Tables: (Breaking) Rename TableAutoHeaders() to TableHeadersRow() + added TableGetColumnCount().
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3021608392
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11
imgui.h
11
imgui.h
@ -661,7 +661,7 @@ namespace ImGui
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// - 1. Call BeginTable()
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// - 2. Optionally call TableSetupColumn() to submit column name/flags/defaults
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// - 3. Optionally call TableSetupScrollFreeze() to request scroll freezing of columns/rows
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// - 4. Optionally call TableAutoHeaders() to submit a header row (names will be pulled from data submitted to TableSetupColumns)
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// - 4. Optionally call TableHeadersRow() to submit a header row (names will be pulled from data submitted to TableSetupColumns)
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// - 4. Populate contents
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// - In most situations you can use TableNextRow() + TableSetColumnIndex() to start appending into a column.
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// - If you are using tables as a sort of grid, where every columns is holding the same type of contents,
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@ -678,13 +678,13 @@ namespace ImGui
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// Tables: Headers & Columns declaration
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// - Use TableSetupScrollFreeze() to lock columns (from the right) or rows (from the top) so they stay visible when scrolled.
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// - Use TableSetupColumn() to specify label, resizing policy, default width, id, various other flags etc.
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// Important: this will not display anything! The name passed to TableSetupColumn() is used by TableAutoHeaders() and context-menus.
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// - Use TableAutoHeaders() to create a row and automatically submit a TableHeader() for each column.
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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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// - Use TableHeadersRow() to create a row and automatically submit a TableHeader() for each column.
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// Headers are required to perform some interactions: reordering, sorting, context menu (FIXME-TABLE: context menu should work without!)
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// - You may manually submit headers using TableNextRow() + TableHeader() calls, but this is only useful in some advanced cases (e.g. adding custom widgets in header row).
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IMGUI_API void TableSetupScrollFreeze(int columns, int rows);
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IMGUI_API void TableSetupColumn(const char* label, ImGuiTableColumnFlags flags = 0, float init_width_or_weight = -1.0f, ImU32 user_id = 0);
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IMGUI_API void TableAutoHeaders(); // submit all headers cells based on data provided to TableSetupColumn() + submit context menu
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IMGUI_API void TableHeadersRow(); // submit all headers cells based on data provided to TableSetupColumn() + submit context menu
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IMGUI_API void TableHeader(const char* label); // submit one header cell manually (rarely used)
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// Tables: Miscellaneous functions
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// - Most functions taking 'int column_n' treat the default value of -1 as the same as passing the current column index
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@ -692,6 +692,7 @@ namespace ImGui
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// When 'SpecsDirty == true' you should sort your data. It will be true when sorting specs have changed since last call, or the first time.
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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 const char* TableGetColumnName(int column_n = -1); // return NULL if column didn't have a name declared by TableSetupColumn(). Pass -1 to use current column.
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IMGUI_API bool TableGetColumnIsVisible(int column_n = -1); // return true if column is visible. Same value is also returned by TableNextCell() and TableSetColumnIndex(). Pass -1 to use current column.
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IMGUI_API bool TableGetColumnIsSorted(int column_n = -1); // return true if column is included in the sort specs. Rarely used, can be useful to tell if a data change should trigger resort. Equivalent to test ImGuiTableSortSpecs's ->ColumnsMask & (1 << column_n). Pass -1 to use current column.
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@ -1042,7 +1043,7 @@ enum ImGuiTableFlags_
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// Features
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ImGuiTableFlags_None = 0,
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ImGuiTableFlags_Resizable = 1 << 0, // Allow resizing columns.
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ImGuiTableFlags_Reorderable = 1 << 1, // Allow reordering columns (need calling TableSetupColumn() + TableAutoHeaders() or TableHeaders() to display headers)
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ImGuiTableFlags_Reorderable = 1 << 1, // Allow reordering columns (need calling TableSetupColumn() + TableHeadersRow() to display headers)
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ImGuiTableFlags_Hideable = 1 << 2, // Allow hiding columns (with right-click on header) (FIXME-TABLE: allow without headers).
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ImGuiTableFlags_Sortable = 1 << 3, // Allow sorting on one column (sort_specs_count will always be == 1). Call TableGetSortSpecs() to obtain sort specs.
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ImGuiTableFlags_MultiSortable = 1 << 4, // Allow sorting on multiple columns by holding Shift (sort_specs_count may be > 1). Call TableGetSortSpecs() to obtain sort specs.
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@ -3513,7 +3513,7 @@ static void ShowDemoWindowTables()
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ImGui::TableSetupColumn("AAA", ImGuiTableColumnFlags_WidthFixed);// | ImGuiTableColumnFlags_NoResize);
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ImGui::TableSetupColumn("BBB", ImGuiTableColumnFlags_WidthFixed);
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ImGui::TableSetupColumn("CCC", ImGuiTableColumnFlags_WidthStretch);
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ImGui::TableAutoHeaders();
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ImGui::TableHeadersRow();
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for (int row = 0; row < 5; row++)
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{
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ImGui::TableNextRow();
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@ -3533,7 +3533,7 @@ static void ShowDemoWindowTables()
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ImGui::TableSetupColumn("DDD", ImGuiTableColumnFlags_WidthStretch);
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ImGui::TableSetupColumn("EEE", ImGuiTableColumnFlags_WidthStretch);
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ImGui::TableSetupColumn("FFF", ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_DefaultHide);
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ImGui::TableAutoHeaders();
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ImGui::TableHeadersRow();
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for (int row = 0; row < 5; row++)
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{
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ImGui::TableNextRow();
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@ -3560,12 +3560,12 @@ static void ShowDemoWindowTables()
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if (ImGui::BeginTable("##table1", 3, flags))
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{
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// Submit columns name with TableSetupColumn() and call TableAutoHeaders() to create a row with a header in each column.
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// Submit columns name with TableSetupColumn() and call TableHeadersRow() to create a row with a header in each column.
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// (Later we will show how TableSetupColumn() has other uses, optional flags, sizing weight etc.)
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ImGui::TableSetupColumn("One");
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ImGui::TableSetupColumn("Two");
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ImGui::TableSetupColumn("Three");
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ImGui::TableAutoHeaders();
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ImGui::TableHeadersRow();
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for (int row = 0; row < 6; row++)
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{
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ImGui::TableNextRow();
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@ -3583,7 +3583,7 @@ static void ShowDemoWindowTables()
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ImGui::TableSetupColumn("One");
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ImGui::TableSetupColumn("Two");
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ImGui::TableSetupColumn("Three");
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ImGui::TableAutoHeaders();
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ImGui::TableHeadersRow();
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for (int row = 0; row < 6; row++)
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{
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ImGui::TableNextRow();
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@ -3639,7 +3639,7 @@ static void ShowDemoWindowTables()
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ImGui::TableSetupColumn("One", ImGuiTableColumnFlags_None);
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ImGui::TableSetupColumn("Two", ImGuiTableColumnFlags_None);
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ImGui::TableSetupColumn("Three", ImGuiTableColumnFlags_None);
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ImGui::TableAutoHeaders();
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ImGui::TableHeadersRow();
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ImGuiListClipper clipper;
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clipper.Begin(1000);
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while (clipper.Step())
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@ -3684,7 +3684,7 @@ static void ShowDemoWindowTables()
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ImGui::TableSetupColumn("Four", ImGuiTableColumnFlags_None);
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ImGui::TableSetupColumn("Five", ImGuiTableColumnFlags_None);
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ImGui::TableSetupColumn("Six", ImGuiTableColumnFlags_None);
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ImGui::TableAutoHeaders();
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ImGui::TableHeadersRow();
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for (int row = 0; row < 20; row++)
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{
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ImGui::TableNextRow();
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@ -3750,7 +3750,7 @@ static void ShowDemoWindowTables()
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{
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for (int column = 0; column < column_count; column++)
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ImGui::TableSetupColumn(column_names[column], column_flags[column]);
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ImGui::TableAutoHeaders();
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ImGui::TableHeadersRow();
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for (int row = 0; row < 8; row++)
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{
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ImGui::Indent(2.0f); // Add some indentation to demonstrate usage of per-column IndentEnable/IndentDisable flags.
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@ -3778,7 +3778,7 @@ static void ShowDemoWindowTables()
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{
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ImGui::TableSetupColumn("A0");
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ImGui::TableSetupColumn("A1");
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ImGui::TableAutoHeaders();
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ImGui::TableHeadersRow();
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ImGui::TableNextRow(); ImGui::Text("A0 Cell 0");
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{
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@ -3787,7 +3787,7 @@ static void ShowDemoWindowTables()
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{
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ImGui::TableSetupColumn("B0");
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ImGui::TableSetupColumn("B1");
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ImGui::TableAutoHeaders();
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ImGui::TableHeadersRow();
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ImGui::TableNextRow(ImGuiTableRowFlags_None, rows_height);
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ImGui::Text("B0 Cell 0");
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@ -3990,7 +3990,7 @@ static void ShowDemoWindowTables()
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ImGui::TableSetupColumn("Name", ImGuiTableColumnFlags_NoHide);
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ImGui::TableSetupColumn("Size", ImGuiTableColumnFlags_WidthFixed, ImGui::GetFontSize() * 6);
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ImGui::TableSetupColumn("Type", ImGuiTableColumnFlags_WidthFixed, ImGui::GetFontSize() * 10);
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ImGui::TableAutoHeaders();
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ImGui::TableHeadersRow();
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// Simple storage to output a dummy file-system.
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struct MyTreeNode
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@ -4048,7 +4048,7 @@ static void ShowDemoWindowTables()
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ImGui::TreePop();
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}
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// Demonstrate using TableHeader() calls instead of TableAutoHeaders()
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// Demonstrate using TableHeader() calls instead of TableHeadersRow()
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if (open_action != -1)
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ImGui::SetNextItemOpen(open_action != 0);
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if (ImGui::TreeNode("Custom headers"))
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@ -4064,7 +4064,7 @@ static void ShowDemoWindowTables()
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// FIXME: It would be nice to actually demonstrate full-featured selection using those checkbox.
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static bool column_selected[3] = {};
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// Instead of calling TableAutoHeaders() we'll submit custom headers ourselves
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// Instead of calling TableHeadersRow() we'll submit custom headers ourselves
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ImGui::TableNextRow(ImGuiTableRowFlags_Headers);
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for (int column = 0; column < COLUMNS_COUNT; column++)
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{
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@ -4095,12 +4095,12 @@ static void ShowDemoWindowTables()
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ImGui::TreePop();
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}
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// Demonstrate creating custom context menus inside columns, while playing it nice with context menus provided by TableHeader()/TableAutoHeaders()
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// Demonstrate creating custom context menus inside columns, while playing it nice with context menus provided by TableHeadersRow()/TableHeader()
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if (open_action != -1)
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ImGui::SetNextItemOpen(open_action != 0);
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if (ImGui::TreeNode("Context menus"))
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{
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HelpMarker("By default, TableHeader()/TableAutoHeaders() will open a context-menu on right-click.");
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HelpMarker("By default, TableHeadersRow()/TableHeader() will open a context-menu on right-click.");
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ImGuiTableFlags flags = ImGuiTableFlags_Resizable | ImGuiTableFlags_SizingPolicyFixedX | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders;
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const int COLUMNS_COUNT = 3;
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if (ImGui::BeginTable("##table1", COLUMNS_COUNT, flags))
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@ -4110,7 +4110,7 @@ static void ShowDemoWindowTables()
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ImGui::TableSetupColumn("Three");
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// Context Menu 1: right-click on header (including empty section after the third column!) should open Default Table Popup
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ImGui::TableAutoHeaders();
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ImGui::TableHeadersRow();
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for (int row = 0; row < 4; row++)
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{
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ImGui::TableNextRow();
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@ -4219,7 +4219,7 @@ static void ShowDemoWindowTables()
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}
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// Display data
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ImGui::TableAutoHeaders();
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ImGui::TableHeadersRow();
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ImGuiListClipper clipper;
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clipper.Begin(items.Size);
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while (clipper.Step())
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@ -4408,7 +4408,7 @@ static void ShowDemoWindowTables()
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// Show headers
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if (show_headers)
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ImGui::TableAutoHeaders();
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ImGui::TableHeadersRow();
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// Show data
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// FIXME-TABLE FIXME-NAV: How we can get decent up/down even though we have the buttons here?
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@ -75,11 +75,11 @@
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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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//-----------------------------------------------------------------------------
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// - TableAutoHeaders() or TableHeader() user submit a headers row (optional)
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// - TableHeadersRow() or TableHeader() user submit a headers row (optional)
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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() / TableNextCell() user begin into the first row, also automatically called by TableAutoHeaders()
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// - TableNextRow() / TableNextCell() 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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// | TableBeginCell() - enter into current cell
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// - [...] user emit contents
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@ -1867,6 +1867,13 @@ bool ImGui::TableNextCell()
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return (table->VisibleUnclippedMaskByIndex & ((ImU64)1 << column_n)) != 0;
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}
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int ImGui::TableGetColumnCount()
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{
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ImGuiContext& g = *GImGui;
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ImGuiTable* table = g.CurrentTable;
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return table ? table->ColumnsCount : 0;
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}
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const char* ImGui::TableGetColumnName(int column_n)
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{
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ImGuiContext& g = *GImGui;
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@ -2066,18 +2073,20 @@ void ImGui::TableOpenContextMenu(ImGuiTable* table, int column_n)
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// This is a helper to output TableHeader() calls based on the column names declared in TableSetupColumn().
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// The intent is that advanced users willing to create customized headers would not need to use this helper
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// and can create their own! For example: TableHeader() may be preceeded by Checkbox() or other custom widgets.
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void ImGui::TableAutoHeaders()
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// See 'Demo->Tables->Custom headers' for a demonstration of implementing a custom version of this.
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void ImGui::TableHeadersRow()
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{
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ImGuiStyle& style = ImGui::GetStyle();
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ImGuiContext& g = *GImGui;
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ImGuiTable* table = g.CurrentTable;
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IM_ASSERT(table != NULL && "Need to call TableAutoHeaders() after BeginTable()!");
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const int columns_count = table->ColumnsCount;
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IM_ASSERT(table != NULL && "Need to call TableHeadersRow() after BeginTable()!");
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// Calculate row height (for the unlikely case that labels may be are multi-line)
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float row_y1 = GetCursorScreenPos().y;
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// If we didn't do that, uneven header height would work but their highlight won't cover the full row height.
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float row_height = GetTextLineHeight();
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const float row_y1 = GetCursorScreenPos().y;
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const int columns_count = TableGetColumnCount();
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for (int column_n = 0; column_n < columns_count; column_n++)
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if (TableGetColumnIsVisible(column_n))
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row_height = ImMax(row_height, CalcTextSize(TableGetColumnName(column_n)).y);
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@ -2095,8 +2104,6 @@ void ImGui::TableAutoHeaders()
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if (!TableSetColumnIndex(column_n))
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continue;
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const char* name = TableGetColumnName(column_n);
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// [DEBUG] Test custom user elements
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#if 0
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if (column_n < 2)
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@ -2112,23 +2119,19 @@ void ImGui::TableAutoHeaders()
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#endif
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// Push an id to allow unnamed labels (generally accidental, but let's behave nicely with them)
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// - in your own code you may omit the PushID/PopID all-together, provided you know you know they won't collide
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// - in your own code you may omit the PushID/PopID all-together, provided you know they won't collide
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// - table->InstanceCurrent is only >0 when we use multiple BeginTable/EndTable calls with same identifier.
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const char* name = TableGetColumnName(column_n);
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PushID(table->InstanceCurrent * table->ColumnsCount + column_n);
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TableHeader(name);
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PopID();
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}
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// FIXME-TABLE: This is not user-land code any more + need to explain WHY this is here! (added in fa88f023)
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//window->SkipItems = table->HostSkipItems;
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// Allow opening popup from the right-most section after the last column.
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// (We don't actually need to use ImGuiHoveredFlags_AllowWhenBlockedByPopup because in reality this is generally
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// not required anymore.. because popup opening code tends to be reacting on IsMouseReleased() and the click would
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// already have closed any other popups!)
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// FIXME-TABLE: TableOpenContextMenu() is not public yet.
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ImVec2 mouse_pos = ImGui::GetMousePos();
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if (IsMouseReleased(1) && TableGetHoveredColumn() == columns_count)
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if (g.IO.MousePos.y >= row_y1 && g.IO.MousePos.y < row_y1 + row_height)
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if (mouse_pos.y >= row_y1 && mouse_pos.y < row_y1 + row_height)
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TableOpenContextMenu(table, -1); // Will open a non-column-specific popup.
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}
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@ -2145,7 +2148,7 @@ void ImGui::TableHeader(const char* label)
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return;
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ImGuiTable* table = g.CurrentTable;
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IM_ASSERT(table != NULL && "Need to call TableAutoHeaders() after BeginTable()!");
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IM_ASSERT(table != NULL && "Need to call TableHeader() after BeginTable()!");
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IM_ASSERT(table->CurrentColumn != -1);
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const int column_n = table->CurrentColumn;
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ImGuiTableColumn* column = &table->Columns[column_n];
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