPos.y; // Setting this so that cell Y position are set properly
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}
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// Use case A: Begin() called from constructor with items_height<0, then called again from Sync() in StepNo 1
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@ -2597,7 +2597,7 @@ ImGuiWindow::~ImGuiWindow()
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IM_ASSERT(DrawList == &DrawListInst);
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IM_DELETE(Name);
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for (int i = 0; i != ColumnsStorage.Size; i++)
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ColumnsStorage[i].~ImGuiColumnsSet();
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ColumnsStorage[i].~ImGuiColumns();
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}
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ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end)
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@ -5443,7 +5443,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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window->DC.ItemFlagsStack.resize(0);
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window->DC.ItemWidthStack.resize(0);
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window->DC.TextWrapPosStack.resize(0);
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window->DC.ColumnsSet = NULL;
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window->DC.CurrentColumns = NULL;
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window->DC.TreeDepth = 0;
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window->DC.TreeDepthMayJumpToParentOnPop = 0x00;
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window->DC.StateStorage = &window->StateStorage;
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@ -5627,7 +5627,7 @@ void ImGui::End()
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ImGuiWindow* window = g.CurrentWindow;
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if (window->DC.ColumnsSet != NULL)
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if (window->DC.CurrentColumns != NULL)
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EndColumns();
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PopClipRect(); // Inner window clip rectangle
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@ -6348,8 +6348,8 @@ ImVec2 ImGui::GetContentRegionMax()
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{
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ImGuiWindow* window = GetCurrentWindowRead();
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ImVec2 mx = window->ContentsRegionRect.Max - window->Pos;
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if (window->DC.ColumnsSet)
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mx.x = GetColumnOffset(window->DC.ColumnsSet->Current + 1) - window->WindowPadding.x;
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if (window->DC.CurrentColumns)
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mx.x = GetColumnOffset(window->DC.CurrentColumns->Current + 1) - window->WindowPadding.x;
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return mx;
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}
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@ -8275,11 +8275,11 @@ void ImGui::NavUpdateWindowingList()
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void ImGui::NextColumn()
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{
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ImGuiWindow* window = GetCurrentWindow();
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if (window->SkipItems || window->DC.ColumnsSet == NULL)
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if (window->SkipItems || window->DC.CurrentColumns == NULL)
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return;
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ImGuiContext& g = *GImGui;
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ImGuiColumnsSet* columns = window->DC.ColumnsSet;
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ImGuiColumns* columns = window->DC.CurrentColumns;
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if (columns->Count == 1)
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{
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@ -8318,28 +8318,28 @@ void ImGui::NextColumn()
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int ImGui::GetColumnIndex()
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{
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ImGuiWindow* window = GetCurrentWindowRead();
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return window->DC.ColumnsSet ? window->DC.ColumnsSet->Current : 0;
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return window->DC.CurrentColumns ? window->DC.CurrentColumns->Current : 0;
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}
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int ImGui::GetColumnsCount()
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{
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ImGuiWindow* window = GetCurrentWindowRead();
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return window->DC.ColumnsSet ? window->DC.ColumnsSet->Count : 1;
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return window->DC.CurrentColumns ? window->DC.CurrentColumns->Count : 1;
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}
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static float OffsetNormToPixels(const ImGuiColumnsSet* columns, float offset_norm)
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static float OffsetNormToPixels(const ImGuiColumns* columns, float offset_norm)
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{
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return offset_norm * (columns->MaxX - columns->MinX);
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}
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static float PixelsToOffsetNorm(const ImGuiColumnsSet* columns, float offset)
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static float PixelsToOffsetNorm(const ImGuiColumns* columns, float offset)
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{
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return offset / (columns->MaxX - columns->MinX);
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}
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static inline float GetColumnsRectHalfWidth() { return 4.0f; }
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static float GetDraggedColumnOffset(ImGuiColumnsSet* columns, int column_index)
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static float GetDraggedColumnOffset(ImGuiColumns* columns, int column_index)
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{
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// Active (dragged) column always follow mouse. The reason we need this is that dragging a column to the right edge of an auto-resizing
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// window creates a feedback loop because we store normalized positions. So while dragging we enforce absolute positioning.
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@ -8359,7 +8359,7 @@ static float GetDraggedColumnOffset(ImGuiColumnsSet* columns, int column_index)
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float ImGui::GetColumnOffset(int column_index)
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{
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ImGuiWindow* window = GetCurrentWindowRead();
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ImGuiColumnsSet* columns = window->DC.ColumnsSet;
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ImGuiColumns* columns = window->DC.CurrentColumns;
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IM_ASSERT(columns != NULL);
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if (column_index < 0)
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@ -8371,7 +8371,7 @@ float ImGui::GetColumnOffset(int column_index)
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return x_offset;
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}
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static float GetColumnWidthEx(ImGuiColumnsSet* columns, int column_index, bool before_resize = false)
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static float GetColumnWidthEx(ImGuiColumns* columns, int column_index, bool before_resize = false)
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{
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if (column_index < 0)
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column_index = columns->Current;
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@ -8387,7 +8387,7 @@ static float GetColumnWidthEx(ImGuiColumnsSet* columns, int column_index, bool b
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float ImGui::GetColumnWidth(int column_index)
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{
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ImGuiWindow* window = GetCurrentWindowRead();
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ImGuiColumnsSet* columns = window->DC.ColumnsSet;
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ImGuiColumns* columns = window->DC.CurrentColumns;
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IM_ASSERT(columns != NULL);
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if (column_index < 0)
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@ -8399,7 +8399,7 @@ void ImGui::SetColumnOffset(int column_index, float offset)
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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ImGuiColumnsSet* columns = window->DC.ColumnsSet;
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ImGuiColumns* columns = window->DC.CurrentColumns;
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IM_ASSERT(columns != NULL);
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if (column_index < 0)
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@ -8420,7 +8420,7 @@ void ImGui::SetColumnOffset(int column_index, float offset)
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void ImGui::SetColumnWidth(int column_index, float width)
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{
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ImGuiWindow* window = GetCurrentWindowRead();
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ImGuiColumnsSet* columns = window->DC.ColumnsSet;
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ImGuiColumns* columns = window->DC.CurrentColumns;
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IM_ASSERT(columns != NULL);
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if (column_index < 0)
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@ -8431,46 +8431,57 @@ void ImGui::SetColumnWidth(int column_index, float width)
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void ImGui::PushColumnClipRect(int column_index)
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{
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ImGuiWindow* window = GetCurrentWindowRead();
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ImGuiColumnsSet* columns = window->DC.ColumnsSet;
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ImGuiColumns* columns = window->DC.CurrentColumns;
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if (column_index < 0)
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column_index = columns->Current;
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PushClipRect(columns->Columns[column_index].ClipRect.Min, columns->Columns[column_index].ClipRect.Max, false);
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ImGuiColumnData* column = &columns->Columns[column_index];
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PushClipRect(column->ClipRect.Min, column->ClipRect.Max, false);
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}
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static ImGuiColumnsSet* FindOrAddColumnsSet(ImGuiWindow* window, ImGuiID id)
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ImGuiColumns* ImGui::FindOrCreateColumns(ImGuiWindow* window, ImGuiID id)
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{
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// We have few columns per window so for now we don't need bother much with turning this into a faster lookup.
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for (int n = 0; n < window->ColumnsStorage.Size; n++)
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if (window->ColumnsStorage[n].ID == id)
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return &window->ColumnsStorage[n];
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window->ColumnsStorage.push_back(ImGuiColumnsSet());
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ImGuiColumnsSet* columns = &window->ColumnsStorage.back();
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window->ColumnsStorage.push_back(ImGuiColumns());
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ImGuiColumns* columns = &window->ColumnsStorage.back();
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columns->ID = id;
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return columns;
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}
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ImGuiID ImGui::GetColumnsID(const char* str_id, int columns_count)
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{
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ImGuiWindow* window = GetCurrentWindow();
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// Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget.
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// In addition, when an identifier isn't explicitly provided we include the number of columns in the hash to make it uniquer.
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PushID(0x11223347 + (str_id ? 0 : columns_count));
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ImGuiID id = window->GetID(str_id ? str_id : "columns");
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PopID();
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return id;
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}
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void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlags flags)
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = GetCurrentWindow();
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IM_ASSERT(columns_count >= 1);
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IM_ASSERT(window->DC.ColumnsSet == NULL); // Nested columns are currently not supported
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IM_ASSERT(window->DC.CurrentColumns == NULL); // Nested columns are currently not supported
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// Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget.
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// In addition, when an identifier isn't explicitly provided we include the number of columns in the hash to make it uniquer.
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PushID(0x11223347 + (str_id ? 0 : columns_count));
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ImGuiID id = window->GetID(str_id ? str_id : "columns");
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PopID();
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ImGuiID id = GetColumnsID(str_id, columns_count);
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// Acquire storage for the columns set
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ImGuiColumnsSet* columns = FindOrAddColumnsSet(window, id);
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ImGuiColumns* columns = FindOrCreateColumns(window, id);
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IM_ASSERT(columns->ID == id);
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columns->Current = 0;
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columns->Count = columns_count;
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columns->Flags = flags;
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window->DC.ColumnsSet = columns;
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window->DC.CurrentColumns = columns;
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// Set state for first column
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const float content_region_width = (window->SizeContentsExplicit.x != 0.0f) ? (window->SizeContentsExplicit.x) : (window->InnerClipRect.Max.x - window->Pos.x);
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@ -8521,7 +8532,7 @@ void ImGui::EndColumns()
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = GetCurrentWindow();
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ImGuiColumnsSet* columns = window->DC.ColumnsSet;
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ImGuiColumns* columns = window->DC.CurrentColumns;
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IM_ASSERT(columns != NULL);
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PopItemWidth();
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@ -8582,7 +8593,7 @@ void ImGui::EndColumns()
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}
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columns->IsBeingResized = is_being_resized;
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window->DC.ColumnsSet = NULL;
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window->DC.CurrentColumns = NULL;
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window->DC.ColumnsOffset.x = 0.0f;
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window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
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}
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@ -8595,10 +8606,10 @@ void ImGui::Columns(int columns_count, const char* id, bool border)
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ImGuiColumnsFlags flags = (border ? 0 : ImGuiColumnsFlags_NoBorder);
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//flags |= ImGuiColumnsFlags_NoPreserveWidths; // NB: Legacy behavior
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if (window->DC.ColumnsSet != NULL && window->DC.ColumnsSet->Count == columns_count && window->DC.ColumnsSet->Flags == flags)
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if (window->DC.CurrentColumns != NULL && window->DC.CurrentColumns->Count == columns_count && window->DC.CurrentColumns->Flags == flags)
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return;
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if (window->DC.ColumnsSet != NULL)
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if (window->DC.CurrentColumns != NULL)
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EndColumns();
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if (columns_count != 1)
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@ -9582,7 +9593,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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{
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for (int n = 0; n < window->ColumnsStorage.Size; n++)
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{
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const ImGuiColumnsSet* columns = &window->ColumnsStorage[n];
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const ImGuiColumns* columns = &window->ColumnsStorage[n];
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if (ImGui::TreeNode((void*)(uintptr_t)columns->ID, "Columns Id: 0x%08X, Count: %d, Flags: 0x%04X", columns->ID, columns->Count, columns->Flags))
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{
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ImGui::BulletText("Width: %.1f (MinX: %.1f, MaxX: %.1f)", columns->MaxX - columns->MinX, columns->MinX, columns->MaxX);
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@ -63,7 +63,7 @@ struct ImDrawDataBuilder; // Helper to build a ImDrawData instance
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struct ImDrawListSharedData; // Data shared between all ImDrawList instances
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struct ImGuiColorMod; // Stacked color modifier, backup of modified data so we can restore it
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struct ImGuiColumnData; // Storage data for a single column
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struct ImGuiColumnsSet; // Storage data for a columns set
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struct ImGuiColumns; // Storage data for a columns set
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struct ImGuiContext; // Main imgui context
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struct ImGuiGroupData; // Stacked storage data for BeginGroup()/EndGroup()
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struct ImGuiInputTextState; // Internal state of the currently focused/edited text input box
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@ -661,7 +661,7 @@ struct ImGuiColumnData
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ImGuiColumnData() { OffsetNorm = OffsetNormBeforeResize = 0.0f; Flags = 0; }
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};
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struct ImGuiColumnsSet
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struct ImGuiColumns
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{
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ImGuiID ID;
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ImGuiColumnsFlags Flags;
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@ -675,7 +675,7 @@ struct ImGuiColumnsSet
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float StartMaxPosX; // Copy of CursorMaxPos
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ImVector<ImGuiColumnData> Columns;
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ImGuiColumnsSet() { Clear(); }
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ImGuiColumns() { Clear(); }
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void Clear()
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{
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ID = 0;
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@ -1156,7 +1156,7 @@ struct IMGUI_API ImGuiWindowTempData
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ImVec1 Indent; // Indentation / start position from left of window (increased by TreePush/TreePop, etc.)
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ImVec1 GroupOffset;
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ImVec1 ColumnsOffset; // Offset to the current column (if ColumnsCurrent > 0). FIXME: This and the above should be a stack to allow use cases like Tree->Column->Tree. Need revamp columns API.
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ImGuiColumnsSet* ColumnsSet; // Current columns set
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ImGuiColumns* CurrentColumns; // Current columns set
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ImGuiWindowTempData()
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{
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@ -1187,7 +1187,7 @@ struct IMGUI_API ImGuiWindowTempData
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Indent = ImVec1(0.0f);
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GroupOffset = ImVec1(0.0f);
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ColumnsOffset = ImVec1(0.0f);
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ColumnsSet = NULL;
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CurrentColumns = NULL;
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}
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};
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@ -1250,7 +1250,7 @@ struct IMGUI_API ImGuiWindow
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float ItemWidthDefault;
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ImGuiMenuColumns MenuColumns; // Simplified columns storage for menu items
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ImGuiStorage StateStorage;
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ImVector<ImGuiColumnsSet> ColumnsStorage;
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ImVector<ImGuiColumns> ColumnsStorage;
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float FontWindowScale; // User scale multiplier per-window
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int SettingsIdx; // Index into SettingsWindow[] (indices are always valid as we only grow the array from the back)
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@ -1488,6 +1488,8 @@ namespace ImGui
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IMGUI_API void BeginColumns(const char* str_id, int count, ImGuiColumnsFlags flags = 0); // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns().
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IMGUI_API void EndColumns(); // close columns
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IMGUI_API void PushColumnClipRect(int column_index = -1);
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IMGUI_API ImGuiID GetColumnsID(const char* str_id, int count);
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IMGUI_API ImGuiColumns* FindOrCreateColumns(ImGuiWindow* window, ImGuiID id);
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// Tab Bars
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IMGUI_API bool BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& bb, ImGuiTabBarFlags flags);
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@ -1209,7 +1209,7 @@ void ImGui::Separator()
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}
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// Horizontal Separator
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if (window->DC.ColumnsSet)
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if (window->DC.CurrentColumns)
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PopClipRect();
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float x1 = window->Pos.x;
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@ -1221,7 +1221,7 @@ void ImGui::Separator()
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ItemSize(ImVec2(0.0f, 0.0f)); // NB: we don't provide our width so that it doesn't get feed back into AutoFit, we don't provide height to not alter layout.
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if (!ItemAdd(bb, 0))
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{
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if (window->DC.ColumnsSet)
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if (window->DC.CurrentColumns)
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PushColumnClipRect();
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return;
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}
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@ -1231,10 +1231,10 @@ void ImGui::Separator()
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if (g.LogEnabled)
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LogRenderedText(&bb.Min, "--------------------------------");
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if (window->DC.ColumnsSet)
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if (window->DC.CurrentColumns)
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{
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PushColumnClipRect();
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window->DC.ColumnsSet->LineMinY = window->DC.CursorPos.y;
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window->DC.CurrentColumns->LineMinY = window->DC.CursorPos.y;
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}
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}
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@ -5303,7 +5303,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
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ImGuiContext& g = *GImGui;
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const ImGuiStyle& style = g.Style;
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if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.ColumnsSet) // FIXME-OPT: Avoid if vertically clipped.
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if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.CurrentColumns) // FIXME-OPT: Avoid if vertically clipped.
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PopClipRect();
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ImGuiID id = window->GetID(label);
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@ -5347,7 +5347,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
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}
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if (!item_add)
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{
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if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.ColumnsSet)
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if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.CurrentColumns)
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PushColumnClipRect();
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return false;
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}
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@ -5392,7 +5392,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
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RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding);
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}
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if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.ColumnsSet)
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if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.CurrentColumns)
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{
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PushColumnClipRect();
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bb.Max.x -= (GetContentRegionMax().x - max_x);
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