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- // dear imgui, v1.80 WIP
- // (tables and columns code)
- /*
- *
- * Index of this file:
- *
- * // [SECTION] Widgets: BeginTable, EndTable, etc.
- * // [SECTION] Widgets: Columns, BeginColumns, EndColumns, etc.
- *
- */
- #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
- #define _CRT_SECURE_NO_WARNINGS
- #endif
- #include "imgui.h"
- #ifndef IMGUI_DISABLE
- #ifndef IMGUI_DEFINE_MATH_OPERATORS
- #define IMGUI_DEFINE_MATH_OPERATORS
- #endif
- #include "imgui_internal.h"
- #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
- #include <stddef.h> // intptr_t
- #else
- #include <stdint.h> // intptr_t
- #endif
- // Visual Studio warnings
- #ifdef _MSC_VER
- #pragma warning (disable: 4127) // condition expression is constant
- #pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
- #if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later
- #pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types
- #endif
- #endif
- // Clang/GCC warnings with -Weverything
- #if defined(__clang__)
- #if __has_warning("-Wunknown-warning-option")
- #pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great!
- #endif
- #pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx'
- #pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse.
- #pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok.
- #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
- #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0
- #pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.
- #pragma clang diagnostic ignored "-Wenum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_')
- #pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated
- #pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
- #elif defined(__GNUC__)
- #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
- #pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
- #endif
- //-----------------------------------------------------------------------------
- // [SECTION] Widgets: BeginTable, EndTable, etc.
- //-----------------------------------------------------------------------------
- // Typical call flow: (root level is public API):
- // - BeginTable() user begin into a table
- // - BeginChild() - (if ScrollX/ScrollY is set)
- // - TableBeginInitVisibility() - lock columns visibility
- // - TableSetupColumn() user submit columns details (optional)
- // - TableAutoHeaders() or TableHeader() user submit a headers row (optional)
- // - TableSortSpecsClickColumn()
- // - TableGetSortSpecs() user queries updated sort specs (optional)
- // - TableNextRow() / TableNextCell() user begin into the first row, also automatically called by TableAutoHeaders()
- // - TableUpdateLayout() - called by the FIRST call to TableNextRow()
- // - TableUpdateDrawChannels() - setup ImDrawList channels
- // - TableUpdateBorders() - detect hovering columns for resize, ahead of contents submission
- // - TableDrawContextMenu() - draw right-click context menu
- // - [...] user emit contents
- // - EndTable() user ends the table
- // - TableDrawBorders() - draw outer borders, inner vertical borders
- // - TableDrawMergeChannels() - merge draw channels if clipping isn't required
- // - TableSetColumnWidth() - apply resizing width
- // - TableUpdateColumnsWeightFromWidth()
- // - EndChild() - (if ScrollX/ScrollY is set)
- // Configuration
- static const float TABLE_RESIZE_SEPARATOR_HALF_THICKNESS = 4.0f; // Extend outside inner borders.
- static const float TABLE_RESIZE_SEPARATOR_FEEDBACK_TIMER = 0.06f; // Delay/timer before making the hover feedback (color+cursor) visible because tables/columns tends to be more cramped.
- // Helper
- inline ImGuiTableFlags TableFixFlags(ImGuiTableFlags flags)
- {
- // Adjust flags: set default sizing policy
- if ((flags & ImGuiTableFlags_SizingPolicyMaskX_) == 0)
- flags |= (flags & ImGuiTableFlags_ScrollX) ? ImGuiTableFlags_SizingPolicyFixedX : ImGuiTableFlags_SizingPolicyStretchX;
- // Adjust flags: MultiSortable automatically enable Sortable
- if (flags & ImGuiTableFlags_MultiSortable)
- flags |= ImGuiTableFlags_Sortable;
- // Adjust flags: disable saved settings if there's nothing to save
- if ((flags & (ImGuiTableFlags_Resizable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Sortable)) == 0)
- flags |= ImGuiTableFlags_NoSavedSettings;
- // Adjust flags: enforce borders when resizable
- if (flags & ImGuiTableFlags_Resizable)
- flags |= ImGuiTableFlags_BordersV;
- // Adjust flags: disable top rows freezing if there's no scrolling
- if ((flags & ImGuiTableFlags_ScrollX) == 0)
- flags &= ~ImGuiTableFlags_ScrollFreezeColumnsMask_;
- if ((flags & ImGuiTableFlags_ScrollY) == 0)
- flags &= ~ImGuiTableFlags_ScrollFreezeRowsMask_;
- // Adjust flags: disable NoHostExtendY if we have any scrolling going on
- if ((flags & ImGuiTableFlags_NoHostExtendY) && (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) != 0)
- flags &= ~ImGuiTableFlags_NoHostExtendY;
- // Adjust flags: we don't support NoClipX with (FreezeColumns > 0), we could with some work but it doesn't appear to be worth the effort
- if (flags & ImGuiTableFlags_ScrollFreezeColumnsMask_)
- flags &= ~ImGuiTableFlags_NoClipX;
- return flags;
- }
- // About 'outer_size':
- // The meaning of outer_size needs to differ slightly depending of if we are using ScrollX/ScrollY flags.
- // With ScrollX/ScrollY: using a child window for scrolling:
- // - outer_size.y < 0.0f -> bottom align
- // - outer_size.y = 0.0f -> bottom align: consistent with BeginChild(), best to preserve (0,0) default arg
- // - outer_size.y > 0.0f -> fixed child height
- // Without scrolling, we output table directly in parent window:
- // - outer_size.y < 0.0f -> bottom align (will auto extend, unless NoHostExtendV is set)
- // - outer_size.y = 0.0f -> zero minimum height (will auto extend, unless NoHostExtendV is set)
- // - outer_size.y > 0.0f -> minimum height (will auto extend, unless NoHostExtendV is set)
- // About: 'inner_width':
- // With ScrollX:
- // - inner_width < 0.0f -> *illegal* fit in known width (right align from outer_size.x) <-- weird
- // - inner_width = 0.0f -> auto enlarge: *only* fixed size columns, which will take space they need (proportional columns becomes fixed columns) <-- desired default :(
- // - inner_width > 0.0f -> fit in known width: fixed column take space they need if possible (otherwise shrink down), proportional columns share remaining space.
- // Without ScrollX:
- // - inner_width < 0.0f -> fit in known width (right align from outer_size.x) <-- desired default
- // - inner_width = 0.0f -> auto enlarge: will emit contents size in parent window
- // - inner_width > 0.0f -> fit in known width (bypass outer_size.x, permitted but not useful, should instead alter outer_width)
- // FIXME-TABLE: This is currently not very useful.
- // FIXME-TABLE: Replace enlarge vs fixed width by a flag.
- // Even if not really useful, we allow 'inner_scroll_width < outer_size.x' for consistency and to facilitate understanding of what the value does.
- bool ImGui::BeginTable(const char* str_id, int columns_count, ImGuiTableFlags flags, const ImVec2& outer_size, float inner_width)
- {
- ImGuiID id = GetID(str_id);
- return BeginTableEx(str_id, id, columns_count, flags, outer_size, inner_width);
- }
- bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImGuiTableFlags flags, const ImVec2& outer_size, float inner_width)
- {
- ImGuiContext& g = *GImGui;
- ImGuiWindow* outer_window = GetCurrentWindow();
- IM_ASSERT(columns_count > 0 && columns_count < IMGUI_TABLE_MAX_COLUMNS && "Only 0..63 columns allowed!");
- if (flags & ImGuiTableFlags_ScrollX)
- IM_ASSERT(inner_width >= 0.0f);
- const bool use_child_window = (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) != 0;
- const ImVec2 avail_size = GetContentRegionAvail();
- ImVec2 actual_outer_size = CalcItemSize(outer_size, ImMax(avail_size.x, 1.0f), use_child_window ? ImMax(avail_size.y, 1.0f) : 0.0f);
- ImRect outer_rect(outer_window->DC.CursorPos, outer_window->DC.CursorPos + actual_outer_size);
- // If an outer size is specified ahead we will be able to early out when not visible. Exact clipping rules may evolve.
- if (use_child_window && IsClippedEx(outer_rect, 0, false))
- {
- ItemSize(outer_rect);
- return false;
- }
- flags = TableFixFlags(flags);
- if (outer_window->Flags & ImGuiWindowFlags_NoSavedSettings)
- flags |= ImGuiTableFlags_NoSavedSettings;
- // Acquire storage for the table
- ImGuiTable* table = g.Tables.GetOrAddByKey(id);
- const ImGuiTableFlags table_last_flags = table->Flags;
- const int instance_no = (table->LastFrameActive != g.FrameCount) ? 0 : table->InstanceNo + 1;
- const ImGuiID instance_id = id + instance_no;
- if (instance_no > 0)
- IM_ASSERT(table->ColumnsCount == columns_count && "BeginTable(): Cannot change columns count mid-frame while preserving same ID");
- // Initialize
- table->ID = id;
- table->Flags = flags;
- table->IsFirstFrame = (table->LastFrameActive == -1);
- table->InstanceNo = (ImS16)instance_no;
- table->LastFrameActive = g.FrameCount;
- table->OuterWindow = table->InnerWindow = outer_window;
- table->ColumnsCount = columns_count;
- table->ColumnsNames.Buf.resize(0);
- table->IsLayoutLocked = false;
- table->InnerWidth = inner_width;
- table->OuterRect = outer_rect;
- table->WorkRect = outer_rect;
- if (use_child_window)
- {
- // Ensure no vertical scrollbar appears if we only want horizontal one, to make flag consistent (we have no other way to disable vertical scrollbar of a window while keeping the horizontal one showing)
- ImVec2 override_content_size(FLT_MAX, FLT_MAX);
- if ((flags & ImGuiTableFlags_ScrollX) && !(flags & ImGuiTableFlags_ScrollY))
- override_content_size.y = FLT_MIN;
- // Ensure specified width (when not specified, Stretched columns will act as if the width == OuterWidth and never lead to any scrolling)
- // We don't handle inner_width < 0.0f, we could potentially use it to right-align based on the right side of the child window work rect,
- // which would require knowing ahead if we are going to have decoration taking horizontal spaces (typically a vertical scrollbar).
- if (inner_width != 0.0f)
- override_content_size.x = inner_width;
- if (override_content_size.x != FLT_MAX || override_content_size.y != FLT_MAX)
- SetNextWindowContentSize(ImVec2(override_content_size.x != FLT_MAX ? override_content_size.x : 0.0f, override_content_size.y != FLT_MAX ? override_content_size.y : 0.0f));
- // Create scrolling region (without border = zero window padding)
- ImGuiWindowFlags child_flags = (flags & ImGuiTableFlags_ScrollX) ? ImGuiWindowFlags_HorizontalScrollbar : ImGuiWindowFlags_None;
- BeginChildEx(name, instance_id, table->OuterRect.GetSize(), false, child_flags);
- table->InnerWindow = g.CurrentWindow;
- table->WorkRect = table->InnerWindow->WorkRect;
- table->OuterRect = table->InnerWindow->Rect();
- }
- else
- {
- // WorkRect.Max will grow as we append contents.
- PushID(instance_id);
- }
- const bool has_cell_padding_x = (flags & (ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV)) != 0;
- ImGuiWindow* inner_window = table->InnerWindow;
- table->CurrentColumn = -1;
- table->CurrentRow = -1;
- table->RowBgColorCounter = 0;
- table->LastRowFlags = ImGuiTableRowFlags_None;
- table->CellPaddingX1 = has_cell_padding_x ? g.Style.CellPadding.x + 1.0f : 0.0f;
- table->CellPaddingX2 = has_cell_padding_x ? g.Style.CellPadding.x : 0.0f;
- table->CellPaddingY = g.Style.CellPadding.y;
- table->CellSpacingX = has_cell_padding_x ? 0.0f : g.Style.CellPadding.x;
- table->HostClipRect = inner_window->ClipRect;
- table->InnerClipRect = (inner_window == outer_window) ? table->WorkRect : inner_window->ClipRect;
- table->InnerClipRect.ClipWith(table->WorkRect); // We need this to honor inner_width
- table->InnerClipRect.ClipWith(table->HostClipRect);
- table->InnerClipRect.Max.y = (flags & ImGuiTableFlags_NoHostExtendY) ? table->WorkRect.Max.y : inner_window->ClipRect.Max.y;
- table->BackgroundClipRect = table->InnerClipRect;
- table->RowPosY1 = table->RowPosY2 = table->WorkRect.Min.y; // This is needed somehow
- table->RowTextBaseline = 0.0f; // This will be cleared again by TableBeginRow()
- table->FreezeRowsRequest = (ImS8)((flags & ImGuiTableFlags_ScrollFreezeRowsMask_) >> ImGuiTableFlags_ScrollFreezeRowsShift_);
- table->FreezeRowsCount = (inner_window->Scroll.y != 0.0f) ? table->FreezeRowsRequest : 0;
- table->FreezeColumnsRequest = (ImS8)((flags & ImGuiTableFlags_ScrollFreezeColumnsMask_) >> ImGuiTableFlags_ScrollFreezeColumnsShift_);
- table->FreezeColumnsCount = (inner_window->Scroll.x != 0.0f) ? table->FreezeColumnsRequest : 0;
- table->IsFreezeRowsPassed = (table->FreezeRowsCount == 0);
- table->DeclColumnsCount = 0;
- table->LastResizedColumn = table->ResizedColumn;
- table->HoveredColumnBody = -1;
- table->HoveredColumnBorder = -1;
- table->RightMostActiveColumn = -1;
- table->IsFirstFrame = false;
- // FIXME-TABLE FIXME-STYLE: Using opaque colors facilitate overlapping elements of the grid
- //table->BorderOuterColor = GetColorU32(ImGuiCol_Separator, 1.00f);
- //table->BorderInnerColor = GetColorU32(ImGuiCol_Separator, 0.60f);
- table->BorderOuterColor = GetColorU32(ImVec4(0.31f, 0.31f, 0.35f, 1.00f));
- table->BorderInnerColor = GetColorU32(ImVec4(0.23f, 0.23f, 0.25f, 1.00f));
- //table->BorderOuterColor = IM_COL32(255, 0, 0, 255);
- //table->BorderInnerColor = IM_COL32(255, 255, 0, 255);
- table->BorderX1 = table->InnerClipRect.Min.x;// +((table->Flags & ImGuiTableFlags_BordersOuter) ? 0.0f : -1.0f);
- table->BorderX2 = table->InnerClipRect.Max.x;// +((table->Flags & ImGuiTableFlags_BordersOuter) ? 0.0f : +1.0f);
- // Make table current
- g.CurrentTableStack.push_back(ImGuiPtrOrIndex(g.Tables.GetIndex(table)));
- g.CurrentTable = table;
- outer_window->DC.CurrentTable = table;
- if ((table_last_flags & ImGuiTableFlags_Reorderable) && !(flags & ImGuiTableFlags_Reorderable))
- table->IsResetDisplayOrderRequest = true;
- // Clear data if columns count changed
- if (table->Columns.Size != 0 && table->Columns.Size != columns_count)
- {
- table->Columns.resize(0);
- table->DisplayOrder.resize(0);
- }
- // Setup default columns state
- if (table->Columns.Size == 0)
- {
- table->IsFirstFrame = true;
- table->IsSortSpecsDirty = true;
- table->Columns.reserve(columns_count);
- table->DisplayOrder.reserve(columns_count);
- for (int n = 0; n < columns_count; n++)
- {
- ImGuiTableColumn column;
- column.IndexDisplayOrder = (ImS8)n;
- table->Columns.push_back(column);
- table->DisplayOrder.push_back(column.IndexDisplayOrder);
- }
- }
- // Load settings
- if (table->IsFirstFrame || table->IsSettingsRequestLoad)
- TableLoadSettings(table);
- // Handle resizing request
- // (We process this at the first beginning of the frame)
- // FIXME-TABLE: Preserve contents width _while resizing down_ until releasing.
- // FIXME-TABLE: Contains columns if our work area doesn't allow for scrolling.
- if (table->InstanceNo == 0)
- {
- if (table->ResizedColumn != -1 && table->ResizedColumnNextWidth != FLT_MAX)
- TableSetColumnWidth(table, &table->Columns[table->ResizedColumn], table->ResizedColumnNextWidth);
- table->ResizedColumnNextWidth = FLT_MAX;
- table->ResizedColumn = -1;
- }
- // Handle reordering request
- // Note: we don't clear ReorderColumn after handling the request.
- if (table->InstanceNo == 0)
- {
- if (table->HeadHeaderColumn == -1 && table->ReorderColumn != -1)
- table->ReorderColumn = -1;
- table->HeadHeaderColumn = -1;
- if (table->ReorderColumn != -1 && table->ReorderColumnDir != 0)
- {
- IM_ASSERT(table->ReorderColumnDir == -1 || table->ReorderColumnDir == +1);
- IM_ASSERT(table->Flags & ImGuiTableFlags_Reorderable);
- ImGuiTableColumn* dragged_column = &table->Columns[table->ReorderColumn];
- ImGuiTableColumn* target_column = &table->Columns[(table->ReorderColumnDir == -1) ? dragged_column->PrevActiveColumn : dragged_column->NextActiveColumn];
- ImSwap(table->DisplayOrder[dragged_column->IndexDisplayOrder], table->DisplayOrder[target_column->IndexDisplayOrder]);
- ImSwap(dragged_column->IndexDisplayOrder, target_column->IndexDisplayOrder);
- table->ReorderColumnDir = 0;
- table->IsSettingsDirty = true;
- }
- }
- // Handle display order reset request
- if (table->IsResetDisplayOrderRequest)
- {
- for (int n = 0; n < columns_count; n++)
- table->DisplayOrder[n] = table->Columns[n].IndexDisplayOrder = (ImU8)n;
- table->IsResetDisplayOrderRequest = false;
- table->IsSettingsDirty = true;
- }
- TableBeginInitVisibility(table);
- // Grab a copy of window fields we will modify
- table->BackupSkipItems = inner_window->SkipItems;
- table->BackupWorkRect = inner_window->WorkRect;
- table->BackupCursorMaxPos = inner_window->DC.CursorMaxPos;
- if (flags & ImGuiTableFlags_NoClipX)
- table->DrawSplitter.SetCurrentChannel(inner_window->DrawList, 1);
- else
- inner_window->DrawList->PushClipRect(inner_window->ClipRect.Min, inner_window->ClipRect.Max, false);
- return true;
- }
- void ImGui::TableBeginInitVisibility(ImGuiTable* table)
- {
- // Setup and lock Active state and order
- table->ColumnsActiveCount = 0;
- table->IsDefaultDisplayOrder = true;
- ImGuiTableColumn* last_active_column = NULL;
- bool want_column_auto_fit = false;
- for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
- {
- const int column_n = table->DisplayOrder[order_n];
- if (column_n != order_n)
- table->IsDefaultDisplayOrder = false;
- ImGuiTableColumn* column = &table->Columns[column_n];
- column->NameOffset = -1;
- if (!(table->Flags & ImGuiTableFlags_Hideable) || (column->Flags & ImGuiTableColumnFlags_NoHide))
- column->NextIsActive = true;
- if (column->IsActive != column->NextIsActive)
- {
- column->IsActive = column->NextIsActive;
- table->IsSettingsDirty = true;
- if (!column->IsActive && column->SortOrder != -1)
- table->IsSortSpecsDirty = true;
- }
- if (column->SortOrder > 0 && !(table->Flags & ImGuiTableFlags_MultiSortable))
- table->IsSortSpecsDirty = true;
- if (column->AutoFitQueue != 0x00)
- want_column_auto_fit = true;
- ImU64 index_mask = (ImU64)1 << column_n;
- ImU64 display_order_mask = (ImU64)1 << column->IndexDisplayOrder;
- if (column->IsActive)
- {
- column->PrevActiveColumn = column->NextActiveColumn = -1;
- if (last_active_column)
- {
- last_active_column->NextActiveColumn = (ImS8)column_n;
- column->PrevActiveColumn = (ImS8)table->Columns.index_from_ptr(last_active_column);
- }
- column->IndexWithinActiveSet = (ImS8)table->ColumnsActiveCount;
- table->ColumnsActiveCount++;
- table->ActiveMaskByIndex |= index_mask;
- table->ActiveMaskByDisplayOrder |= display_order_mask;
- last_active_column = column;
- }
- else
- {
- column->IndexWithinActiveSet = -1;
- table->ActiveMaskByIndex &= ~index_mask;
- table->ActiveMaskByDisplayOrder &= ~display_order_mask;
- }
- IM_ASSERT(column->IndexWithinActiveSet <= column->IndexDisplayOrder);
- }
- table->VisibleMaskByIndex = table->ActiveMaskByIndex; // Columns will be masked out by TableUpdateLayout() when Clipped
- table->RightMostActiveColumn = (ImS8)(last_active_column ? table->Columns.index_from_ptr(last_active_column) : -1);
- // Disable child window clipping while fitting columns. This is not strictly necessary but makes it possible to avoid
- // the column fitting to wait until the first visible frame of the child container (may or not be a good thing).
- if (want_column_auto_fit && table->OuterWindow != table->InnerWindow)
- table->InnerWindow->SkipItems = false;
- }
- void ImGui::TableUpdateDrawChannels(ImGuiTable* table)
- {
- // Allocate draw channels.
- // - We allocate them following the storage order instead of the display order so reordering won't needlessly increase overall dormant memory cost
- // - We isolate headers draw commands in their own channels instead of just altering clip rects. This is in order to facilitate merging of draw commands.
- // - After crossing FreezeRowsCount, all columns see their current draw channel increased.
- // - We only use the dummy draw channel so we can push a null clipping rectangle into it without affecting other channels, while simplifying per-row/per-cell overhead. It will be empty and discarded when merged.
- // Draw channel allocation (before merging):
- // - NoClip --> 1+1 channels: background + foreground (same clip rect == 1 draw call)
- // - Clip --> 1+N channels
- // - FreezeRows || FreezeColumns --> 1+N*2 (unless scrolling value is zero)
- // - FreezeRows && FreezeColunns --> 2+N*2 (unless scrolling value is zero)
- const int freeze_row_multiplier = (table->FreezeRowsCount > 0) ? 2 : 1;
- const int channels_for_row = (table->Flags & ImGuiTableFlags_NoClipX) ? 1 : table->ColumnsActiveCount;
- const int channels_for_background = 1;
- const int channels_for_dummy = (table->ColumnsActiveCount < table->ColumnsCount || table->VisibleMaskByIndex != table->ActiveMaskByIndex) ? +1 : 0;
- const int channels_total = channels_for_background + (channels_for_row * freeze_row_multiplier) + channels_for_dummy;
- table->DrawSplitter.Split(table->InnerWindow->DrawList, channels_total);
- table->DummyDrawChannel = channels_for_dummy ? (ImS8)(channels_total - 1) : -1;
- int draw_channel_current = 1;
- for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
- {
- ImGuiTableColumn* column = &table->Columns[column_n];
- if (!column->IsClipped)
- {
- column->DrawChannelRowsBeforeFreeze = (ImS8)(draw_channel_current);
- column->DrawChannelRowsAfterFreeze = (ImS8)(draw_channel_current + (table->FreezeRowsCount > 0 ? channels_for_row : 0));
- if (!(table->Flags & ImGuiTableFlags_NoClipX))
- draw_channel_current++;
- }
- else
- {
- column->DrawChannelRowsBeforeFreeze = column->DrawChannelRowsAfterFreeze = table->DummyDrawChannel;
- }
- column->DrawChannelCurrent = column->DrawChannelRowsBeforeFreeze;
- }
- }
- // Adjust flags: default width mode + weighted columns are not allowed when auto extending
- static ImGuiTableColumnFlags TableFixColumnFlags(ImGuiTable* table, ImGuiTableColumnFlags flags)
- {
- // Sizing Policy
- if ((flags & ImGuiTableColumnFlags_WidthMask_) == 0)
- {
- if (table->Flags & ImGuiTableFlags_SizingPolicyFixedX)
- flags |= ((table->Flags & ImGuiTableFlags_Resizable) && !(flags & ImGuiTableColumnFlags_NoResize)) ? ImGuiTableColumnFlags_WidthFixed : ImGuiTableColumnFlags_WidthAlwaysAutoResize;
- else
- flags |= ImGuiTableColumnFlags_WidthStretch;
- }
- IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiTableColumnFlags_WidthMask_)); // Check that only 1 of each set is used.
- if ((flags & ImGuiTableColumnFlags_WidthAlwaysAutoResize))// || ((flags & ImGuiTableColumnFlags_WidthStretch) && (table->Flags & ImGuiTableFlags_SizingPolicyStretchX)))
- flags |= ImGuiTableColumnFlags_NoResize;
- //if ((flags & ImGuiTableColumnFlags_WidthStretch) && (table->Flags & ImGuiTableFlags_SizingPolicyFixedX))
- // flags = (flags & ~ImGuiTableColumnFlags_WidthMask_) | ImGuiTableColumnFlags_WidthFixed;
- // Sorting
- if ((flags & ImGuiTableColumnFlags_NoSortAscending) && (flags & ImGuiTableColumnFlags_NoSortDescending))
- flags |= ImGuiTableColumnFlags_NoSort;
- // Alignment
- //if ((flags & ImGuiTableColumnFlags_AlignMask_) == 0)
- // flags |= ImGuiTableColumnFlags_AlignCenter;
- //IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiTableColumnFlags_AlignMask_)); // Check that only 1 of each set is used.
- return flags;
- }
- static void TableFixColumnSortDirection(ImGuiTableColumn* column)
- {
- // Handle NoSortAscending/NoSortDescending
- if (column->SortDirection == ImGuiSortDirection_Ascending && (column->Flags & ImGuiTableColumnFlags_NoSortAscending))
- column->SortDirection = ImGuiSortDirection_Descending;
- else if (column->SortDirection == ImGuiSortDirection_Descending && (column->Flags & ImGuiTableColumnFlags_NoSortDescending))
- column->SortDirection = ImGuiSortDirection_Ascending;
- }
- static float TableGetMinColumnWidth()
- {
- ImGuiContext& g = *GImGui;
- // return g.Style.ColumnsMinSpacing;
- return g.Style.FramePadding.x * 3.0f;
- }
- // Layout columns for the frame
- // Runs on the first call to TableNextRow(), to give a chance for TableSetupColumn() to be called first.
- // FIXME-TABLE: Our width (and therefore our WorkRect) will be minimal in the first frame for WidthAlwaysAutoResize columns,
- // increase feedback side-effect with widgets relying on WorkRect.Max.x. Maybe provide a default distribution for WidthAlwaysAutoResize columns?
- void ImGui::TableUpdateLayout(ImGuiTable* table)
- {
- IM_ASSERT(table->IsLayoutLocked == false);
- // Compute offset, clip rect for the frame
- const ImRect work_rect = table->WorkRect;
- const float padding_auto_x = table->CellPaddingX1; // Can't make auto padding larger than what WorkRect knows about so right-alignment matches.
- const float min_column_width = TableGetMinColumnWidth();
- int count_fixed = 0;
- float width_fixed = 0.0f;
- float total_weights = 0.0f;
- table->LeftMostStretchedColumnDisplayOrder = -1;
- for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
- {
- if (!(table->ActiveMaskByDisplayOrder & ((ImU64)1 << order_n)))
- continue;
- const int column_n = table->DisplayOrder[order_n];
- ImGuiTableColumn* column = &table->Columns[column_n];
- // Adjust flags: default width mode + weighted columns are not allowed when auto extending
- // FIXME-TABLE: Clarify why we need to do this again here and not just in TableSetupColumn()
- column->Flags = TableFixColumnFlags(table, column->FlagsIn);
- // We have a unusual edge case where if the user doesn't call TableGetSortSpecs() but has sorting enabled
- // or varying sorting flags, we still want the sorting arrows to honor those flags.
- if (table->Flags & ImGuiTableFlags_Sortable)
- TableFixColumnSortDirection(column);
- if (column->Flags & (ImGuiTableColumnFlags_WidthAlwaysAutoResize | ImGuiTableColumnFlags_WidthFixed))
- {
- // Latch initial size for fixed columns
- count_fixed += 1;
- const bool init_size = (column->AutoFitQueue != 0x00) || (column->Flags & ImGuiTableColumnFlags_WidthAlwaysAutoResize);
- if (init_size)
- {
- // Combine width from regular rows + width from headers unless requested not to
- float width_request = (float)ImMax(column->ContentWidthRowsFrozen, column->ContentWidthRowsUnfrozen);
- if (!(table->Flags & ImGuiTableFlags_NoHeadersWidth) && !(column->Flags & ImGuiTableColumnFlags_NoHeaderWidth))
- width_request = ImMax(width_request, (float)column->ContentWidthHeadersDesired);
- column->WidthRequested = ImMax(width_request + padding_auto_x, min_column_width);
- // FIXME-TABLE: Increase minimum size during init frame so avoid biasing auto-fitting widgets (e.g. TextWrapped) too much.
- // Otherwise what tends to happen is that TextWrapped would output a very large height (= first frame scrollbar display very off + clipper would skip lots of items)
- // This is merely making the side-effect less extreme, but doesn't properly fixes it.
- if (column->AutoFitQueue > 0x01 && table->IsFirstFrame)
- column->WidthRequested = ImMax(column->WidthRequested, min_column_width * 4.0f);
- }
- width_fixed += column->WidthRequested;
- }
- else
- {
- IM_ASSERT(column->Flags & ImGuiTableColumnFlags_WidthStretch);
- IM_ASSERT(column->ResizeWeight > 0.0f);
- total_weights += column->ResizeWeight;
- if (table->LeftMostStretchedColumnDisplayOrder == -1)
- table->LeftMostStretchedColumnDisplayOrder = (ImS8)column->IndexDisplayOrder;
- }
- }
- // Layout
- const float width_spacings = table->CellSpacingX * (table->ColumnsActiveCount - 1);
- float width_avail;
- if ((table->Flags & ImGuiTableFlags_ScrollX) && (table->InnerWidth == 0.0f))
- width_avail = table->InnerClipRect.GetWidth() - width_spacings - 1.0f;
- else
- width_avail = work_rect.GetWidth() - width_spacings - 1.0f; // Remove -1.0f to cancel out the +1.0f we are doing in EndTable() to make last column line visible
- const float width_avail_for_stretched_columns = width_avail - width_fixed;
- float width_remaining_for_stretched_columns = width_avail_for_stretched_columns;
- // Apply final width based on requested widths
- // Mark some columns as not resizable
- int count_resizable = 0;
- table->ColumnsTotalWidth = width_spacings;
- for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
- {
- if (!(table->ActiveMaskByDisplayOrder & ((ImU64)1 << order_n)))
- continue;
- ImGuiTableColumn* column = &table->Columns[table->DisplayOrder[order_n]];
- // Allocate width for stretched/weighted columns
- if (column->Flags & ImGuiTableColumnFlags_WidthStretch)
- {
- float weight_ratio = column->ResizeWeight / total_weights;
- column->WidthRequested = IM_FLOOR(ImMax(width_avail_for_stretched_columns * weight_ratio, min_column_width) + 0.01f);
- width_remaining_for_stretched_columns -= column->WidthRequested;
- // [Resize Rule 2] Resizing from right-side of a weighted column before a fixed column froward sizing to left-side of fixed column
- // We also need to copy the NoResize flag..
- if (column->NextActiveColumn != -1)
- if (ImGuiTableColumn* next_column = &table->Columns[column->NextActiveColumn])
- if (next_column->Flags & ImGuiTableColumnFlags_WidthFixed)
- column->Flags |= (next_column->Flags & ImGuiTableColumnFlags_NoDirectResize_);
- }
- // [Resize Rule 1] The right-most active column is not resizable if there is at least one Stretch column (see comments in TableResizeColumn().)
- if (column->NextActiveColumn == -1 && table->LeftMostStretchedColumnDisplayOrder != -1)
- column->Flags |= ImGuiTableColumnFlags_NoDirectResize_;
- if (!(column->Flags & ImGuiTableColumnFlags_NoResize))
- count_resizable++;
- // Assign final width, record width in case we will need to shrink
- column->WidthGiven = ImFloor(ImMax(column->WidthRequested, min_column_width));
- table->ColumnsTotalWidth += column->WidthGiven;
- }
- #if 0
- const float width_excess = table->ColumnsTotalWidth - work_rect.GetWidth();
- if ((table->Flags & ImGuiTableFlags_SizingPolicyStretchX) && width_excess > 0.0f)
- {
- // Shrink widths when the total does not fit
- // FIXME-TABLE: This is working but confuses/conflicts with manual resizing.
- // FIXME-TABLE: Policy to shrink down below below ideal/requested width if there's no room?
- g.ShrinkWidthBuffer.resize(table->ColumnsActiveCount);
- for (int order_n = 0, active_n = 0; order_n < table->ColumnsCount; order_n++)
- {
- if (!(table->ActiveMaskByDisplayOrder & ((ImU64)1 << order_n)))
- continue;
- const int column_n = table->DisplayOrder[order_n];
- g.ShrinkWidthBuffer[active_n].Index = column_n;
- g.ShrinkWidthBuffer[active_n].Width = table->Columns[column_n].WidthGiven;
- active_n++;
- }
- ShrinkWidths(g.ShrinkWidthBuffer.Data, g.ShrinkWidthBuffer.Size, width_excess);
- for (int n = 0; n < g.ShrinkWidthBuffer.Size; n++)
- table->Columns[g.ShrinkWidthBuffer.Data[n].Index].WidthGiven = ImMax(g.ShrinkWidthBuffer.Data[n].Width, min_column_size);
- // FIXME: Need to alter table->ColumnsTotalWidth
- }
- else
- #endif
- // Redistribute remainder width due to rounding (remainder width is < 1.0f * number of Stretch column)
- // Using right-to-left distribution (more likely to match resizing cursor), could be adjusted depending where the mouse cursor is and/or relative weights.
- // FIXME-TABLE: May be simpler to store floating width and floor final positions only
- // FIXME-TABLE: Make it optional? User might prefer to preserve pixel perfect same size?
- if (width_remaining_for_stretched_columns >= 1.0f)
- for (int order_n = table->ColumnsCount - 1; total_weights > 0.0f && width_remaining_for_stretched_columns >= 1.0f && order_n >= 0; order_n--)
- {
- if (!(table->ActiveMaskByDisplayOrder & ((ImU64)1 << order_n)))
- continue;
- ImGuiTableColumn* column = &table->Columns[table->DisplayOrder[order_n]];
- if (!(column->Flags & ImGuiTableColumnFlags_WidthStretch))
- continue;
- column->WidthRequested += 1.0f;
- column->WidthGiven += 1.0f;
- width_remaining_for_stretched_columns -= 1.0f;
- }
- // Setup final position, offset and clipping rectangles
- int active_n = 0;
- float offset_x = (table->FreezeColumnsCount > 0) ? table->OuterRect.Min.x : work_rect.Min.x;
- ImRect host_clip_rect = table->InnerClipRect;
- for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
- {
- const int column_n = table->DisplayOrder[order_n];
- ImGuiTableColumn* column = &table->Columns[column_n];
- if (table->FreezeColumnsCount > 0 && table->FreezeColumnsCount == active_n)
- offset_x += work_rect.Min.x - table->OuterRect.Min.x;
- if (!(table->ActiveMaskByDisplayOrder & ((ImU64)1 << order_n)))
- {
- // Hidden column: clear a few fields and we are done with it for the remainder of the function.
- // We set a zero-width clip rect however we pay attention to set Min.y/Max.y properly to not interfere with the clipper.
- column->MinX = column->MaxX = offset_x;
- column->StartXRows = column->StartXHeaders = offset_x;
- column->WidthGiven = 0.0f;
- column->ClipRect.Min.x = offset_x;
- column->ClipRect.Min.y = work_rect.Min.y;
- column->ClipRect.Max.x = offset_x;
- column->ClipRect.Max.y = FLT_MAX;
- column->ClipRect.ClipWithFull(host_clip_rect);
- column->IsClipped = true;
- continue;
- }
- // If horizontal scrolling if disabled, we apply a final lossless shrinking of columns in order to make sure they are all visible.
- // Because of this we also know that all of the columns will always fit in table->WorkRect and therefore in table->InnerRect (because ScrollX is off)
- if (!(table->Flags & ImGuiTableFlags_ScrollX))
- {
- float max_x = table->WorkRect.Max.x - (table->ColumnsActiveCount - (column->IndexWithinActiveSet + 1)) * min_column_width;
- if (offset_x + column->WidthGiven > max_x)
- column->WidthGiven = ImMax(max_x - offset_x, min_column_width);
- }
- column->MinX = offset_x;
- column->MaxX = column->MinX + column->WidthGiven;
- //// A one pixel padding on the right side makes clipping more noticeable and contents look less cramped.
- column->ClipRect.Min.x = column->MinX;
- column->ClipRect.Min.y = work_rect.Min.y;
- column->ClipRect.Max.x = column->MaxX;// -1.0f;
- column->ClipRect.Max.y = FLT_MAX;
- column->ClipRect.ClipWithFull(host_clip_rect);
-
- column->IsClipped = (column->ClipRect.Max.x <= column->ClipRect.Min.x) && (column->AutoFitQueue & 1) == 0 && (column->CannotSkipItemsQueue & 1) == 0;
- if (column->IsClipped)
- {
- // Columns with the _WidthAlwaysAutoResize sizing policy will never be updated then.
- table->VisibleMaskByIndex &= ~((ImU64)1 << column_n);
- }
- else
- {
- // Starting cursor position
- column->StartXRows = column->StartXHeaders = column->MinX + table->CellPaddingX1;
- // Alignment
- // FIXME-TABLE: This align based on the whole column width, not per-cell, and therefore isn't useful in many cases.
- // (To be able to honor this we might be able to store a log of cells width, per row, for visible rows, but nav/programmatic scroll would have visible artifacts.)
- //if (column->Flags & ImGuiTableColumnFlags_AlignRight)
- // column->StartXRows = ImMax(column->StartXRows, column->MaxX - column->WidthContent[0]);
- //else if (column->Flags & ImGuiTableColumnFlags_AlignCenter)
- // column->StartXRows = ImLerp(column->StartXRows, ImMax(column->StartXRows, column->MaxX - column->WidthContent[0]), 0.5f);
- // Reset content width variables
- const float initial_max_pos_x = column->MinX + table->CellPaddingX1;
- column->ContentMaxPosRowsFrozen = column->ContentMaxPosRowsUnfrozen = initial_max_pos_x;
- column->ContentMaxPosHeadersUsed = column->ContentMaxPosHeadersDesired = initial_max_pos_x;
- }
- // Don't decrement auto-fit counters until container window got a chance to submit its items
- if (table->BackupSkipItems == false)
- {
- column->AutoFitQueue >>= 1;
- column->CannotSkipItemsQueue >>= 1;
- }
- if (active_n < table->FreezeColumnsCount)
- host_clip_rect.Min.x = ImMax(host_clip_rect.Min.x, column->MaxX + 2.0f);
- offset_x += column->WidthGiven + table->CellSpacingX;
- active_n++;
- }
- // Clear Resizable flag if none of our column are actually resizable (either via an explicit _NoResize flag, either because of using _WidthAlwaysAutoResize/_WidthStretch)
- // This will hide the resizing option from the context menu.
- if (count_resizable == 0 && (table->Flags & ImGuiTableFlags_Resizable))
- table->Flags &= ~ImGuiTableFlags_Resizable;
- // Allocate draw channels
- TableUpdateDrawChannels(table);
- // Borders
- if (table->Flags & ImGuiTableFlags_Resizable)
- TableUpdateBorders(table);
- // Reset fields after we used them in TableSetupResize()
- table->LastFirstRowHeight = 0.0f;
- table->IsLayoutLocked = true;
- table->IsUsingHeaders = false;
- // Context menu
- if (table->IsContextPopupOpen && table->InstanceNo == table->InstanceInteracted)
- {
- if (BeginPopup("##TableContextMenu"))
- {
- TableDrawContextMenu(table, table->ContextPopupColumn);
- EndPopup();
- }
- else
- {
- table->IsContextPopupOpen = false;
- }
- }
- }
- // Process interaction on resizing borders. Actual size change will be applied in EndTable()
- // - Set table->HoveredColumnBorder with a short delay/timer to reduce feedback noise
- // - Submit ahead of table contents and header, use ImGuiButtonFlags_AllowItemOverlap to prioritize widgets overlapping the same area.
- void ImGui::TableUpdateBorders(ImGuiTable* table)
- {
- ImGuiContext& g = *GImGui;
- IM_ASSERT(table->Flags & ImGuiTableFlags_Resizable);
- // At this point OuterRect height may be zero or under actual final height, so we rely on temporal coherency and use
- // the final height from last frame. Because this is only affecting _interaction_ with columns, it is not really problematic.
- // (whereas the actual visual will be displayed in EndTable() and using the current frame height)
- // Actual columns highlight/render will be performed in EndTable() and not be affected.
- const bool borders_full_height = (table->IsUsingHeaders == false) || (table->Flags & ImGuiTableFlags_BordersFullHeight);
- const float hit_half_width = TABLE_RESIZE_SEPARATOR_HALF_THICKNESS;
- const float hit_y1 = table->OuterRect.Min.y;
- const float hit_y2_full = ImMax(table->OuterRect.Max.y, hit_y1 + table->LastOuterHeight);
- const float hit_y2 = borders_full_height ? hit_y2_full : (hit_y1 + table->LastFirstRowHeight);
- const float mouse_x_hover_body = (g.IO.MousePos.y >= hit_y1 && g.IO.MousePos.y < hit_y2_full) ? g.IO.MousePos.x : FLT_MAX;
- for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
- {
- if (!(table->ActiveMaskByDisplayOrder & ((ImU64)1 << order_n)))
- continue;
- const int column_n = table->DisplayOrder[order_n];
- ImGuiTableColumn* column = &table->Columns[column_n];
- // Detect hovered column:
- // - we perform an unusually low-level check here.. not using IsMouseHoveringRect() to avoid touch padding.
- // - we don't care about the full set of IsItemHovered() feature either.
- if (mouse_x_hover_body >= column->MinX && mouse_x_hover_body < column->MaxX)
- table->HoveredColumnBody = (ImS8)column_n;
- if (column->Flags & (ImGuiTableColumnFlags_NoResize | ImGuiTableColumnFlags_NoDirectResize_))
- continue;
- ImGuiID column_id = table->ID + (table->InstanceNo * table->ColumnsCount) + column_n;
- ImRect hit_rect(column->MaxX - hit_half_width, hit_y1, column->MaxX + hit_half_width, hit_y2);
- //GetForegroundDrawList()->AddRect(hit_rect.Min, hit_rect.Max, IM_COL32(255, 0, 0, 100));
- KeepAliveID(column_id);
- bool hovered = false, held = false;
- bool pressed = ButtonBehavior(hit_rect, column_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_AllowItemOverlap | ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnDoubleClick);
- if (pressed && IsMouseDoubleClicked(0) && !(column->Flags & ImGuiTableColumnFlags_WidthStretch))
- {
- // FIXME-TABLE: Double-clicking on column edge could auto-fit weighted column?
- TableSetColumnAutofit(table, column_n);
- ClearActiveID();
- held = hovered = false;
- }
- if (held)
- {
- table->ResizedColumn = (ImS8)column_n;
- table->InstanceInteracted = table->InstanceNo;
- }
- if ((hovered && g.HoveredIdTimer > TABLE_RESIZE_SEPARATOR_FEEDBACK_TIMER) || held)
- {
- table->HoveredColumnBorder = (ImS8)column_n;
- SetMouseCursor(ImGuiMouseCursor_ResizeEW);
- }
- }
- }
- void ImGui::EndTable()
- {
- ImGuiContext& g = *GImGui;
- ImGuiTable* table = g.CurrentTable;
- IM_ASSERT(table != NULL);
- const ImGuiTableFlags flags = table->Flags;
- ImGuiWindow* inner_window = table->InnerWindow;
- ImGuiWindow* outer_window = table->OuterWindow;
- IM_ASSERT(inner_window == g.CurrentWindow);
- IM_ASSERT(outer_window == inner_window || outer_window == inner_window->ParentWindow);
- if (table->IsInsideRow)
- TableEndRow(table);
- // Finalize table height
- inner_window->SkipItems = table->BackupSkipItems;
- inner_window->DC.CursorMaxPos = table->BackupCursorMaxPos;
- if (inner_window != outer_window)
- {
- table->OuterRect.Max.y = ImMax(table->OuterRect.Max.y, inner_window->Pos.y + inner_window->Size.y);
- inner_window->DC.CursorMaxPos.y = table->RowPosY2;
- }
- else if (!(flags & ImGuiTableFlags_NoHostExtendY))
- {
- table->OuterRect.Max.y = ImMax(table->OuterRect.Max.y, inner_window->DC.CursorPos.y);
- inner_window->DC.CursorMaxPos.y = table->RowPosY2;
- }
- table->WorkRect.Max.y = ImMax(table->WorkRect.Max.y, table->OuterRect.Max.y);
- table->LastOuterHeight = table->OuterRect.GetHeight();
- // Store content width reference for each column
- float max_pos_x = inner_window->DC.CursorMaxPos.x;
- for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
- {
- ImGuiTableColumn* column = &table->Columns[column_n];
- // Store content width (for both Headers and Rows)
- //float ref_x = column->MinX;
- float ref_x_rows = column->StartXRows - table->CellPaddingX1;
- float ref_x_headers = column->StartXHeaders - table->CellPaddingX1;
- column->ContentWidthRowsFrozen = (ImS16)ImMax(0.0f, column->ContentMaxPosRowsFrozen - ref_x_rows);
- column->ContentWidthRowsUnfrozen = (ImS16)ImMax(0.0f, column->ContentMaxPosRowsUnfrozen - ref_x_rows);
- column->ContentWidthHeadersUsed = (ImS16)ImMax(0.0f, column->ContentMaxPosHeadersUsed - ref_x_headers);
- column->ContentWidthHeadersDesired = (ImS16)ImMax(0.0f, column->ContentMaxPosHeadersDesired - ref_x_headers);
- if (table->ActiveMaskByIndex & ((ImU64)1 << column_n))
- max_pos_x = ImMax(max_pos_x, column->MaxX);
- }
- // Add an extra 1 pixel so we can see the last column vertical line if it lies on the right-most edge.
- inner_window->DC.CursorMaxPos.x = max_pos_x + 1;
- if (!(flags & ImGuiTableFlags_NoClipX))
- inner_window->DrawList->PopClipRect();
- inner_window->ClipRect = inner_window->DrawList->_ClipRectStack.back();
- // Draw borders
- if ((flags & ImGuiTableFlags_Borders) != 0)
- TableDrawBorders(table);
- // Flatten channels and merge draw calls
- table->DrawSplitter.SetCurrentChannel(inner_window->DrawList, 0);
- TableDrawMergeChannels(table);
- // When releasing a column being resized, scroll to keep the resulting column in sight
- const float min_column_width = TableGetMinColumnWidth();
- if (!(table->Flags & ImGuiTableFlags_ScrollX) && inner_window != outer_window)
- {
- inner_window->Scroll.x = 0.0f;
- }
- else if (table->LastResizedColumn != -1 && table->ResizedColumn == -1 && inner_window->ScrollbarX)
- {
- ImGuiTableColumn* column = &table->Columns[table->LastResizedColumn];
- if (column->MaxX < table->InnerClipRect.Min.x)
- SetScrollFromPosX(inner_window, column->MaxX - inner_window->Pos.x - min_column_width, 1.0f);
- else if (column->MaxX > table->InnerClipRect.Max.x)
- SetScrollFromPosX(inner_window, column->MaxX - inner_window->Pos.x + min_column_width, 1.0f);
- }
- // Apply resizing/dragging at the end of the frame
- if (table->ResizedColumn != -1)
- {
- ImGuiTableColumn* column = &table->Columns[table->ResizedColumn];
- const float new_x2 = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + TABLE_RESIZE_SEPARATOR_HALF_THICKNESS);
- const float new_width = ImFloor(new_x2 - column->MinX);
- table->ResizedColumnNextWidth = new_width;
- }
- // Layout in outer window
- inner_window->WorkRect = table->BackupWorkRect;
- inner_window->SkipItems = table->BackupSkipItems;
- outer_window->DC.CursorPos = table->OuterRect.Min;
- outer_window->DC.ColumnsOffset.x = 0.0f;
- if (inner_window != outer_window)
- {
- // Override EndChild's ItemSize with our own to enable auto-resize on the X axis when possible
- float backup_outer_cursor_pos_x = outer_window->DC.CursorPos.x;
- EndChild();
- outer_window->DC.CursorMaxPos.x = backup_outer_cursor_pos_x + table->ColumnsTotalWidth + 1.0f + inner_window->ScrollbarSizes.x;
- }
- else
- {
- PopID();
- ImVec2 item_size = table->OuterRect.GetSize();
- item_size.x = table->ColumnsTotalWidth;
- ItemSize(item_size);
- }
- // Save settings
- if (table->IsSettingsDirty)
- TableSaveSettings(table);
- // Clear or restore current table, if any
- IM_ASSERT(g.CurrentWindow == outer_window);
- IM_ASSERT(g.CurrentTable == table);
- outer_window->DC.CurrentTable = NULL;
- g.CurrentTableStack.pop_back();
- g.CurrentTable = g.CurrentTableStack.Size ? g.Tables.GetByIndex(g.CurrentTableStack.back().Index) : NULL;
- }
- void ImGui::TableDrawBorders(ImGuiTable* table)
- {
- ImGuiWindow* inner_window = table->InnerWindow;
- ImGuiWindow* outer_window = table->OuterWindow;
- table->DrawSplitter.SetCurrentChannel(inner_window->DrawList, 0);
- if (inner_window->Hidden || !table->HostClipRect.Overlaps(table->InnerClipRect))
- return;
- // Draw inner border and resizing feedback
- const float draw_y1 = table->OuterRect.Min.y;
- float draw_y2_base = (table->FreezeRowsCount >= 1 ? table->OuterRect.Min.y : table->WorkRect.Min.y) + table->LastFirstRowHeight;
- float draw_y2_full = table->OuterRect.Max.y;
- ImU32 border_base_col;
- if (!table->IsUsingHeaders || (table->Flags & ImGuiTableFlags_BordersFullHeight))
- {
- draw_y2_base = draw_y2_full;
- border_base_col = table->BorderInnerColor;
- }
- else
- {
- border_base_col = table->BorderOuterColor;
- }
- if (table->Flags & ImGuiTableFlags_BordersV)
- {
- const bool draw_left_most_border = (table->Flags & ImGuiTableFlags_BordersOuter) == 0;
- if (draw_left_most_border)
- inner_window->DrawList->AddLine(ImVec2(table->OuterRect.Min.x, draw_y1), ImVec2(table->OuterRect.Min.x, draw_y2_base), border_base_col, 1.0f);
- for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
- {
- if (!(table->ActiveMaskByDisplayOrder & ((ImU64)1 << order_n)))
- continue;
- const int column_n = table->DisplayOrder[order_n];
- ImGuiTableColumn* column = &table->Columns[column_n];
- const bool is_hovered = (table->HoveredColumnBorder == column_n);
- const bool is_resized = (table->ResizedColumn == column_n) && (table->InstanceInteracted == table->InstanceNo);
- const bool draw_right_border = (column->MaxX <= table->InnerClipRect.Max.x) || (is_resized || is_hovered);
- if (draw_right_border && column->MaxX > column->ClipRect.Min.x) // FIXME-TABLE FIXME-STYLE: Assume BorderSize==1, this is problematic if we want to increase the border size..
- {
- // Draw in outer window so right-most column won't be clipped
- // Always draw full height border when:
- // - not using headers
- // - user specify ImGuiTableFlags_BordersFullHeight
- // - being interacted with
- // - on the delimitation of frozen column scrolling
- const ImU32 col = is_resized ? GetColorU32(ImGuiCol_SeparatorActive) : is_hovered ? GetColorU32(ImGuiCol_SeparatorHovered) : border_base_col;
- float draw_y2 = draw_y2_base;
- if (is_hovered || is_resized || (table->FreezeColumnsCount != -1 && table->FreezeColumnsCount == order_n + 1))
- draw_y2 = draw_y2_full;
- inner_window->DrawList->AddLine(ImVec2(column->MaxX, draw_y1), ImVec2(column->MaxX, draw_y2), col, 1.0f);
- }
- }
- }
- // Draw outer border
- if (table->Flags & ImGuiTableFlags_BordersOuter)
- {
- // Display outer border offset by 1 which is a simple way to display it without adding an extra draw call
- // (Without the offset, in outer_window it would be rendered behind cells, because child windows are above their parent.
- // In inner_window, it won't reach out over scrollbars. Another weird solution would be to display part of it in inner window,
- // and the part that's over scrollbars in the outer window..)
- // Either solution currently won't allow us to use a larger border size: the border would clipped.
- ImRect outer_border = table->OuterRect;
- if (inner_window != outer_window)
- outer_border.Expand(1.0f);
- outer_window->DrawList->AddRect(outer_border.Min, outer_border.Max, table->BorderOuterColor); // IM_COL32(255, 0, 0, 255));
- }
- else if (table->Flags & ImGuiTableFlags_BordersH)
- {
- // Draw bottom-most border
- const float border_y = table->RowPosY2;
- if (border_y >= table->BackgroundClipRect.Min.y && border_y < table->BackgroundClipRect.Max.y)
- inner_window->DrawList->AddLine(ImVec2(table->BorderX1, border_y), ImVec2(table->BorderX2, border_y), table->BorderOuterColor);
- }
- }
- static void TableUpdateColumnsWeightFromWidth(ImGuiTable* table)
- {
- IM_ASSERT(table->LeftMostStretchedColumnDisplayOrder != -1);
- // Measure existing quantity
- float visible_weight = 0.0f;
- float visible_width = 0.0f;
- for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
- {
- ImGuiTableColumn* column = &table->Columns[column_n];
- if (!column->IsActive || !(column->Flags & ImGuiTableColumnFlags_WidthStretch))
- continue;
- visible_weight += column->ResizeWeight;
- visible_width += column->WidthRequested;
- }
- IM_ASSERT(visible_weight > 0.0f && visible_width > 0.0f);
- // Apply new weights
- for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
- {
- ImGuiTableColumn* column = &table->Columns[column_n];
- if (!column->IsActive || !(column->Flags & ImGuiTableColumnFlags_WidthStretch))
- continue;
- column->ResizeWeight = (column->WidthRequested + 0.0f) / visible_width;
- }
- }
- void ImGui::TableSetColumnWidth(ImGuiTable* table, ImGuiTableColumn* column_0, float column_0_width)
- {
- // Constraints
- float min_width = TableGetMinColumnWidth();
- float max_width_0 = FLT_MAX;
- if (!(table->Flags & ImGuiTableFlags_ScrollX))
- max_width_0 = (table->WorkRect.Max.x - column_0->MinX) - (table->ColumnsActiveCount - (column_0->IndexWithinActiveSet + 1)) * min_width;
- column_0_width = ImClamp(column_0_width, min_width, max_width_0);
- // Compare both requested and actual given width to avoid overwriting requested width when column is stuck (minimum size, bounded)
- if (column_0->WidthGiven == column_0_width || column_0->WidthRequested == column_0_width)
- return;
- ImGuiTableColumn* column_1 = (column_0->NextActiveColumn != -1) ? &table->Columns[column_0->NextActiveColumn] : NULL;
- // In this surprisingly not simple because of how we support mixing Fixed and Stretch columns.
- // When forwarding resize from Wn| to Fn+1| we need to be considerate of the _NoResize flag on Fn+1.
- // FIXME-TABLE: Find a way to rewrite all of this so interactions feel more consistent for the user.
- // Scenarios:
- // - F1 F2 F3 resize from F1| or F2| --> ok: alter ->WidthRequested of Fixed column. Subsequent columns will be offset.
- // - F1 F2 F3 resize from F3| --> ok: alter ->WidthRequested of Fixed column. If active, ScrollX extent can be altered.
- // - F1 F2 W3 resize from F1| or F2| --> ok: alter ->WidthRequested of Fixed column. If active, ScrollX extent can be altered, but it doesn't make much sense as the Weighted column will always be minimal size.
- // - F1 F2 W3 resize from W3| --> ok: no-op (disabled by Resize Rule 1)
- // - W1 W2 W3 resize from W1| or W2| --> FIXME
- // - W1 W2 W3 resize from W3| --> ok: no-op (disabled by Resize Rule 1)
- // - W1 F2 F3 resize from F3| --> ok: no-op (disabled by Resize Rule 1)
- // - W1 F2 resize from F2| --> ok: no-op (disabled by Resize Rule 1)
- // - W1 W2 F3 resize from W1| or W2| --> ok
- // - W1 F2 W3 resize from W1| or F2| --> FIXME
- // - F1 W2 F3 resize from W2| --> ok
- // - W1 F2 F3 resize from W1| --> ok: equivalent to resizing |F2. F3 will not move. (forwarded by Resize Rule 2)
- // - W1 F2 F3 resize from F2| --> FIXME should resize F2, F3 and not have effect on W1 (Stretch columns are _before_ the Fixed column).
- // Rules:
- // - [Resize Rule 1] Can't resize from right of right-most visible column if there is any Stretch column. Implemented in TableUpdateLayout().
- // - [Resize Rule 2] Resizing from right-side of a Stretch column before a fixed column froward sizing to left-side of fixed column.
- // - [Resize Rule 3] If we are are followed by a fixed column and we have a Stretch column before, we need to ensure that our left border won't move.
- if (column_0->Flags & ImGuiTableColumnFlags_WidthFixed)
- {
- // [Resize Rule 3] If we are are followed by a fixed column and we have a Stretch column before, we need to
- // ensure that our left border won't move, which we can do by making sure column_a/column_b resizes cancels each others.
- if (column_1 && (column_1->Flags & ImGuiTableColumnFlags_WidthFixed))
- if (table->LeftMostStretchedColumnDisplayOrder != -1 && table->LeftMostStretchedColumnDisplayOrder < column_0->IndexDisplayOrder)
- {
- // (old_a + old_b == new_a + new_b) --> (new_a == old_a + old_b - new_b)
- float column_1_width = ImMax(column_1->WidthRequested - (column_0_width - column_0->WidthRequested), min_width);
- column_0_width = column_0->WidthRequested + column_1->WidthRequested - column_1_width;
- column_1->WidthRequested = column_1_width;
- }
- // Apply
- //IMGUI_DEBUG_LOG("TableSetColumnWidth(%d, %.1f->%.1f)\n", column_0_idx, column_0->WidthRequested, column_0_width);
- column_0->WidthRequested = column_0_width;
- }
- else if (column_0->Flags & ImGuiTableColumnFlags_WidthStretch)
- {
- // [Resize Rule 2]
- if (column_1 && (column_1->Flags & ImGuiTableColumnFlags_WidthFixed))
- {
- float off = (column_0->WidthGiven - column_0_width);
- float column_1_width = column_1->WidthGiven + off;
- column_1->WidthRequested = ImMax(min_width, column_1_width);
- return;
- }
- // (old_a + old_b == new_a + new_b) --> (new_a == old_a + old_b - new_b)
- float column_1_width = ImMax(column_1->WidthRequested - (column_0_width - column_0->WidthRequested), min_width);
- column_0_width = column_0->WidthRequested + column_1->WidthRequested - column_1_width;
- column_1->WidthRequested = column_1_width;
- column_0->WidthRequested = column_0_width;
- TableUpdateColumnsWeightFromWidth(table);
- }
- table->IsSettingsDirty = true;
- }
- // Columns where the contents didn't stray off their local clip rectangle can be merged into a same draw command.
- // To achieve this we merge their clip rect and make them contiguous in the channel list so they can be merged.
- // So here we'll reorder the draw cmd which can be merged, by arranging them into a maximum of 4 distinct groups:
- //
- // 1 group: 2 groups: 2 groups: 4 groups:
- // [ 0. ] no freeze [ 0. ] row freeze [ 01 ] col freeze [ 01 ] row+col freeze
- // [ .. ] or no scroll [ 1. ] and v-scroll [ .. ] and h-scroll [ 23 ] and v+h-scroll
- //
- // Each column itself can use 1 channel (row freeze disabled) or 2 channels (row freeze enabled).
- // When the contents of a column didn't stray off its limit, we move its channels into the corresponding group
- // based on its position (within frozen rows/columns set or not).
- // At the end of the operation our 1-4 groups will each have a ImDrawCmd using the same ClipRect, and they will be merged by the DrawSplitter.Merge() call.
- //
- // Column channels will not be merged into one of the 1-4 groups in the following cases:
- // - The contents stray off its clipping rectangle (we only compare the MaxX value, not the MinX value).
- // Direct ImDrawList calls won't be noticed so if you use them make sure the ImGui:: bounds matches, by e.g. calling SetCursorScreenPos().
- // - The channel uses more than one draw command itself (we drop all our merging stuff here.. we could do better but it's going to be rare)
- //
- // This function is particularly tricky to understand.. take a breath.
- void ImGui::TableDrawMergeChannels(ImGuiTable* table)
- {
- ImGuiContext& g = *GImGui;
- ImDrawListSplitter* splitter = &table->DrawSplitter;
- const bool is_frozen_v = (table->FreezeRowsCount > 0);
- const bool is_frozen_h = (table->FreezeColumnsCount > 0);
- int merge_set_mask = 0;
- int merge_set_channels_count[4] = { 0 };
- ImU64 merge_set_channels_mask[4] = { 0 };
- ImRect merge_set_clip_rect[4];
- for (int n = 0; n < IM_ARRAYSIZE(merge_set_clip_rect); n++)
- merge_set_clip_rect[n] = ImVec4(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX);
- bool merge_set_all_fit_within_inner_rect = (table->Flags & ImGuiTableFlags_NoHostExtendY) == 0;
- // 1. Scan channels and take note of those who can be merged
- for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
- {
- if (!(table->ActiveMaskByDisplayOrder & ((ImU64)1 << order_n)))
- continue;
- const int column_n = table->DisplayOrder[order_n];
- ImGuiTableColumn* column = &table->Columns[column_n];
- const int merge_set_sub_count = is_frozen_v ? 2 : 1;
- for (int merge_set_sub_n = 0; merge_set_sub_n < merge_set_sub_count; merge_set_sub_n++)
- {
- const int channel_no = (merge_set_sub_n == 0) ? column->DrawChannelRowsBeforeFreeze : column->DrawChannelRowsAfterFreeze;
- // Don't attempt to merge if there are multiple calls within the column
- ImDrawChannel* src_channel = &splitter->_Channels[channel_no];
- if (src_channel->_CmdBuffer.Size > 0 && src_channel->_CmdBuffer.back().ElemCount == 0)
- src_channel->_CmdBuffer.pop_back();
- if (src_channel->_CmdBuffer.Size != 1)
- continue;
- // Find out the width of this merge set and check if it will fit in our column.
- float width_contents;
- if (merge_set_sub_count == 1) // No row freeze (same as testing !is_frozen_v)
- width_contents = ImMax(column->ContentWidthRowsUnfrozen, column->ContentWidthHeadersUsed);
- else if (merge_set_sub_n == 0) // Row freeze: use width before freeze
- width_contents = ImMax(column->ContentWidthRowsFrozen, column->ContentWidthHeadersUsed);
- else // Row freeze: use width after freeze
- width_contents = column->ContentWidthRowsUnfrozen;
- if (width_contents > column->WidthGiven && !(column->Flags & ImGuiTableColumnFlags_NoClipX))
- continue;
- const int dst_merge_set_n = (is_frozen_h && column_n < table->FreezeColumnsCount ? 0 : 2) + (is_frozen_v ? merge_set_sub_n : 1);
- IM_ASSERT(merge_set_channels_count[dst_merge_set_n] < (int)sizeof(merge_set_channels_mask[dst_merge_set_n]) * 8);
- merge_set_mask |= (1 << dst_merge_set_n);
- merge_set_channels_mask[dst_merge_set_n] |= (ImU64)1 << channel_no;
- merge_set_channels_count[dst_merge_set_n]++;
- merge_set_clip_rect[dst_merge_set_n].Add(src_channel->_CmdBuffer[0].ClipRect);
- // If we end with a single set and hosted by the outer window, we'll attempt to merge our draw command with
- // the existing outer window command. But we can only do so if our columns all fit within the expected clip rect,
- // otherwise clipping will be incorrect when ScrollX is disabled.
- // FIXME-TABLE FIXME-WORKRECT: We are wasting a merge opportunity on tables without scrolling if column don't fit within host clip rect, solely because of the half-padding difference between window->WorkRect and window->InnerClipRect
- // 2019/10/22: (1) This is breaking table_2_draw_calls but I cannot seem to repro what it is attempting to fix...
- // cf git fce2e8dc "Fixed issue with clipping when outerwindow==innerwindow / support ScrollH without ScrollV."
- // 2019/10/22: (2) Clamping code in TableUpdateLayout() seemingly made this not necessary...
- #if 0
- if (column->MinX < table->InnerClipRect.Min.x || column->MaxX > table->InnerClipRect.Max.x)
- merge_set_all_fit_within_inner_rect = false;
- #endif
- }
- // Invalidate current draw channel (we don't clear DrawChannelBeforeRowFreeze/DrawChannelAfterRowFreeze solely to facilitate debugging)
- column->DrawChannelCurrent = -1;
- }
- // 2. Rewrite channel list in our preferred order
- if (merge_set_mask != 0)
- {
- // Use shared temporary storage so the allocation gets amortized
- g.DrawChannelsTempMergeBuffer.resize(splitter->_Count - 1);
- ImDrawChannel* dst_tmp = g.DrawChannelsTempMergeBuffer.Data;
- ImU64 remaining_mask = ((splitter->_Count < 64) ? ((ImU64)1 << splitter->_Count) - 1 : ~(ImU64)0) & ~1;
- const bool may_extend_clip_rect_to_host_rect = ImIsPowerOfTwo(merge_set_mask);
- for (int merge_set_n = 0; merge_set_n < 4; merge_set_n++)
- if (merge_set_channels_count[merge_set_n])
- {
- ImU64 merge_channels_mask = merge_set_channels_mask[merge_set_n];
- ImRect merge_clip_rect = merge_set_clip_rect[merge_set_n];
- if (may_extend_clip_rect_to_host_rect)
- {
- //GetOverlayDrawList()->AddRect(table->HostClipRect.Min, table->HostClipRect.Max, IM_COL32(255, 0, 0, 200), 0.0f, ~0, 3.0f);
- //GetOverlayDrawList()->AddRect(table->InnerClipRect.Min, table->InnerClipRect.Max, IM_COL32(0, 255, 0, 200), 0.0f, ~0, 1.0f);
- //GetOverlayDrawList()->AddRect(merge_clip_rect.Min, merge_clip_rect.Max, IM_COL32(255, 0, 0, 200), 0.0f, ~0, 2.0f);
- merge_clip_rect.Add(merge_set_all_fit_within_inner_rect ? table->HostClipRect : table->InnerClipRect);
- //GetOverlayDrawList()->AddRect(merge_clip_rect.Min, merge_clip_rect.Max, IM_COL32(0, 255, 0, 200));
- }
- remaining_mask &= ~merge_channels_mask;
- for (int n = 0; n < splitter->_Count && merge_channels_mask != 0; n++)
- {
- // Copy + overwrite new clip rect
- const ImU64 n_mask = (ImU64)1 << n;
- if ((merge_channels_mask & n_mask) == 0)
- continue;
- ImDrawChannel* channel = &splitter->_Channels[n];
- IM_ASSERT(channel->_CmdBuffer.Size == 1 && merge_clip_rect.Contains(ImRect(channel->_CmdBuffer[0].ClipRect)));
- channel->_CmdBuffer[0].ClipRect = *(ImVec4*)&merge_clip_rect;
- memcpy(dst_tmp++, channel, sizeof(ImDrawChannel));
- merge_channels_mask &= ~n_mask;
- }
- }
- // Append channels that we didn't reorder at the end of the list
- for (int n = 0; n < splitter->_Count && remaining_mask != 0; n++)
- {
- const ImU64 n_mask = (ImU64)1 << n;
- if ((remaining_mask & n_mask) == 0)
- continue;
- ImDrawChannel* channel = &splitter->_Channels[n];
- memcpy(dst_tmp++, channel, sizeof(ImDrawChannel));
- remaining_mask &= ~n_mask;
- }
- IM_ASSERT(dst_tmp == g.DrawChannelsTempMergeBuffer.Data + g.DrawChannelsTempMergeBuffer.Size);
- memcpy(splitter->_Channels.Data + 1, g.DrawChannelsTempMergeBuffer.Data, (splitter->_Count - 1) * sizeof(ImDrawChannel));
- }
- // 3. Actually merge (channels using the same clip rect will be contiguous and naturally merged)
- splitter->Merge(table->InnerWindow->DrawList);
- }
- // We use a default parameter of 'init_width_or_weight == -1'
- // ImGuiTableColumnFlags_WidthFixed, width <= 0 --> init width == auto
- // ImGuiTableColumnFlags_WidthFixed, width > 0 --> init width == manual
- // ImGuiTableColumnFlags_WidthStretch, weight < 0 --> init weight == 1.0f
- // ImGuiTableColumnFlags_WidthStretch, weight >= 0 --> init weight == custom
- // Use a different API?
- void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, float init_width_or_weight, ImGuiID user_id)
- {
- ImGuiContext& g = *GImGui;
- ImGuiTable* table = g.CurrentTable;
- IM_ASSERT(table != NULL && "Can only call TableSetupColumn() after BeginTable()!");
- IM_ASSERT(!table->IsLayoutLocked && "Can only call TableSetupColumn() before first row!");
- IM_ASSERT(table->DeclColumnsCount >= 0 && table->DeclColumnsCount < table->ColumnsCount && "Called TableSetupColumn() too many times!");
- ImGuiTableColumn* column = &table->Columns[table->DeclColumnsCount];
- table->DeclColumnsCount++;
- // When passing a width automatically enforce WidthFixed policy (vs TableFixColumnFlags would default to WidthAlwaysAutoResize)
- // (we write down to FlagsIn which is a little misleading, another solution would be to pass init_width_or_weight to TableFixColumnFlags)
- if ((flags & ImGuiTableColumnFlags_WidthMask_) == 0)
- if ((table->Flags & ImGuiTableFlags_SizingPolicyFixedX) && (init_width_or_weight > 0.0f))
- flags |= ImGuiTableColumnFlags_WidthFixed;
- column->UserID = user_id;
- column->FlagsIn = flags;
- column->Flags = TableFixColumnFlags(table, column->FlagsIn);
- flags = column->Flags;
- // Initialize defaults
- if (table->IsFirstFrame && !table->IsSettingsLoaded)
- {
- // Init width or weight
- // Disable auto-fit if a default fixed width has been specified
- if ((flags & ImGuiTableColumnFlags_WidthFixed) && init_width_or_weight > 0.0f)
- {
- column->WidthRequested = init_width_or_weight;
- column->AutoFitQueue = 0x00;
- }
- if (flags & ImGuiTableColumnFlags_WidthStretch)
- {
- IM_ASSERT(init_width_or_weight < 0.0f || init_width_or_weight > 0.0f);
- column->ResizeWeight = (init_width_or_weight < 0.0f ? 1.0f : init_width_or_weight);
- }
- else
- {
- column->ResizeWeight = 1.0f;
- }
- // Init default visibility/sort state
- if (flags & ImGuiTableColumnFlags_DefaultHide)
- column->IsActive = column->NextIsActive = false;
- if (flags & ImGuiTableColumnFlags_DefaultSort)
- column->SortOrder = 0; // Multiple columns using _DefaultSort will be reordered when building the sort specs.
- }
- // Store name (append with zero-terminator in contiguous buffer)
- IM_ASSERT(column->NameOffset == -1);
- if (label != NULL)
- {
- column->NameOffset = (ImS16)table->ColumnsNames.size();
- table->ColumnsNames.append(label, label + strlen(label) + 1);
- }
- }
- // Starts into the first cell of a new row
- void ImGui::TableNextRow(ImGuiTableRowFlags row_flags, float min_row_height)
- {
- ImGuiContext& g = *GImGui;
- ImGuiTable* table = g.CurrentTable;
- if (table->CurrentRow == -1)
- TableUpdateLayout(table);
- else if (table->IsInsideRow)
- TableEndRow(table);
- table->LastRowFlags = table->RowFlags;
- table->RowFlags = row_flags;
- TableBeginRow(table);
- // We honor min_height requested by user, but cannot guarantee per-row maximum height as that would essentially require a unique clipping rectangle per-cell.
- table->RowPosY2 += min_row_height;
- TableBeginCell(table, 0);
- }
- // [Internal]
- void ImGui::TableBeginRow(ImGuiTable* table)
- {
- ImGuiWindow* window = table->InnerWindow;
- IM_ASSERT(!table->IsInsideRow);
- // New row
- table->CurrentRow++;
- table->CurrentColumn = -1;
- table->RowBgColor = IM_COL32_DISABLE;
- table->IsInsideRow = true;
- // Begin frozen rows
- float next_y1 = table->RowPosY2;
- if (table->CurrentRow == 0 && table->FreezeRowsCount > 0)
- next_y1 = window->DC.CursorPos.y = table->OuterRect.Min.y;
- table->RowPosY1 = table->RowPosY2 = next_y1;
- table->RowTextBaseline = 0.0f;
- window->DC.CursorMaxPos.y = next_y1;
- // Making the header BG color non-transparent will allow us to overlay it multiple times when handling smooth dragging.
- if (table->RowFlags & ImGuiTableRowFlags_Headers)
- {
- table->RowBgColor = GetColorU32(ImGuiCol_TableHeaderBg);
- if (table->CurrentRow == 0)
- table->IsUsingHeaders = true;
- }
- }
- // [Internal]
- void ImGui::TableEndRow(ImGuiTable* table)
- {
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
- IM_ASSERT(window == table->InnerWindow);
- IM_ASSERT(table->IsInsideRow);
- TableEndCell(table);
- table->RowPosY2 += table->CellPaddingY;
- // Position cursor at the bottom of our row so it can be used for e.g. clipping calculation.
- // However it is likely that the next call to TableBeginCell() will reposition the cursor to take account of vertical padding.
- window->DC.CursorPos.y = table->RowPosY2;
- // Row background fill
- const float bg_y1 = table->RowPosY1;
- const float bg_y2 = table->RowPosY2;
- if (table->CurrentRow == 0)
- table->LastFirstRowHeight = bg_y2 - bg_y1;
- if (table->CurrentRow >= 0 && bg_y2 >= table->InnerClipRect.Min.y && bg_y1 <= table->InnerClipRect.Max.y)
- {
- // Decide of background color for the row
- ImU32 bg_col = 0;
- if (table->RowBgColor != IM_COL32_DISABLE)
- bg_col = table->RowBgColor;
- else if (table->Flags & ImGuiTableFlags_RowBg)
- bg_col = GetColorU32((table->RowBgColorCounter & 1) ? ImGuiCol_TableRowBgAlt : ImGuiCol_TableRowBg);
- // Decide of separating border color
- ImU32 border_col = 0;
- if (table->CurrentRow != 0 || table->InnerWindow == table->OuterWindow)
- {
- if (table->Flags & ImGuiTableFlags_BordersH)
- {
- if (table->CurrentRow == 0 && table->InnerWindow == table->OuterWindow)
- border_col = table->BorderOuterColor;
- else if (!(table->LastRowFlags & ImGuiTableRowFlags_Headers))
- border_col = table->BorderInnerColor;
- }
- else
- {
- if (table->RowFlags & ImGuiTableRowFlags_Headers)
- border_col = table->BorderOuterColor;
- }
- }
- if (bg_col != 0 || border_col != 0)
- table->DrawSplitter.SetCurrentChannel(window->DrawList, 0);
- // Draw background
- // We soft/cpu clip this so all backgrounds and borders can share the same clipping rectangle
- if (bg_col)
- {
- ImRect bg_rect(table->WorkRect.Min.x, bg_y1, table->WorkRect.Max.x, bg_y2);
- bg_rect.ClipWith(table->BackgroundClipRect);
- if (bg_rect.Min.y < bg_rect.Max.y)
- window->DrawList->AddRectFilledMultiColor(bg_rect.Min, bg_rect.Max, bg_col, bg_col, bg_col, bg_col);
- }
- // Draw top border
- const float border_y = bg_y1;
- if (border_col && border_y >= table->BackgroundClipRect.Min.y && border_y < table->BackgroundClipRect.Max.y)
- window->DrawList->AddLine(ImVec2(table->BorderX1, border_y), ImVec2(table->BorderX2, border_y), border_col);
- }
- const bool unfreeze_rows = (table->CurrentRow + 1 == table->FreezeRowsCount && table->FreezeRowsCount > 0);
- // Draw bottom border (always strong)
- const bool draw_separating_border = unfreeze_rows || (table->RowFlags & ImGuiTableRowFlags_Headers);
- if (draw_separating_border)
- if (bg_y2 >= table->BackgroundClipRect.Min.y && bg_y2 < table->BackgroundClipRect.Max.y)
- window->DrawList->AddLine(ImVec2(table->BorderX1, bg_y2), ImVec2(table->BorderX2, bg_y2), table->BorderOuterColor);
- // End frozen rows (when we are past the last frozen row line, teleport cursor and alter clipping rectangle)
- // We need to do that in TableEndRow() instead of TableBeginRow() so the list clipper can mark end of row and get the new cursor position.
- if (unfreeze_rows)
- {
- IM_ASSERT(table->IsFreezeRowsPassed == false);
- table->IsFreezeRowsPassed = true;
- table->DrawSplitter.SetCurrentChannel(window->DrawList, 0);
- ImRect r;
- r.Min.x = table->InnerClipRect.Min.x;
- r.Min.y = ImMax(table->RowPosY2 + 1, window->InnerClipRect.Min.y);
- r.Max.x = table->InnerClipRect.Max.x;
- r.Max.y = window->InnerClipRect.Max.y;
- table->BackgroundClipRect = r;
- float row_height = table->RowPosY2 - table->RowPosY1;
- table->RowPosY2 = window->DC.CursorPos.y = table->WorkRect.Min.y + table->RowPosY2 - table->OuterRect.Min.y;
- table->RowPosY1 = table->RowPosY2 - row_height;
- for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
- {
- ImGuiTableColumn* column = &table->Columns[column_n];
- column->DrawChannelCurrent = column->DrawChannelRowsAfterFreeze;
- column->ClipRect.Min.y = r.Min.y;
- }
- }
- if (!(table->RowFlags & ImGuiTableRowFlags_Headers))
- table->RowBgColorCounter++;
- table->IsInsideRow = false;
- }
- // [Internal] This is called a lot, so we need to be mindful of unnecessary overhead!
- void ImGui::TableBeginCell(ImGuiTable* table, int column_no)
- {
- table->CurrentColumn = column_no;
- ImGuiTableColumn* column = &table->Columns[column_no];
- ImGuiWindow* window = table->InnerWindow;
- const float start_x = (table->RowFlags & ImGuiTableRowFlags_Headers) ? column->StartXHeaders : column->StartXRows;
- window->DC.LastItemId = 0;
- window->DC.CursorPos = ImVec2(start_x, table->RowPosY1 + table->CellPaddingY);
- window->DC.CursorMaxPos.x = window->DC.CursorPos.x;
- window->DC.ColumnsOffset.x = start_x - window->Pos.x - window->DC.Indent.x; // FIXME-WORKRECT // FIXME-TABLE: Recurse
- window->DC.CurrLineTextBaseOffset = table->RowTextBaseline;
- window->WorkRect.Min.y = window->DC.CursorPos.y;
- window->WorkRect.Min.x = column->MinX + table->CellPaddingX1;
- window->WorkRect.Max.x = column->MaxX - table->CellPaddingX2;
- // To allow ImGuiListClipper to function we propagate our row height
- if (!column->IsActive)
- window->DC.CursorPos.y = ImMax(window->DC.CursorPos.y, table->RowPosY2);
- // FIXME-COLUMNS: Setup baseline, preserve across columns (how can we obtain first line baseline tho..)
- // window->DC.CurrLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, g.Style.FramePadding.y);
- window->SkipItems = column->IsClipped ? true : table->BackupSkipItems;
- if (table->Flags & ImGuiTableFlags_NoClipX)
- {
- table->DrawSplitter.SetCurrentChannel(window->DrawList, 1);
- }
- else
- {
- table->DrawSplitter.SetCurrentChannel(window->DrawList, column->DrawChannelCurrent);
- //window->ClipRect = column->ClipRect;
- //IM_ASSERT(column->ClipRect.Max.x > column->ClipRect.Min.x && column->ClipRect.Max.y > column->ClipRect.Min.y);
- //window->DrawList->_ClipRectStack.back() = ImVec4(column->ClipRect.Min.x, column->ClipRect.Min.y, column->ClipRect.Max.x, column->ClipRect.Max.y);
- //window->DrawList->UpdateClipRect();
- window->DrawList->PopClipRect();
- window->DrawList->PushClipRect(column->ClipRect.Min, column->ClipRect.Max, false);
- //IMGUI_DEBUG_LOG("%d (%.0f,%.0f)(%.0f,%.0f)\n", column_no, column->ClipRect.Min.x, column->ClipRect.Min.y, column->ClipRect.Max.x, column->ClipRect.Max.y);
- window->ClipRect = window->DrawList->_ClipRectStack.back();
- }
- }
- // [Internal]
- void ImGui::TableEndCell(ImGuiTable* table)
- {
- ImGuiTableColumn* column = &table->Columns[table->CurrentColumn];
- ImGuiWindow* window = table->InnerWindow;
- // Report maximum position so we can infer content size per column.
- float* p_max_pos_x;
- if (table->RowFlags & ImGuiTableRowFlags_Headers)
- p_max_pos_x = &column->ContentMaxPosHeadersUsed; // Useful in case user submit contents in header row that is not a TableHeader() call
- else
- p_max_pos_x = table->IsFreezeRowsPassed ? &column->ContentMaxPosRowsUnfrozen : &column->ContentMaxPosRowsFrozen;
- *p_max_pos_x = ImMax(*p_max_pos_x, window->DC.CursorMaxPos.x);
- table->RowPosY2 = ImMax(table->RowPosY2, window->DC.CursorMaxPos.y);
- // Propagate text baseline for the entire row
- // FIXME-TABLE: Here we propagate text baseline from the last line of the cell.. instead of the first one.
- table->RowTextBaseline = ImMax(table->RowTextBaseline, window->DC.PrevLineTextBaseOffset);
- }
- // Append into the next cell
- // FIXME-TABLE: Wrapping to next row should be optional?
- bool ImGui::TableNextCell()
- {
- ImGuiContext& g = *GImGui;
- ImGuiTable* table = g.CurrentTable;
- if (table->CurrentColumn != -1 && table->CurrentColumn + 1 < table->ColumnsCount)
- {
- TableEndCell(table);
- TableBeginCell(table, table->CurrentColumn + 1);
- }
- else
- {
- TableNextRow();
- }
- int column_n = table->CurrentColumn;
- return (table->VisibleMaskByIndex & ((ImU64)1 << column_n)) != 0;
- }
- const char* ImGui::TableGetColumnName(int column_n)
- {
- ImGuiContext& g = *GImGui;
- ImGuiTable* table = g.CurrentTable;
- if (!table)
- return NULL;
- if (column_n < 0)
- column_n = table->CurrentColumn;
- return TableGetColumnName(table, column_n);
- }
- bool ImGui::TableGetColumnIsVisible(int column_n)
- {
- ImGuiContext& g = *GImGui;
- ImGuiTable* table = g.CurrentTable;
- if (!table)
- return false;
- if (column_n < 0)
- column_n = table->CurrentColumn;
- return (table->VisibleMaskByIndex & ((ImU64)1 << column_n)) != 0;
- }
- int ImGui::TableGetColumnIndex()
- {
- ImGuiContext& g = *GImGui;
- ImGuiTable* table = g.CurrentTable;
- if (!table)
- return 0;
- return table->CurrentColumn;
- }
- bool ImGui::TableSetColumnIndex(int column_idx)
- {
- ImGuiContext& g = *GImGui;
- ImGuiTable* table = g.CurrentTable;
- if (!table)
- return false;
- if (table->CurrentColumn != column_idx)
- {
- if (table->CurrentColumn != -1)
- TableEndCell(table);
- IM_ASSERT(column_idx >= 0 && table->ColumnsCount);
- TableBeginCell(table, column_idx);
- }
- return (table->VisibleMaskByIndex & ((ImU64)1 << column_idx)) != 0;
- }
- ImRect ImGui::TableGetCellRect()
- {
- ImGuiContext& g = *GImGui;
- ImGuiTable* table = g.CurrentTable;
- ImGuiTableColumn* column = &table->Columns[table->CurrentColumn];
- return ImRect(column->MinX, table->RowPosY1, column->MaxX, table->RowPosY2);
- }
- const char* ImGui::TableGetColumnName(ImGuiTable* table, int column_no)
- {
- ImGuiTableColumn* column = &table->Columns[column_no];
- if (column->NameOffset == -1)
- return NULL;
- return &table->ColumnsNames.Buf[column->NameOffset];
- }
- void ImGui::TableSetColumnAutofit(ImGuiTable* table, int column_no)
- {
- // Disable clipping then auto-fit, will take 2 frames
- // (we don't take a shortcut for unclipped columns to reduce inconsistencies when e.g. resizing multiple columns)
- ImGuiTableColumn* column = &table->Columns[column_no];
- column->CannotSkipItemsQueue = (1 << 0);
- column->AutoFitQueue = (1 << 1);
- }
- void ImGui::PushTableBackground()
- {
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
- ImGuiTable* table = g.CurrentTable;
- table->DrawSplitter.SetCurrentChannel(window->DrawList, 0);
- PushClipRect(table->HostClipRect.Min, table->HostClipRect.Max, false);
- }
- void ImGui::PopTableBackground()
- {
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
- ImGuiTable* table = g.CurrentTable;
- ImGuiTableColumn* column = &table->Columns[table->CurrentColumn];
- table->DrawSplitter.SetCurrentChannel(window->DrawList, column->DrawChannelCurrent);
- PopClipRect();
- }
- // FIXME-TABLE: Ideally this should be writable by the user. Full programmatic access to that data?
- void ImGui::TableDrawContextMenu(ImGuiTable* table, int selected_column_n)
- {
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
- if (window->SkipItems)
- return;
- bool want_separator = false;
- selected_column_n = ImClamp(selected_column_n, -1, table->ColumnsCount - 1);
- // Sizing
- if (table->Flags & ImGuiTableFlags_Resizable)
- {
- if (ImGuiTableColumn* selected_column = (selected_column_n != -1) ? &table->Columns[selected_column_n] : NULL)
- {
- const bool can_resize = !(selected_column->Flags & (ImGuiTableColumnFlags_NoResize | ImGuiTableColumnFlags_WidthStretch)) && selected_column->IsActive;
- if (MenuItem("Size column to fit", NULL, false, can_resize))
- TableSetColumnAutofit(table, selected_column_n);
- }
- if (MenuItem("Size all columns to fit", NULL))
- {
- for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
- {
- ImGuiTableColumn* column = &table->Columns[column_n];
- if (column->IsActive)
- TableSetColumnAutofit(table, column_n);
- }
- }
- want_separator = true;
- }
- // Ordering
- if (table->Flags & ImGuiTableFlags_Reorderable)
- {
- if (MenuItem("Reset order", NULL, false, !table->IsDefaultDisplayOrder))
- table->IsResetDisplayOrderRequest = true;
- want_separator = true;
- }
- // Hiding / Visibility
- if (table->Flags & ImGuiTableFlags_Hideable)
- {
- if (want_separator)
- Separator();
- want_separator = false;
- PushItemFlag(ImGuiItemFlags_SelectableDontClosePopup, true);
- for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
- {
- ImGuiTableColumn* column = &table->Columns[column_n];
- const char* name = TableGetColumnName(table, column_n);
- if (name == NULL)
- name = "<Unknown>";
- // Make sure we can't hide the last active column
- bool menu_item_active = (column->Flags & ImGuiTableColumnFlags_NoHide) ? false : true;
- if (column->IsActive && table->ColumnsActiveCount <= 1)
- menu_item_active = false;
- if (MenuItem(name, NULL, column->IsActive, menu_item_active))
- column->NextIsActive = !column->IsActive;
- }
- PopItemFlag();
- }
- }
- // This is a helper to output headers based on the column names declared in TableSetupColumn()
- // The intent is that advanced users would not need to use this helper and may create their own.
- void ImGui::TableAutoHeaders()
- {
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
- if (window->SkipItems)
- return;
- ImGuiTable* table = g.CurrentTable;
- IM_ASSERT(table && table->CurrentRow == -1);
- int open_context_popup = INT_MAX;
- // This for loop is constructed to not make use of internal functions,
- // as this is intended to be a base template to copy and build from.
- TableNextRow(ImGuiTableRowFlags_Headers, GetTextLineHeight());
- const int columns_count = table->ColumnsCount;
- for (int column_n = 0; column_n < columns_count; column_n++)
- {
- if (!TableSetColumnIndex(column_n))
- continue;
- const char* name = TableGetColumnName(column_n);
- // FIXME-TABLE: Test custom user elements
- #if 0
- if (column_n < 2)
- {
- static bool b[10] = {};
- PushID(column_n);
- PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0));
- Checkbox("##", &b[column_n]);
- PopStyleVar();
- PopID();
- SameLine(0.0f, g.Style.ItemInnerSpacing.x);
- }
- #endif
- // [DEBUG]
- //if (g.IO.KeyCtrl) { static char buf[32]; name = buf; ImGuiTableColumn* c = &table->Columns[column_n]; if (c->Flags & ImGuiTableColumnFlags_WidthStretch) ImFormatString(buf, 32, "%.3f>%.1f", c->ResizeWeight, c->WidthGiven); else ImFormatString(buf, 32, "%.1f", c->WidthGiven); }
- PushID(table->InstanceNo * table->ColumnsCount + column_n); // Allow unnamed labels (generally accidental, but let's behave nicely with them)
- TableHeader(name);
- PopID();
- // We don't use BeginPopupContextItem() because we want the popup to stay up even after the column is hidden
- if (IsMouseReleased(1) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
- open_context_popup = column_n;
- }
- // FIXME-TABLE: This is not user-land code any more...
- window->SkipItems = table->BackupSkipItems;
- // Allow opening popup from the right-most section after the last column
- // FIXME-TABLE: This is not user-land code any more... perhaps instead we should expose hovered column.
- // and allow some sort of row-centric IsItemHovered() for full flexibility?
- const float unused_x1 = (table->RightMostActiveColumn != -1) ? table->Columns[table->RightMostActiveColumn].MaxX : table->WorkRect.Min.x;
- if (unused_x1 < table->WorkRect.Max.x)
- {
- // FIXME: We inherit ClipRect/SkipItem from last submitted column (active or not), let's override
- window->ClipRect = table->InnerClipRect;
- ImVec2 backup_cursor_max_pos = window->DC.CursorMaxPos;
- window->DC.CursorPos = ImVec2(unused_x1, table->RowPosY1);
- ImVec2 size = ImVec2(table->WorkRect.Max.x - window->DC.CursorPos.x, table->RowPosY2 - table->RowPosY1);
- if (size.x > 0.0f && size.y > 0.0f)
- {
- InvisibleButton("##RemainingSpace", size);
- window->DC.CursorPos.y -= g.Style.ItemSpacing.y;
- window->DC.CursorMaxPos = backup_cursor_max_pos; // Don't feed back into the width of the Header row
- // We don't use BeginPopupContextItem() because we want the popup to stay up even after the column is hidden
- if (IsMouseReleased(1) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
- open_context_popup = -1;
- }
- window->ClipRect = window->DrawList->_ClipRectStack.back();
- }
- // Context Menu
- if (open_context_popup != INT_MAX)
- {
- table->IsContextPopupOpen = true;
- table->ContextPopupColumn = (ImS8)open_context_popup;
- table->InstanceInteracted = table->InstanceNo;
- OpenPopup("##TableContextMenu");
- }
- }
- // Emit a column header (text + optional sort order)
- // We cpu-clip text here so that all columns headers can be merged into a same draw call.
- // FIXME-TABLE: Should hold a selection state.
- void ImGui::TableHeader(const char* label)
- {
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
- if (window->SkipItems)
- return;
- ImGuiTable* table = g.CurrentTable;
- IM_ASSERT(table->CurrentColumn != -1);
- const int column_n = table->CurrentColumn;
- ImGuiTableColumn* column = &table->Columns[column_n];
- float row_height = GetTextLineHeight();
- ImRect cell_r = TableGetCellRect();
- ImRect work_r = cell_r;
- work_r.Min.x = window->DC.CursorPos.x;
- work_r.Max.y = work_r.Min.y + row_height;
- // Label
- if (label == NULL)
- label = "";
- const char* label_end = FindRenderedTextEnd(label);
- ImVec2 label_size = CalcTextSize(label, label_end, true);
- ImVec2 label_pos = window->DC.CursorPos;
- float ellipsis_max = work_r.Max.x;
- // Selectable
- PushID(label);
- // FIXME-TABLE: Fix when padding are disabled.
- //window->DC.CursorPos.x = column->MinX + table->CellPadding.x;
- // Keep header highlighted when context menu is open. (FIXME-TABLE: however we cannot assume the ID of said popup if it has been created by the user...)
- const bool selected = (table->IsContextPopupOpen && table->ContextPopupColumn == column_n && table->InstanceInteracted == table->InstanceNo);
- const bool pressed = Selectable("", selected, ImGuiSelectableFlags_DrawHoveredWhenHeld, ImVec2(0.0f, row_height));
- const bool held = IsItemActive();
- if (held)
- table->HeadHeaderColumn = (ImS8)column_n;
- window->DC.CursorPos.y -= g.Style.ItemSpacing.y * 0.5f;
- // Drag and drop: re-order columns. Frozen columns are not reorderable.
- // FIXME-TABLE: Scroll request while reordering a column and it lands out of the scrolling zone.
- if (held && (table->Flags & ImGuiTableFlags_Reorderable) && IsMouseDragging(0) && !g.DragDropActive)
- {
- // While moving a column it will jump on the other side of the mouse, so we also test for MouseDelta.x
- table->ReorderColumn = (ImS8)column_n;
- table->InstanceInteracted = table->InstanceNo;
- if (g.IO.MouseDelta.x < 0.0f && g.IO.MousePos.x < cell_r.Min.x)
- if (column->PrevActiveColumn != -1 && (column->IndexWithinActiveSet < table->FreezeColumnsRequest) == (table->Columns[column->PrevActiveColumn].IndexWithinActiveSet < table->FreezeColumnsRequest))
- table->ReorderColumnDir = -1;
- if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > cell_r.Max.x)
- if (column->NextActiveColumn != -1 && (column->IndexWithinActiveSet < table->FreezeColumnsRequest) == (table->Columns[column->NextActiveColumn].IndexWithinActiveSet < table->FreezeColumnsRequest))
- table->ReorderColumnDir = +1;
- }
- // Sort order arrow
- float w_arrow = 0.0f;
- float w_sort_text = 0.0f;
- if ((table->Flags & ImGuiTableFlags_Sortable) && !(column->Flags & ImGuiTableColumnFlags_NoSort))
- {
- const float ARROW_SCALE = 0.75f;
- w_arrow = ImFloor(g.FontSize * ARROW_SCALE + g.Style.FramePadding.x);// table->CellPadding.x);
- if (column->SortOrder != -1)
- {
- w_sort_text = 0.0f;
- char sort_order_suf[8];
- if (column->SortOrder > 0)
- {
- ImFormatString(sort_order_suf, IM_ARRAYSIZE(sort_order_suf), "%d", column->SortOrder + 1);
- w_sort_text = g.Style.ItemInnerSpacing.x + CalcTextSize(sort_order_suf).x;
- }
- float x = ImMax(cell_r.Min.x, work_r.Max.x - w_arrow - w_sort_text);
- ellipsis_max -= w_arrow + w_sort_text;
- float y = label_pos.y;
- ImU32 col = GetColorU32(ImGuiCol_Text);
- if (column->SortOrder > 0)
- {
- PushStyleColor(ImGuiCol_Text, GetColorU32(ImGuiCol_Text, 0.70f));
- RenderText(ImVec2(x + g.Style.ItemInnerSpacing.x, y), sort_order_suf);
- PopStyleColor();
- x += w_sort_text;
- }
- RenderArrow(window->DrawList, ImVec2(x, y), col, column->SortDirection == ImGuiSortDirection_Ascending ? ImGuiDir_Down : ImGuiDir_Up, ARROW_SCALE);
- }
- // Handle clicking on column header to adjust Sort Order
- if (pressed && table->ReorderColumn != column_n)
- TableSortSpecsClickColumn(table, column, g.IO.KeyShift);
- }
- // Render clipped label
- // Clipping here ensure that in the majority of situations, all our header cells will be merged into a single draw call.
- //window->DrawList->AddCircleFilled(ImVec2(ellipsis_max, label_pos.y), 40, IM_COL32_WHITE);
- RenderTextEllipsis(window->DrawList, label_pos, ImVec2(ellipsis_max, label_pos.y + row_height + g.Style.FramePadding.y), ellipsis_max, ellipsis_max, label, label_end, &label_size);
- // We feed our unclipped width to the column without writing on CursorMaxPos, so that column is still considering for merging.
- // FIXME-TABLE: Clarify policies of how label width and potential decorations (arrows) fit into auto-resize of the column
- float max_pos_x = label_pos.x + label_size.x + w_sort_text + w_arrow;
- column->ContentMaxPosHeadersUsed = ImMax(column->ContentMaxPosHeadersUsed, work_r.Max.x);// ImMin(max_pos_x, work_r.Max.x));
- column->ContentMaxPosHeadersDesired = ImMax(column->ContentMaxPosHeadersDesired, max_pos_x);
- PopID();
- }
- void ImGui::TableSortSpecsClickColumn(ImGuiTable* table, ImGuiTableColumn* clicked_column, bool add_to_existing_sort_orders)
- {
- if (!(table->Flags & ImGuiTableFlags_MultiSortable))
- add_to_existing_sort_orders = false;
- ImS8 sort_order_max = 0;
- if (add_to_existing_sort_orders)
- for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
- sort_order_max = ImMax(sort_order_max, table->Columns[column_n].SortOrder);
- for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
- {
- ImGuiTableColumn* column = &table->Columns[column_n];
- if (column == clicked_column)
- {
- // Set new sort direction and sort order
- // - If the PreferSortDescending flag is set, we will default to a Descending direction on the first click.
- // - Note that the PreferSortAscending flag is never checked, it is essentially the default and therefore a no-op.
- // - Note that the NoSortAscending/NoSortDescending flags are processed in TableSortSpecsSanitize(), and they may change/revert
- // the value of SortDirection. We could technically also do it here but it would be unnecessary and duplicate code.
- if (column->SortOrder == -1)
- column->SortDirection = (column->Flags & ImGuiTableColumnFlags_PreferSortDescending) ? (ImS8)ImGuiSortDirection_Descending : (ImU8)(ImGuiSortDirection_Ascending);
- else
- column->SortDirection = (ImU8)((column->SortDirection == ImGuiSortDirection_Ascending) ? ImGuiSortDirection_Descending : ImGuiSortDirection_Ascending);
- if (column->SortOrder == -1 || !add_to_existing_sort_orders)
- column->SortOrder = add_to_existing_sort_orders ? sort_order_max + 1 : 0;
- }
- else
- {
- if (!add_to_existing_sort_orders)
- column->SortOrder = -1;
- }
- TableFixColumnSortDirection(column);
- }
- table->IsSettingsDirty = true;
- table->IsSortSpecsDirty = true;
- }
- // Return NULL if no sort specs.
- // Return ->WantSort == true when the specs have changed since the last query.
- const ImGuiTableSortSpecs* ImGui::TableGetSortSpecs()
- {
- ImGuiContext& g = *GImGui;
- ImGuiTable* table = g.CurrentTable;
- IM_ASSERT(table != NULL);
- if (!(table->Flags & ImGuiTableFlags_Sortable))
- return NULL;
- // Flatten sort specs into user facing data
- const bool was_dirty = table->IsSortSpecsDirty;
- if (was_dirty)
- {
- TableSortSpecsSanitize(table);
- // Write output
- table->SortSpecsData.resize(table->SortSpecsCount);
- table->SortSpecs.ColumnsMask = 0x00;
- for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
- {
- ImGuiTableColumn* column = &table->Columns[column_n];
- if (column->SortOrder == -1)
- continue;
- ImGuiTableSortSpecsColumn* sort_spec = &table->SortSpecsData[column->SortOrder];
- sort_spec->ColumnUserID = column->UserID;
- sort_spec->ColumnIndex = (ImU8)column_n;
- sort_spec->SortOrder = (ImU8)column->SortOrder;
- sort_spec->SortSign = (column->SortDirection == ImGuiSortDirection_Ascending) ? +1 : -1;
- sort_spec->SortDirection = column->SortDirection;
- table->SortSpecs.ColumnsMask |= (ImU64)1 << column_n;
- }
- }
- // User facing data
- table->SortSpecs.Specs = table->SortSpecsData.Data;
- table->SortSpecs.SpecsCount = table->SortSpecsData.Size;
- table->SortSpecs.SpecsChanged = was_dirty;
- table->IsSortSpecsDirty = false;
- return table->SortSpecs.SpecsCount ? &table->SortSpecs : NULL;
- }
- bool ImGui::TableGetColumnIsSorted(int column_n)
- {
- ImGuiContext& g = *GImGui;
- ImGuiTable* table = g.CurrentTable;
- if (!table)
- return false;
- if (column_n < 0)
- column_n = table->CurrentColumn;
- ImGuiTableColumn* column = &table->Columns[column_n];
- return (column->SortOrder != -1);
- }
- void ImGui::TableSortSpecsSanitize(ImGuiTable* table)
- {
- // Clear SortOrder from hidden column and verify that there's no gap or duplicate.
- int sort_order_count = 0;
- ImU64 sort_order_mask = 0x00;
- for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
- {
- ImGuiTableColumn* column = &table->Columns[column_n];
- if (column->SortOrder != -1 && !column->IsActive)
- column->SortOrder = -1;
- if (column->SortOrder == -1)
- continue;
- sort_order_count++;
- sort_order_mask |= ((ImU64)1 << column->SortOrder);
- IM_ASSERT(sort_order_count < (int)sizeof(sort_order_mask) * 8);
- }
- const bool need_fix_linearize = ((ImU64)1 << sort_order_count) != (sort_order_mask + 1);
- const bool need_fix_single_sort_order = (sort_order_count > 1) && !(table->Flags & ImGuiTableFlags_MultiSortable);
- if (need_fix_linearize || need_fix_single_sort_order)
- {
- ImU64 fixed_mask = 0x00;
- for (int sort_n = 0; sort_n < sort_order_count; sort_n++)
- {
- // Fix: Rewrite sort order fields if needed so they have no gap or duplicate.
- // (e.g. SortOrder 0 disappeared, SortOrder 1..2 exists --> rewrite then as SortOrder 0..1)
- int column_with_smallest_sort_order = -1;
- for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
- if ((fixed_mask & ((ImU64)1 << (ImU64)column_n)) == 0 && table->Columns[column_n].SortOrder != -1)
- if (column_with_smallest_sort_order == -1 || table->Columns[column_n].SortOrder < table->Columns[column_with_smallest_sort_order].SortOrder)
- column_with_smallest_sort_order = column_n;
- IM_ASSERT(column_with_smallest_sort_order != -1);
- fixed_mask |= ((ImU64)1 << column_with_smallest_sort_order);
- table->Columns[column_with_smallest_sort_order].SortOrder = (ImS8)sort_n;
- // Fix: Make sure only one column has a SortOrder if ImGuiTableFlags_MultiSortable is not set.
- if (need_fix_single_sort_order)
- {
- for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
- if (column_n != column_with_smallest_sort_order)
- table->Columns[column_n].SortOrder = -1;
- break;
- }
- }
- }
- // Fallback default sort order (if no column has the ImGuiTableColumnFlags_DefaultSort flag)
- if (sort_order_count == 0 && table->IsFirstFrame)
- for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
- {
- ImGuiTableColumn* column = &table->Columns[column_n];
- if (!(column->Flags & ImGuiTableColumnFlags_NoSort) && column->IsActive)
- {
- sort_order_count = 1;
- column->SortOrder = 0;
- break;
- }
- }
- table->SortSpecsCount = (ImS8)sort_order_count;
- }
- //-------------------------------------------------------------------------
- // TABLE - .ini settings
- //-------------------------------------------------------------------------
- // [Init] 1: TableSettingsHandler_ReadXXXX() Load and parse .ini file into TableSettings.
- // [Main] 2: TableLoadSettings() When table is created, bind Table to TableSettings, serialize TableSettings data into Table.
- // [Main] 3: TableSaveSettings() When table properties are modified, serialize Table data into bound or new TableSettings, mark .ini as dirty.
- // [Main] 4: TableSettingsHandler_WriteAll() When .ini file is dirty (which can come from other source), save TableSettings into .ini file.
- //-------------------------------------------------------------------------
- static ImGuiTableSettings* CreateTableSettings(ImGuiID id, int columns_count)
- {
- ImGuiContext& g = *GImGui;
- ImGuiTableSettings* settings = g.SettingsTables.alloc_chunk(sizeof(ImGuiTableSettings) + (size_t)columns_count * sizeof(ImGuiTableColumnSettings));
- IM_PLACEMENT_NEW(settings) ImGuiTableSettings();
- ImGuiTableColumnSettings* settings_column = settings->GetColumnSettings();
- for (int n = 0; n < columns_count; n++, settings_column++)
- IM_PLACEMENT_NEW(settings_column) ImGuiTableColumnSettings();
- settings->ID = id;
- settings->ColumnsCount = settings->ColumnsCountMax = (ImS8)columns_count;
- return settings;
- }
- static ImGuiTableSettings* FindTableSettingsByID(ImGuiID id)
- {
- // FIXME-OPT: Might want to store a lookup map for this?
- ImGuiContext& g = *GImGui;
- for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings))
- if (settings->ID == id)
- return settings;
- return NULL;
- }
- ImGuiTableSettings* ImGui::TableFindSettings(ImGuiTable* table)
- {
- if (table->SettingsOffset == -1)
- return NULL;
- ImGuiContext& g = *GImGui;
- ImGuiTableSettings* settings = g.SettingsTables.ptr_from_offset(table->SettingsOffset);
- IM_ASSERT(settings->ID == table->ID);
- if (settings->ColumnsCountMax < table->ColumnsCount)
- {
- settings->ID = 0; // Ditch storage if we won't fit because of a count change
- return NULL;
- }
- return settings;
- }
- void ImGui::TableSaveSettings(ImGuiTable* table)
- {
- table->IsSettingsDirty = false;
- if (table->Flags & ImGuiTableFlags_NoSavedSettings)
- return;
- // Bind or create settings data
- ImGuiContext& g = *GImGui;
- ImGuiTableSettings* settings = TableFindSettings(table);
- if (settings == NULL)
- {
- settings = CreateTableSettings(table->ID, table->ColumnsCount);
- table->SettingsOffset = g.SettingsTables.offset_from_ptr(settings);
- }
- settings->ColumnsCount = (ImS8)table->ColumnsCount;
- // Serialize ImGuiTableSettings/ImGuiTableColumnSettings --> ImGuiTable/ImGuiTableColumn
- IM_ASSERT(settings->ID == table->ID);
- IM_ASSERT(settings->ColumnsCount == table->ColumnsCount && settings->ColumnsCountMax >= settings->ColumnsCount);
- ImGuiTableColumn* column = table->Columns.Data;
- ImGuiTableColumnSettings* column_settings = settings->GetColumnSettings();
- // FIXME-TABLE: Logic to avoid saving default widths?
- settings->SaveFlags = ImGuiTableFlags_Resizable;
- for (int n = 0; n < table->ColumnsCount; n++, column++, column_settings++)
- {
- //column_settings->WidthOrWeight = column->WidthRequested; // FIXME-WIP
- column_settings->Index = (ImS8)n;
- column_settings->DisplayOrder = column->IndexDisplayOrder;
- column_settings->SortOrder = column->SortOrder;
- column_settings->SortDirection = column->SortDirection;
- column_settings->Visible = column->IsActive;
- // We skip saving some data in the .ini file when they are unnecessary to restore our state
- // FIXME-TABLE: We don't have logic to easily compare SortOrder to DefaultSortOrder yet.
- if (column->IndexDisplayOrder != n)
- settings->SaveFlags |= ImGuiTableFlags_Reorderable;;
- if (column_settings->SortOrder != -1)
- settings->SaveFlags |= ImGuiTableFlags_Sortable;
- if (column_settings->Visible != ((column->Flags & ImGuiTableColumnFlags_DefaultHide) == 0))
- settings->SaveFlags |= ImGuiTableFlags_Hideable;
- }
- settings->SaveFlags &= table->Flags;
- MarkIniSettingsDirty();
- }
- void ImGui::TableLoadSettings(ImGuiTable* table)
- {
- ImGuiContext& g = *GImGui;
- table->IsSettingsRequestLoad = false;
- if (table->Flags & ImGuiTableFlags_NoSavedSettings)
- return;
- // Bind settings
- ImGuiTableSettings* settings;
- if (table->SettingsOffset == -1)
- {
- settings = FindTableSettingsByID(table->ID);
- if (settings == NULL)
- return;
- table->SettingsOffset = g.SettingsTables.offset_from_ptr(settings);
- }
- else
- {
- settings = g.SettingsTables.ptr_from_offset(table->SettingsOffset);
- }
- table->IsSettingsLoaded = true;
- settings->SaveFlags = table->Flags;
- // Serialize ImGuiTable/ImGuiTableColumn --> ImGuiTableSettings/ImGuiTableColumnSettings
- ImGuiTableColumnSettings* column_settings = settings->GetColumnSettings();
- for (int data_n = 0; data_n < settings->ColumnsCount; data_n++, column_settings++)
- {
- int column_n = column_settings->Index;
- if (column_n < 0 || column_n >= table->ColumnsCount)
- continue;
- ImGuiTableColumn* column = &table->Columns[column_n];
- //column->WidthRequested = column_settings->WidthOrWeight; // FIXME-WIP
- if (column_settings->DisplayOrder != -1)
- column->IndexDisplayOrder = column_settings->DisplayOrder;
- if (column_settings->SortOrder != -1)
- {
- column->SortOrder = column_settings->SortOrder;
- column->SortDirection = column_settings->SortDirection;
- }
- column->IsActive = column->NextIsActive = column_settings->Visible;
- }
- // FIXME-TABLE: Need to validate .ini data
- for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
- table->DisplayOrder[table->Columns[column_n].IndexDisplayOrder] = (ImU8)column_n;
- }
- void* ImGui::TableSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name)
- {
- ImGuiID id = 0;
- int columns_count = 0;
- if (sscanf(name, "0x%08X,%d", &id, &columns_count) < 2)
- return NULL;
- return CreateTableSettings(id, columns_count);
- }
- void ImGui::TableSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line)
- {
- // "Column 0 UserID=0x42AD2D21 Width=100 Visible=1 Order=0 Sort=0v"
- ImGuiTableSettings* settings = (ImGuiTableSettings*)entry;
- int column_n = 0, r = 0, n = 0;
- if (sscanf(line, "Column %d%n", &column_n, &r) == 1) { line = ImStrSkipBlank(line + r); } else { return; }
- if (column_n < 0 || column_n >= settings->ColumnsCount)
- return;
- char c = 0;
- ImGuiTableColumnSettings* column = settings->GetColumnSettings() + column_n;
- column->Index = (ImS8)column_n;
- if (sscanf(line, "UserID=0x%08X%n", (ImU32*)&n, &r) == 1) { line = ImStrSkipBlank(line + r); column->UserID = (ImGuiID)n; }
- if (sscanf(line, "Width=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); /* .. */ settings->SaveFlags |= ImGuiTableFlags_Resizable; }
- if (sscanf(line, "Visible=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); column->Visible = (ImU8)n; settings->SaveFlags |= ImGuiTableFlags_Hideable; }
- if (sscanf(line, "Order=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); column->DisplayOrder = (ImS8)n; settings->SaveFlags |= ImGuiTableFlags_Reorderable; }
- if (sscanf(line, "Sort=%d%c%n", &n, &c, &r) == 2) { line = ImStrSkipBlank(line + r); column->SortOrder = (ImS8)n; column->SortDirection = (c == '^') ? ImGuiSortDirection_Descending : ImGuiSortDirection_Ascending; settings->SaveFlags |= ImGuiTableFlags_Sortable; }
- }
- void ImGui::TableSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf)
- {
- ImGuiContext& g = *ctx;
- for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings))
- {
- if (settings->ID == 0) // Skip ditched settings
- continue;
- // TableSaveSettings() may clear some of those flags when we establish that the data can be stripped (e.g. Order was unchanged)
- const bool save_size = (settings->SaveFlags & ImGuiTableFlags_Resizable) != 0;
- const bool save_visible = (settings->SaveFlags & ImGuiTableFlags_Hideable) != 0;
- const bool save_order = (settings->SaveFlags & ImGuiTableFlags_Reorderable) != 0;
- const bool save_sort = (settings->SaveFlags & ImGuiTableFlags_Sortable) != 0;
- if (!save_size && !save_visible && !save_order && !save_sort)
- continue;
- buf->reserve(buf->size() + 30 + settings->ColumnsCount * 50); // ballpark reserve
- buf->appendf("[%s][0x%08X,%d]\n", handler->TypeName, settings->ID, settings->ColumnsCount);
- ImGuiTableColumnSettings* column = settings->GetColumnSettings();
- for (int column_n = 0; column_n < settings->ColumnsCount; column_n++, column++)
- {
- // "Column 0 UserID=0x42AD2D21 Width=100 Visible=1 Order=0 Sort=0v"
- if (column->UserID != 0)
- buf->appendf("Column %-2d UserID=%08X", column_n, column->UserID);
- else
- buf->appendf("Column %-2d", column_n);
- if (save_size) buf->appendf(" Width=%d", 0);// (int)settings_column->WidthOrWeight); // FIXME-TABLE
- if (save_visible) buf->appendf(" Visible=%d", column->Visible);
- if (save_order) buf->appendf(" Order=%d", column->DisplayOrder);
- if (save_sort && column->SortOrder != -1) buf->appendf(" Sort=%d%c", column->SortOrder, (column->SortDirection == ImGuiSortDirection_Ascending) ? 'v' : '^');
- buf->append("\n");
- }
- buf->append("\n");
- }
- }
- //-------------------------------------------------------------------------
- // TABLE - Debugging
- //-------------------------------------------------------------------------
- // - DebugNodeTable() [Internal]
- //-------------------------------------------------------------------------
- #ifndef IMGUI_DISABLE_METRICS_WINDOW
- void ImGui::DebugNodeTable(ImGuiTable* table)
- {
- char buf[256];
- char* p = buf;
- const char* buf_end = buf + IM_ARRAYSIZE(buf);
- ImFormatString(p, buf_end - p, "Table 0x%08X (%d columns, in '%s')", table->ID, table->ColumnsCount, table->OuterWindow->Name);
- bool open = TreeNode(table, "%s", buf);
- if (IsItemHovered())
- GetForegroundDrawList()->AddRect(table->OuterRect.Min, table->OuterRect.Max, IM_COL32(255, 255, 0, 255));
- if (open)
- {
- for (int n = 0; n < table->ColumnsCount; n++)
- {
- ImGuiTableColumn* column = &table->Columns[n];
- const char* name = TableGetColumnName(table, n);
- BulletText("Column %d order %d name '%s': +%.1f to +%.1f\n"
- "Active: %d, Clipped: %d, DrawChannels: %d,%d\n"
- "WidthGiven/Requested: %.1f/%.1f, Weight: %.2f\n"
- "UserID: 0x%08X, Flags: 0x%04X: %s%s%s%s..",
- n, column->IndexDisplayOrder, name ? name : "NULL", column->MinX - table->WorkRect.Min.x, column->MaxX - table->WorkRect.Min.x,
- column->IsActive, column->IsClipped, column->DrawChannelRowsBeforeFreeze, column->DrawChannelRowsAfterFreeze,
- column->WidthGiven, column->WidthRequested, column->ResizeWeight,
- column->UserID, column->Flags,
- (column->Flags & ImGuiTableColumnFlags_WidthFixed) ? "WidthFixed " : "",
- (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? "WidthStretch " : "",
- (column->Flags & ImGuiTableColumnFlags_WidthAlwaysAutoResize) ? "WidthAlwaysAutoResize " : "",
- (column->Flags & ImGuiTableColumnFlags_NoResize) ? "NoResize " : "");
- }
- ImGuiTableSettings* settings = TableFindSettings(table);
- if (settings && TreeNode("Settings"))
- {
- BulletText("SaveFlags: 0x%08X", settings->SaveFlags);
- BulletText("ColumnsCount: %d (max %d)", settings->ColumnsCount, settings->ColumnsCountMax);
- for (int n = 0; n < settings->ColumnsCount; n++)
- {
- ImGuiTableColumnSettings* column_settings = &settings->GetColumnSettings()[n];
- BulletText("Column %d Order %d SortOrder %d Visible %d UserID 0x%08X WidthOrWeight %.3f",
- n, column_settings->DisplayOrder, column_settings->SortOrder, column_settings->Visible, column_settings->UserID, column_settings->WidthOrWeight);
- }
- TreePop();
- }
- TreePop();
- }
- }
- #endif // #ifndef IMGUI_DISABLE_METRICS_WINDOW
- //-------------------------------------------------------------------------
- //-------------------------------------------------------------------------
- // [SECTION] Widgets: Columns, BeginColumns, EndColumns, etc.
- // (This is a legacy API, prefer using BeginTable/EndTable!)
- //-------------------------------------------------------------------------
- // - SetWindowClipRectBeforeSetChannel() [Internal]
- // - GetColumnIndex()
- // - GetColumnsCount()
- // - GetColumnOffset()
- // - GetColumnWidth()
- // - SetColumnOffset()
- // - SetColumnWidth()
- // - PushColumnClipRect() [Internal]
- // - PushColumnsBackground() [Internal]
- // - PopColumnsBackground() [Internal]
- // - FindOrCreateColumns() [Internal]
- // - GetColumnsID() [Internal]
- // - BeginColumns()
- // - NextColumn()
- // - EndColumns()
- // - Columns()
- //-------------------------------------------------------------------------
- // [Internal] Small optimization to avoid calls to PopClipRect/SetCurrentChannel/PushClipRect in sequences,
- // they would meddle many times with the underlying ImDrawCmd.
- // Instead, we do a preemptive overwrite of clipping rectangle _without_ altering the command-buffer and let
- // the subsequent single call to SetCurrentChannel() does it things once.
- void ImGui::SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect)
- {
- ImVec4 clip_rect_vec4 = clip_rect.ToVec4();
- window->ClipRect = clip_rect;
- window->DrawList->_CmdHeader.ClipRect = clip_rect_vec4;
- window->DrawList->_ClipRectStack.Data[window->DrawList->_ClipRectStack.Size - 1] = clip_rect_vec4;
- }
- int ImGui::GetColumnIndex()
- {
- ImGuiWindow* window = GetCurrentWindowRead();
- return window->DC.CurrentColumns ? window->DC.CurrentColumns->Current : 0;
- }
- int ImGui::GetColumnsCount()
- {
- ImGuiWindow* window = GetCurrentWindowRead();
- return window->DC.CurrentColumns ? window->DC.CurrentColumns->Count : 1;
- }
- float ImGui::GetColumnOffsetFromNorm(const ImGuiOldColumns* columns, float offset_norm)
- {
- return offset_norm * (columns->OffMaxX - columns->OffMinX);
- }
- float ImGui::GetColumnNormFromOffset(const ImGuiOldColumns* columns, float offset)
- {
- return offset / (columns->OffMaxX - columns->OffMinX);
- }
- static const float COLUMNS_HIT_RECT_HALF_WIDTH = 4.0f;
- static float GetDraggedColumnOffset(ImGuiOldColumns* columns, int column_index)
- {
- // Active (dragged) column always follow mouse. The reason we need this is that dragging a column to the right edge of an auto-resizing
- // window creates a feedback loop because we store normalized positions. So while dragging we enforce absolute positioning.
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
- IM_ASSERT(column_index > 0); // We are not supposed to drag column 0.
- IM_ASSERT(g.ActiveId == columns->ID + ImGuiID(column_index));
- float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x + COLUMNS_HIT_RECT_HALF_WIDTH - window->Pos.x;
- x = ImMax(x, ImGui::GetColumnOffset(column_index - 1) + g.Style.ColumnsMinSpacing);
- if ((columns->Flags & ImGuiOldColumnFlags_NoPreserveWidths))
- x = ImMin(x, ImGui::GetColumnOffset(column_index + 1) - g.Style.ColumnsMinSpacing);
- return x;
- }
- float ImGui::GetColumnOffset(int column_index)
- {
- ImGuiWindow* window = GetCurrentWindowRead();
- ImGuiOldColumns* columns = window->DC.CurrentColumns;
- if (columns == NULL)
- return 0.0f;
- if (column_index < 0)
- column_index = columns->Current;
- IM_ASSERT(column_index < columns->Columns.Size);
- const float t = columns->Columns[column_index].OffsetNorm;
- const float x_offset = ImLerp(columns->OffMinX, columns->OffMaxX, t);
- return x_offset;
- }
- static float GetColumnWidthEx(ImGuiOldColumns* columns, int column_index, bool before_resize = false)
- {
- if (column_index < 0)
- column_index = columns->Current;
- float offset_norm;
- if (before_resize)
- offset_norm = columns->Columns[column_index + 1].OffsetNormBeforeResize - columns->Columns[column_index].OffsetNormBeforeResize;
- else
- offset_norm = columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm;
- return ImGui::GetColumnOffsetFromNorm(columns, offset_norm);
- }
- float ImGui::GetColumnWidth(int column_index)
- {
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
- ImGuiOldColumns* columns = window->DC.CurrentColumns;
- if (columns == NULL)
- return GetContentRegionAvail().x;
- if (column_index < 0)
- column_index = columns->Current;
- return GetColumnOffsetFromNorm(columns, columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm);
- }
- void ImGui::SetColumnOffset(int column_index, float offset)
- {
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
- ImGuiOldColumns* columns = window->DC.CurrentColumns;
- IM_ASSERT(columns != NULL);
- if (column_index < 0)
- column_index = columns->Current;
- IM_ASSERT(column_index < columns->Columns.Size);
- const bool preserve_width = !(columns->Flags & ImGuiOldColumnFlags_NoPreserveWidths) && (column_index < columns->Count - 1);
- const float width = preserve_width ? GetColumnWidthEx(columns, column_index, columns->IsBeingResized) : 0.0f;
- if (!(columns->Flags & ImGuiOldColumnFlags_NoForceWithinWindow))
- offset = ImMin(offset, columns->OffMaxX - g.Style.ColumnsMinSpacing * (columns->Count - column_index));
- columns->Columns[column_index].OffsetNorm = GetColumnNormFromOffset(columns, offset - columns->OffMinX);
- if (preserve_width)
- SetColumnOffset(column_index + 1, offset + ImMax(g.Style.ColumnsMinSpacing, width));
- }
- void ImGui::SetColumnWidth(int column_index, float width)
- {
- ImGuiWindow* window = GetCurrentWindowRead();
- ImGuiOldColumns* columns = window->DC.CurrentColumns;
- IM_ASSERT(columns != NULL);
- if (column_index < 0)
- column_index = columns->Current;
- SetColumnOffset(column_index + 1, GetColumnOffset(column_index) + width);
- }
- void ImGui::PushColumnClipRect(int column_index)
- {
- ImGuiWindow* window = GetCurrentWindowRead();
- ImGuiOldColumns* columns = window->DC.CurrentColumns;
- if (column_index < 0)
- column_index = columns->Current;
- ImGuiOldColumnData* column = &columns->Columns[column_index];
- PushClipRect(column->ClipRect.Min, column->ClipRect.Max, false);
- }
- // Get into the columns background draw command (which is generally the same draw command as before we called BeginColumns)
- void ImGui::PushColumnsBackground()
- {
- ImGuiWindow* window = GetCurrentWindowRead();
- ImGuiOldColumns* columns = window->DC.CurrentColumns;
- if (columns->Count == 1)
- return;
- // Optimization: avoid SetCurrentChannel() + PushClipRect()
- columns->HostBackupClipRect = window->ClipRect;
- SetWindowClipRectBeforeSetChannel(window, columns->HostInitialClipRect);
- columns->Splitter.SetCurrentChannel(window->DrawList, 0);
- }
- void ImGui::PopColumnsBackground()
- {
- ImGuiWindow* window = GetCurrentWindowRead();
- ImGuiOldColumns* columns = window->DC.CurrentColumns;
- if (columns->Count == 1)
- return;
- // Optimization: avoid PopClipRect() + SetCurrentChannel()
- SetWindowClipRectBeforeSetChannel(window, columns->HostBackupClipRect);
- columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1);
- }
- ImGuiOldColumns* ImGui::FindOrCreateColumns(ImGuiWindow* window, ImGuiID id)
- {
- // We have few columns per window so for now we don't need bother much with turning this into a faster lookup.
- for (int n = 0; n < window->ColumnsStorage.Size; n++)
- if (window->ColumnsStorage[n].ID == id)
- return &window->ColumnsStorage[n];
- window->ColumnsStorage.push_back(ImGuiOldColumns());
- ImGuiOldColumns* columns = &window->ColumnsStorage.back();
- columns->ID = id;
- return columns;
- }
- ImGuiID ImGui::GetColumnsID(const char* str_id, int columns_count)
- {
- ImGuiWindow* window = GetCurrentWindow();
- // Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget.
- // In addition, when an identifier isn't explicitly provided we include the number of columns in the hash to make it uniquer.
- PushID(0x11223347 + (str_id ? 0 : columns_count));
- ImGuiID id = window->GetID(str_id ? str_id : "columns");
- PopID();
- return id;
- }
- void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiOldColumnFlags flags)
- {
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = GetCurrentWindow();
- IM_ASSERT(columns_count >= 1);
- IM_ASSERT(window->DC.CurrentColumns == NULL); // Nested columns are currently not supported
- // Acquire storage for the columns set
- ImGuiID id = GetColumnsID(str_id, columns_count);
- ImGuiOldColumns* columns = FindOrCreateColumns(window, id);
- IM_ASSERT(columns->ID == id);
- columns->Current = 0;
- columns->Count = columns_count;
- columns->Flags = flags;
- window->DC.CurrentColumns = columns;
- columns->HostCursorPosY = window->DC.CursorPos.y;
- columns->HostCursorMaxPosX = window->DC.CursorMaxPos.x;
- columns->HostInitialClipRect = window->ClipRect;
- columns->HostBackupParentWorkRect = window->ParentWorkRect;
- window->ParentWorkRect = window->WorkRect;
- // Set state for first column
- // We aim so that the right-most column will have the same clipping width as other after being clipped by parent ClipRect
- const float column_padding = g.Style.ItemSpacing.x;
- const float half_clip_extend_x = ImFloor(ImMax(window->WindowPadding.x * 0.5f, window->WindowBorderSize));
- const float max_1 = window->WorkRect.Max.x + column_padding - ImMax(column_padding - window->WindowPadding.x, 0.0f);
- const float max_2 = window->WorkRect.Max.x + half_clip_extend_x;
- columns->OffMinX = window->DC.Indent.x - column_padding + ImMax(column_padding - window->WindowPadding.x, 0.0f);
- columns->OffMaxX = ImMax(ImMin(max_1, max_2) - window->Pos.x, columns->OffMinX + 1.0f);
- columns->LineMinY = columns->LineMaxY = window->DC.CursorPos.y;
- // Clear data if columns count changed
- if (columns->Columns.Size != 0 && columns->Columns.Size != columns_count + 1)
- columns->Columns.resize(0);
- // Initialize default widths
- columns->IsFirstFrame = (columns->Columns.Size == 0);
- if (columns->Columns.Size == 0)
- {
- columns->Columns.reserve(columns_count + 1);
- for (int n = 0; n < columns_count + 1; n++)
- {
- ImGuiOldColumnData column;
- column.OffsetNorm = n / (float)columns_count;
- columns->Columns.push_back(column);
- }
- }
- for (int n = 0; n < columns_count; n++)
- {
- // Compute clipping rectangle
- ImGuiOldColumnData* column = &columns->Columns[n];
- float clip_x1 = IM_ROUND(window->Pos.x + GetColumnOffset(n));
- float clip_x2 = IM_ROUND(window->Pos.x + GetColumnOffset(n + 1) - 1.0f);
- column->ClipRect = ImRect(clip_x1, -FLT_MAX, clip_x2, +FLT_MAX);
- column->ClipRect.ClipWithFull(window->ClipRect);
- }
- if (columns->Count > 1)
- {
- columns->Splitter.Split(window->DrawList, 1 + columns->Count);
- columns->Splitter.SetCurrentChannel(window->DrawList, 1);
- PushColumnClipRect(0);
- }
- // We don't generally store Indent.x inside ColumnsOffset because it may be manipulated by the user.
- float offset_0 = GetColumnOffset(columns->Current);
- float offset_1 = GetColumnOffset(columns->Current + 1);
- float width = offset_1 - offset_0;
- PushItemWidth(width * 0.65f);
- window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f);
- window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
- window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding;
- }
- void ImGui::NextColumn()
- {
- ImGuiWindow* window = GetCurrentWindow();
- if (window->SkipItems || window->DC.CurrentColumns == NULL)
- return;
- ImGuiContext& g = *GImGui;
- ImGuiOldColumns* columns = window->DC.CurrentColumns;
- if (columns->Count == 1)
- {
- window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
- IM_ASSERT(columns->Current == 0);
- return;
- }
- // Next column
- if (++columns->Current == columns->Count)
- columns->Current = 0;
- PopItemWidth();
- // Optimization: avoid PopClipRect() + SetCurrentChannel() + PushClipRect()
- // (which would needlessly attempt to update commands in the wrong channel, then pop or overwrite them),
- ImGuiOldColumnData* column = &columns->Columns[columns->Current];
- SetWindowClipRectBeforeSetChannel(window, column->ClipRect);
- columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1);
- const float column_padding = g.Style.ItemSpacing.x;
- columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y);
- if (columns->Current > 0)
- {
- // Columns 1+ ignore IndentX (by canceling it out)
- // FIXME-COLUMNS: Unnecessary, could be locked?
- window->DC.ColumnsOffset.x = GetColumnOffset(columns->Current) - window->DC.Indent.x + column_padding;
- }
- else
- {
- // New row/line: column 0 honor IndentX.
- window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f);
- columns->LineMinY = columns->LineMaxY;
- }
- window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
- window->DC.CursorPos.y = columns->LineMinY;
- window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);
- window->DC.CurrLineTextBaseOffset = 0.0f;
- // FIXME-COLUMNS: Share code with BeginColumns() - move code on columns setup.
- float offset_0 = GetColumnOffset(columns->Current);
- float offset_1 = GetColumnOffset(columns->Current + 1);
- float width = offset_1 - offset_0;
- PushItemWidth(width * 0.65f);
- window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding;
- }
- void ImGui::EndColumns()
- {
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = GetCurrentWindow();
- ImGuiOldColumns* columns = window->DC.CurrentColumns;
- IM_ASSERT(columns != NULL);
- PopItemWidth();
- if (columns->Count > 1)
- {
- PopClipRect();
- columns->Splitter.Merge(window->DrawList);
- }
- const ImGuiOldColumnFlags flags = columns->Flags;
- columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y);
- window->DC.CursorPos.y = columns->LineMaxY;
- if (!(flags & ImGuiOldColumnFlags_GrowParentContentsSize))
- window->DC.CursorMaxPos.x = columns->HostCursorMaxPosX; // Restore cursor max pos, as columns don't grow parent
- // Draw columns borders and handle resize
- // The IsBeingResized flag ensure we preserve pre-resize columns width so back-and-forth are not lossy
- bool is_being_resized = false;
- if (!(flags & ImGuiOldColumnFlags_NoBorder) && !window->SkipItems)
- {
- // We clip Y boundaries CPU side because very long triangles are mishandled by some GPU drivers.
- const float y1 = ImMax(columns->HostCursorPosY, window->ClipRect.Min.y);
- const float y2 = ImMin(window->DC.CursorPos.y, window->ClipRect.Max.y);
- int dragging_column = -1;
- for (int n = 1; n < columns->Count; n++)
- {
- ImGuiOldColumnData* column = &columns->Columns[n];
- float x = window->Pos.x + GetColumnOffset(n);
- const ImGuiID column_id = columns->ID + ImGuiID(n);
- const float column_hit_hw = COLUMNS_HIT_RECT_HALF_WIDTH;
- const ImRect column_hit_rect(ImVec2(x - column_hit_hw, y1), ImVec2(x + column_hit_hw, y2));
- KeepAliveID(column_id);
- if (IsClippedEx(column_hit_rect, column_id, false))
- continue;
- bool hovered = false, held = false;
- if (!(flags & ImGuiOldColumnFlags_NoResize))
- {
- ButtonBehavior(column_hit_rect, column_id, &hovered, &held);
- if (hovered || held)
- g.MouseCursor = ImGuiMouseCursor_ResizeEW;
- if (held && !(column->Flags & ImGuiOldColumnFlags_NoResize))
- dragging_column = n;
- }
- // Draw column
- const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator);
- const float xi = IM_FLOOR(x);
- window->DrawList->AddLine(ImVec2(xi, y1 + 1.0f), ImVec2(xi, y2), col);
- }
- // Apply dragging after drawing the column lines, so our rendered lines are in sync with how items were displayed during the frame.
- if (dragging_column != -1)
- {
- if (!columns->IsBeingResized)
- for (int n = 0; n < columns->Count + 1; n++)
- columns->Columns[n].OffsetNormBeforeResize = columns->Columns[n].OffsetNorm;
- columns->IsBeingResized = is_being_resized = true;
- float x = GetDraggedColumnOffset(columns, dragging_column);
- SetColumnOffset(dragging_column, x);
- }
- }
- columns->IsBeingResized = is_being_resized;
- window->WorkRect = window->ParentWorkRect;
- window->ParentWorkRect = columns->HostBackupParentWorkRect;
- window->DC.CurrentColumns = NULL;
- window->DC.ColumnsOffset.x = 0.0f;
- window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
- }
- void ImGui::Columns(int columns_count, const char* id, bool border)
- {
- ImGuiWindow* window = GetCurrentWindow();
- IM_ASSERT(columns_count >= 1);
- ImGuiOldColumnFlags flags = (border ? 0 : ImGuiOldColumnFlags_NoBorder);
- //flags |= ImGuiOldColumnFlags_NoPreserveWidths; // NB: Legacy behavior
- ImGuiOldColumns* columns = window->DC.CurrentColumns;
- if (columns != NULL && columns->Count == columns_count && columns->Flags == flags)
- return;
- if (columns != NULL)
- EndColumns();
- if (columns_count != 1)
- BeginColumns(id, columns_count, flags);
- }
- //-------------------------------------------------------------------------
- #endif // #ifndef IMGUI_DISABLE
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