General fixes of Columns() api. User has more flexibility in the way to fill cells.
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parent
2aee4419e3
commit
f1dcd72e9f
140
imgui.cpp
140
imgui.cpp
@ -630,11 +630,14 @@ struct ImGuiDrawContext
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ImGuiStorage* StateStorage;
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int OpenNextNode;
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float ColumnStartX;
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int ColumnCurrent;
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float ColumnsStartX; // Start position from left of window (increased by TreePush/TreePop, etc.)
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float ColumnsOffsetX; // 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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int ColumnsCurrent;
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int ColumnsCount;
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ImVec2 ColumnsStartPos;
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float ColumnsCellMinY;
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float ColumnsCellMaxY;
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bool ColumnsShowBorders;
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ImVec2 ColumnsStartCursorPos;
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ImGuiID ColumnsSetID;
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ImGuiDrawContext()
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@ -649,11 +652,14 @@ struct ImGuiDrawContext
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StateStorage = NULL;
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OpenNextNode = -1;
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ColumnStartX = 0.0f;
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ColumnCurrent = 0;
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ColumnsStartX = 0.0f;
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ColumnsOffsetX = 0.0f;
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ColumnsCurrent = 0;
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ColumnsCount = 1;
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ColumnsStartPos = ImVec2(0.0f, 0.0f);
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ColumnsCellMinY = ColumnsCellMaxY = 0.0f;
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ColumnsShowBorders = true;
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ColumnsStartCursorPos = ImVec2(0,0);
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ColumnsSetID = 0;
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}
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};
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@ -1339,7 +1345,7 @@ void ImGui::NewFrame()
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g.IO.Font = (ImBitmapFont*)ImGui::MemAlloc(sizeof(ImBitmapFont));
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new(g.IO.Font) ImBitmapFont();
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g.IO.Font->LoadFromMemory(fnt_data, fnt_size);
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IM_ASSERT(g.IO.Font->IsLoaded()); // Font failed to load
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IM_ASSERT(g.IO.Font->IsLoaded()); // Font failed to load
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g.IO.FontYOffset = +1;
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}
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g.Initialized = true;
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@ -2346,8 +2352,9 @@ bool ImGui::Begin(const char* name, bool* open, ImVec2 size, float fill_alpha, I
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}
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// Setup drawing context
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window->DC.ColumnStartX = window->WindowPadding().x;
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window->DC.CursorStartPos = window->Pos + ImVec2(window->DC.ColumnStartX, window->TitleBarHeight() + window->WindowPadding().y) - ImVec2(0.0f, window->ScrollY);
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window->DC.ColumnsStartX = window->WindowPadding().x;
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window->DC.ColumnsOffsetX = 0.0f;
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window->DC.CursorStartPos = window->Pos + ImVec2(window->DC.ColumnsStartX + window->DC.ColumnsOffsetX, window->TitleBarHeight() + window->WindowPadding().y) - ImVec2(0.0f, window->ScrollY);
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window->DC.CursorPos = window->DC.CursorStartPos;
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window->DC.CursorPosPrevLine = window->DC.CursorPos;
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window->DC.CurrentLineHeight = window->DC.PrevLineHeight = 0.0f;
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@ -2362,8 +2369,10 @@ bool ImGui::Begin(const char* name, bool* open, ImVec2 size, float fill_alpha, I
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window->DC.ColorModifiers.resize(0);
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window->DC.StyleModifiers.resize(0);
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window->DC.ColorEditMode = ImGuiColorEditMode_UserSelect;
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window->DC.ColumnCurrent = 0;
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window->DC.ColumnsCurrent = 0;
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window->DC.ColumnsCount = 1;
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window->DC.ColumnsStartPos = window->DC.CursorPos;
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window->DC.ColumnsCellMinY = window->DC.ColumnsCellMaxY = window->DC.ColumnsStartPos.y;
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window->DC.TreeDepth = 0;
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window->DC.StateStorage = &window->StateStorage;
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window->DC.OpenNextNode = -1;
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@ -2721,7 +2730,7 @@ ImVec2 ImGui::GetContentRegionMax()
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ImVec2 m = window->Size - window->WindowPadding();
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if (window->DC.ColumnsCount != 1)
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{
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m.x = GetColumnOffset(window->DC.ColumnCurrent + 1);
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m.x = GetColumnOffset(window->DC.ColumnsCurrent + 1);
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m.x -= GImGui.Style.WindowPadding.x;
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}
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else
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@ -4403,8 +4412,8 @@ bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputT
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s += bytes_count;
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if (c == '\n' || c == '\r')
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continue;
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if (c >= 0x10000)
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continue;
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if (c >= 0x10000)
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continue;
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clipboard_filtered[clipboard_filtered_len++] = (ImWchar)c;
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}
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clipboard_filtered[clipboard_filtered_len] = 0;
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@ -4942,6 +4951,7 @@ void ImGui::Spacing()
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ItemSize(ImVec2(0,0));
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}
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// Advance
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static void ItemSize(ImVec2 size, ImVec2* adjust_start_offset)
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{
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ImGuiState& g = GImGui;
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@ -4955,7 +4965,7 @@ static void ItemSize(ImVec2 size, ImVec2* adjust_start_offset)
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// Always align ourselves on pixel boundaries
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window->DC.CursorPosPrevLine = ImVec2(window->DC.CursorPos.x + size.x, window->DC.CursorPos.y);
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window->DC.CursorPos = ImVec2((float)(int)(window->Pos.x + window->DC.ColumnStartX), (float)(int)(window->DC.CursorPos.y + line_height + g.Style.ItemSpacing.y));
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window->DC.CursorPos = ImVec2((float)(int)(window->Pos.x + window->DC.ColumnsStartX + window->DC.ColumnsOffsetX), (float)(int)(window->DC.CursorPos.y + line_height + g.Style.ItemSpacing.y));
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window->SizeContentsFit = ImMax(window->SizeContentsFit, ImVec2(window->DC.CursorPosPrevLine.x, window->DC.CursorPos.y) - window->Pos + ImVec2(0.0f, window->ScrollY));
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@ -4979,10 +4989,22 @@ void ImGui::NextColumn()
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{
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ImGui::PopItemWidth();
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PopClipRect();
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if (++window->DC.ColumnCurrent < window->DC.ColumnsCount)
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SameLine((int)(ImGui::GetColumnOffset(window->DC.ColumnCurrent) + g.Style.ItemSpacing.x));
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window->DC.ColumnsCellMaxY = ImMax(window->DC.ColumnsCellMaxY, window->DC.CursorPos.y);
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if (++window->DC.ColumnsCurrent < window->DC.ColumnsCount)
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{
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window->DC.ColumnsOffsetX = ImGui::GetColumnOffset(window->DC.ColumnsCurrent) - window->DC.ColumnsStartX + g.Style.ItemSpacing.x;
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}
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else
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window->DC.ColumnCurrent = 0;
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{
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window->DC.ColumnsCurrent = 0;
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window->DC.ColumnsOffsetX = 0.0f;
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window->DC.ColumnsCellMinY = window->DC.ColumnsCellMaxY;
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}
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window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.ColumnsStartX + window->DC.ColumnsOffsetX);
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window->DC.CursorPos.y = window->DC.ColumnsCellMinY;
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window->DC.CurrentLineHeight = 0.0f;
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PushColumnClipRect();
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ImGui::PushItemWidth(ImGui::GetColumnWidth() * 0.65f);
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}
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@ -5052,14 +5074,14 @@ float ImGui::GetColumnOffset(int column_index)
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ImGuiState& g = GImGui;
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ImGuiWindow* window = GetCurrentWindow();
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if (column_index < 0)
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column_index = window->DC.ColumnCurrent;
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column_index = window->DC.ColumnsCurrent;
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const ImGuiID column_id = window->DC.ColumnsSetID + ImGuiID(column_index);
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RegisterAliveId(column_id);
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const float default_t = column_index / (float)window->DC.ColumnsCount;
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const float t = (float)window->StateStorage.GetInt(column_id, (int)(default_t * 8192)) / 8192; // Cheaply store our floating point value inside the integer (could store an union into the map?)
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const float offset = window->DC.ColumnStartX + t * (window->Size.x - g.Style.ScrollBarWidth - window->DC.ColumnStartX);
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const float offset = window->DC.ColumnsStartX + t * (window->Size.x - g.Style.ScrollBarWidth - window->DC.ColumnsStartX);
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return offset;
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}
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@ -5068,10 +5090,10 @@ void ImGui::SetColumnOffset(int column_index, float offset)
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ImGuiState& g = GImGui;
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ImGuiWindow* window = GetCurrentWindow();
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if (column_index < 0)
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column_index = window->DC.ColumnCurrent;
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column_index = window->DC.ColumnsCurrent;
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const ImGuiID column_id = window->DC.ColumnsSetID + ImGuiID(column_index);
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const float t = (offset - window->DC.ColumnStartX) / (window->Size.x - g.Style.ScrollBarWidth - window->DC.ColumnStartX);
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const float t = (offset - window->DC.ColumnsStartX) / (window->Size.x - g.Style.ScrollBarWidth - window->DC.ColumnsStartX);
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window->StateStorage.SetInt(column_id, (int)(t*8192));
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}
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@ -5079,7 +5101,7 @@ float ImGui::GetColumnWidth(int column_index)
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{
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ImGuiWindow* window = GetCurrentWindow();
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if (column_index < 0)
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column_index = window->DC.ColumnCurrent;
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column_index = window->DC.ColumnsCurrent;
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const float w = GetColumnOffset(column_index+1) - GetColumnOffset(column_index);
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return w;
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@ -5089,7 +5111,7 @@ static void PushColumnClipRect(int column_index)
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{
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ImGuiWindow* window = GetCurrentWindow();
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if (column_index < 0)
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column_index = window->DC.ColumnCurrent;
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column_index = window->DC.ColumnsCurrent;
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const float x1 = window->Pos.x + ImGui::GetColumnOffset(column_index) - 1;
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const float x2 = window->Pos.x + ImGui::GetColumnOffset(column_index+1) - 1;
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@ -5105,16 +5127,19 @@ void ImGui::Columns(int columns_count, const char* id, bool border)
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if (window->DC.ColumnsCount != 1)
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{
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if (window->DC.ColumnCurrent != 0)
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if (window->DC.ColumnsCurrent != 0)
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ItemSize(ImVec2(0,0)); // Advance to column 0
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ImGui::PopItemWidth();
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PopClipRect();
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window->DC.ColumnsCellMaxY = ImMax(window->DC.ColumnsCellMaxY, window->DC.CursorPos.y);
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window->DC.CursorPos.y = window->DC.ColumnsCellMaxY;
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}
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// Draw columns borders and handle resize at the time of "closing" a columns set
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if (window->DC.ColumnsCount != columns_count && window->DC.ColumnsCount != 1 && window->DC.ColumnsShowBorders)
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{
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// Draw columns and handle resize
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const float y1 = window->DC.ColumnsStartCursorPos.y;
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const float y1 = window->DC.ColumnsStartPos.y;
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const float y2 = window->DC.CursorPos.y;
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for (int i = 1; i < window->DC.ColumnsCount; i++)
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{
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@ -5144,11 +5169,15 @@ void ImGui::Columns(int columns_count, const char* id, bool border)
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}
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}
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// Set state for first column
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window->DC.ColumnsSetID = window->GetID(id ? id : "");
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window->DC.ColumnCurrent = 0;
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window->DC.ColumnsCurrent = 0;
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window->DC.ColumnsCount = columns_count;
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window->DC.ColumnsShowBorders = border;
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window->DC.ColumnsStartCursorPos = window->DC.CursorPos;
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window->DC.ColumnsStartPos = window->DC.CursorPos;
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window->DC.ColumnsCellMinY = window->DC.ColumnsCellMaxY = window->DC.CursorPos.y;
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window->DC.ColumnsOffsetX = 0.0f;
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window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.ColumnsStartX + window->DC.ColumnsOffsetX);
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if (window->DC.ColumnsCount != 1)
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{
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@ -5161,8 +5190,8 @@ void ImGui::TreePush(const char* str_id)
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{
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ImGuiState& g = GImGui;
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ImGuiWindow* window = GetCurrentWindow();
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window->DC.ColumnStartX += g.Style.TreeNodeSpacing;
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window->DC.CursorPos.x = window->Pos.x + window->DC.ColumnStartX;
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window->DC.ColumnsStartX += g.Style.TreeNodeSpacing;
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window->DC.CursorPos.x = window->Pos.x + window->DC.ColumnsStartX + window->DC.ColumnsOffsetX;
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window->DC.TreeDepth++;
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PushID(str_id ? str_id : "#TreePush");
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}
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@ -5171,8 +5200,8 @@ void ImGui::TreePush(const void* ptr_id)
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{
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ImGuiState& g = GImGui;
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ImGuiWindow* window = GetCurrentWindow();
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window->DC.ColumnStartX += g.Style.TreeNodeSpacing;
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window->DC.CursorPos.x = window->Pos.x + window->DC.ColumnStartX;
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window->DC.ColumnsStartX += g.Style.TreeNodeSpacing;
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window->DC.CursorPos.x = window->Pos.x + window->DC.ColumnsStartX + window->DC.ColumnsOffsetX;
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window->DC.TreeDepth++;
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PushID(ptr_id ? ptr_id : (const void*)"#TreePush");
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}
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@ -5181,8 +5210,8 @@ void ImGui::TreePop()
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{
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ImGuiState& g = GImGui;
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ImGuiWindow* window = GetCurrentWindow();
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window->DC.ColumnStartX -= g.Style.TreeNodeSpacing;
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window->DC.CursorPos.x = window->Pos.x + window->DC.ColumnStartX;
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window->DC.ColumnsStartX -= g.Style.TreeNodeSpacing;
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window->DC.CursorPos.x = window->Pos.x + window->DC.ColumnsStartX + window->DC.ColumnsOffsetX;
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window->DC.TreeDepth--;
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PopID();
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}
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@ -6687,8 +6716,6 @@ void ImGui::ShowTestWindow(bool* open)
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if (ImGui::CollapsingHeader("Columns"))
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{
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ImGui::TextWrapped("NB: columns are not well supported by all corners of the API so far. Please fill a report on GitHub if you run into issues.");
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ImGui::Columns(4, "data", true);
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ImGui::Text("ID"); ImGui::NextColumn();
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ImGui::Text("Name"); ImGui::NextColumn();
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@ -6704,7 +6731,7 @@ void ImGui::ShowTestWindow(bool* open)
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ImGui::Text("0001"); ImGui::NextColumn();
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ImGui::Text("Stephanie"); ImGui::NextColumn();
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ImGui::Text("/path/stephanie"); ImGui::NextColumn();
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ImGui::Text("line 1\nline 2"); ImGui::NextColumn(); // two lines!
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ImGui::Text("line 1"); ImGui::Text("line 2"); ImGui::NextColumn(); // two lines, two items
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ImGui::Text("0002"); ImGui::NextColumn();
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ImGui::Text("C64"); ImGui::NextColumn();
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@ -6716,25 +6743,27 @@ void ImGui::ShowTestWindow(bool* open)
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ImGui::Columns(3, "mixed");
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// NB: it is may be more efficient to fill all contents of a column and then go to the next one.
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// However for the user it is more likely you want to fill all columns before proceeding to the next item, so this example does that.
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ImGui::Text("Hello"); ImGui::NextColumn();
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ImGui::Text("World"); ImGui::NextColumn();
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ImGui::Text("Hmm..."); ImGui::NextColumn();
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ImGui::Button("Banana"); ImGui::NextColumn();
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ImGui::Button("Apple"); ImGui::NextColumn();
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ImGui::Button("Corniflower"); ImGui::NextColumn();
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// Filling all contents of a column
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static int e = 0;
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ImGui::RadioButton("radio a", &e, 0); ImGui::NextColumn();
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ImGui::RadioButton("radio b", &e, 1); ImGui::NextColumn();
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ImGui::RadioButton("radio c", &e, 2); ImGui::NextColumn();
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ImGui::Text("Hello");
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ImGui::Button("Banana");
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ImGui::RadioButton("radio a", &e, 0);
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ImGui::NextColumn();
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// FIXME: Exhibit bug of CurrentLineHeight bleeding between columns
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//if (ImGui::CollapsingHeader("Category A")) ImGui::Text("Blah blah blah"); ImGui::NextColumn();
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//if (ImGui::CollapsingHeader("Category B")) ImGui::Text("Blah blah blah"); ImGui::NextColumn();
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//if (ImGui::CollapsingHeader("Category C")) ImGui::Text("Blah blah blah"); ImGui::NextColumn();
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ImGui::Text("ImGui");
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ImGui::Button("Apple");
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ImGui::RadioButton("radio b", &e, 1);
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ImGui::Text("An extra line here.");
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ImGui::NextColumn();
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ImGui::Text("World!");
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ImGui::Button("Corniflower");
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ImGui::RadioButton("radio c", &e, 2);
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ImGui::NextColumn();
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if (ImGui::CollapsingHeader("Category A")) ImGui::Text("Blah blah blah"); ImGui::NextColumn();
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if (ImGui::CollapsingHeader("Category B")) ImGui::Text("Blah blah blah"); ImGui::NextColumn();
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if (ImGui::CollapsingHeader("Category C")) ImGui::Text("Blah blah blah"); ImGui::NextColumn();
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ImGui::Columns(1);
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@ -6749,11 +6778,12 @@ void ImGui::ShowTestWindow(bool* open)
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ImGui::Separator();
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// FIXME: Exhibit bug of CurrentLineHeight bleeding between columns (notice how dragging the columns far left or far right gets your different vertical alignment on the other side)
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ImGui::Columns(2, "word wrapping");
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ImGui::TextWrapped("The quick brown fox jumps over the lazy dog.");
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ImGui::Text("Hello Left");
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ImGui::NextColumn();
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ImGui::TextWrapped("The quick brown fox jumps over the lazy dog.");
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ImGui::Text("Hello Right");
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ImGui::Columns(1);
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ImGui::Separator();
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