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@@ -925,6 +925,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
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// Lock all our positions
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// Lock all our positions
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// - ClipRect.Min.x: Because merging draw commands doesn't compare min boundaries, we make ClipRect.Min.x match left bounds to be consistent regardless of merging.
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// - ClipRect.Min.x: Because merging draw commands doesn't compare min boundaries, we make ClipRect.Min.x match left bounds to be consistent regardless of merging.
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// - ClipRect.Max.x: using WorkMaxX instead of MaxX (aka including padding) makes things more consistent when resizing down, tho slightly detrimental to visibility in very-small column.
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// - ClipRect.Max.x: using WorkMaxX instead of MaxX (aka including padding) makes things more consistent when resizing down, tho slightly detrimental to visibility in very-small column.
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+ // - ClipRect.Max.x: using MaxX makes it easier for header to receive hover highlight with no discontinuity and display sorting arrow.
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// - FIXME-TABLE: We want equal width columns to have equal (ClipRect.Max.x - WorkMinX) width, which means ClipRect.max.x cannot stray off host_clip_rect.Max.x else right-most column may appear shorter.
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// - FIXME-TABLE: We want equal width columns to have equal (ClipRect.Max.x - WorkMinX) width, which means ClipRect.max.x cannot stray off host_clip_rect.Max.x else right-most column may appear shorter.
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column->MinX = offset_x;
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column->MinX = offset_x;
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column->MaxX = offset_x + column->WidthGiven + table->CellSpacingX1 + table->CellSpacingX2 + table->CellPaddingX * 2.0f;
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column->MaxX = offset_x + column->WidthGiven + table->CellSpacingX1 + table->CellSpacingX2 + table->CellPaddingX * 2.0f;
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@@ -933,7 +934,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
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column->ItemWidth = ImFloor(column->WidthGiven * 0.65f);
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column->ItemWidth = ImFloor(column->WidthGiven * 0.65f);
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column->ClipRect.Min.x = column->MinX;
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column->ClipRect.Min.x = column->MinX;
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column->ClipRect.Min.y = work_rect.Min.y;
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column->ClipRect.Min.y = work_rect.Min.y;
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- column->ClipRect.Max.x = column->WorkMaxX; //column->MaxX;
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+ column->ClipRect.Max.x = column->MaxX; //column->WorkMaxX;
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column->ClipRect.Max.y = FLT_MAX;
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column->ClipRect.Max.y = FLT_MAX;
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column->ClipRect.ClipWithFull(host_clip_rect);
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column->ClipRect.ClipWithFull(host_clip_rect);
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