Tables: comments, tweaks, added internal TableSetColumnVisible(), merged the two TableSetColumnWidth().
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@ -4456,9 +4456,9 @@ static void ShowDemoWindowTables()
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| ImGuiTableFlags_SizingPolicyFixedX
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;
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enum ContentsType { CT_Text, CT_Button, CT_SmallButton, CT_FillButton, CT_Selectable };
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enum ContentsType { CT_Text, CT_Button, CT_SmallButton, CT_FillButton, CT_Selectable, CT_SelectableSpanRow };
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static int contents_type = CT_Button;
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const char* contents_type_names[] = { "Text", "Button", "SmallButton", "FillButton", "Selectable" };
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const char* contents_type_names[] = { "Text", "Button", "SmallButton", "FillButton", "Selectable", "Selectable (span row)" };
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static int freeze_cols = 1;
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static int freeze_rows = 1;
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static int items_count = IM_ARRAYSIZE(template_items_names);
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@ -4662,9 +4662,10 @@ static void ShowDemoWindowTables()
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ImGui::SmallButton(label);
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else if (contents_type == CT_FillButton)
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ImGui::Button(label, ImVec2(-FLT_MIN, 0.0f));
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else if (contents_type == CT_Selectable)
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else if (contents_type == CT_Selectable || contents_type == CT_SelectableSpanRow)
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{
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if (ImGui::Selectable(label, item_is_selected, ImGuiSelectableFlags_SpanAllColumns | ImGuiSelectableFlags_AllowItemOverlap, ImVec2(0, row_min_height)))
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ImGuiSelectableFlags selectable_flags = (contents_type == CT_SelectableSpanRow) ? ImGuiSelectableFlags_SpanAllColumns | ImGuiSelectableFlags_AllowItemOverlap : ImGuiSelectableFlags_None;
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if (ImGui::Selectable(label, item_is_selected, selectable_flags, ImVec2(0, row_min_height)))
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{
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if (ImGui::GetIO().KeyCtrl)
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{
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@ -1957,7 +1957,7 @@ struct ImGuiTableCellData
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struct ImGuiTable
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{
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ImGuiID ID;
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ImGuiTableFlags Flags;
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ImGuiTableFlags Flags;
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void* RawData; // Single allocation to hold Columns[], DisplayOrderToIndex[] and RowCellData[]
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ImSpan<ImGuiTableColumn> Columns; // Point within RawData[]
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ImSpan<ImS8> DisplayOrderToIndex; // Point within RawData[]. Store display order of columns (when not reordered, the values are 0...Count-1)
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@ -2271,12 +2271,12 @@ namespace ImGui
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IMGUI_API void TableUpdateLayout(ImGuiTable* table);
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IMGUI_API void TableUpdateBorders(ImGuiTable* table);
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IMGUI_API void TableSetColumnWidth(int column_n, float width);
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IMGUI_API void TableSetColumnWidth(ImGuiTable* table, ImGuiTableColumn* column, float width);
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IMGUI_API void TableSetColumnVisible(int column_n, bool visible);
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IMGUI_API void TableDrawBorders(ImGuiTable* table);
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IMGUI_API void TableDrawContextMenu(ImGuiTable* table);
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IMGUI_API void TableOpenContextMenu(int column_n = -1);
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IMGUI_API void TableReorderDrawChannelsForMerge(ImGuiTable* table);
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IMGUI_API void TableSetColumnSortDirection(ImGuiTable* table, int column_n, ImGuiSortDirection sort_direction, bool append_to_sort_specs);
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IMGUI_API void TableSetColumnSortDirection(int column_n, ImGuiSortDirection sort_direction, bool append_to_sort_specs);
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IMGUI_API void TableSortSpecsSanitize(ImGuiTable* table);
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IMGUI_API void TableSortSpecsBuild(ImGuiTable* table);
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IMGUI_API void TableBeginRow(ImGuiTable* table);
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@ -69,7 +69,7 @@
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// | - TableUpdateColumnsWeightFromWidth()- recompute columns weights (of stretch columns) from their respective width
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// - TableSetupColumn() user submit columns details (optional)
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// - TableSetupScrollFreeze() user submit scroll freeze information (optional)
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// - TableUpdateLayout() [Internal] automatically called by the FIRST call to TableNextRow() or Table*Header(): lock all widths, columns positions, clipping rectangles
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// - TableUpdateLayout() [Internal] automatically called by the FIRST call to TableNextRow() or TableHeadersRow(): lock all widths, columns positions, clipping rectangles
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// | TableUpdateDrawChannels() - setup ImDrawList channels
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// | TableUpdateBorders() - detect hovering columns for resize, ahead of contents submission
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// | TableDrawContextMenu() - draw right-click context menu
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@ -78,8 +78,11 @@
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// | TableSortSpecsClickColumn() - when left-clicked: alter sort order and sort direction
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// | TableOpenContextMenu() - when right-clicked: trigger opening of the default context menu
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// - TableGetSortSpecs() user queries updated sort specs (optional, generally after submitting headers)
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// - TableNextRow() / TableNextColumn() user begin into the first row, also automatically called by TableHeadersRow()
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// | TableEndCell() - close existing cell if not the first time
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// - TableNextRow() user begin into a new row (also automatically called by TableHeadersRow())
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// | TableEndRow() - finish existing row
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// | TableBeginRow() - add a new row
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// - TableSetColumnIndex() / TableNextColumn() user begin into a cell
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// | TableEndCell() - close existing cell
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// | TableBeginCell() - enter into current cell
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// - [...] user emit contents
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//-----------------------------------------------------------------------------
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@ -430,7 +433,7 @@ void ImGui::TableBeginUpdateColumns(ImGuiTable* table)
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if (table->InstanceCurrent == 0)
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{
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if (table->ResizedColumn != -1 && table->ResizedColumnNextWidth != FLT_MAX)
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TableSetColumnWidth(table, &table->Columns[table->ResizedColumn], table->ResizedColumnNextWidth);
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TableSetColumnWidth(table->ResizedColumn, table->ResizedColumnNextWidth);
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table->LastResizedColumn = table->ResizedColumn;
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table->ResizedColumnNextWidth = FLT_MAX;
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table->ResizedColumn = -1;
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@ -1215,21 +1218,16 @@ static void TableUpdateColumnsWeightFromWidth(ImGuiTable* table)
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}
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}
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// Public wrapper
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// 'width' = inner column width, without padding
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void ImGui::TableSetColumnWidth(int column_n, float width)
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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(table != NULL);
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IM_ASSERT(table->IsLayoutLocked == false);
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IM_ASSERT(table != NULL && table->IsLayoutLocked == false);
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IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount);
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TableSetColumnWidth(table, &table->Columns[column_n], width);
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}
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ImGuiTableColumn* column_0 = &table->Columns[column_n];
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float column_0_width = width;
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// [Internal]
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void ImGui::TableSetColumnWidth(ImGuiTable* table, ImGuiTableColumn* column_0, float column_0_width)
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{
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// Constraints
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const float min_width = TableGetMinColumnWidth();
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float max_width_0 = FLT_MAX;
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@ -1303,6 +1301,16 @@ void ImGui::TableSetColumnWidth(ImGuiTable* table, ImGuiTableColumn* column_0, f
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}
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}
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// Public wrapper
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void ImGui::TableSetColumnVisible(int column_n, bool visible)
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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(table != NULL && table->IsLayoutLocked == false);
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IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount);
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table->Columns[column_n].IsVisibleNextFrame = visible;
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}
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// Allocate draw channels. Called by TableUpdateLayout()
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// - We allocate them following storage order instead of display order so reordering columns won't needlessly
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// increase overall dormant memory cost.
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@ -1314,10 +1322,11 @@ void ImGui::TableSetColumnWidth(ImGuiTable* table, ImGuiTableColumn* column_0, f
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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+1 channels: background + foreground (same clip rect == 1 draw call)
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// - Clip --> 1+N channels
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// - FreezeRows --> 1+N*2 (unless scrolling value is zero)
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// - FreezeRows || FreezeColunns --> 2+N*2 (unless scrolling value is zero)
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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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// 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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@ -1466,12 +1475,13 @@ 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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// Use shared temporary storage so the allocation gets amortized
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g.DrawChannelsTempMergeBuffer.resize(splitter->_Count - 1);
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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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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 130-bit of storage
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ImBitArray<IMGUI_TABLE_MAX_DRAW_CHANNELS> remaining_mask; // We need 131-bit of storage
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remaining_mask.ClearBits();
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remaining_mask.SetBitRange(1, splitter->_Count - 1); // Background channel 0 == table->BgDrawChannlFrozen, not part of the merge (see channel allocation in TableUpdateDrawChannels)
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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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//ImRect host_rect = (table->InnerWindow == table->OuterWindow) ? table->InnerClipRect : table->HostClipRect;
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@ -1536,7 +1546,7 @@ void ImGui::TableReorderDrawChannelsForMerge(ImGuiTable* table)
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remaining_count--;
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}
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IM_ASSERT(dst_tmp == g.DrawChannelsTempMergeBuffer.Data + g.DrawChannelsTempMergeBuffer.Size);
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memcpy(splitter->_Channels.Data + 1, g.DrawChannelsTempMergeBuffer.Data, (splitter->_Count - 1) * sizeof(ImDrawChannel));
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memcpy(splitter->_Channels.Data + LEADING_DRAW_CHANNELS, g.DrawChannelsTempMergeBuffer.Data, (splitter->_Count - LEADING_DRAW_CHANNELS) * sizeof(ImDrawChannel));
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}
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}
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@ -1726,10 +1736,9 @@ void ImGui::TableEndRow(ImGuiTable* table)
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// Decide of top border color
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ImU32 border_col = 0;
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const float border_size = TABLE_BORDER_SIZE;
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if (table->CurrentRow != 0 || table->InnerWindow == table->OuterWindow)
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if (table->CurrentRow > 0 || table->InnerWindow == table->OuterWindow)
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if (table->Flags & ImGuiTableFlags_BordersInnerH)
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if (table->CurrentRow > 0)
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border_col = (table->LastRowFlags & ImGuiTableRowFlags_Headers) ? table->BorderColorStrong : table->BorderColorLight;
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border_col = (table->LastRowFlags & ImGuiTableRowFlags_Headers) ? table->BorderColorStrong : table->BorderColorLight;
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const bool draw_cell_bg_color = table->RowCellDataCurrent >= 0;
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const bool draw_strong_bottom_border = unfreeze_rows_actual;
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@ -1791,7 +1800,6 @@ void ImGui::TableEndRow(ImGuiTable* table)
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{
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IM_ASSERT(table->IsUnfrozen == false);
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table->IsUnfrozen = true;
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table->DrawSplitter.SetCurrentChannel(window->DrawList, table->BgDrawChannelUnfrozen);
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// BgClipRect starts as table->InnerClipRect, reduce it now and make BgClipRectForDrawCmd == BgClipRect
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float y0 = ImMax(table->RowPosY2 + 1, window->InnerClipRect.Min.y);
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@ -2322,7 +2330,7 @@ void ImGui::TableHeader(const char* label)
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sort_direction = (column->Flags & ImGuiTableColumnFlags_PreferSortDescending) ? ImGuiSortDirection_Descending : ImGuiSortDirection_Ascending;
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else
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sort_direction = (column->SortDirection == ImGuiSortDirection_Ascending) ? ImGuiSortDirection_Descending : ImGuiSortDirection_Ascending;
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TableSetColumnSortDirection(table, column_n, sort_direction, g.IO.KeyShift);
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TableSetColumnSortDirection(column_n, sort_direction, g.IO.KeyShift);
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}
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}
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@ -2347,8 +2355,11 @@ void ImGui::TableHeader(const char* label)
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// Note that the NoSortAscending/NoSortDescending flags are processed in TableSortSpecsSanitize(), and they may change/revert
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// the value of SortDirection. We could technically also do it here but it would be unnecessary and duplicate code.
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void ImGui::TableSetColumnSortDirection(ImGuiTable* table, int column_n, ImGuiSortDirection sort_direction, bool append_to_sort_specs)
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void ImGui::TableSetColumnSortDirection(int column_n, ImGuiSortDirection sort_direction, bool append_to_sort_specs)
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{
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ImGuiContext& g = *GImGui;
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ImGuiTable* table = g.CurrentTable;
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if (!(table->Flags & ImGuiTableFlags_MultiSortable))
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append_to_sort_specs = false;
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