imgui_tables.cpp 148 KB

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  1. // dear imgui, v1.80 WIP
  2. // (tables and columns code)
  3. /*
  4. *
  5. * Index of this file:
  6. *
  7. * // [SECTION] Widgets: BeginTable, EndTable, etc.
  8. * // [SECTION] Widgets: Columns, BeginColumns, EndColumns, etc.
  9. *
  10. */
  11. #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
  12. #define _CRT_SECURE_NO_WARNINGS
  13. #endif
  14. #include "imgui.h"
  15. #ifndef IMGUI_DISABLE
  16. #ifndef IMGUI_DEFINE_MATH_OPERATORS
  17. #define IMGUI_DEFINE_MATH_OPERATORS
  18. #endif
  19. #include "imgui_internal.h"
  20. #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
  21. #include <stddef.h> // intptr_t
  22. #else
  23. #include <stdint.h> // intptr_t
  24. #endif
  25. // Visual Studio warnings
  26. #ifdef _MSC_VER
  27. #pragma warning (disable: 4127) // condition expression is constant
  28. #pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
  29. #if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later
  30. #pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types
  31. #endif
  32. #endif
  33. // Clang/GCC warnings with -Weverything
  34. #if defined(__clang__)
  35. #if __has_warning("-Wunknown-warning-option")
  36. #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!
  37. #endif
  38. #pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx'
  39. #pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse.
  40. #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.
  41. #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
  42. #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0
  43. #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.
  44. #pragma clang diagnostic ignored "-Wenum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_')
  45. #pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated
  46. #pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
  47. #elif defined(__GNUC__)
  48. #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
  49. #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
  50. #endif
  51. //-----------------------------------------------------------------------------
  52. // [SECTION] Widgets: BeginTable, EndTable, etc.
  53. //-----------------------------------------------------------------------------
  54. //-----------------------------------------------------------------------------
  55. // Typical call flow: (root level is public API):
  56. // - BeginTable() user begin into a table
  57. // - BeginChild() - (if ScrollX/ScrollY is set)
  58. // - TableBeginUpdateColumns() - apply resize/order requests, lock columns active state, order
  59. // - TableSetupColumn() user submit columns details (optional)
  60. // - TableAutoHeaders() or TableHeader() user submit a headers row (optional)
  61. // - TableSortSpecsClickColumn() - when clicked: alter sort order and sort direction
  62. // - TableGetSortSpecs() user queries updated sort specs (optional)
  63. // - TableNextRow() / TableNextCell() user begin into the first row, also automatically called by TableAutoHeaders()
  64. // - TableUpdateLayout() - called by the FIRST call to TableNextRow()!
  65. // - TableUpdateDrawChannels() - setup ImDrawList channels
  66. // - TableUpdateBorders() - detect hovering columns for resize, ahead of contents submission
  67. // - TableDrawContextMenu() - draw right-click context menu
  68. // - TableEndCell() - close existing cell if not the first time
  69. // - TableBeginCell() - enter into current cell
  70. // - [...] user emit contents
  71. // - EndTable() user ends the table
  72. // - TableDrawBorders() - draw outer borders, inner vertical borders
  73. // - TableDrawMergeChannels() - merge draw channels if clipping isn't required
  74. // - TableSetColumnWidth() - apply resizing width
  75. // - TableUpdateColumnsWeightFromWidth() - recompute columns weights (of weighted columns) from their respective width
  76. // - EndChild() - (if ScrollX/ScrollY is set)
  77. //-----------------------------------------------------------------------------
  78. // Configuration
  79. static const float TABLE_RESIZE_SEPARATOR_HALF_THICKNESS = 4.0f; // Extend outside inner borders.
  80. 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.
  81. // Helper
  82. inline ImGuiTableFlags TableFixFlags(ImGuiTableFlags flags)
  83. {
  84. // Adjust flags: set default sizing policy
  85. if ((flags & ImGuiTableFlags_SizingPolicyMaskX_) == 0)
  86. flags |= (flags & ImGuiTableFlags_ScrollX) ? ImGuiTableFlags_SizingPolicyFixedX : ImGuiTableFlags_SizingPolicyStretchX;
  87. // Adjust flags: MultiSortable automatically enable Sortable
  88. if (flags & ImGuiTableFlags_MultiSortable)
  89. flags |= ImGuiTableFlags_Sortable;
  90. // Adjust flags: disable saved settings if there's nothing to save
  91. if ((flags & (ImGuiTableFlags_Resizable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Sortable)) == 0)
  92. flags |= ImGuiTableFlags_NoSavedSettings;
  93. // Adjust flags: enforce borders when resizable
  94. if (flags & ImGuiTableFlags_Resizable)
  95. flags |= ImGuiTableFlags_BordersVInner;
  96. // Adjust flags: disable top rows freezing if there's no scrolling.
  97. // We could want to assert if ScrollFreeze was set without the corresponding scroll flag, but that would hinder demos.
  98. if ((flags & ImGuiTableFlags_ScrollX) == 0)
  99. flags &= ~ImGuiTableFlags_ScrollFreezeColumnsMask_;
  100. if ((flags & ImGuiTableFlags_ScrollY) == 0)
  101. flags &= ~ImGuiTableFlags_ScrollFreezeRowsMask_;
  102. // Adjust flags: disable NoHostExtendY if we have any scrolling going on
  103. if ((flags & ImGuiTableFlags_NoHostExtendY) && (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) != 0)
  104. flags &= ~ImGuiTableFlags_NoHostExtendY;
  105. // Adjust flags: we don't support NoClipX with (FreezeColumns > 0)
  106. // We could with some work but it doesn't appear to be worth the effort.
  107. if (flags & ImGuiTableFlags_ScrollFreezeColumnsMask_)
  108. flags &= ~ImGuiTableFlags_NoClipX;
  109. return flags;
  110. }
  111. ImGuiTable* ImGui::FindTableByID(ImGuiID id)
  112. {
  113. ImGuiContext& g = *GImGui;
  114. return g.Tables.GetByKey(id);
  115. }
  116. // (Read carefully because this is subtle but it does make sense!)
  117. // About 'outer_size', its meaning needs to differ slightly depending of if we are using ScrollX/ScrollY flags:
  118. // X:
  119. // - outer_size.x < 0.0f -> right align from window/work-rect maximum x edge.
  120. // - outer_size.x = 0.0f -> auto enlarge, use all available space.
  121. // - outer_size.x > 0.0f -> fixed width
  122. // Y with ScrollX/ScrollY: using a child window for scrolling:
  123. // - outer_size.y < 0.0f -> bottom align
  124. // - outer_size.y = 0.0f -> bottom align, consistent with BeginChild(). not recommended unless table is last item in parent window.
  125. // - outer_size.y > 0.0f -> fixed child height. recommended when using Scrolling on any axis.
  126. // Y without scrolling, we output table directly in parent window:
  127. // - outer_size.y < 0.0f -> bottom align (will auto extend, unless NoHostExtendV is set)
  128. // - outer_size.y = 0.0f -> zero minimum height (will auto extend, unless NoHostExtendV is set)
  129. // - outer_size.y > 0.0f -> minimum height (will auto extend, unless NoHostExtendV is set)
  130. // About 'inner_width':
  131. // With ScrollX:
  132. // - inner_width < 0.0f -> *illegal* fit in known width (right align from outer_size.x) <-- weird
  133. // - inner_width = 0.0f -> fit in outer_width: Fixed size columns will take space they need (if avail, otherwise shrink down), Stretch columns becomes Fixed columns.
  134. // - inner_width > 0.0f -> override scrolling width, generally to be larger than outer_size.x. Fixed column take space they need (if avail, otherwise shrink down), Stretch columns share remaining space!
  135. // Without ScrollX:
  136. // - inner_width -> *ignored*
  137. // Details:
  138. // - If you want to use Stretch columns with ScrollX, you generally need to specify 'inner_width' otherwise the concept
  139. // of "available space" doesn't make sense.
  140. // - Even if not really useful, we allow 'inner_width < outer_size.x' for consistency and to facilitate understanding
  141. // of what the value does.
  142. bool ImGui::BeginTable(const char* str_id, int columns_count, ImGuiTableFlags flags, const ImVec2& outer_size, float inner_width)
  143. {
  144. ImGuiID id = GetID(str_id);
  145. return BeginTableEx(str_id, id, columns_count, flags, outer_size, inner_width);
  146. }
  147. bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImGuiTableFlags flags, const ImVec2& outer_size, float inner_width)
  148. {
  149. ImGuiContext& g = *GImGui;
  150. ImGuiWindow* outer_window = GetCurrentWindow();
  151. if (outer_window->SkipItems) // Consistent with other tables + beneficial side effect that assert on miscalling EndTable() will be more visible.
  152. return false;
  153. // Sanity checks
  154. IM_ASSERT(columns_count > 0 && columns_count <= IMGUI_TABLE_MAX_COLUMNS && "Only 1..64 columns allowed!");
  155. if (flags & ImGuiTableFlags_ScrollX)
  156. IM_ASSERT(inner_width >= 0.0f);
  157. const bool use_child_window = (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) != 0;
  158. const ImVec2 avail_size = GetContentRegionAvail();
  159. ImVec2 actual_outer_size = CalcItemSize(outer_size, ImMax(avail_size.x, 1.0f), use_child_window ? ImMax(avail_size.y, 1.0f) : 0.0f);
  160. ImRect outer_rect(outer_window->DC.CursorPos, outer_window->DC.CursorPos + actual_outer_size);
  161. // If an outer size is specified ahead we will be able to early out when not visible. Exact clipping rules may evolve.
  162. if (use_child_window && IsClippedEx(outer_rect, 0, false))
  163. {
  164. ItemSize(outer_rect);
  165. return false;
  166. }
  167. flags = TableFixFlags(flags);
  168. if (outer_window->Flags & ImGuiWindowFlags_NoSavedSettings)
  169. flags |= ImGuiTableFlags_NoSavedSettings;
  170. // Acquire storage for the table
  171. ImGuiTable* table = g.Tables.GetOrAddByKey(id);
  172. const ImGuiTableFlags table_last_flags = table->Flags;
  173. const int instance_no = (table->LastFrameActive != g.FrameCount) ? 0 : table->InstanceCurrent + 1;
  174. const ImGuiID instance_id = id + instance_no;
  175. if (instance_no > 0)
  176. IM_ASSERT(table->ColumnsCount == columns_count && "BeginTable(): Cannot change columns count mid-frame while preserving same ID");
  177. // Initialize
  178. table->ID = id;
  179. table->Flags = flags;
  180. table->InstanceCurrent = (ImS16)instance_no;
  181. table->LastFrameActive = g.FrameCount;
  182. table->OuterWindow = table->InnerWindow = outer_window;
  183. table->ColumnsCount = columns_count;
  184. table->ColumnsNames.Buf.resize(0);
  185. table->IsInitializing = false;
  186. table->IsLayoutLocked = false;
  187. table->InnerWidth = inner_width;
  188. table->OuterRect = outer_rect;
  189. table->WorkRect = outer_rect;
  190. if (use_child_window)
  191. {
  192. // Ensure no vertical scrollbar appears if we only want horizontal one, to make flag consistent
  193. // (we have no other way to disable vertical scrollbar of a window while keeping the horizontal one showing)
  194. ImVec2 override_content_size(FLT_MAX, FLT_MAX);
  195. if ((flags & ImGuiTableFlags_ScrollX) && !(flags & ImGuiTableFlags_ScrollY))
  196. override_content_size.y = FLT_MIN;
  197. // Ensure specified width (when not specified, Stretched columns will act as if the width == OuterWidth and
  198. // never lead to any scrolling). We don't handle inner_width < 0.0f, we could potentially use it to right-align
  199. // based on the right side of the child window work rect, which would require knowing ahead if we are going to
  200. // have decoration taking horizontal spaces (typically a vertical scrollbar).
  201. if ((flags & ImGuiTableFlags_ScrollX) && inner_width > 0.0f)
  202. override_content_size.x = inner_width;
  203. if (override_content_size.x != FLT_MAX || override_content_size.y != FLT_MAX)
  204. 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));
  205. // Create scrolling region (without border = zero window padding)
  206. ImGuiWindowFlags child_flags = (flags & ImGuiTableFlags_ScrollX) ? ImGuiWindowFlags_HorizontalScrollbar : ImGuiWindowFlags_None;
  207. BeginChildEx(name, instance_id, table->OuterRect.GetSize(), false, child_flags);
  208. table->InnerWindow = g.CurrentWindow;
  209. table->WorkRect = table->InnerWindow->WorkRect;
  210. table->OuterRect = table->InnerWindow->Rect();
  211. }
  212. else
  213. {
  214. // WorkRect.Max will grow as we append contents.
  215. PushID(instance_id);
  216. }
  217. // Backup a copy of host window members we will modify
  218. ImGuiWindow* inner_window = table->InnerWindow;
  219. table->HostIndentX = inner_window->DC.Indent.x;
  220. table->HostClipRect = inner_window->ClipRect;
  221. table->HostSkipItems = inner_window->SkipItems;
  222. table->HostWorkRect = inner_window->WorkRect;
  223. table->HostCursorMaxPos = inner_window->DC.CursorMaxPos;
  224. // Borders
  225. // - None ........Content..... Pad .....Content........
  226. // - VOuter | Pad ..Content..... Pad .....Content.. Pad | // FIXME-TABLE: Not handled properly
  227. // - VInner ........Content.. Pad | Pad ..Content........ // FIXME-TABLE: Not handled properly
  228. // - VOuter+VInner | Pad ..Content.. Pad | Pad ..Content.. Pad |
  229. const bool has_cell_padding_x = (flags & ImGuiTableFlags_BordersVOuter) != 0;
  230. table->CellPaddingX1 = has_cell_padding_x ? g.Style.CellPadding.x + 1.0f : 0.0f;
  231. table->CellPaddingX2 = has_cell_padding_x ? g.Style.CellPadding.x : 0.0f;
  232. table->CellPaddingY = g.Style.CellPadding.y;
  233. table->CellSpacingX = has_cell_padding_x ? 0.0f : g.Style.CellPadding.x;
  234. table->CurrentColumn = -1;
  235. table->CurrentRow = -1;
  236. table->RowBgColorCounter = 0;
  237. table->LastRowFlags = ImGuiTableRowFlags_None;
  238. table->InnerClipRect = (inner_window == outer_window) ? table->WorkRect : inner_window->ClipRect;
  239. table->InnerClipRect.ClipWith(table->WorkRect); // We need this to honor inner_width
  240. table->InnerClipRect.ClipWith(table->HostClipRect);
  241. table->InnerClipRect.Max.y = (flags & ImGuiTableFlags_NoHostExtendY) ? table->WorkRect.Max.y : inner_window->ClipRect.Max.y;
  242. table->BackgroundClipRect = table->InnerClipRect;
  243. table->RowPosY1 = table->RowPosY2 = table->WorkRect.Min.y; // This is needed somehow
  244. table->RowTextBaseline = 0.0f; // This will be cleared again by TableBeginRow()
  245. table->FreezeRowsRequest = (ImS8)((flags & ImGuiTableFlags_ScrollFreezeRowsMask_) >> ImGuiTableFlags_ScrollFreezeRowsShift_);
  246. table->FreezeRowsCount = (inner_window->Scroll.y != 0.0f) ? table->FreezeRowsRequest : 0;
  247. table->FreezeColumnsRequest = (ImS8)((flags & ImGuiTableFlags_ScrollFreezeColumnsMask_) >> ImGuiTableFlags_ScrollFreezeColumnsShift_);
  248. table->FreezeColumnsCount = (inner_window->Scroll.x != 0.0f) ? table->FreezeColumnsRequest : 0;
  249. table->IsFreezeRowsPassed = (table->FreezeRowsCount == 0);
  250. table->DeclColumnsCount = 0;
  251. table->HoveredColumnBody = -1;
  252. table->HoveredColumnBorder = -1;
  253. table->RightMostVisibleColumn = -1;
  254. // Using opaque colors facilitate overlapping elements of the grid
  255. table->BorderColorStrong = GetColorU32(ImGuiCol_TableBorderStrong);
  256. table->BorderColorLight = GetColorU32(ImGuiCol_TableBorderLight);
  257. table->BorderX1 = table->InnerClipRect.Min.x;// +((table->Flags & ImGuiTableFlags_BordersOuter) ? 0.0f : -1.0f);
  258. table->BorderX2 = table->InnerClipRect.Max.x;// +((table->Flags & ImGuiTableFlags_BordersOuter) ? 0.0f : +1.0f);
  259. // Make table current
  260. g.CurrentTableStack.push_back(ImGuiPtrOrIndex(g.Tables.GetIndex(table)));
  261. g.CurrentTable = table;
  262. outer_window->DC.CurrentTable = table;
  263. if ((table_last_flags & ImGuiTableFlags_Reorderable) && !(flags & ImGuiTableFlags_Reorderable))
  264. table->IsResetDisplayOrderRequest = true;
  265. // Setup default columns state. Clear data if columns count changed
  266. const int stored_size = table->Columns.size();
  267. if (stored_size != 0 && stored_size != columns_count)
  268. table->RawData.resize(0);
  269. if (table->RawData.Size == 0)
  270. {
  271. // Allocate single buffer for our arrays
  272. ImSpanAllocator<2> span_allocator;
  273. span_allocator.ReserveBytes(0, columns_count * sizeof(ImGuiTableColumn));
  274. span_allocator.ReserveBytes(1, columns_count * sizeof(ImS8));
  275. table->RawData.resize(span_allocator.GetArenaSizeInBytes());
  276. span_allocator.SetArenaBasePtr(table->RawData.Data);
  277. span_allocator.GetSpan(0, &table->Columns);
  278. span_allocator.GetSpan(1, &table->DisplayOrderToIndex);
  279. for (int n = 0; n < columns_count; n++)
  280. {
  281. table->Columns[n] = ImGuiTableColumn();
  282. table->Columns[n].DisplayOrder = table->DisplayOrderToIndex[n] = (ImS8)n;
  283. }
  284. table->IsInitializing = table->IsSettingsRequestLoad = table->IsSortSpecsDirty = true;
  285. }
  286. // Load settings
  287. if (table->IsSettingsRequestLoad)
  288. TableLoadSettings(table);
  289. // Disable output until user calls TableNextRow() or TableNextCell() leading to the TableUpdateLayout() call..
  290. // This is not strictly necessary but will reduce cases were "out of table" output will be misleading to the user.
  291. // Because we cannot safely assert in EndTable() when no rows have been created, this seems like our best option.
  292. inner_window->SkipItems = true;
  293. // Update/lock which columns will be Visible for the frame
  294. TableBeginUpdateColumns(table);
  295. return true;
  296. }
  297. void ImGui::TableBeginUpdateColumns(ImGuiTable* table)
  298. {
  299. // Handle resizing request
  300. // (We process this at the first TableBegin of the frame)
  301. // FIXME-TABLE: Preserve contents width _while resizing down_ until releasing.
  302. // FIXME-TABLE: Contains columns if our work area doesn't allow for scrolling.
  303. if (table->InstanceCurrent == 0)
  304. {
  305. if (table->ResizedColumn != -1 && table->ResizedColumnNextWidth != FLT_MAX)
  306. TableSetColumnWidth(table, &table->Columns[table->ResizedColumn], table->ResizedColumnNextWidth);
  307. table->LastResizedColumn = table->ResizedColumn;
  308. table->ResizedColumnNextWidth = FLT_MAX;
  309. table->ResizedColumn = -1;
  310. }
  311. // Handle reordering request
  312. // Note: we don't clear ReorderColumn after handling the request.
  313. if (table->InstanceCurrent == 0)
  314. {
  315. if (table->HeldHeaderColumn == -1 && table->ReorderColumn != -1)
  316. table->ReorderColumn = -1;
  317. table->HeldHeaderColumn = -1;
  318. if (table->ReorderColumn != -1 && table->ReorderColumnDir != 0)
  319. {
  320. // We need to handle reordering across hidden columns.
  321. // In the configuration below, moving C to the right of E will lead to:
  322. // ... C [D] E ---> ... [D] E C (Column name/index)
  323. // ... 2 3 4 ... 2 3 4 (Display order)
  324. const int reorder_dir = table->ReorderColumnDir;
  325. IM_ASSERT(reorder_dir == -1 || reorder_dir == +1);
  326. IM_ASSERT(table->Flags & ImGuiTableFlags_Reorderable);
  327. ImGuiTableColumn* src_column = &table->Columns[table->ReorderColumn];
  328. ImGuiTableColumn* dst_column = &table->Columns[(reorder_dir == -1) ? src_column->PrevVisibleColumn : src_column->NextVisibleColumn];
  329. IM_UNUSED(dst_column);
  330. const int src_order = src_column->DisplayOrder;
  331. const int dst_order = dst_column->DisplayOrder;
  332. src_column->DisplayOrder = (ImS8)dst_order;
  333. for (int order_n = src_order + reorder_dir; order_n != dst_order + reorder_dir; order_n += reorder_dir)
  334. table->Columns[table->DisplayOrderToIndex[order_n]].DisplayOrder -= (ImS8)reorder_dir;
  335. IM_ASSERT(dst_column->DisplayOrder == dst_order - reorder_dir);
  336. // Display order is stored in both columns->IndexDisplayOrder and table->DisplayOrder[],
  337. // rebuild the later from the former.
  338. for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
  339. table->DisplayOrderToIndex[table->Columns[column_n].DisplayOrder] = (ImS8)column_n;
  340. table->ReorderColumnDir = 0;
  341. table->IsSettingsDirty = true;
  342. }
  343. }
  344. // Handle display order reset request
  345. if (table->IsResetDisplayOrderRequest)
  346. {
  347. for (int n = 0; n < table->ColumnsCount; n++)
  348. table->DisplayOrderToIndex[n] = table->Columns[n].DisplayOrder = (ImS8)n;
  349. table->IsResetDisplayOrderRequest = false;
  350. table->IsSettingsDirty = true;
  351. }
  352. // Setup and lock Visible state and order
  353. table->ColumnsVisibleCount = 0;
  354. table->IsDefaultDisplayOrder = true;
  355. ImGuiTableColumn* last_visible_column = NULL;
  356. bool want_column_auto_fit = false;
  357. for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
  358. {
  359. const int column_n = table->DisplayOrderToIndex[order_n];
  360. if (column_n != order_n)
  361. table->IsDefaultDisplayOrder = false;
  362. ImGuiTableColumn* column = &table->Columns[column_n];
  363. column->NameOffset = -1;
  364. if (!(table->Flags & ImGuiTableFlags_Hideable) || (column->Flags & ImGuiTableColumnFlags_NoHide))
  365. column->IsVisibleNextFrame = true;
  366. if (column->IsVisible != column->IsVisibleNextFrame)
  367. {
  368. column->IsVisible = column->IsVisibleNextFrame;
  369. table->IsSettingsDirty = true;
  370. if (!column->IsVisible && column->SortOrder != -1)
  371. table->IsSortSpecsDirty = true;
  372. }
  373. if (column->SortOrder > 0 && !(table->Flags & ImGuiTableFlags_MultiSortable))
  374. table->IsSortSpecsDirty = true;
  375. if (column->AutoFitQueue != 0x00)
  376. want_column_auto_fit = true;
  377. ImU64 index_mask = (ImU64)1 << column_n;
  378. ImU64 display_order_mask = (ImU64)1 << column->DisplayOrder;
  379. if (column->IsVisible)
  380. {
  381. column->PrevVisibleColumn = column->NextVisibleColumn = -1;
  382. if (last_visible_column)
  383. {
  384. last_visible_column->NextVisibleColumn = (ImS8)column_n;
  385. column->PrevVisibleColumn = (ImS8)table->Columns.index_from_ptr(last_visible_column);
  386. }
  387. column->IndexWithinVisibleSet = (ImS8)table->ColumnsVisibleCount;
  388. table->ColumnsVisibleCount++;
  389. table->VisibleMaskByIndex |= index_mask;
  390. table->VisibleMaskByDisplayOrder |= display_order_mask;
  391. last_visible_column = column;
  392. }
  393. else
  394. {
  395. column->IndexWithinVisibleSet = -1;
  396. table->VisibleMaskByIndex &= ~index_mask;
  397. table->VisibleMaskByDisplayOrder &= ~display_order_mask;
  398. }
  399. IM_ASSERT(column->IndexWithinVisibleSet <= column->DisplayOrder);
  400. }
  401. table->VisibleUnclippedMaskByIndex = table->VisibleMaskByIndex; // Columns will be masked out by TableUpdateLayout() when Clipped
  402. table->RightMostVisibleColumn = (ImS8)(last_visible_column ? table->Columns.index_from_ptr(last_visible_column) : -1);
  403. // Disable child window clipping while fitting columns. This is not strictly necessary but makes it possible to avoid
  404. // the column fitting to wait until the first visible frame of the child container (may or not be a good thing).
  405. if (want_column_auto_fit && table->OuterWindow != table->InnerWindow)
  406. table->InnerWindow->SkipItems = false;
  407. }
  408. void ImGui::TableUpdateDrawChannels(ImGuiTable* table)
  409. {
  410. // Allocate draw channels.
  411. // - We allocate them following storage order instead of display order so reordering columns won't needlessly
  412. // increase overall dormant memory cost.
  413. // - We isolate headers draw commands in their own channels instead of just altering clip rects.
  414. // This is in order to facilitate merging of draw commands.
  415. // - After crossing FreezeRowsCount, all columns see their current draw channel changed to a second set of channels.
  416. // - We only use the dummy draw channel so we can push a null clipping rectangle into it without affecting other
  417. // channels, while simplifying per-row/per-cell overhead. It will be empty and discarded when merged.
  418. // Draw channel allocation (before merging):
  419. // - NoClip --> 1+1 channels: background + foreground (same clip rect == 1 draw call)
  420. // - Clip --> 1+N channels
  421. // - FreezeRows || FreezeColumns --> 1+N*2 (unless scrolling value is zero)
  422. // - FreezeRows && FreezeColunns --> 2+N*2 (unless scrolling value is zero)
  423. const int freeze_row_multiplier = (table->FreezeRowsCount > 0) ? 2 : 1;
  424. const int channels_for_row = (table->Flags & ImGuiTableFlags_NoClipX) ? 1 : table->ColumnsVisibleCount;
  425. const int channels_for_background = 1;
  426. const int channels_for_dummy = (table->ColumnsVisibleCount < table->ColumnsCount || table->VisibleUnclippedMaskByIndex != table->VisibleMaskByIndex) ? +1 : 0;
  427. const int channels_total = channels_for_background + (channels_for_row * freeze_row_multiplier) + channels_for_dummy;
  428. table->DrawSplitter.Split(table->InnerWindow->DrawList, channels_total);
  429. table->DummyDrawChannel = channels_for_dummy ? (ImS8)(channels_total - 1) : -1;
  430. int draw_channel_current = 1;
  431. for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
  432. {
  433. ImGuiTableColumn* column = &table->Columns[column_n];
  434. if (!column->IsClipped)
  435. {
  436. column->DrawChannelRowsBeforeFreeze = (ImS8)(draw_channel_current);
  437. column->DrawChannelRowsAfterFreeze = (ImS8)(draw_channel_current + (table->FreezeRowsCount > 0 ? channels_for_row : 0));
  438. if (!(table->Flags & ImGuiTableFlags_NoClipX))
  439. draw_channel_current++;
  440. }
  441. else
  442. {
  443. column->DrawChannelRowsBeforeFreeze = column->DrawChannelRowsAfterFreeze = table->DummyDrawChannel;
  444. }
  445. column->DrawChannelCurrent = column->DrawChannelRowsBeforeFreeze;
  446. }
  447. }
  448. // Adjust flags: default width mode + weighted columns are not allowed when auto extending
  449. static ImGuiTableColumnFlags TableFixColumnFlags(ImGuiTable* table, ImGuiTableColumnFlags flags)
  450. {
  451. // Sizing Policy
  452. if ((flags & ImGuiTableColumnFlags_WidthMask_) == 0)
  453. {
  454. // FIXME-TABLE: Inconsistent to promote columns to WidthAlwaysAutoResize
  455. if (table->Flags & ImGuiTableFlags_SizingPolicyFixedX)
  456. flags |= ((table->Flags & ImGuiTableFlags_Resizable) && !(flags & ImGuiTableColumnFlags_NoResize)) ? ImGuiTableColumnFlags_WidthFixed : ImGuiTableColumnFlags_WidthAlwaysAutoResize;
  457. else
  458. flags |= ImGuiTableColumnFlags_WidthStretch;
  459. }
  460. IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiTableColumnFlags_WidthMask_)); // Check that only 1 of each set is used.
  461. if ((flags & ImGuiTableColumnFlags_WidthAlwaysAutoResize))// || ((flags & ImGuiTableColumnFlags_WidthStretch) && (table->Flags & ImGuiTableFlags_SizingPolicyStretchX)))
  462. flags |= ImGuiTableColumnFlags_NoResize;
  463. //if ((flags & ImGuiTableColumnFlags_WidthStretch) && (table->Flags & ImGuiTableFlags_SizingPolicyFixedX))
  464. // flags = (flags & ~ImGuiTableColumnFlags_WidthMask_) | ImGuiTableColumnFlags_WidthFixed;
  465. // Sorting
  466. if ((flags & ImGuiTableColumnFlags_NoSortAscending) && (flags & ImGuiTableColumnFlags_NoSortDescending))
  467. flags |= ImGuiTableColumnFlags_NoSort;
  468. // Alignment
  469. //if ((flags & ImGuiTableColumnFlags_AlignMask_) == 0)
  470. // flags |= ImGuiTableColumnFlags_AlignCenter;
  471. //IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiTableColumnFlags_AlignMask_)); // Check that only 1 of each set is used.
  472. return flags;
  473. }
  474. static void TableFixColumnSortDirection(ImGuiTableColumn* column)
  475. {
  476. // Handle NoSortAscending/NoSortDescending
  477. if (column->SortDirection == ImGuiSortDirection_Ascending && (column->Flags & ImGuiTableColumnFlags_NoSortAscending))
  478. column->SortDirection = ImGuiSortDirection_Descending;
  479. else if (column->SortDirection == ImGuiSortDirection_Descending && (column->Flags & ImGuiTableColumnFlags_NoSortDescending))
  480. column->SortDirection = ImGuiSortDirection_Ascending;
  481. }
  482. static float TableGetMinColumnWidth()
  483. {
  484. ImGuiContext& g = *GImGui;
  485. // return g.Style.ColumnsMinSpacing;
  486. return g.Style.FramePadding.x * 3.0f;
  487. }
  488. // Layout columns for the frame
  489. // Runs on the first call to TableNextRow(), to give a chance for TableSetupColumn() to be called first.
  490. // FIXME-TABLE: Our width (and therefore our WorkRect) will be minimal in the first frame for WidthAlwaysAutoResize
  491. // columns, increase feedback side-effect with widgets relying on WorkRect.Max.x. Maybe provide a default distribution
  492. // for WidthAlwaysAutoResize columns?
  493. void ImGui::TableUpdateLayout(ImGuiTable* table)
  494. {
  495. IM_ASSERT(table->IsLayoutLocked == false);
  496. // Compute offset, clip rect for the frame
  497. // (can't make auto padding larger than what WorkRect knows about so right-alignment matches)
  498. const ImRect work_rect = table->WorkRect;
  499. const float padding_auto_x = table->CellPaddingX2;
  500. const float spacing_auto_x = table->CellSpacingX * (1.0f + 2.0f); // CellSpacingX is >0.0f when there's no vertical border, in which case we add two extra CellSpacingX to make auto-fit look nice instead of cramped. We may want to expose this somehow.
  501. const float min_column_width = TableGetMinColumnWidth();
  502. int count_fixed = 0;
  503. float width_fixed = 0.0f;
  504. float total_weights = 0.0f;
  505. table->LeftMostStretchedColumnDisplayOrder = -1;
  506. table->ColumnsAutoFitWidth = 0.0f;
  507. for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
  508. {
  509. if (!(table->VisibleMaskByDisplayOrder & ((ImU64)1 << order_n)))
  510. continue;
  511. const int column_n = table->DisplayOrderToIndex[order_n];
  512. ImGuiTableColumn* column = &table->Columns[column_n];
  513. // Adjust flags: default width mode + weighted columns are not allowed when auto extending
  514. // FIXME-TABLE: Clarify why we need to do this again here and not just in TableSetupColumn()
  515. column->Flags = TableFixColumnFlags(table, column->FlagsIn);
  516. if ((column->Flags & ImGuiTableColumnFlags_IndentMask_) == 0)
  517. column->Flags |= (column_n == 0) ? ImGuiTableColumnFlags_IndentEnable : ImGuiTableColumnFlags_IndentDisable;
  518. // We have a unusual edge case where if the user doesn't call TableGetSortSpecs() but has sorting enabled
  519. // or varying sorting flags, we still want the sorting arrows to honor those flags.
  520. if (table->Flags & ImGuiTableFlags_Sortable)
  521. TableFixColumnSortDirection(column);
  522. // Calculate "ideal" column width for nothing to be clipped.
  523. // Combine width from regular rows + width from headers unless requested not to.
  524. const float column_content_width_rows = (float)ImMax(column->ContentWidthRowsFrozen, column->ContentWidthRowsUnfrozen);
  525. const float column_content_width_headers = (float)column->ContentWidthHeadersIdeal;
  526. float column_width_ideal = column_content_width_rows;
  527. if (!(table->Flags & ImGuiTableFlags_NoHeadersWidth) && !(column->Flags & ImGuiTableColumnFlags_NoHeaderWidth))
  528. column_width_ideal = ImMax(column_width_ideal, column_content_width_headers);
  529. column_width_ideal = ImMax(column_width_ideal + padding_auto_x, min_column_width);
  530. table->ColumnsAutoFitWidth += column_width_ideal;
  531. if (column->Flags & (ImGuiTableColumnFlags_WidthAlwaysAutoResize | ImGuiTableColumnFlags_WidthFixed))
  532. {
  533. // Latch initial size for fixed columns
  534. count_fixed += 1;
  535. const bool init_size = (column->AutoFitQueue != 0x00) || (column->Flags & ImGuiTableColumnFlags_WidthAlwaysAutoResize);
  536. if (init_size)
  537. {
  538. column->WidthRequested = column_width_ideal;
  539. // FIXME-TABLE: Increase minimum size during init frame to avoid biasing auto-fitting widgets
  540. // (e.g. TextWrapped) too much. Otherwise what tends to happen is that TextWrapped would output a very
  541. // large height (= first frame scrollbar display very off + clipper would skip lots of items).
  542. // This is merely making the side-effect less extreme, but doesn't properly fixes it.
  543. if (column->AutoFitQueue > 0x01 && table->IsInitializing)
  544. column->WidthRequested = ImMax(column->WidthRequested, min_column_width * 4.0f);
  545. }
  546. width_fixed += column->WidthRequested;
  547. }
  548. else
  549. {
  550. IM_ASSERT(column->Flags & ImGuiTableColumnFlags_WidthStretch);
  551. const int init_size = (column->ResizeWeight < 0.0f);
  552. if (init_size)
  553. column->ResizeWeight = 1.0f;
  554. total_weights += column->ResizeWeight;
  555. if (table->LeftMostStretchedColumnDisplayOrder == -1)
  556. table->LeftMostStretchedColumnDisplayOrder = (ImS8)column->DisplayOrder;
  557. }
  558. }
  559. // CellSpacingX is >0.0f when there's no vertical border, in which case we add two extra CellSpacingX to make auto-fit look nice instead of cramped.
  560. // We may want to expose this somehow.
  561. table->ColumnsAutoFitWidth += spacing_auto_x * (table->ColumnsVisibleCount - 1);
  562. // Layout
  563. // Remove -1.0f to cancel out the +1.0f we are doing in EndTable() to make last column line visible
  564. const float width_spacings = table->CellSpacingX * (table->ColumnsVisibleCount - 1);
  565. float width_avail;
  566. if ((table->Flags & ImGuiTableFlags_ScrollX) && table->InnerWidth == 0.0f)
  567. width_avail = table->InnerClipRect.GetWidth() - width_spacings - 1.0f;
  568. else
  569. width_avail = work_rect.GetWidth() - width_spacings - 1.0f;
  570. const float width_avail_for_stretched_columns = width_avail - width_fixed;
  571. float width_remaining_for_stretched_columns = width_avail_for_stretched_columns;
  572. // Apply final width based on requested widths
  573. // Mark some columns as not resizable
  574. int count_resizable = 0;
  575. table->ColumnsTotalWidth = width_spacings;
  576. for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
  577. {
  578. if (!(table->VisibleMaskByDisplayOrder & ((ImU64)1 << order_n)))
  579. continue;
  580. ImGuiTableColumn* column = &table->Columns[table->DisplayOrderToIndex[order_n]];
  581. // Allocate width for stretched/weighted columns
  582. if (column->Flags & ImGuiTableColumnFlags_WidthStretch)
  583. {
  584. float weight_ratio = column->ResizeWeight / total_weights;
  585. column->WidthRequested = IM_FLOOR(ImMax(width_avail_for_stretched_columns * weight_ratio, min_column_width) + 0.01f);
  586. width_remaining_for_stretched_columns -= column->WidthRequested;
  587. // [Resize Rule 2] Resizing from right-side of a weighted column before a fixed column froward sizing
  588. // to left-side of fixed column. We also need to copy the NoResize flag..
  589. if (column->NextVisibleColumn != -1)
  590. if (ImGuiTableColumn* next_column = &table->Columns[column->NextVisibleColumn])
  591. if (next_column->Flags & ImGuiTableColumnFlags_WidthFixed)
  592. column->Flags |= (next_column->Flags & ImGuiTableColumnFlags_NoDirectResize_);
  593. }
  594. // [Resize Rule 1] The right-most Visible column is not resizable if there is at least one Stretch column
  595. // (see comments in TableResizeColumn())
  596. if (column->NextVisibleColumn == -1 && table->LeftMostStretchedColumnDisplayOrder != -1)
  597. column->Flags |= ImGuiTableColumnFlags_NoDirectResize_;
  598. if (!(column->Flags & ImGuiTableColumnFlags_NoResize))
  599. count_resizable++;
  600. // Assign final width, record width in case we will need to shrink
  601. column->WidthGiven = ImFloor(ImMax(column->WidthRequested, min_column_width));
  602. table->ColumnsTotalWidth += column->WidthGiven;
  603. }
  604. #if 0
  605. const float width_excess = table->ColumnsTotalWidth - work_rect.GetWidth();
  606. if ((table->Flags & ImGuiTableFlags_SizingPolicyStretchX) && width_excess > 0.0f)
  607. {
  608. // Shrink widths when the total does not fit
  609. // FIXME-TABLE: This is working but confuses/conflicts with manual resizing.
  610. // FIXME-TABLE: Policy to shrink down below below ideal/requested width if there's no room?
  611. g.ShrinkWidthBuffer.resize(table->ColumnsVisibleCount);
  612. for (int order_n = 0, visible_n = 0; order_n < table->ColumnsCount; order_n++)
  613. {
  614. if (!(table->VisibleMaskByDisplayOrder & ((ImU64)1 << order_n)))
  615. continue;
  616. const int column_n = table->DisplayOrder[order_n];
  617. g.ShrinkWidthBuffer[visible_n].Index = column_n;
  618. g.ShrinkWidthBuffer[visible_n].Width = table->Columns[column_n].WidthGiven;
  619. visible_n++;
  620. }
  621. ShrinkWidths(g.ShrinkWidthBuffer.Data, g.ShrinkWidthBuffer.Size, width_excess);
  622. for (int n = 0; n < g.ShrinkWidthBuffer.Size; n++)
  623. table->Columns[g.ShrinkWidthBuffer.Data[n].Index].WidthGiven = ImMax(g.ShrinkWidthBuffer.Data[n].Width, min_column_size);
  624. // FIXME: Need to alter table->ColumnsTotalWidth
  625. }
  626. else
  627. #endif
  628. // Redistribute remainder width due to rounding (remainder width is < 1.0f * number of Stretch column).
  629. // Using right-to-left distribution (more likely to match resizing cursor), could be adjusted depending where
  630. // the mouse cursor is and/or relative weights.
  631. // FIXME-TABLE: May be simpler to store floating width and floor final positions only
  632. // FIXME-TABLE: Make it optional? User might prefer to preserve pixel perfect same size?
  633. if (width_remaining_for_stretched_columns >= 1.0f)
  634. for (int order_n = table->ColumnsCount - 1; total_weights > 0.0f && width_remaining_for_stretched_columns >= 1.0f && order_n >= 0; order_n--)
  635. {
  636. if (!(table->VisibleMaskByDisplayOrder & ((ImU64)1 << order_n)))
  637. continue;
  638. ImGuiTableColumn* column = &table->Columns[table->DisplayOrderToIndex[order_n]];
  639. if (!(column->Flags & ImGuiTableColumnFlags_WidthStretch))
  640. continue;
  641. column->WidthRequested += 1.0f;
  642. column->WidthGiven += 1.0f;
  643. width_remaining_for_stretched_columns -= 1.0f;
  644. }
  645. // Setup final position, offset and clipping rectangles
  646. int visible_n = 0;
  647. float offset_x = (table->FreezeColumnsCount > 0) ? table->OuterRect.Min.x : work_rect.Min.x;
  648. ImRect host_clip_rect = table->InnerClipRect;
  649. for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
  650. {
  651. const int column_n = table->DisplayOrderToIndex[order_n];
  652. ImGuiTableColumn* column = &table->Columns[column_n];
  653. if (table->FreezeColumnsCount > 0 && table->FreezeColumnsCount == visible_n)
  654. offset_x += work_rect.Min.x - table->OuterRect.Min.x;
  655. if (!(table->VisibleMaskByDisplayOrder & ((ImU64)1 << order_n)))
  656. {
  657. // Hidden column: clear a few fields and we are done with it for the remainder of the function.
  658. // We set a zero-width clip rect but set Min.y/Max.y properly to not interfere with the clipper.
  659. column->MinX = column->MaxX = offset_x;
  660. column->StartXRows = column->StartXHeaders = offset_x;
  661. column->WidthGiven = 0.0f;
  662. column->ClipRect.Min.x = offset_x;
  663. column->ClipRect.Min.y = work_rect.Min.y;
  664. column->ClipRect.Max.x = offset_x;
  665. column->ClipRect.Max.y = FLT_MAX;
  666. column->ClipRect.ClipWithFull(host_clip_rect);
  667. column->IsClipped = column->SkipItems = true;
  668. continue;
  669. }
  670. float max_x = FLT_MAX;
  671. if (table->Flags & ImGuiTableFlags_ScrollX)
  672. {
  673. // Frozen columns can't reach beyond visible width else scrolling will naturally break.
  674. if (order_n < table->FreezeColumnsRequest)
  675. max_x = table->InnerClipRect.Max.x - (table->FreezeColumnsRequest - order_n) * min_column_width;
  676. }
  677. else
  678. {
  679. // If horizontal scrolling if disabled, we apply a final lossless shrinking of columns in order to make
  680. // sure they are all visible. Because of this we also know that all of the columns will always fit in
  681. // table->WorkRect and therefore in table->InnerRect (because ScrollX is off)
  682. if (!(table->Flags & ImGuiTableFlags_NoKeepColumnsVisible))
  683. max_x = table->WorkRect.Max.x - (table->ColumnsVisibleCount - (column->IndexWithinVisibleSet + 1)) * min_column_width;
  684. }
  685. if (offset_x + column->WidthGiven > max_x)
  686. column->WidthGiven = ImMax(max_x - offset_x, min_column_width);
  687. column->MinX = offset_x;
  688. column->MaxX = column->MinX + column->WidthGiven;
  689. //// A one pixel padding on the right side makes clipping more noticeable and contents look less cramped.
  690. column->ClipRect.Min.x = column->MinX;
  691. column->ClipRect.Min.y = work_rect.Min.y;
  692. column->ClipRect.Max.x = column->MaxX;// -1.0f;
  693. column->ClipRect.Max.y = FLT_MAX;
  694. column->ClipRect.ClipWithFull(host_clip_rect);
  695. column->IsClipped = (column->ClipRect.Max.x <= column->ClipRect.Min.x) && (column->AutoFitQueue & 1) == 0 && (column->CannotSkipItemsQueue & 1) == 0;
  696. column->SkipItems = column->IsClipped || table->HostSkipItems;
  697. if (column->IsClipped)
  698. {
  699. // Columns with the _WidthAlwaysAutoResize sizing policy will never be updated then.
  700. table->VisibleUnclippedMaskByIndex &= ~((ImU64)1 << column_n);
  701. }
  702. else
  703. {
  704. // Starting cursor position
  705. column->StartXRows = column->StartXHeaders = column->MinX + table->CellPaddingX1;
  706. // Alignment
  707. // FIXME-TABLE: This align based on the whole column width, not per-cell, and therefore isn't useful in
  708. // many cases (to be able to honor this we might be able to store a log of cells width, per row, for
  709. // visible rows, but nav/programmatic scroll would have visible artifacts.)
  710. //if (column->Flags & ImGuiTableColumnFlags_AlignRight)
  711. // column->StartXRows = ImMax(column->StartXRows, column->MaxX - column->ContentWidthRowsUnfrozen);
  712. //else if (column->Flags & ImGuiTableColumnFlags_AlignCenter)
  713. // column->StartXRows = ImLerp(column->StartXRows, ImMax(column->StartXRows, column->MaxX - column->ContentWidthRowsUnfrozen), 0.5f);
  714. // Reset content width variables
  715. const float initial_max_pos_x = column->MinX + table->CellPaddingX1;
  716. column->ContentMaxPosRowsFrozen = column->ContentMaxPosRowsUnfrozen = initial_max_pos_x;
  717. column->ContentMaxPosHeadersUsed = column->ContentMaxPosHeadersIdeal = initial_max_pos_x;
  718. }
  719. // Don't decrement auto-fit counters until container window got a chance to submit its items
  720. if (table->HostSkipItems == false)
  721. {
  722. column->AutoFitQueue >>= 1;
  723. column->CannotSkipItemsQueue >>= 1;
  724. }
  725. if (visible_n < table->FreezeColumnsCount)
  726. host_clip_rect.Min.x = ImMax(host_clip_rect.Min.x, column->MaxX + 2.0f);
  727. offset_x += column->WidthGiven + table->CellSpacingX;
  728. visible_n++;
  729. }
  730. // Clear Resizable flag if none of our column are actually resizable (either via an explicit _NoResize flag,
  731. // either because of using _WidthAlwaysAutoResize/_WidthStretch).
  732. // This will hide the resizing option from the context menu.
  733. if (count_resizable == 0 && (table->Flags & ImGuiTableFlags_Resizable))
  734. table->Flags &= ~ImGuiTableFlags_Resizable;
  735. // Allocate draw channels
  736. TableUpdateDrawChannels(table);
  737. // Borders
  738. if (table->Flags & ImGuiTableFlags_Resizable)
  739. TableUpdateBorders(table);
  740. // Reset fields after we used them in TableSetupResize()
  741. table->LastFirstRowHeight = 0.0f;
  742. table->IsLayoutLocked = true;
  743. table->IsUsingHeaders = false;
  744. // Context menu
  745. if (table->IsContextPopupOpen && table->InstanceCurrent == table->InstanceInteracted)
  746. {
  747. if (BeginPopup("##TableContextMenu"))
  748. {
  749. TableDrawContextMenu(table, table->ContextPopupColumn);
  750. EndPopup();
  751. }
  752. else
  753. {
  754. table->IsContextPopupOpen = false;
  755. }
  756. }
  757. // Initial state
  758. ImGuiWindow* inner_window = table->InnerWindow;
  759. if (table->Flags & ImGuiTableFlags_NoClipX)
  760. table->DrawSplitter.SetCurrentChannel(inner_window->DrawList, 1);
  761. else
  762. inner_window->DrawList->PushClipRect(inner_window->ClipRect.Min, inner_window->ClipRect.Max, false);
  763. }
  764. // Process interaction on resizing borders. Actual size change will be applied in EndTable()
  765. // - Set table->HoveredColumnBorder with a short delay/timer to reduce feedback noise
  766. // - Submit ahead of table contents and header, use ImGuiButtonFlags_AllowItemOverlap to prioritize widgets
  767. // overlapping the same area.
  768. void ImGui::TableUpdateBorders(ImGuiTable* table)
  769. {
  770. ImGuiContext& g = *GImGui;
  771. IM_ASSERT(table->Flags & ImGuiTableFlags_Resizable);
  772. // At this point OuterRect height may be zero or under actual final height, so we rely on temporal coherency and
  773. // use the final height from last frame. Because this is only affecting _interaction_ with columns, it is not
  774. // really problematic (whereas the actual visual will be displayed in EndTable() and using the current frame height).
  775. // Actual columns highlight/render will be performed in EndTable() and not be affected.
  776. const bool borders_full_height = (table->IsUsingHeaders == false) || (table->Flags & ImGuiTableFlags_BordersVFullHeight);
  777. const float hit_half_width = TABLE_RESIZE_SEPARATOR_HALF_THICKNESS;
  778. const float hit_y1 = table->OuterRect.Min.y;
  779. const float hit_y2_full = ImMax(table->OuterRect.Max.y, hit_y1 + table->LastOuterHeight);
  780. const float hit_y2 = borders_full_height ? hit_y2_full : (hit_y1 + table->LastFirstRowHeight);
  781. 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;
  782. for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
  783. {
  784. if (!(table->VisibleMaskByDisplayOrder & ((ImU64)1 << order_n)))
  785. continue;
  786. const int column_n = table->DisplayOrderToIndex[order_n];
  787. ImGuiTableColumn* column = &table->Columns[column_n];
  788. // Detect hovered column:
  789. // - we perform an unusually low-level check here.. not using IsMouseHoveringRect() to avoid touch padding.
  790. // - we don't care about the full set of IsItemHovered() feature either.
  791. if (mouse_x_hover_body >= column->MinX && mouse_x_hover_body < column->MaxX)
  792. table->HoveredColumnBody = (ImS8)column_n;
  793. if (column->Flags & (ImGuiTableColumnFlags_NoResize | ImGuiTableColumnFlags_NoDirectResize_))
  794. continue;
  795. ImGuiID column_id = TableGetColumnResizeID(table, column_n, table->InstanceCurrent);
  796. ImRect hit_rect(column->MaxX - hit_half_width, hit_y1, column->MaxX + hit_half_width, hit_y2);
  797. //GetForegroundDrawList()->AddRect(hit_rect.Min, hit_rect.Max, IM_COL32(255, 0, 0, 100));
  798. KeepAliveID(column_id);
  799. bool hovered = false, held = false;
  800. bool pressed = ButtonBehavior(hit_rect, column_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_AllowItemOverlap | ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnDoubleClick);
  801. if (pressed && IsMouseDoubleClicked(0) && !(column->Flags & ImGuiTableColumnFlags_WidthStretch))
  802. {
  803. // FIXME-TABLE: Double-clicking on column edge could auto-fit weighted column?
  804. TableSetColumnAutofit(table, column_n);
  805. ClearActiveID();
  806. held = hovered = false;
  807. }
  808. if (held)
  809. {
  810. table->ResizedColumn = (ImS8)column_n;
  811. table->InstanceInteracted = table->InstanceCurrent;
  812. }
  813. if ((hovered && g.HoveredIdTimer > TABLE_RESIZE_SEPARATOR_FEEDBACK_TIMER) || held)
  814. {
  815. table->HoveredColumnBorder = (ImS8)column_n;
  816. SetMouseCursor(ImGuiMouseCursor_ResizeEW);
  817. }
  818. }
  819. }
  820. void ImGui::EndTable()
  821. {
  822. ImGuiContext& g = *GImGui;
  823. ImGuiTable* table = g.CurrentTable;
  824. IM_ASSERT(table != NULL && "Only call EndTable() if BeginTable() returns true!");
  825. // This assert would be very useful to catch a common error... unfortunately it would probably trigger in some
  826. // cases, and for consistency user may sometimes output empty tables (and still benefit from e.g. outer border)
  827. //IM_ASSERT(table->IsLayoutLocked && "Table unused: never called TableNextRow(), is that the intent?");
  828. // If the user never got to call TableNextRow() or TableNextCell(), we call layout ourselves to ensure all our
  829. // code paths are consistent (instead of just hoping that TableBegin/TableEnd will work), get borders drawn, etc.
  830. if (!table->IsLayoutLocked)
  831. TableUpdateLayout(table);
  832. const ImGuiTableFlags flags = table->Flags;
  833. ImGuiWindow* inner_window = table->InnerWindow;
  834. ImGuiWindow* outer_window = table->OuterWindow;
  835. IM_ASSERT(inner_window == g.CurrentWindow);
  836. IM_ASSERT(outer_window == inner_window || outer_window == inner_window->ParentWindow);
  837. if (table->IsInsideRow)
  838. TableEndRow(table);
  839. // Finalize table height
  840. inner_window->SkipItems = table->HostSkipItems;
  841. inner_window->DC.CursorMaxPos = table->HostCursorMaxPos;
  842. if (inner_window != outer_window)
  843. {
  844. table->OuterRect.Max.y = ImMax(table->OuterRect.Max.y, inner_window->Pos.y + inner_window->Size.y);
  845. inner_window->DC.CursorMaxPos.y = table->RowPosY2;
  846. }
  847. else if (!(flags & ImGuiTableFlags_NoHostExtendY))
  848. {
  849. table->OuterRect.Max.y = ImMax(table->OuterRect.Max.y, inner_window->DC.CursorPos.y);
  850. inner_window->DC.CursorMaxPos.y = table->RowPosY2;
  851. }
  852. table->WorkRect.Max.y = ImMax(table->WorkRect.Max.y, table->OuterRect.Max.y);
  853. table->LastOuterHeight = table->OuterRect.GetHeight();
  854. if (!(flags & ImGuiTableFlags_NoClipX))
  855. inner_window->DrawList->PopClipRect();
  856. inner_window->ClipRect = inner_window->DrawList->_ClipRectStack.back();
  857. // Draw borders
  858. if ((flags & ImGuiTableFlags_Borders) != 0)
  859. TableDrawBorders(table);
  860. // Flatten channels and merge draw calls
  861. table->DrawSplitter.SetCurrentChannel(inner_window->DrawList, 0);
  862. TableDrawMergeChannels(table);
  863. // When releasing a column being resized, scroll to keep the resulting column in sight
  864. const float min_column_width = TableGetMinColumnWidth();
  865. if (!(table->Flags & ImGuiTableFlags_ScrollX) && inner_window != outer_window)
  866. {
  867. inner_window->Scroll.x = 0.0f;
  868. }
  869. else if (table->LastResizedColumn != -1 && table->ResizedColumn == -1 && inner_window->ScrollbarX && table->InstanceInteracted == table->InstanceCurrent)
  870. {
  871. ImGuiTableColumn* column = &table->Columns[table->LastResizedColumn];
  872. if (column->MaxX < table->InnerClipRect.Min.x)
  873. SetScrollFromPosX(inner_window, column->MaxX - inner_window->Pos.x - min_column_width, 1.0f);
  874. else if (column->MaxX > table->InnerClipRect.Max.x)
  875. SetScrollFromPosX(inner_window, column->MaxX - inner_window->Pos.x + min_column_width, 1.0f);
  876. }
  877. // Apply resizing/dragging at the end of the frame
  878. if (table->ResizedColumn != -1)
  879. {
  880. ImGuiTableColumn* column = &table->Columns[table->ResizedColumn];
  881. const float new_x2 = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + TABLE_RESIZE_SEPARATOR_HALF_THICKNESS);
  882. const float new_width = ImFloor(new_x2 - column->MinX);
  883. table->ResizedColumnNextWidth = new_width;
  884. }
  885. // Layout in outer window
  886. const float backup_outer_cursor_pos_x = outer_window->DC.CursorPos.x;
  887. const float backup_outer_max_pos_x = outer_window->DC.CursorMaxPos.x;
  888. const float backup_inner_max_pos_x = inner_window->DC.CursorMaxPos.x;
  889. inner_window->WorkRect = table->HostWorkRect;
  890. inner_window->SkipItems = table->HostSkipItems;
  891. outer_window->DC.CursorPos = table->OuterRect.Min;
  892. outer_window->DC.ColumnsOffset.x = 0.0f;
  893. if (inner_window != outer_window)
  894. {
  895. EndChild();
  896. }
  897. else
  898. {
  899. PopID();
  900. ImVec2 item_size = table->OuterRect.GetSize();
  901. item_size.x = table->ColumnsTotalWidth;
  902. ItemSize(item_size);
  903. }
  904. // Store content width reference for each column
  905. float max_pos_x = backup_inner_max_pos_x;
  906. for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
  907. {
  908. ImGuiTableColumn* column = &table->Columns[column_n];
  909. // Store content width (for both Headers and Rows)
  910. //float ref_x = column->MinX;
  911. float ref_x_rows = column->StartXRows - table->CellPaddingX1;
  912. float ref_x_headers = column->StartXHeaders - table->CellPaddingX1;
  913. column->ContentWidthRowsFrozen = (ImS16)ImMax(0.0f, column->ContentMaxPosRowsFrozen - ref_x_rows);
  914. column->ContentWidthRowsUnfrozen = (ImS16)ImMax(0.0f, column->ContentMaxPosRowsUnfrozen - ref_x_rows);
  915. column->ContentWidthHeadersUsed = (ImS16)ImMax(0.0f, column->ContentMaxPosHeadersUsed - ref_x_headers);
  916. column->ContentWidthHeadersIdeal = (ImS16)ImMax(0.0f, column->ContentMaxPosHeadersIdeal - ref_x_headers);
  917. // Add an extra 1 pixel so we can see the last column vertical line if it lies on the right-most edge.
  918. if (table->VisibleMaskByIndex & ((ImU64)1 << column_n))
  919. max_pos_x = ImMax(max_pos_x, column->MaxX + 1.0f);
  920. }
  921. // Override EndChild/ItemSize max extent with our own to enable auto-resize on the X axis when possible
  922. // FIXME-TABLE: This can be improved (e.g. for Fixed columns we don't want to auto AutoFitWidth? or propagate window auto-fit to table?)
  923. if (table->Flags & ImGuiTableFlags_ScrollX)
  924. {
  925. inner_window->DC.CursorMaxPos.x = max_pos_x; // Set contents width for scrolling
  926. outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos_x, backup_outer_cursor_pos_x + table->ColumnsTotalWidth + 1.0f + inner_window->ScrollbarSizes.x); // For auto-fit
  927. }
  928. else
  929. {
  930. outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos_x, table->WorkRect.Min.x + table->ColumnsAutoFitWidth); // For auto-fit
  931. }
  932. // Save settings
  933. if (table->IsSettingsDirty)
  934. TableSaveSettings(table);
  935. // Clear or restore current table, if any
  936. IM_ASSERT(g.CurrentWindow == outer_window);
  937. IM_ASSERT(g.CurrentTable == table);
  938. outer_window->DC.CurrentTable = NULL;
  939. g.CurrentTableStack.pop_back();
  940. g.CurrentTable = g.CurrentTableStack.Size ? g.Tables.GetByIndex(g.CurrentTableStack.back().Index) : NULL;
  941. }
  942. // FIXME-TABLE: This is a mess, need to redesign how we render borders.
  943. void ImGui::TableDrawBorders(ImGuiTable* table)
  944. {
  945. ImGuiWindow* inner_window = table->InnerWindow;
  946. ImGuiWindow* outer_window = table->OuterWindow;
  947. table->DrawSplitter.SetCurrentChannel(inner_window->DrawList, 0);
  948. if (inner_window->Hidden || !table->HostClipRect.Overlaps(table->InnerClipRect))
  949. return;
  950. ImDrawList* inner_drawlist = inner_window->DrawList;
  951. ImDrawList* outer_drawlist = outer_window->DrawList;
  952. // Draw inner border and resizing feedback
  953. const float draw_y1 = table->OuterRect.Min.y;
  954. float draw_y2_base = (table->FreezeRowsCount >= 1 ? table->OuterRect.Min.y : table->WorkRect.Min.y) + table->LastFirstRowHeight;
  955. float draw_y2_full = table->OuterRect.Max.y;
  956. ImU32 border_base_col;
  957. if (!table->IsUsingHeaders || (table->Flags & ImGuiTableFlags_BordersVFullHeight))
  958. {
  959. draw_y2_base = draw_y2_full;
  960. border_base_col = table->BorderColorLight;
  961. }
  962. else
  963. {
  964. border_base_col = table->BorderColorStrong;
  965. }
  966. if ((table->Flags & ImGuiTableFlags_BordersVOuter) && (table->InnerWindow == table->OuterWindow))
  967. inner_drawlist->AddLine(ImVec2(table->OuterRect.Min.x, draw_y1), ImVec2(table->OuterRect.Min.x, draw_y2_base), border_base_col, 1.0f);
  968. if (table->Flags & ImGuiTableFlags_BordersVInner)
  969. {
  970. for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
  971. {
  972. if (!(table->VisibleMaskByDisplayOrder & ((ImU64)1 << order_n)))
  973. continue;
  974. const int column_n = table->DisplayOrderToIndex[order_n];
  975. ImGuiTableColumn* column = &table->Columns[column_n];
  976. const bool is_hovered = (table->HoveredColumnBorder == column_n);
  977. const bool is_resized = (table->ResizedColumn == column_n) && (table->InstanceInteracted == table->InstanceCurrent);
  978. const bool is_resizable = (column->Flags & (ImGuiTableColumnFlags_NoResize | ImGuiTableColumnFlags_NoDirectResize_)) == 0;
  979. bool draw_right_border = (column->MaxX <= table->InnerClipRect.Max.x) || (is_resized || is_hovered);
  980. if (column->NextVisibleColumn == -1 && !is_resizable)
  981. draw_right_border = false;
  982. 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..
  983. {
  984. // Draw in outer window so right-most column won't be clipped
  985. // Always draw full height border when:
  986. // - not using headers
  987. // - user specify ImGuiTableFlags_BordersFullHeight
  988. // - being interacted with
  989. // - on the delimitation of frozen column scrolling
  990. const ImU32 col = is_resized ? GetColorU32(ImGuiCol_SeparatorActive) : is_hovered ? GetColorU32(ImGuiCol_SeparatorHovered) : border_base_col;
  991. float draw_y2 = draw_y2_base;
  992. if (is_hovered || is_resized || (table->FreezeColumnsCount != -1 && table->FreezeColumnsCount == order_n + 1))
  993. draw_y2 = draw_y2_full;
  994. inner_drawlist->AddLine(ImVec2(column->MaxX, draw_y1), ImVec2(column->MaxX, draw_y2), col, 1.0f);
  995. }
  996. }
  997. }
  998. // Draw outer border
  999. if (table->Flags & ImGuiTableFlags_BordersOuter)
  1000. {
  1001. // Display outer border offset by 1 which is a simple way to display it without adding an extra draw call
  1002. // (Without the offset, in outer_window it would be rendered behind cells, because child windows are above their
  1003. // parent. In inner_window, it won't reach out over scrollbars. Another weird solution would be to display part
  1004. // of it in inner window, and the part that's over scrollbars in the outer window..)
  1005. // Either solution currently won't allow us to use a larger border size: the border would clipped.
  1006. ImRect outer_border = table->OuterRect;
  1007. const ImU32 outer_col = table->BorderColorStrong;
  1008. if (inner_window != outer_window)
  1009. outer_border.Expand(1.0f);
  1010. if ((table->Flags & ImGuiTableFlags_BordersOuter) == ImGuiTableFlags_BordersOuter)
  1011. outer_drawlist->AddRect(outer_border.Min, outer_border.Max, outer_col);
  1012. else if (table->Flags & ImGuiTableFlags_BordersVOuter)
  1013. {
  1014. outer_drawlist->AddLine(outer_border.Min, ImVec2(outer_border.Min.x, outer_border.Max.y), outer_col);
  1015. outer_drawlist->AddLine(ImVec2(outer_border.Max.x, outer_border.Min.y), outer_border.Max, outer_col);
  1016. }
  1017. else if (table->Flags & ImGuiTableFlags_BordersHOuter)
  1018. {
  1019. outer_drawlist->AddLine(outer_border.Min, ImVec2(outer_border.Max.x, outer_border.Min.y), outer_col);
  1020. outer_drawlist->AddLine(ImVec2(outer_border.Min.x, outer_border.Max.y), outer_border.Max, outer_col);
  1021. }
  1022. }
  1023. if ((table->Flags & ImGuiTableFlags_BordersHInner) && table->RowPosY2 < table->OuterRect.Max.y)
  1024. {
  1025. // Draw bottom-most row border
  1026. const float border_y = table->RowPosY2;
  1027. if (border_y >= table->BackgroundClipRect.Min.y && border_y < table->BackgroundClipRect.Max.y)
  1028. inner_drawlist->AddLine(ImVec2(table->BorderX1, border_y), ImVec2(table->BorderX2, border_y), table->BorderColorLight);
  1029. }
  1030. }
  1031. static void TableUpdateColumnsWeightFromWidth(ImGuiTable* table)
  1032. {
  1033. IM_ASSERT(table->LeftMostStretchedColumnDisplayOrder != -1);
  1034. // Measure existing quantity
  1035. float visible_weight = 0.0f;
  1036. float visible_width = 0.0f;
  1037. for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
  1038. {
  1039. ImGuiTableColumn* column = &table->Columns[column_n];
  1040. if (!column->IsVisible || !(column->Flags & ImGuiTableColumnFlags_WidthStretch))
  1041. continue;
  1042. visible_weight += column->ResizeWeight;
  1043. visible_width += column->WidthRequested;
  1044. }
  1045. IM_ASSERT(visible_weight > 0.0f && visible_width > 0.0f);
  1046. // Apply new weights
  1047. for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
  1048. {
  1049. ImGuiTableColumn* column = &table->Columns[column_n];
  1050. if (!column->IsVisible || !(column->Flags & ImGuiTableColumnFlags_WidthStretch))
  1051. continue;
  1052. column->ResizeWeight = (column->WidthRequested + 0.0f) / visible_width;
  1053. }
  1054. }
  1055. // Public wrapper
  1056. void ImGui::TableSetColumnWidth(int column_n, float width)
  1057. {
  1058. ImGuiContext& g = *GImGui;
  1059. ImGuiTable* table = g.CurrentTable;
  1060. IM_ASSERT(table != NULL);
  1061. IM_ASSERT(table->IsLayoutLocked == false);
  1062. IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount);
  1063. TableSetColumnWidth(table, &table->Columns[column_n], width);
  1064. }
  1065. // [Internal]
  1066. void ImGui::TableSetColumnWidth(ImGuiTable* table, ImGuiTableColumn* column_0, float column_0_width)
  1067. {
  1068. // Constraints
  1069. float min_width = TableGetMinColumnWidth();
  1070. float max_width_0 = FLT_MAX;
  1071. if (!(table->Flags & ImGuiTableFlags_ScrollX))
  1072. max_width_0 = (table->WorkRect.Max.x - column_0->MinX) - (table->ColumnsVisibleCount - (column_0->IndexWithinVisibleSet + 1)) * min_width;
  1073. column_0_width = ImClamp(column_0_width, min_width, max_width_0);
  1074. // Compare both requested and actual given width to avoid overwriting requested width when column is stuck (minimum size, bounded)
  1075. if (column_0->WidthGiven == column_0_width || column_0->WidthRequested == column_0_width)
  1076. return;
  1077. ImGuiTableColumn* column_1 = (column_0->NextVisibleColumn != -1) ? &table->Columns[column_0->NextVisibleColumn] : NULL;
  1078. // In this surprisingly not simple because of how we support mixing Fixed and Stretch columns.
  1079. // When forwarding resize from Wn| to Fn+1| we need to be considerate of the _NoResize flag on Fn+1.
  1080. // FIXME-TABLE: Find a way to rewrite all of this so interactions feel more consistent for the user.
  1081. // Scenarios:
  1082. // - F1 F2 F3 resize from F1| or F2| --> ok: alter ->WidthRequested of Fixed column. Subsequent columns will be offset.
  1083. // - F1 F2 F3 resize from F3| --> ok: alter ->WidthRequested of Fixed column. If active, ScrollX extent can be altered.
  1084. // - 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.
  1085. // - F1 F2 W3 resize from W3| --> ok: no-op (disabled by Resize Rule 1)
  1086. // - W1 W2 W3 resize from W1| or W2| --> FIXME
  1087. // - W1 W2 W3 resize from W3| --> ok: no-op (disabled by Resize Rule 1)
  1088. // - W1 F2 F3 resize from F3| --> ok: no-op (disabled by Resize Rule 1)
  1089. // - W1 F2 resize from F2| --> ok: no-op (disabled by Resize Rule 1)
  1090. // - W1 W2 F3 resize from W1| or W2| --> ok
  1091. // - W1 F2 W3 resize from W1| or F2| --> FIXME
  1092. // - F1 W2 F3 resize from W2| --> ok
  1093. // - W1 F2 F3 resize from W1| --> ok: equivalent to resizing |F2. F3 will not move. (forwarded by Resize Rule 2)
  1094. // - W1 F2 F3 resize from F2| --> FIXME should resize F2, F3 and not have effect on W1 (Stretch columns are _before_ the Fixed column).
  1095. // Rules:
  1096. // - [Resize Rule 1] Can't resize from right of right-most visible column if there is any Stretch column. Implemented in TableUpdateLayout().
  1097. // - [Resize Rule 2] Resizing from right-side of a Stretch column before a fixed column froward sizing to left-side of fixed column.
  1098. // - [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.
  1099. if (column_0->Flags & ImGuiTableColumnFlags_WidthFixed)
  1100. {
  1101. // [Resize Rule 3] If we are are followed by a fixed column and we have a Stretch column before, we need to ensure
  1102. // that our left border won't move, which we can do by making sure column_a/column_b resizes cancels each others.
  1103. if (column_1 && (column_1->Flags & ImGuiTableColumnFlags_WidthFixed))
  1104. if (table->LeftMostStretchedColumnDisplayOrder != -1 && table->LeftMostStretchedColumnDisplayOrder < column_0->DisplayOrder)
  1105. {
  1106. // (old_a + old_b == new_a + new_b) --> (new_a == old_a + old_b - new_b)
  1107. float column_1_width = ImMax(column_1->WidthRequested - (column_0_width - column_0->WidthRequested), min_width);
  1108. column_0_width = column_0->WidthRequested + column_1->WidthRequested - column_1_width;
  1109. column_1->WidthRequested = column_1_width;
  1110. }
  1111. // Apply
  1112. //IMGUI_DEBUG_LOG("TableSetColumnWidth(%d, %.1f->%.1f)\n", column_0_idx, column_0->WidthRequested, column_0_width);
  1113. column_0->WidthRequested = column_0_width;
  1114. }
  1115. else if (column_0->Flags & ImGuiTableColumnFlags_WidthStretch)
  1116. {
  1117. // [Resize Rule 2]
  1118. if (column_1 && (column_1->Flags & ImGuiTableColumnFlags_WidthFixed))
  1119. {
  1120. float off = (column_0->WidthGiven - column_0_width);
  1121. float column_1_width = column_1->WidthGiven + off;
  1122. column_1->WidthRequested = ImMax(min_width, column_1_width);
  1123. return;
  1124. }
  1125. // (old_a + old_b == new_a + new_b) --> (new_a == old_a + old_b - new_b)
  1126. float column_1_width = ImMax(column_1->WidthRequested - (column_0_width - column_0->WidthRequested), min_width);
  1127. column_0_width = column_0->WidthRequested + column_1->WidthRequested - column_1_width;
  1128. column_1->WidthRequested = column_1_width;
  1129. column_0->WidthRequested = column_0_width;
  1130. TableUpdateColumnsWeightFromWidth(table);
  1131. }
  1132. table->IsSettingsDirty = true;
  1133. }
  1134. // Columns where the contents didn't stray off their local clip rectangle can be merged into a same draw command.
  1135. // To achieve this we merge their clip rect and make them contiguous in the channel list so they can be merged.
  1136. // So here we'll reorder the draw cmd which can be merged, by arranging them into a maximum of 4 distinct groups:
  1137. //
  1138. // 1 group: 2 groups: 2 groups: 4 groups:
  1139. // [ 0. ] no freeze [ 0. ] row freeze [ 01 ] col freeze [ 01 ] row+col freeze
  1140. // [ .. ] or no scroll [ 1. ] and v-scroll [ .. ] and h-scroll [ 23 ] and v+h-scroll
  1141. //
  1142. // Each column itself can use 1 channel (row freeze disabled) or 2 channels (row freeze enabled).
  1143. // When the contents of a column didn't stray off its limit, we move its channels into the corresponding group
  1144. // based on its position (within frozen rows/columns groups or not).
  1145. // At the end of the operation our 1-4 groups will each have a ImDrawCmd using the same ClipRect, and they will be
  1146. // merged by the DrawSplitter.Merge() call.
  1147. //
  1148. // Column channels will not be merged into one of the 1-4 groups in the following cases:
  1149. // - The contents stray off its clipping rectangle (we only compare the MaxX value, not the MinX value).
  1150. // Direct ImDrawList calls won't be taken into account by default, if you use them make sure the ImGui:: bounds
  1151. // matches, by e.g. calling SetCursorScreenPos().
  1152. // - The channel uses more than one draw command itself. We drop all our merging stuff here.. we could do better
  1153. // but it's going to be rare.
  1154. //
  1155. // This function is particularly tricky to understand.. take a breath.
  1156. void ImGui::TableDrawMergeChannels(ImGuiTable* table)
  1157. {
  1158. ImGuiContext& g = *GImGui;
  1159. ImDrawListSplitter* splitter = &table->DrawSplitter;
  1160. const bool is_frozen_v = (table->FreezeRowsCount > 0);
  1161. const bool is_frozen_h = (table->FreezeColumnsCount > 0);
  1162. // Track which groups we are going to attempt to merge, and which channels goes into each group.
  1163. struct MergeGroup
  1164. {
  1165. ImRect ClipRect;
  1166. int ChannelsCount;
  1167. ImBitArray<IMGUI_TABLE_MAX_DRAW_CHANNELS> ChannelsMask;
  1168. };
  1169. int merge_group_mask = 0x00;
  1170. MergeGroup merge_groups[4];
  1171. memset(merge_groups, 0, sizeof(merge_groups));
  1172. bool merge_groups_all_fit_within_inner_rect = (table->Flags & ImGuiTableFlags_NoHostExtendY) == 0;
  1173. // 1. Scan channels and take note of those which can be merged
  1174. for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
  1175. {
  1176. if (!(table->VisibleMaskByDisplayOrder & ((ImU64)1 << order_n)))
  1177. continue;
  1178. const int column_n = table->DisplayOrderToIndex[order_n];
  1179. ImGuiTableColumn* column = &table->Columns[column_n];
  1180. const int merge_group_sub_count = is_frozen_v ? 2 : 1;
  1181. for (int merge_group_sub_n = 0; merge_group_sub_n < merge_group_sub_count; merge_group_sub_n++)
  1182. {
  1183. const int channel_no = (merge_group_sub_n == 0) ? column->DrawChannelRowsBeforeFreeze : column->DrawChannelRowsAfterFreeze;
  1184. // Don't attempt to merge if there are multiple draw calls within the column
  1185. ImDrawChannel* src_channel = &splitter->_Channels[channel_no];
  1186. if (src_channel->_CmdBuffer.Size > 0 && src_channel->_CmdBuffer.back().ElemCount == 0)
  1187. src_channel->_CmdBuffer.pop_back();
  1188. if (src_channel->_CmdBuffer.Size != 1)
  1189. continue;
  1190. // Find out the width of this merge group and check if it will fit in our column.
  1191. float width_contents;
  1192. if (merge_group_sub_count == 1) // No row freeze (same as testing !is_frozen_v)
  1193. width_contents = ImMax(column->ContentWidthRowsUnfrozen, column->ContentWidthHeadersUsed);
  1194. else if (merge_group_sub_n == 0) // Row freeze: use width before freeze
  1195. width_contents = ImMax(column->ContentWidthRowsFrozen, column->ContentWidthHeadersUsed);
  1196. else // Row freeze: use width after freeze
  1197. width_contents = column->ContentWidthRowsUnfrozen;
  1198. if (width_contents > column->WidthGiven && !(column->Flags & ImGuiTableColumnFlags_NoClipX))
  1199. continue;
  1200. const int merge_group_dst_n = (is_frozen_h && column_n < table->FreezeColumnsCount ? 0 : 2) + (is_frozen_v ? merge_group_sub_n : 1);
  1201. IM_ASSERT(channel_no < IMGUI_TABLE_MAX_DRAW_CHANNELS);
  1202. MergeGroup* merge_group = &merge_groups[merge_group_dst_n];
  1203. if (merge_group->ChannelsCount == 0)
  1204. merge_group->ClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX);
  1205. merge_group->ChannelsMask.SetBit(channel_no);
  1206. merge_group->ChannelsCount++;
  1207. merge_group->ClipRect.Add(src_channel->_CmdBuffer[0].ClipRect);
  1208. merge_group_mask |= (1 << merge_group_dst_n);
  1209. // If we end with a single group and hosted by the outer window, we'll attempt to merge our draw command
  1210. // with the existing outer window command. But we can only do so if our columns all fit within the expected
  1211. // clip rect, otherwise clipping will be incorrect when ScrollX is disabled.
  1212. // 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
  1213. // 2019/10/22: (1) This is breaking table_2_draw_calls but I cannot seem to repro what it is attempting to
  1214. // fix... cf git fce2e8dc "Fixed issue with clipping when outerwindow==innerwindow / support ScrollH without ScrollV."
  1215. // 2019/10/22: (2) Clamping code in TableUpdateLayout() seemingly made this not necessary...
  1216. #if 0
  1217. if (column->MinX < table->InnerClipRect.Min.x || column->MaxX > table->InnerClipRect.Max.x)
  1218. merge_groups_all_fit_within_inner_rect = false;
  1219. #endif
  1220. }
  1221. // Invalidate current draw channel
  1222. // (we don't clear DrawChannelBeforeRowFreeze/DrawChannelAfterRowFreeze solely to facilitate debugging)
  1223. column->DrawChannelCurrent = -1;
  1224. }
  1225. // 2. Rewrite channel list in our preferred order
  1226. if (merge_group_mask != 0)
  1227. {
  1228. // Use shared temporary storage so the allocation gets amortized
  1229. g.DrawChannelsTempMergeBuffer.resize(splitter->_Count - 1);
  1230. ImDrawChannel* dst_tmp = g.DrawChannelsTempMergeBuffer.Data;
  1231. ImBitArray<IMGUI_TABLE_MAX_DRAW_CHANNELS> remaining_mask;
  1232. remaining_mask.ClearBits();
  1233. remaining_mask.SetBitRange(1, splitter->_Count - 1); // Background channel 0 not part of the merge (see channel allocation in TableUpdateDrawChannels)
  1234. int remaining_count = splitter->_Count - 1;
  1235. const bool may_extend_clip_rect_to_host_rect = ImIsPowerOfTwo(merge_group_mask);
  1236. for (int merge_group_n = 0; merge_group_n < 4; merge_group_n++)
  1237. if (int merge_channels_count = merge_groups[merge_group_n].ChannelsCount)
  1238. {
  1239. MergeGroup* merge_group = &merge_groups[merge_group_n];
  1240. ImRect merge_clip_rect = merge_groups[merge_group_n].ClipRect;
  1241. if (may_extend_clip_rect_to_host_rect)
  1242. {
  1243. //GetOverlayDrawList()->AddRect(table->HostClipRect.Min, table->HostClipRect.Max, IM_COL32(255, 0, 0, 200), 0.0f, ~0, 3.0f);
  1244. //GetOverlayDrawList()->AddRect(table->InnerClipRect.Min, table->InnerClipRect.Max, IM_COL32(0, 255, 0, 200), 0.0f, ~0, 1.0f);
  1245. //GetOverlayDrawList()->AddRect(merge_clip_rect.Min, merge_clip_rect.Max, IM_COL32(255, 0, 0, 200), 0.0f, ~0, 2.0f);
  1246. merge_clip_rect.Add(merge_groups_all_fit_within_inner_rect ? table->HostClipRect : table->InnerClipRect);
  1247. //GetOverlayDrawList()->AddRect(merge_clip_rect.Min, merge_clip_rect.Max, IM_COL32(0, 255, 0, 200));
  1248. }
  1249. remaining_count -= merge_group->ChannelsCount;
  1250. for (int n = 0; n < IM_ARRAYSIZE(remaining_mask.Storage); n++)
  1251. remaining_mask.Storage[n] &= ~merge_group->ChannelsMask.Storage[n];
  1252. for (int n = 0; n < splitter->_Count && merge_channels_count != 0; n++)
  1253. {
  1254. // Copy + overwrite new clip rect
  1255. if (!merge_group->ChannelsMask.TestBit(n))
  1256. continue;
  1257. merge_group->ChannelsMask.ClearBit(n);
  1258. merge_channels_count--;
  1259. ImDrawChannel* channel = &splitter->_Channels[n];
  1260. IM_ASSERT(channel->_CmdBuffer.Size == 1 && merge_clip_rect.Contains(ImRect(channel->_CmdBuffer[0].ClipRect)));
  1261. channel->_CmdBuffer[0].ClipRect = merge_clip_rect.ToVec4();
  1262. memcpy(dst_tmp++, channel, sizeof(ImDrawChannel));
  1263. }
  1264. }
  1265. // Append unmergeable channels that we didn't reorder at the end of the list
  1266. for (int n = 0; n < splitter->_Count && remaining_count != 0; n++)
  1267. {
  1268. if (!remaining_mask.TestBit(n))
  1269. continue;
  1270. ImDrawChannel* channel = &splitter->_Channels[n];
  1271. memcpy(dst_tmp++, channel, sizeof(ImDrawChannel));
  1272. remaining_count--;
  1273. }
  1274. IM_ASSERT(dst_tmp == g.DrawChannelsTempMergeBuffer.Data + g.DrawChannelsTempMergeBuffer.Size);
  1275. memcpy(splitter->_Channels.Data + 1, g.DrawChannelsTempMergeBuffer.Data, (splitter->_Count - 1) * sizeof(ImDrawChannel));
  1276. }
  1277. // 3. Actually merge (channels using the same clip rect will be contiguous and naturally merged)
  1278. splitter->Merge(table->InnerWindow->DrawList);
  1279. }
  1280. // We use a default parameter of 'init_width_or_weight == -1'
  1281. // ImGuiTableColumnFlags_WidthFixed, width <= 0 --> init width == auto
  1282. // ImGuiTableColumnFlags_WidthFixed, width > 0 --> init width == manual
  1283. // ImGuiTableColumnFlags_WidthStretch, weight < 0 --> init weight == 1.0f
  1284. // ImGuiTableColumnFlags_WidthStretch, weight >= 0 --> init weight == custom
  1285. // Use a different API?
  1286. void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, float init_width_or_weight, ImGuiID user_id)
  1287. {
  1288. ImGuiContext& g = *GImGui;
  1289. ImGuiTable* table = g.CurrentTable;
  1290. IM_ASSERT(table != NULL && "Need to call TableSetupColumn() after BeginTable()!");
  1291. IM_ASSERT(!table->IsLayoutLocked && "Need to call call TableSetupColumn() before first row!");
  1292. IM_ASSERT(table->DeclColumnsCount >= 0 && table->DeclColumnsCount < table->ColumnsCount && "Called TableSetupColumn() too many times!");
  1293. ImGuiTableColumn* column = &table->Columns[table->DeclColumnsCount];
  1294. table->DeclColumnsCount++;
  1295. // When passing a width automatically enforce WidthFixed policy
  1296. // (vs TableFixColumnFlags would default to WidthAlwaysAutoResize)
  1297. // (we write to FlagsIn which is a little misleading, another solution would be to pass init_width_or_weight to TableFixColumnFlags)
  1298. if ((flags & ImGuiTableColumnFlags_WidthMask_) == 0)
  1299. if ((table->Flags & ImGuiTableFlags_SizingPolicyFixedX) && (init_width_or_weight > 0.0f))
  1300. flags |= ImGuiTableColumnFlags_WidthFixed;
  1301. column->UserID = user_id;
  1302. column->FlagsIn = flags;
  1303. column->Flags = TableFixColumnFlags(table, column->FlagsIn);
  1304. flags = column->Flags;
  1305. // Initialize defaults
  1306. // FIXME-TABLE: We don't restore widths/weight so let's avoid using IsSettingsLoaded for now
  1307. if (table->IsInitializing && column->WidthRequested < 0.0f && column->ResizeWeight < 0.0f)// && !table->IsSettingsLoaded)
  1308. {
  1309. // Init width or weight
  1310. // Disable auto-fit if a default fixed width has been specified
  1311. if ((flags & ImGuiTableColumnFlags_WidthFixed) && init_width_or_weight > 0.0f)
  1312. {
  1313. column->WidthRequested = init_width_or_weight;
  1314. column->AutoFitQueue = 0x00;
  1315. }
  1316. if (flags & ImGuiTableColumnFlags_WidthStretch)
  1317. {
  1318. IM_ASSERT(init_width_or_weight < 0.0f || init_width_or_weight > 0.0f);
  1319. column->ResizeWeight = (init_width_or_weight < 0.0f ? 1.0f : init_width_or_weight);
  1320. }
  1321. else
  1322. {
  1323. column->ResizeWeight = 1.0f;
  1324. }
  1325. }
  1326. if (table->IsInitializing)
  1327. {
  1328. // Init default visibility/sort state
  1329. if ((flags & ImGuiTableColumnFlags_DefaultHide) && (table->SettingsLoadedFlags & ImGuiTableFlags_Hideable) == 0)
  1330. column->IsVisible = column->IsVisibleNextFrame = false;
  1331. if (flags & ImGuiTableColumnFlags_DefaultSort && (table->SettingsLoadedFlags & ImGuiTableFlags_Sortable) == 0)
  1332. {
  1333. column->SortOrder = 0; // Multiple columns using _DefaultSort will be reordered when building the sort specs.
  1334. column->SortDirection = (column->Flags & ImGuiTableColumnFlags_PreferSortDescending) ? (ImS8)ImGuiSortDirection_Descending : (ImU8)(ImGuiSortDirection_Ascending);
  1335. }
  1336. }
  1337. // Store name (append with zero-terminator in contiguous buffer)
  1338. IM_ASSERT(column->NameOffset == -1);
  1339. if (label != NULL)
  1340. {
  1341. column->NameOffset = (ImS16)table->ColumnsNames.size();
  1342. table->ColumnsNames.append(label, label + strlen(label) + 1);
  1343. }
  1344. }
  1345. // Starts into the first cell of a new row
  1346. void ImGui::TableNextRow(ImGuiTableRowFlags row_flags, float row_min_height)
  1347. {
  1348. ImGuiContext& g = *GImGui;
  1349. ImGuiTable* table = g.CurrentTable;
  1350. if (table->CurrentRow == -1)
  1351. TableUpdateLayout(table);
  1352. else if (table->IsInsideRow)
  1353. TableEndRow(table);
  1354. table->LastRowFlags = table->RowFlags;
  1355. table->RowFlags = row_flags;
  1356. table->RowMinHeight = row_min_height;
  1357. TableBeginRow(table);
  1358. // We honor min_row_height requested by user, but cannot guarantee per-row maximum height,
  1359. // because that would essentially require a unique clipping rectangle per-cell.
  1360. table->RowPosY2 += table->CellPaddingY * 2.0f;
  1361. table->RowPosY2 = ImMax(table->RowPosY2, table->RowPosY1 + row_min_height);
  1362. TableBeginCell(table, 0);
  1363. }
  1364. // [Internal]
  1365. void ImGui::TableBeginRow(ImGuiTable* table)
  1366. {
  1367. ImGuiWindow* window = table->InnerWindow;
  1368. IM_ASSERT(!table->IsInsideRow);
  1369. // New row
  1370. table->CurrentRow++;
  1371. table->CurrentColumn = -1;
  1372. table->RowBgColor = IM_COL32_DISABLE;
  1373. table->IsInsideRow = true;
  1374. // Begin frozen rows
  1375. float next_y1 = table->RowPosY2;
  1376. if (table->CurrentRow == 0 && table->FreezeRowsCount > 0)
  1377. next_y1 = window->DC.CursorPos.y = table->OuterRect.Min.y;
  1378. table->RowPosY1 = table->RowPosY2 = next_y1;
  1379. table->RowTextBaseline = 0.0f;
  1380. table->RowIndentOffsetX = window->DC.Indent.x - table->HostIndentX; // Lock indent
  1381. window->DC.PrevLineTextBaseOffset = 0.0f;
  1382. window->DC.CursorMaxPos.y = next_y1;
  1383. // Making the header BG color non-transparent will allow us to overlay it multiple times when handling smooth dragging.
  1384. if (table->RowFlags & ImGuiTableRowFlags_Headers)
  1385. {
  1386. table->RowBgColor = GetColorU32(ImGuiCol_TableHeaderBg);
  1387. if (table->CurrentRow == 0)
  1388. table->IsUsingHeaders = true;
  1389. }
  1390. }
  1391. // [Internal]
  1392. void ImGui::TableEndRow(ImGuiTable* table)
  1393. {
  1394. ImGuiContext& g = *GImGui;
  1395. ImGuiWindow* window = g.CurrentWindow;
  1396. IM_ASSERT(window == table->InnerWindow);
  1397. IM_ASSERT(table->IsInsideRow);
  1398. TableEndCell(table);
  1399. // Position cursor at the bottom of our row so it can be used for e.g. clipping calculation. However it is
  1400. // likely that the next call to TableBeginCell() will reposition the cursor to take account of vertical padding.
  1401. window->DC.CursorPos.y = table->RowPosY2;
  1402. // Row background fill
  1403. const float bg_y1 = table->RowPosY1;
  1404. const float bg_y2 = table->RowPosY2;
  1405. if (table->CurrentRow == 0)
  1406. table->LastFirstRowHeight = bg_y2 - bg_y1;
  1407. if (table->CurrentRow >= 0 && bg_y2 >= table->InnerClipRect.Min.y && bg_y1 <= table->InnerClipRect.Max.y)
  1408. {
  1409. // Decide of background color for the row
  1410. ImU32 bg_col = 0;
  1411. if (table->RowBgColor != IM_COL32_DISABLE)
  1412. bg_col = table->RowBgColor;
  1413. else if (table->Flags & ImGuiTableFlags_RowBg)
  1414. bg_col = GetColorU32((table->RowBgColorCounter & 1) ? ImGuiCol_TableRowBgAlt : ImGuiCol_TableRowBg);
  1415. // Decide of top border color
  1416. ImU32 border_col = 0;
  1417. if (table->CurrentRow != 0 || table->InnerWindow == table->OuterWindow)
  1418. {
  1419. if (table->Flags & ImGuiTableFlags_BordersHInner)
  1420. {
  1421. //if (table->CurrentRow == 0 && table->InnerWindow == table->OuterWindow)
  1422. // border_col = table->BorderOuterColor;
  1423. //else
  1424. if (table->CurrentRow > 0)// && !(table->LastRowFlags & ImGuiTableRowFlags_Headers))
  1425. border_col = (table->LastRowFlags & ImGuiTableRowFlags_Headers) ? table->BorderColorStrong : table->BorderColorLight;
  1426. }
  1427. else
  1428. {
  1429. //if (table->RowFlags & ImGuiTableRowFlags_Headers)
  1430. // border_col = table->BorderOuterColor;
  1431. }
  1432. }
  1433. if (bg_col != 0 || border_col != 0)
  1434. table->DrawSplitter.SetCurrentChannel(window->DrawList, 0);
  1435. // Draw background
  1436. // We soft/cpu clip this so all backgrounds and borders can share the same clipping rectangle
  1437. if (bg_col)
  1438. {
  1439. ImRect bg_rect(table->WorkRect.Min.x, bg_y1, table->WorkRect.Max.x, bg_y2);
  1440. bg_rect.ClipWith(table->BackgroundClipRect);
  1441. if (bg_rect.Min.y < bg_rect.Max.y)
  1442. window->DrawList->AddRectFilledMultiColor(bg_rect.Min, bg_rect.Max, bg_col, bg_col, bg_col, bg_col);
  1443. }
  1444. // Draw top border
  1445. const float border_y = bg_y1;
  1446. if (border_col && border_y >= table->BackgroundClipRect.Min.y && border_y < table->BackgroundClipRect.Max.y)
  1447. window->DrawList->AddLine(ImVec2(table->BorderX1, border_y), ImVec2(table->BorderX2, border_y), border_col);
  1448. }
  1449. const bool unfreeze_rows = (table->CurrentRow + 1 == table->FreezeRowsCount && table->FreezeRowsCount > 0);
  1450. // Draw bottom border (always strong)
  1451. const bool draw_separating_border = unfreeze_rows;// || (table->RowFlags & ImGuiTableRowFlags_Headers);
  1452. if (draw_separating_border)
  1453. if (bg_y2 >= table->BackgroundClipRect.Min.y && bg_y2 < table->BackgroundClipRect.Max.y)
  1454. window->DrawList->AddLine(ImVec2(table->BorderX1, bg_y2), ImVec2(table->BorderX2, bg_y2), table->BorderColorStrong);
  1455. // End frozen rows (when we are past the last frozen row line, teleport cursor and alter clipping rectangle)
  1456. // We need to do that in TableEndRow() instead of TableBeginRow() so the list clipper can mark end of row and
  1457. // get the new cursor position.
  1458. if (unfreeze_rows)
  1459. {
  1460. IM_ASSERT(table->IsFreezeRowsPassed == false);
  1461. table->IsFreezeRowsPassed = true;
  1462. table->DrawSplitter.SetCurrentChannel(window->DrawList, 0);
  1463. ImRect r;
  1464. r.Min.x = table->InnerClipRect.Min.x;
  1465. r.Min.y = ImMax(table->RowPosY2 + 1, window->InnerClipRect.Min.y);
  1466. r.Max.x = table->InnerClipRect.Max.x;
  1467. r.Max.y = window->InnerClipRect.Max.y;
  1468. table->BackgroundClipRect = r;
  1469. float row_height = table->RowPosY2 - table->RowPosY1;
  1470. table->RowPosY2 = window->DC.CursorPos.y = table->WorkRect.Min.y + table->RowPosY2 - table->OuterRect.Min.y;
  1471. table->RowPosY1 = table->RowPosY2 - row_height;
  1472. for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
  1473. {
  1474. ImGuiTableColumn* column = &table->Columns[column_n];
  1475. column->DrawChannelCurrent = column->DrawChannelRowsAfterFreeze;
  1476. column->ClipRect.Min.y = r.Min.y;
  1477. }
  1478. }
  1479. if (!(table->RowFlags & ImGuiTableRowFlags_Headers))
  1480. table->RowBgColorCounter++;
  1481. table->IsInsideRow = false;
  1482. }
  1483. // [Internal] Called by TableNextCell()!
  1484. // This is called very frequently, so we need to be mindful of unnecessary overhead.
  1485. // FIXME-TABLE FIXME-OPT: Could probably shortcut some things for non-active or clipped columns.
  1486. void ImGui::TableBeginCell(ImGuiTable* table, int column_n)
  1487. {
  1488. table->CurrentColumn = column_n;
  1489. ImGuiTableColumn* column = &table->Columns[column_n];
  1490. ImGuiWindow* window = table->InnerWindow;
  1491. // Start position is roughly ~~ CellRect.Min + CellPadding + Indent
  1492. float start_x = (table->RowFlags & ImGuiTableRowFlags_Headers) ? column->StartXHeaders : column->StartXRows;
  1493. if (column->Flags & ImGuiTableColumnFlags_IndentEnable)
  1494. start_x += table->RowIndentOffsetX; // ~~ += window.DC.Indent.x - table->HostIndentX, except we locked it for the row.
  1495. window->DC.CursorPos.x = start_x;
  1496. window->DC.CursorPos.y = table->RowPosY1 + table->CellPaddingY;
  1497. window->DC.CursorMaxPos.x = window->DC.CursorPos.x;
  1498. window->DC.ColumnsOffset.x = start_x - window->Pos.x - window->DC.Indent.x; // FIXME-WORKRECT
  1499. window->DC.CurrLineTextBaseOffset = table->RowTextBaseline;
  1500. window->DC.LastItemId = 0;
  1501. window->WorkRect.Min.y = window->DC.CursorPos.y;
  1502. window->WorkRect.Min.x = column->MinX + table->CellPaddingX1;
  1503. window->WorkRect.Max.x = column->MaxX - table->CellPaddingX2;
  1504. // To allow ImGuiListClipper to function we propagate our row height
  1505. if (!column->IsVisible)
  1506. window->DC.CursorPos.y = ImMax(window->DC.CursorPos.y, table->RowPosY2);
  1507. window->SkipItems = column->SkipItems;
  1508. if (table->Flags & ImGuiTableFlags_NoClipX)
  1509. {
  1510. table->DrawSplitter.SetCurrentChannel(window->DrawList, 1);
  1511. }
  1512. else
  1513. {
  1514. table->DrawSplitter.SetCurrentChannel(window->DrawList, column->DrawChannelCurrent);
  1515. //window->ClipRect = column->ClipRect;
  1516. //IM_ASSERT(column->ClipRect.Max.x > column->ClipRect.Min.x && column->ClipRect.Max.y > column->ClipRect.Min.y);
  1517. //window->DrawList->_ClipRectStack.back() = ImVec4(column->ClipRect.Min.x, column->ClipRect.Min.y, column->ClipRect.Max.x, column->ClipRect.Max.y);
  1518. //window->DrawList->UpdateClipRect();
  1519. window->DrawList->PopClipRect();
  1520. window->DrawList->PushClipRect(column->ClipRect.Min, column->ClipRect.Max, false);
  1521. //IMGUI_DEBUG_LOG("%d (%.0f,%.0f)(%.0f,%.0f)\n", column_n, column->ClipRect.Min.x, column->ClipRect.Min.y, column->ClipRect.Max.x, column->ClipRect.Max.y);
  1522. window->ClipRect = window->DrawList->_ClipRectStack.back();
  1523. }
  1524. }
  1525. // [Internal] Called by TableNextRow()/TableNextCell()!
  1526. void ImGui::TableEndCell(ImGuiTable* table)
  1527. {
  1528. ImGuiTableColumn* column = &table->Columns[table->CurrentColumn];
  1529. ImGuiWindow* window = table->InnerWindow;
  1530. // Report maximum position so we can infer content size per column.
  1531. float* p_max_pos_x;
  1532. if (table->RowFlags & ImGuiTableRowFlags_Headers)
  1533. p_max_pos_x = &column->ContentMaxPosHeadersUsed; // Useful in case user submit contents in header row that is not a TableHeader() call
  1534. else
  1535. p_max_pos_x = table->IsFreezeRowsPassed ? &column->ContentMaxPosRowsUnfrozen : &column->ContentMaxPosRowsFrozen;
  1536. *p_max_pos_x = ImMax(*p_max_pos_x, window->DC.CursorMaxPos.x);
  1537. table->RowPosY2 = ImMax(table->RowPosY2, window->DC.CursorMaxPos.y + table->CellPaddingY);
  1538. // Propagate text baseline for the entire row
  1539. // FIXME-TABLE: Here we propagate text baseline from the last line of the cell.. instead of the first one.
  1540. table->RowTextBaseline = ImMax(table->RowTextBaseline, window->DC.PrevLineTextBaseOffset);
  1541. }
  1542. // Append into the next cell
  1543. // FIXME-TABLE: Wrapping to next row should be optional?
  1544. bool ImGui::TableNextCell()
  1545. {
  1546. ImGuiContext& g = *GImGui;
  1547. ImGuiTable* table = g.CurrentTable;
  1548. if (table->CurrentColumn != -1 && table->CurrentColumn + 1 < table->ColumnsCount)
  1549. {
  1550. TableEndCell(table);
  1551. TableBeginCell(table, table->CurrentColumn + 1);
  1552. }
  1553. else
  1554. {
  1555. TableNextRow();
  1556. }
  1557. int column_n = table->CurrentColumn;
  1558. return (table->VisibleUnclippedMaskByIndex & ((ImU64)1 << column_n)) != 0;
  1559. }
  1560. const char* ImGui::TableGetColumnName(int column_n)
  1561. {
  1562. ImGuiContext& g = *GImGui;
  1563. ImGuiTable* table = g.CurrentTable;
  1564. if (!table)
  1565. return NULL;
  1566. if (column_n < 0)
  1567. column_n = table->CurrentColumn;
  1568. return TableGetColumnName(table, column_n);
  1569. }
  1570. // We expose "Visible and Unclipped" to the user, vs our internal "Visible" state which is !Hidden
  1571. bool ImGui::TableGetColumnIsVisible(int column_n)
  1572. {
  1573. ImGuiContext& g = *GImGui;
  1574. ImGuiTable* table = g.CurrentTable;
  1575. if (!table)
  1576. return false;
  1577. if (column_n < 0)
  1578. column_n = table->CurrentColumn;
  1579. return (table->VisibleUnclippedMaskByIndex & ((ImU64)1 << column_n)) != 0;
  1580. }
  1581. int ImGui::TableGetColumnIndex()
  1582. {
  1583. ImGuiContext& g = *GImGui;
  1584. ImGuiTable* table = g.CurrentTable;
  1585. if (!table)
  1586. return 0;
  1587. return table->CurrentColumn;
  1588. }
  1589. bool ImGui::TableSetColumnIndex(int column_idx)
  1590. {
  1591. ImGuiContext& g = *GImGui;
  1592. ImGuiTable* table = g.CurrentTable;
  1593. if (!table)
  1594. return false;
  1595. if (table->CurrentColumn != column_idx)
  1596. {
  1597. if (table->CurrentColumn != -1)
  1598. TableEndCell(table);
  1599. IM_ASSERT(column_idx >= 0 && table->ColumnsCount);
  1600. TableBeginCell(table, column_idx);
  1601. }
  1602. return (table->VisibleUnclippedMaskByIndex & ((ImU64)1 << column_idx)) != 0;
  1603. }
  1604. // Return the cell rectangle based on currently known height.
  1605. // Important: we generally don't know our row height until the end of the row, so Max.y will be incorrect in many situations.
  1606. // The only case where this is correct is if we provided a min_row_height to TableNextRow() and don't go below it.
  1607. ImRect ImGui::TableGetCellRect()
  1608. {
  1609. ImGuiContext& g = *GImGui;
  1610. ImGuiTable* table = g.CurrentTable;
  1611. ImGuiTableColumn* column = &table->Columns[table->CurrentColumn];
  1612. return ImRect(column->MinX, table->RowPosY1, column->MaxX, table->RowPosY2);
  1613. }
  1614. const char* ImGui::TableGetColumnName(const ImGuiTable* table, int column_n)
  1615. {
  1616. const ImGuiTableColumn* column = &table->Columns[column_n];
  1617. if (column->NameOffset == -1)
  1618. return NULL;
  1619. return &table->ColumnsNames.Buf[column->NameOffset];
  1620. }
  1621. // Return the resizing ID for the right-side of the given column.
  1622. ImGuiID ImGui::TableGetColumnResizeID(const ImGuiTable* table, int column_n, int instance_no)
  1623. {
  1624. IM_ASSERT(column_n < table->ColumnsCount);
  1625. ImGuiID id = table->ID + (instance_no * table->ColumnsCount) + column_n;
  1626. return id;
  1627. }
  1628. void ImGui::TableSetColumnAutofit(ImGuiTable* table, int column_n)
  1629. {
  1630. // Disable clipping then auto-fit, will take 2 frames
  1631. // (we don't take a shortcut for unclipped columns to reduce inconsistencies when e.g. resizing multiple columns)
  1632. ImGuiTableColumn* column = &table->Columns[column_n];
  1633. column->CannotSkipItemsQueue = (1 << 0);
  1634. column->AutoFitQueue = (1 << 1);
  1635. }
  1636. void ImGui::PushTableBackground()
  1637. {
  1638. ImGuiContext& g = *GImGui;
  1639. ImGuiWindow* window = g.CurrentWindow;
  1640. ImGuiTable* table = g.CurrentTable;
  1641. table->DrawSplitter.SetCurrentChannel(window->DrawList, 0);
  1642. PushClipRect(table->HostClipRect.Min, table->HostClipRect.Max, false);
  1643. }
  1644. void ImGui::PopTableBackground()
  1645. {
  1646. ImGuiContext& g = *GImGui;
  1647. ImGuiWindow* window = g.CurrentWindow;
  1648. ImGuiTable* table = g.CurrentTable;
  1649. ImGuiTableColumn* column = &table->Columns[table->CurrentColumn];
  1650. table->DrawSplitter.SetCurrentChannel(window->DrawList, column->DrawChannelCurrent);
  1651. PopClipRect();
  1652. }
  1653. // Output context menu into current window (generally a popup)
  1654. // FIXME-TABLE: Ideally this should be writable by the user. Full programmatic access to that data?
  1655. void ImGui::TableDrawContextMenu(ImGuiTable* table, int selected_column_n)
  1656. {
  1657. ImGuiContext& g = *GImGui;
  1658. ImGuiWindow* window = g.CurrentWindow;
  1659. if (window->SkipItems)
  1660. return;
  1661. bool want_separator = false;
  1662. selected_column_n = ImClamp(selected_column_n, -1, table->ColumnsCount - 1);
  1663. // Sizing
  1664. if (table->Flags & ImGuiTableFlags_Resizable)
  1665. {
  1666. if (ImGuiTableColumn* selected_column = (selected_column_n != -1) ? &table->Columns[selected_column_n] : NULL)
  1667. {
  1668. const bool can_resize = !(selected_column->Flags & (ImGuiTableColumnFlags_NoResize | ImGuiTableColumnFlags_WidthStretch)) && selected_column->IsVisible;
  1669. if (MenuItem("Size column to fit", NULL, false, can_resize))
  1670. TableSetColumnAutofit(table, selected_column_n);
  1671. }
  1672. if (MenuItem("Size all columns to fit", NULL))
  1673. {
  1674. for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
  1675. {
  1676. ImGuiTableColumn* column = &table->Columns[column_n];
  1677. if (column->IsVisible)
  1678. TableSetColumnAutofit(table, column_n);
  1679. }
  1680. }
  1681. want_separator = true;
  1682. }
  1683. // Ordering
  1684. if (table->Flags & ImGuiTableFlags_Reorderable)
  1685. {
  1686. if (MenuItem("Reset order", NULL, false, !table->IsDefaultDisplayOrder))
  1687. table->IsResetDisplayOrderRequest = true;
  1688. want_separator = true;
  1689. }
  1690. // Hiding / Visibility
  1691. if (table->Flags & ImGuiTableFlags_Hideable)
  1692. {
  1693. if (want_separator)
  1694. Separator();
  1695. want_separator = false;
  1696. PushItemFlag(ImGuiItemFlags_SelectableDontClosePopup, true);
  1697. for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
  1698. {
  1699. ImGuiTableColumn* column = &table->Columns[column_n];
  1700. const char* name = TableGetColumnName(table, column_n);
  1701. if (name == NULL)
  1702. name = "<Unknown>";
  1703. // Make sure we can't hide the last active column
  1704. bool menu_item_active = (column->Flags & ImGuiTableColumnFlags_NoHide) ? false : true;
  1705. if (column->IsVisible && table->ColumnsVisibleCount <= 1)
  1706. menu_item_active = false;
  1707. if (MenuItem(name, NULL, column->IsVisible, menu_item_active))
  1708. column->IsVisibleNextFrame = !column->IsVisible;
  1709. }
  1710. PopItemFlag();
  1711. }
  1712. }
  1713. // This is a helper to output TableHeader() calls based on the column names declared in TableSetupColumn().
  1714. // The intent is that advanced users willing to create customized headers would not need to use this helper and may
  1715. // create their own. However presently this function uses too many internal structures/calls.
  1716. void ImGui::TableAutoHeaders()
  1717. {
  1718. ImGuiContext& g = *GImGui;
  1719. ImGuiWindow* window = g.CurrentWindow;
  1720. ImGuiTable* table = g.CurrentTable;
  1721. IM_ASSERT(table != NULL && "Need to call TableAutoHeaders() after BeginTable()!");
  1722. const int columns_count = table->ColumnsCount;
  1723. // Calculate row height (for the unlikely case that labels may be are multi-line)
  1724. float row_height = GetTextLineHeight();
  1725. for (int column_n = 0; column_n < columns_count; column_n++)
  1726. if (TableGetColumnIsVisible(column_n))
  1727. row_height = ImMax(row_height, CalcTextSize(TableGetColumnName(column_n)).y);
  1728. row_height += g.Style.CellPadding.y * 2.0f;
  1729. // Open row
  1730. TableNextRow(ImGuiTableRowFlags_Headers, row_height);
  1731. if (table->HostSkipItems) // Merely an optimization
  1732. return;
  1733. // This for loop is constructed to not make use of internal functions,
  1734. // as this is intended to be a base template to copy and build from.
  1735. int open_context_popup = INT_MAX;
  1736. for (int column_n = 0; column_n < columns_count; column_n++)
  1737. {
  1738. if (!TableSetColumnIndex(column_n))
  1739. continue;
  1740. const char* name = TableGetColumnName(column_n);
  1741. // [DEBUG] Test custom user elements
  1742. #if 0
  1743. if (column_n < 2)
  1744. {
  1745. static bool b[2] = {};
  1746. PushID(column_n);
  1747. PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0));
  1748. Checkbox("##", &b[column_n]);
  1749. PopStyleVar();
  1750. PopID();
  1751. SameLine(0.0f, g.Style.ItemInnerSpacing.x);
  1752. }
  1753. #endif
  1754. // [DEBUG]
  1755. //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); }
  1756. // Push an id to allow unnamed labels (generally accidental, but let's behave nicely with them)
  1757. PushID(table->InstanceCurrent * table->ColumnsCount + column_n);
  1758. TableHeader(name);
  1759. PopID();
  1760. // We don't use BeginPopupContextItem() because we want the popup to stay up even after the column is hidden
  1761. if (IsMouseReleased(1) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
  1762. open_context_popup = column_n;
  1763. }
  1764. // FIXME-TABLE: This is not user-land code any more + need to explain WHY this is here!
  1765. window->SkipItems = table->HostSkipItems;
  1766. // Allow opening popup from the right-most section after the last column
  1767. // FIXME-TABLE: This is not user-land code any more... perhaps instead we should expose hovered column.
  1768. // and allow some sort of row-centric IsItemHovered() for full flexibility?
  1769. float unused_x1 = table->WorkRect.Min.x;
  1770. if (table->RightMostVisibleColumn != -1)
  1771. unused_x1 = ImMax(unused_x1, table->Columns[table->RightMostVisibleColumn].MaxX);
  1772. if (unused_x1 < table->WorkRect.Max.x)
  1773. {
  1774. // FIXME: We inherit ClipRect/SkipItem from last submitted column (active or not), let's temporarily override it.
  1775. // Because we don't perform any rendering here we just overwrite window->ClipRect used by logic.
  1776. window->ClipRect = table->InnerClipRect;
  1777. ImVec2 backup_cursor_max_pos = window->DC.CursorMaxPos;
  1778. window->DC.CursorPos = ImVec2(unused_x1, table->RowPosY1);
  1779. ImVec2 size = ImVec2(table->WorkRect.Max.x - window->DC.CursorPos.x, table->RowPosY2 - table->RowPosY1);
  1780. if (size.x > 0.0f && size.y > 0.0f)
  1781. {
  1782. InvisibleButton("##RemainingSpace", size);
  1783. window->DC.CursorPos.y -= g.Style.ItemSpacing.y;
  1784. window->DC.CursorMaxPos = backup_cursor_max_pos; // Don't feed back into the width of the Header row
  1785. // We don't use BeginPopupContextItem() because we want the popup to stay up even after the column is hidden.
  1786. if (IsMouseReleased(1) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
  1787. open_context_popup = -1;
  1788. }
  1789. window->ClipRect = window->DrawList->_ClipRectStack.back();
  1790. }
  1791. // Open Context Menu
  1792. if (open_context_popup != INT_MAX)
  1793. if (table->Flags & (ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable))
  1794. {
  1795. table->IsContextPopupOpen = true;
  1796. table->ContextPopupColumn = (ImS8)open_context_popup;
  1797. table->InstanceInteracted = table->InstanceCurrent;
  1798. OpenPopup("##TableContextMenu");
  1799. }
  1800. }
  1801. // Emit a column header (text + optional sort order)
  1802. // We cpu-clip text here so that all columns headers can be merged into a same draw call.
  1803. // Note that because of how we cpu-clip and display sorting indicators, you _cannot_ use SameLine() after a TableHeader()
  1804. // FIXME-TABLE: Should hold a selection state.
  1805. // FIXME-TABLE: Style confusion between CellPadding.y and FramePadding.y
  1806. void ImGui::TableHeader(const char* label)
  1807. {
  1808. ImGuiContext& g = *GImGui;
  1809. ImGuiWindow* window = g.CurrentWindow;
  1810. if (window->SkipItems)
  1811. return;
  1812. ImGuiTable* table = g.CurrentTable;
  1813. IM_ASSERT(table != NULL && "Need to call TableAutoHeaders() after BeginTable()!");
  1814. IM_ASSERT(table->CurrentColumn != -1);
  1815. const int column_n = table->CurrentColumn;
  1816. ImGuiTableColumn* column = &table->Columns[column_n];
  1817. // Label
  1818. if (label == NULL)
  1819. label = "";
  1820. const char* label_end = FindRenderedTextEnd(label);
  1821. ImVec2 label_size = CalcTextSize(label, label_end, true);
  1822. ImVec2 label_pos = window->DC.CursorPos;
  1823. // If we already got a row height, there's use that.
  1824. ImRect cell_r = TableGetCellRect();
  1825. float label_height = ImMax(label_size.y, table->RowMinHeight - g.Style.CellPadding.y * 2.0f);
  1826. //GetForegroundDrawList()->AddRect(cell_r.Min, cell_r.Max, IM_COL32(255, 0, 0, 255)); // [DEBUG]
  1827. ImRect work_r = cell_r;
  1828. work_r.Min.x = window->DC.CursorPos.x;
  1829. work_r.Max.y = work_r.Min.y + label_height;
  1830. float ellipsis_max = work_r.Max.x;
  1831. // Selectable
  1832. PushID(label);
  1833. // FIXME-TABLE: Fix when padding are disabled.
  1834. //window->DC.CursorPos.x = column->MinX + table->CellPadding.x;
  1835. // Keep header highlighted when context menu is open.
  1836. // (FIXME-TABLE: however we cannot assume the ID of said popup if it has been created by the user...)
  1837. const bool selected = (table->IsContextPopupOpen && table->ContextPopupColumn == column_n && table->InstanceInteracted == table->InstanceCurrent);
  1838. const bool pressed = Selectable("", selected, ImGuiSelectableFlags_DrawHoveredWhenHeld | ImGuiSelectableFlags_DontClosePopups, ImVec2(0.0f, label_height));
  1839. const bool held = IsItemActive();
  1840. if (held)
  1841. table->HeldHeaderColumn = (ImS8)column_n;
  1842. window->DC.CursorPos.y -= g.Style.ItemSpacing.y * 0.5f;
  1843. // Drag and drop to re-order columns.
  1844. // FIXME-TABLE: Scroll request while reordering a column and it lands out of the scrolling zone.
  1845. if (held && (table->Flags & ImGuiTableFlags_Reorderable) && IsMouseDragging(0) && !g.DragDropActive)
  1846. {
  1847. // While moving a column it will jump on the other side of the mouse, so we also test for MouseDelta.x
  1848. table->ReorderColumn = (ImS8)column_n;
  1849. table->InstanceInteracted = table->InstanceCurrent;
  1850. // We don't reorder: through the frozen<>unfrozen line, or through a column that is marked with ImGuiTableColumnFlags_NoReorder.
  1851. if (g.IO.MouseDelta.x < 0.0f && g.IO.MousePos.x < cell_r.Min.x)
  1852. if (ImGuiTableColumn* prev_column = (column->PrevVisibleColumn != -1) ? &table->Columns[column->PrevVisibleColumn] : NULL)
  1853. if (!((column->Flags | prev_column->Flags) & ImGuiTableColumnFlags_NoReorder))
  1854. if ((column->IndexWithinVisibleSet < table->FreezeColumnsRequest) == (prev_column->IndexWithinVisibleSet < table->FreezeColumnsRequest))
  1855. table->ReorderColumnDir = -1;
  1856. if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > cell_r.Max.x)
  1857. if (ImGuiTableColumn* next_column = (column->NextVisibleColumn != -1) ? &table->Columns[column->NextVisibleColumn] : NULL)
  1858. if (!((column->Flags | next_column->Flags) & ImGuiTableColumnFlags_NoReorder))
  1859. if ((column->IndexWithinVisibleSet < table->FreezeColumnsRequest) == (next_column->IndexWithinVisibleSet < table->FreezeColumnsRequest))
  1860. table->ReorderColumnDir = +1;
  1861. }
  1862. // Sort order arrow
  1863. float w_arrow = 0.0f;
  1864. float w_sort_text = 0.0f;
  1865. if ((table->Flags & ImGuiTableFlags_Sortable) && !(column->Flags & ImGuiTableColumnFlags_NoSort))
  1866. {
  1867. const float ARROW_SCALE = 0.65f;
  1868. w_arrow = ImFloor(g.FontSize * ARROW_SCALE + g.Style.FramePadding.x);// table->CellPadding.x);
  1869. if (column->SortOrder != -1)
  1870. {
  1871. w_sort_text = 0.0f;
  1872. char sort_order_suf[8];
  1873. if (column->SortOrder > 0)
  1874. {
  1875. ImFormatString(sort_order_suf, IM_ARRAYSIZE(sort_order_suf), "%d", column->SortOrder + 1);
  1876. w_sort_text = g.Style.ItemInnerSpacing.x + CalcTextSize(sort_order_suf).x;
  1877. }
  1878. float x = ImMax(cell_r.Min.x, work_r.Max.x - w_arrow - w_sort_text);
  1879. ellipsis_max -= w_arrow + w_sort_text;
  1880. float y = label_pos.y;
  1881. ImU32 col = GetColorU32(ImGuiCol_Text);
  1882. if (column->SortOrder > 0)
  1883. {
  1884. PushStyleColor(ImGuiCol_Text, GetColorU32(ImGuiCol_Text, 0.70f));
  1885. RenderText(ImVec2(x + g.Style.ItemInnerSpacing.x, y), sort_order_suf);
  1886. PopStyleColor();
  1887. x += w_sort_text;
  1888. }
  1889. RenderArrow(window->DrawList, ImVec2(x, y), col, column->SortDirection == ImGuiSortDirection_Ascending ? ImGuiDir_Up : ImGuiDir_Down, ARROW_SCALE);
  1890. }
  1891. // Handle clicking on column header to adjust Sort Order
  1892. if (pressed && table->ReorderColumn != column_n)
  1893. TableSortSpecsClickColumn(table, column, g.IO.KeyShift);
  1894. }
  1895. // Render clipped label. Clipping here ensure that in the majority of situations, all our header cells will
  1896. // be merged into a single draw call.
  1897. //window->DrawList->AddCircleFilled(ImVec2(ellipsis_max, label_pos.y), 40, IM_COL32_WHITE);
  1898. RenderTextEllipsis(window->DrawList, label_pos, ImVec2(ellipsis_max, label_pos.y + label_height + g.Style.FramePadding.y), ellipsis_max, ellipsis_max, label, label_end, &label_size);
  1899. // We feed our unclipped width to the column without writing on CursorMaxPos, so that column is still considering
  1900. // for merging.
  1901. // FIXME-TABLE: Clarify policies of how label width and potential decorations (arrows) fit into auto-resize of the column
  1902. float max_pos_x = label_pos.x + label_size.x + w_sort_text + w_arrow;
  1903. column->ContentMaxPosHeadersUsed = ImMax(column->ContentMaxPosHeadersUsed, work_r.Max.x);// ImMin(max_pos_x, work_r.Max.x));
  1904. column->ContentMaxPosHeadersIdeal = ImMax(column->ContentMaxPosHeadersIdeal, max_pos_x);
  1905. PopID();
  1906. }
  1907. void ImGui::TableSortSpecsClickColumn(ImGuiTable* table, ImGuiTableColumn* clicked_column, bool add_to_existing_sort_orders)
  1908. {
  1909. if (!(table->Flags & ImGuiTableFlags_MultiSortable))
  1910. add_to_existing_sort_orders = false;
  1911. ImS8 sort_order_max = 0;
  1912. if (add_to_existing_sort_orders)
  1913. for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
  1914. sort_order_max = ImMax(sort_order_max, table->Columns[column_n].SortOrder);
  1915. for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
  1916. {
  1917. ImGuiTableColumn* column = &table->Columns[column_n];
  1918. if (column == clicked_column)
  1919. {
  1920. // Set new sort direction and sort order
  1921. // - If the PreferSortDescending flag is set, we will default to a Descending direction on the first click.
  1922. // - Note that the PreferSortAscending flag is never checked, it is essentially the default and therefore a no-op.
  1923. // - Note that the NoSortAscending/NoSortDescending flags are processed in TableSortSpecsSanitize(), and they may change/revert
  1924. // the value of SortDirection. We could technically also do it here but it would be unnecessary and duplicate code.
  1925. if (column->SortOrder == -1)
  1926. column->SortDirection = (column->Flags & ImGuiTableColumnFlags_PreferSortDescending) ? (ImS8)ImGuiSortDirection_Descending : (ImU8)(ImGuiSortDirection_Ascending);
  1927. else
  1928. column->SortDirection = (ImU8)((column->SortDirection == ImGuiSortDirection_Ascending) ? ImGuiSortDirection_Descending : ImGuiSortDirection_Ascending);
  1929. if (column->SortOrder == -1 || !add_to_existing_sort_orders)
  1930. column->SortOrder = add_to_existing_sort_orders ? sort_order_max + 1 : 0;
  1931. }
  1932. else
  1933. {
  1934. if (!add_to_existing_sort_orders)
  1935. column->SortOrder = -1;
  1936. }
  1937. TableFixColumnSortDirection(column);
  1938. }
  1939. table->IsSettingsDirty = true;
  1940. table->IsSortSpecsDirty = true;
  1941. }
  1942. // Return NULL if no sort specs (most often when ImGuiTableFlags_Sortable is not set)
  1943. // You can sort your data again when 'SpecsChanged == true'. It will be true with sorting specs have changed since
  1944. // last call, or the first time.
  1945. // Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable()!
  1946. const ImGuiTableSortSpecs* ImGui::TableGetSortSpecs()
  1947. {
  1948. ImGuiContext& g = *GImGui;
  1949. ImGuiTable* table = g.CurrentTable;
  1950. IM_ASSERT(table != NULL);
  1951. if (!(table->Flags & ImGuiTableFlags_Sortable))
  1952. return NULL;
  1953. // Flatten sort specs into user facing data
  1954. const bool was_dirty = table->IsSortSpecsDirty;
  1955. if (was_dirty)
  1956. {
  1957. TableSortSpecsSanitize(table);
  1958. // Write output
  1959. table->SortSpecsData.resize(table->SortSpecsCount);
  1960. table->SortSpecs.ColumnsMask = 0x00;
  1961. for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
  1962. {
  1963. ImGuiTableColumn* column = &table->Columns[column_n];
  1964. if (column->SortOrder == -1)
  1965. continue;
  1966. ImGuiTableSortSpecsColumn* sort_spec = &table->SortSpecsData[column->SortOrder];
  1967. sort_spec->ColumnUserID = column->UserID;
  1968. sort_spec->ColumnIndex = (ImU8)column_n;
  1969. sort_spec->SortOrder = (ImU8)column->SortOrder;
  1970. sort_spec->SortDirection = column->SortDirection;
  1971. table->SortSpecs.ColumnsMask |= (ImU64)1 << column_n;
  1972. }
  1973. }
  1974. // User facing data
  1975. table->SortSpecs.Specs = table->SortSpecsData.Data;
  1976. table->SortSpecs.SpecsCount = table->SortSpecsData.Size;
  1977. table->SortSpecs.SpecsChanged = was_dirty;
  1978. table->IsSortSpecsDirty = false;
  1979. return table->SortSpecs.SpecsCount ? &table->SortSpecs : NULL;
  1980. }
  1981. bool ImGui::TableGetColumnIsSorted(int column_n)
  1982. {
  1983. ImGuiContext& g = *GImGui;
  1984. ImGuiTable* table = g.CurrentTable;
  1985. if (!table)
  1986. return false;
  1987. if (column_n < 0)
  1988. column_n = table->CurrentColumn;
  1989. ImGuiTableColumn* column = &table->Columns[column_n];
  1990. return (column->SortOrder != -1);
  1991. }
  1992. void ImGui::TableSortSpecsSanitize(ImGuiTable* table)
  1993. {
  1994. // Clear SortOrder from hidden column and verify that there's no gap or duplicate.
  1995. int sort_order_count = 0;
  1996. ImU64 sort_order_mask = 0x00;
  1997. for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
  1998. {
  1999. ImGuiTableColumn* column = &table->Columns[column_n];
  2000. if (column->SortOrder != -1 && !column->IsVisible)
  2001. column->SortOrder = -1;
  2002. if (column->SortOrder == -1)
  2003. continue;
  2004. sort_order_count++;
  2005. sort_order_mask |= ((ImU64)1 << column->SortOrder);
  2006. IM_ASSERT(sort_order_count < (int)sizeof(sort_order_mask) * 8);
  2007. }
  2008. const bool need_fix_linearize = ((ImU64)1 << sort_order_count) != (sort_order_mask + 1);
  2009. const bool need_fix_single_sort_order = (sort_order_count > 1) && !(table->Flags & ImGuiTableFlags_MultiSortable);
  2010. if (need_fix_linearize || need_fix_single_sort_order)
  2011. {
  2012. ImU64 fixed_mask = 0x00;
  2013. for (int sort_n = 0; sort_n < sort_order_count; sort_n++)
  2014. {
  2015. // Fix: Rewrite sort order fields if needed so they have no gap or duplicate.
  2016. // (e.g. SortOrder 0 disappeared, SortOrder 1..2 exists --> rewrite then as SortOrder 0..1)
  2017. int column_with_smallest_sort_order = -1;
  2018. for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
  2019. if ((fixed_mask & ((ImU64)1 << (ImU64)column_n)) == 0 && table->Columns[column_n].SortOrder != -1)
  2020. if (column_with_smallest_sort_order == -1 || table->Columns[column_n].SortOrder < table->Columns[column_with_smallest_sort_order].SortOrder)
  2021. column_with_smallest_sort_order = column_n;
  2022. IM_ASSERT(column_with_smallest_sort_order != -1);
  2023. fixed_mask |= ((ImU64)1 << column_with_smallest_sort_order);
  2024. table->Columns[column_with_smallest_sort_order].SortOrder = (ImS8)sort_n;
  2025. // Fix: Make sure only one column has a SortOrder if ImGuiTableFlags_MultiSortable is not set.
  2026. if (need_fix_single_sort_order)
  2027. {
  2028. for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
  2029. if (column_n != column_with_smallest_sort_order)
  2030. table->Columns[column_n].SortOrder = -1;
  2031. break;
  2032. }
  2033. }
  2034. }
  2035. // Fallback default sort order (if no column has the ImGuiTableColumnFlags_DefaultSort flag)
  2036. if (sort_order_count == 0 && table->IsInitializing)
  2037. for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
  2038. {
  2039. ImGuiTableColumn* column = &table->Columns[column_n];
  2040. if (!(column->Flags & ImGuiTableColumnFlags_NoSort) && column->IsVisible)
  2041. {
  2042. sort_order_count = 1;
  2043. column->SortOrder = 0;
  2044. break;
  2045. }
  2046. }
  2047. table->SortSpecsCount = (ImS8)sort_order_count;
  2048. }
  2049. //-------------------------------------------------------------------------
  2050. // TABLE - .ini settings
  2051. //-------------------------------------------------------------------------
  2052. // [Init] 1: TableSettingsHandler_ReadXXXX() Load and parse .ini file into TableSettings.
  2053. // [Main] 2: TableLoadSettings() When table is created, bind Table to TableSettings, serialize TableSettings data into Table.
  2054. // [Main] 3: TableSaveSettings() When table properties are modified, serialize Table data into bound or new TableSettings, mark .ini as dirty.
  2055. // [Main] 4: TableSettingsHandler_WriteAll() When .ini file is dirty (which can come from other source), save TableSettings into .ini file.
  2056. //-------------------------------------------------------------------------
  2057. // Clear and initialize empty settings instance
  2058. static void InitTableSettings(ImGuiTableSettings* settings, ImGuiID id, int columns_count, int columns_count_max)
  2059. {
  2060. IM_PLACEMENT_NEW(settings) ImGuiTableSettings();
  2061. ImGuiTableColumnSettings* settings_column = settings->GetColumnSettings();
  2062. for (int n = 0; n < columns_count_max; n++, settings_column++)
  2063. IM_PLACEMENT_NEW(settings_column) ImGuiTableColumnSettings();
  2064. settings->ID = id;
  2065. settings->ColumnsCount = (ImS8)columns_count;
  2066. settings->ColumnsCountMax = (ImS8)columns_count_max;
  2067. settings->WantApply = true;
  2068. }
  2069. static ImGuiTableSettings* CreateTableSettings(ImGuiID id, int columns_count)
  2070. {
  2071. ImGuiContext& g = *GImGui;
  2072. ImGuiTableSettings* settings = g.SettingsTables.alloc_chunk(sizeof(ImGuiTableSettings) + (size_t)columns_count * sizeof(ImGuiTableColumnSettings));
  2073. InitTableSettings(settings, id, columns_count, columns_count);
  2074. return settings;
  2075. }
  2076. // Find existing settings
  2077. static ImGuiTableSettings* FindTableSettingsByID(ImGuiID id)
  2078. {
  2079. // FIXME-OPT: Might want to store a lookup map for this?
  2080. ImGuiContext& g = *GImGui;
  2081. for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings))
  2082. if (settings->ID == id)
  2083. return settings;
  2084. return NULL;
  2085. }
  2086. // Get settings for a given table, NULL if none
  2087. ImGuiTableSettings* ImGui::TableGetBoundSettings(const ImGuiTable* table)
  2088. {
  2089. if (table->SettingsOffset != -1)
  2090. {
  2091. ImGuiContext& g = *GImGui;
  2092. ImGuiTableSettings* settings = g.SettingsTables.ptr_from_offset(table->SettingsOffset);
  2093. IM_ASSERT(settings->ID == table->ID);
  2094. if (settings->ColumnsCountMax >= table->ColumnsCount)
  2095. return settings; // OK
  2096. settings->ID = 0; // Invalidate storage, we won't fit because of a count change
  2097. }
  2098. return NULL;
  2099. }
  2100. void ImGui::TableSaveSettings(ImGuiTable* table)
  2101. {
  2102. table->IsSettingsDirty = false;
  2103. if (table->Flags & ImGuiTableFlags_NoSavedSettings)
  2104. return;
  2105. // Bind or create settings data
  2106. ImGuiContext& g = *GImGui;
  2107. ImGuiTableSettings* settings = TableGetBoundSettings(table);
  2108. if (settings == NULL)
  2109. {
  2110. settings = CreateTableSettings(table->ID, table->ColumnsCount);
  2111. table->SettingsOffset = g.SettingsTables.offset_from_ptr(settings);
  2112. }
  2113. settings->ColumnsCount = (ImS8)table->ColumnsCount;
  2114. // Serialize ImGuiTable/ImGuiTableColumn into ImGuiTableSettings/ImGuiTableColumnSettings
  2115. IM_ASSERT(settings->ID == table->ID);
  2116. IM_ASSERT(settings->ColumnsCount == table->ColumnsCount && settings->ColumnsCountMax >= settings->ColumnsCount);
  2117. ImGuiTableColumn* column = table->Columns.Data;
  2118. ImGuiTableColumnSettings* column_settings = settings->GetColumnSettings();
  2119. // FIXME-TABLE: Logic to avoid saving default widths?
  2120. settings->SaveFlags = ImGuiTableFlags_Resizable;
  2121. for (int n = 0; n < table->ColumnsCount; n++, column++, column_settings++)
  2122. {
  2123. //column_settings->WidthOrWeight = column->WidthRequested; // FIXME-TABLE: Missing
  2124. column_settings->Index = (ImS8)n;
  2125. column_settings->DisplayOrder = column->DisplayOrder;
  2126. column_settings->SortOrder = column->SortOrder;
  2127. column_settings->SortDirection = column->SortDirection;
  2128. column_settings->Visible = column->IsVisible;
  2129. // We skip saving some data in the .ini file when they are unnecessary to restore our state
  2130. // FIXME-TABLE: We don't have logic to easily compare SortOrder to DefaultSortOrder yet so it's always saved when present.
  2131. if (column->DisplayOrder != n)
  2132. settings->SaveFlags |= ImGuiTableFlags_Reorderable;
  2133. if (column_settings->SortOrder != -1)
  2134. settings->SaveFlags |= ImGuiTableFlags_Sortable;
  2135. if (column_settings->Visible != ((column->Flags & ImGuiTableColumnFlags_DefaultHide) == 0))
  2136. settings->SaveFlags |= ImGuiTableFlags_Hideable;
  2137. }
  2138. settings->SaveFlags &= table->Flags;
  2139. MarkIniSettingsDirty();
  2140. }
  2141. void ImGui::TableLoadSettings(ImGuiTable* table)
  2142. {
  2143. ImGuiContext& g = *GImGui;
  2144. table->IsSettingsRequestLoad = false;
  2145. if (table->Flags & ImGuiTableFlags_NoSavedSettings)
  2146. return;
  2147. // Bind settings
  2148. ImGuiTableSettings* settings;
  2149. if (table->SettingsOffset == -1)
  2150. {
  2151. settings = FindTableSettingsByID(table->ID);
  2152. if (settings == NULL)
  2153. return;
  2154. table->SettingsOffset = g.SettingsTables.offset_from_ptr(settings);
  2155. }
  2156. else
  2157. {
  2158. settings = TableGetBoundSettings(table);
  2159. }
  2160. table->SettingsLoadedFlags = settings->SaveFlags;
  2161. IM_ASSERT(settings->ColumnsCount == table->ColumnsCount);
  2162. // Serialize ImGuiTableSettings/ImGuiTableColumnSettings into ImGuiTable/ImGuiTableColumn
  2163. ImGuiTableColumnSettings* column_settings = settings->GetColumnSettings();
  2164. for (int data_n = 0; data_n < settings->ColumnsCount; data_n++, column_settings++)
  2165. {
  2166. int column_n = column_settings->Index;
  2167. if (column_n < 0 || column_n >= table->ColumnsCount)
  2168. continue;
  2169. ImGuiTableColumn* column = &table->Columns[column_n];
  2170. //column->WidthRequested = column_settings->WidthOrWeight; // FIXME-WIP
  2171. if (settings->SaveFlags & ImGuiTableFlags_Reorderable)
  2172. column->DisplayOrder = column_settings->DisplayOrder;
  2173. else
  2174. column->DisplayOrder = (ImS8)column_n;
  2175. column->IsVisible = column->IsVisibleNextFrame = column_settings->Visible;
  2176. column->SortOrder = column_settings->SortOrder;
  2177. column->SortDirection = column_settings->SortDirection;
  2178. }
  2179. // FIXME-TABLE: Need to validate .ini data
  2180. for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
  2181. table->DisplayOrderToIndex[table->Columns[column_n].DisplayOrder] = (ImS8)column_n;
  2182. }
  2183. static void TableSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
  2184. {
  2185. ImGuiContext& g = *ctx;
  2186. for (int i = 0; i != g.Tables.GetSize(); i++)
  2187. g.Tables.GetByIndex(i)->SettingsOffset = -1;
  2188. g.SettingsTables.clear();
  2189. }
  2190. // Apply to existing windows (if any)
  2191. static void TableSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
  2192. {
  2193. ImGuiContext& g = *ctx;
  2194. for (int i = 0; i != g.Tables.GetSize(); i++)
  2195. {
  2196. ImGuiTable* table = g.Tables.GetByIndex(i);
  2197. table->IsSettingsRequestLoad = true;
  2198. table->SettingsOffset = -1;
  2199. }
  2200. }
  2201. static void* TableSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name)
  2202. {
  2203. ImGuiID id = 0;
  2204. int columns_count = 0;
  2205. if (sscanf(name, "0x%08X,%d", &id, &columns_count) < 2)
  2206. return NULL;
  2207. if (ImGuiTableSettings* settings = FindTableSettingsByID(id))
  2208. {
  2209. if (settings->ColumnsCountMax >= columns_count)
  2210. {
  2211. InitTableSettings(settings, id, columns_count, settings->ColumnsCountMax); // Recycle
  2212. return settings;
  2213. }
  2214. settings->ID = 0; // Invalidate storage if we won't fit because of a count change
  2215. }
  2216. return CreateTableSettings(id, columns_count);
  2217. }
  2218. static void TableSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line)
  2219. {
  2220. // "Column 0 UserID=0x42AD2D21 Width=100 Visible=1 Order=0 Sort=0v"
  2221. ImGuiTableSettings* settings = (ImGuiTableSettings*)entry;
  2222. int column_n = 0, r = 0, n = 0;
  2223. if (sscanf(line, "Column %d%n", &column_n, &r) == 1) { line = ImStrSkipBlank(line + r); } else { return; }
  2224. if (column_n < 0 || column_n >= settings->ColumnsCount)
  2225. return;
  2226. char c = 0;
  2227. ImGuiTableColumnSettings* column = settings->GetColumnSettings() + column_n;
  2228. column->Index = (ImS8)column_n;
  2229. if (sscanf(line, "UserID=0x%08X%n", (ImU32*)&n, &r) == 1) { line = ImStrSkipBlank(line + r); column->UserID = (ImGuiID)n; }
  2230. if (sscanf(line, "Width=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); /* .. */ settings->SaveFlags |= ImGuiTableFlags_Resizable; }
  2231. if (sscanf(line, "Visible=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); column->Visible = (ImU8)n; settings->SaveFlags |= ImGuiTableFlags_Hideable; }
  2232. if (sscanf(line, "Order=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); column->DisplayOrder = (ImS8)n; settings->SaveFlags |= ImGuiTableFlags_Reorderable; }
  2233. 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; }
  2234. }
  2235. static void TableSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf)
  2236. {
  2237. ImGuiContext& g = *ctx;
  2238. for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings))
  2239. {
  2240. if (settings->ID == 0) // Skip ditched settings
  2241. continue;
  2242. // TableSaveSettings() may clear some of those flags when we establish that the data can be stripped
  2243. // (e.g. Order was unchanged)
  2244. const bool save_size = (settings->SaveFlags & ImGuiTableFlags_Resizable) != 0;
  2245. const bool save_visible = (settings->SaveFlags & ImGuiTableFlags_Hideable) != 0;
  2246. const bool save_order = (settings->SaveFlags & ImGuiTableFlags_Reorderable) != 0;
  2247. const bool save_sort = (settings->SaveFlags & ImGuiTableFlags_Sortable) != 0;
  2248. if (!save_size && !save_visible && !save_order && !save_sort)
  2249. continue;
  2250. buf->reserve(buf->size() + 30 + settings->ColumnsCount * 50); // ballpark reserve
  2251. buf->appendf("[%s][0x%08X,%d]\n", handler->TypeName, settings->ID, settings->ColumnsCount);
  2252. ImGuiTableColumnSettings* column = settings->GetColumnSettings();
  2253. for (int column_n = 0; column_n < settings->ColumnsCount; column_n++, column++)
  2254. {
  2255. // "Column 0 UserID=0x42AD2D21 Width=100 Visible=1 Order=0 Sort=0v"
  2256. buf->appendf("Column %-2d", column_n);
  2257. if (column->UserID != 0) buf->appendf(" UserID=%08X", column->UserID);
  2258. if (save_size) buf->appendf(" Width=%d", 0);// (int)settings_column->WidthOrWeight); // FIXME-TABLE
  2259. if (save_visible) buf->appendf(" Visible=%d", column->Visible);
  2260. if (save_order) buf->appendf(" Order=%d", column->DisplayOrder);
  2261. if (save_sort && column->SortOrder != -1) buf->appendf(" Sort=%d%c", column->SortOrder, (column->SortDirection == ImGuiSortDirection_Ascending) ? 'v' : '^');
  2262. buf->append("\n");
  2263. }
  2264. buf->append("\n");
  2265. }
  2266. }
  2267. void ImGui::TableInstallSettingsHandler(ImGuiContext* context)
  2268. {
  2269. ImGuiContext& g = *context;
  2270. ImGuiSettingsHandler ini_handler;
  2271. ini_handler.TypeName = "Table";
  2272. ini_handler.TypeHash = ImHashStr("Table");
  2273. ini_handler.ClearAllFn = TableSettingsHandler_ClearAll;
  2274. ini_handler.ReadOpenFn = TableSettingsHandler_ReadOpen;
  2275. ini_handler.ReadLineFn = TableSettingsHandler_ReadLine;
  2276. ini_handler.ApplyAllFn = TableSettingsHandler_ApplyAll;
  2277. ini_handler.WriteAllFn = TableSettingsHandler_WriteAll;
  2278. g.SettingsHandlers.push_back(ini_handler);
  2279. }
  2280. //-------------------------------------------------------------------------
  2281. // TABLE - Debugging
  2282. //-------------------------------------------------------------------------
  2283. // - DebugNodeTable() [Internal]
  2284. //-------------------------------------------------------------------------
  2285. #ifndef IMGUI_DISABLE_METRICS_WINDOW
  2286. void ImGui::DebugNodeTable(ImGuiTable* table)
  2287. {
  2288. char buf[256];
  2289. char* p = buf;
  2290. const char* buf_end = buf + IM_ARRAYSIZE(buf);
  2291. ImFormatString(p, buf_end - p, "Table 0x%08X (%d columns, in '%s')", table->ID, table->ColumnsCount, table->OuterWindow->Name);
  2292. bool open = TreeNode(table, "%s", buf);
  2293. if (IsItemHovered())
  2294. GetForegroundDrawList()->AddRect(table->OuterRect.Min, table->OuterRect.Max, IM_COL32(255, 255, 0, 255));
  2295. if (!open)
  2296. return;
  2297. BulletText("OuterWidth: %.1f, InnerWidth: %.1f%s, ColumnsWidth: %.1f, AutoFitWidth: %.1f", table->OuterRect.GetWidth(), table->InnerWidth, table->InnerWidth == 0.0f ? " (auto)" : "", table->ColumnsTotalWidth, table->ColumnsAutoFitWidth);
  2298. for (int n = 0; n < table->ColumnsCount; n++)
  2299. {
  2300. ImGuiTableColumn* column = &table->Columns[n];
  2301. const char* name = TableGetColumnName(table, n);
  2302. BulletText("Column %d order %d name '%s': +%.1f to +%.1f\n"
  2303. "Visible: %d, Clipped: %d, DrawChannels: %d,%d\n"
  2304. "WidthGiven/Requested: %.1f/%.1f, Weight: %.2f\n"
  2305. "ContentWidth: RowsFrozen %d, RowsUnfrozen %d, HeadersUsed/Ideal %d/%d\n"
  2306. "SortOrder: %d, SortDir: %s\n"
  2307. "UserID: 0x%08X, Flags: 0x%04X: %s%s%s%s..",
  2308. n, column->DisplayOrder, name ? name : "NULL", column->MinX - table->WorkRect.Min.x, column->MaxX - table->WorkRect.Min.x,
  2309. column->IsVisible, column->IsClipped, column->DrawChannelRowsBeforeFreeze, column->DrawChannelRowsAfterFreeze,
  2310. column->WidthGiven, column->WidthRequested, column->ResizeWeight,
  2311. column->ContentWidthRowsFrozen, column->ContentWidthRowsUnfrozen, column->ContentWidthHeadersUsed, column->ContentWidthHeadersIdeal,
  2312. column->SortOrder, (column->SortDirection == ImGuiSortDirection_Ascending) ? "Ascending" : (column->SortDirection == ImGuiSortDirection_Descending) ? "Descending" : "None",
  2313. column->UserID, column->Flags,
  2314. (column->Flags & ImGuiTableColumnFlags_WidthFixed) ? "WidthFixed " : "",
  2315. (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? "WidthStretch " : "",
  2316. (column->Flags & ImGuiTableColumnFlags_WidthAlwaysAutoResize) ? "WidthAlwaysAutoResize " : "",
  2317. (column->Flags & ImGuiTableColumnFlags_NoResize) ? "NoResize " : "");
  2318. }
  2319. if (ImGuiTableSettings* settings = TableGetBoundSettings(table))
  2320. DebugNodeTableSettings(settings);
  2321. TreePop();
  2322. }
  2323. void ImGui::DebugNodeTableSettings(ImGuiTableSettings* settings)
  2324. {
  2325. if (!TreeNode((void*)(intptr_t)settings->ID, "Settings 0x%08X (%d columns)", settings->ID, settings->ColumnsCount))
  2326. return;
  2327. BulletText("SaveFlags: 0x%08X", settings->SaveFlags);
  2328. BulletText("ColumnsCount: %d (max %d)", settings->ColumnsCount, settings->ColumnsCountMax);
  2329. for (int n = 0; n < settings->ColumnsCount; n++)
  2330. {
  2331. ImGuiTableColumnSettings* column_settings = &settings->GetColumnSettings()[n];
  2332. ImGuiSortDirection sort_dir = (column_settings->SortOrder != -1) ? (ImGuiSortDirection)column_settings->SortDirection : ImGuiSortDirection_None;
  2333. BulletText("Column %d Order %d SortOrder %d %s Visible %d UserID 0x%08X WidthOrWeight %.3f",
  2334. n, column_settings->DisplayOrder, column_settings->SortOrder,
  2335. (sort_dir == ImGuiSortDirection_Ascending) ? "Asc" : (sort_dir == ImGuiSortDirection_Descending) ? "Des" : "---",
  2336. column_settings->Visible, column_settings->UserID, column_settings->WidthOrWeight);
  2337. }
  2338. TreePop();
  2339. }
  2340. #endif // #ifndef IMGUI_DISABLE_METRICS_WINDOW
  2341. //-------------------------------------------------------------------------
  2342. //-------------------------------------------------------------------------
  2343. // [SECTION] Widgets: Columns, BeginColumns, EndColumns, etc.
  2344. // (This is a legacy API, prefer using BeginTable/EndTable!)
  2345. //-------------------------------------------------------------------------
  2346. // - SetWindowClipRectBeforeSetChannel() [Internal]
  2347. // - GetColumnIndex()
  2348. // - GetColumnsCount()
  2349. // - GetColumnOffset()
  2350. // - GetColumnWidth()
  2351. // - SetColumnOffset()
  2352. // - SetColumnWidth()
  2353. // - PushColumnClipRect() [Internal]
  2354. // - PushColumnsBackground() [Internal]
  2355. // - PopColumnsBackground() [Internal]
  2356. // - FindOrCreateColumns() [Internal]
  2357. // - GetColumnsID() [Internal]
  2358. // - BeginColumns()
  2359. // - NextColumn()
  2360. // - EndColumns()
  2361. // - Columns()
  2362. //-------------------------------------------------------------------------
  2363. // [Internal] Small optimization to avoid calls to PopClipRect/SetCurrentChannel/PushClipRect in sequences,
  2364. // they would meddle many times with the underlying ImDrawCmd.
  2365. // Instead, we do a preemptive overwrite of clipping rectangle _without_ altering the command-buffer and let
  2366. // the subsequent single call to SetCurrentChannel() does it things once.
  2367. void ImGui::SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect)
  2368. {
  2369. ImVec4 clip_rect_vec4 = clip_rect.ToVec4();
  2370. window->ClipRect = clip_rect;
  2371. window->DrawList->_CmdHeader.ClipRect = clip_rect_vec4;
  2372. window->DrawList->_ClipRectStack.Data[window->DrawList->_ClipRectStack.Size - 1] = clip_rect_vec4;
  2373. }
  2374. int ImGui::GetColumnIndex()
  2375. {
  2376. ImGuiWindow* window = GetCurrentWindowRead();
  2377. return window->DC.CurrentColumns ? window->DC.CurrentColumns->Current : 0;
  2378. }
  2379. int ImGui::GetColumnsCount()
  2380. {
  2381. ImGuiWindow* window = GetCurrentWindowRead();
  2382. return window->DC.CurrentColumns ? window->DC.CurrentColumns->Count : 1;
  2383. }
  2384. float ImGui::GetColumnOffsetFromNorm(const ImGuiOldColumns* columns, float offset_norm)
  2385. {
  2386. return offset_norm * (columns->OffMaxX - columns->OffMinX);
  2387. }
  2388. float ImGui::GetColumnNormFromOffset(const ImGuiOldColumns* columns, float offset)
  2389. {
  2390. return offset / (columns->OffMaxX - columns->OffMinX);
  2391. }
  2392. static const float COLUMNS_HIT_RECT_HALF_WIDTH = 4.0f;
  2393. static float GetDraggedColumnOffset(ImGuiOldColumns* columns, int column_index)
  2394. {
  2395. // Active (dragged) column always follow mouse. The reason we need this is that dragging a column to the right edge of an auto-resizing
  2396. // window creates a feedback loop because we store normalized positions. So while dragging we enforce absolute positioning.
  2397. ImGuiContext& g = *GImGui;
  2398. ImGuiWindow* window = g.CurrentWindow;
  2399. IM_ASSERT(column_index > 0); // We are not supposed to drag column 0.
  2400. IM_ASSERT(g.ActiveId == columns->ID + ImGuiID(column_index));
  2401. float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x + COLUMNS_HIT_RECT_HALF_WIDTH - window->Pos.x;
  2402. x = ImMax(x, ImGui::GetColumnOffset(column_index - 1) + g.Style.ColumnsMinSpacing);
  2403. if ((columns->Flags & ImGuiOldColumnFlags_NoPreserveWidths))
  2404. x = ImMin(x, ImGui::GetColumnOffset(column_index + 1) - g.Style.ColumnsMinSpacing);
  2405. return x;
  2406. }
  2407. float ImGui::GetColumnOffset(int column_index)
  2408. {
  2409. ImGuiWindow* window = GetCurrentWindowRead();
  2410. ImGuiOldColumns* columns = window->DC.CurrentColumns;
  2411. if (columns == NULL)
  2412. return 0.0f;
  2413. if (column_index < 0)
  2414. column_index = columns->Current;
  2415. IM_ASSERT(column_index < columns->Columns.Size);
  2416. const float t = columns->Columns[column_index].OffsetNorm;
  2417. const float x_offset = ImLerp(columns->OffMinX, columns->OffMaxX, t);
  2418. return x_offset;
  2419. }
  2420. static float GetColumnWidthEx(ImGuiOldColumns* columns, int column_index, bool before_resize = false)
  2421. {
  2422. if (column_index < 0)
  2423. column_index = columns->Current;
  2424. float offset_norm;
  2425. if (before_resize)
  2426. offset_norm = columns->Columns[column_index + 1].OffsetNormBeforeResize - columns->Columns[column_index].OffsetNormBeforeResize;
  2427. else
  2428. offset_norm = columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm;
  2429. return ImGui::GetColumnOffsetFromNorm(columns, offset_norm);
  2430. }
  2431. float ImGui::GetColumnWidth(int column_index)
  2432. {
  2433. ImGuiContext& g = *GImGui;
  2434. ImGuiWindow* window = g.CurrentWindow;
  2435. ImGuiOldColumns* columns = window->DC.CurrentColumns;
  2436. if (columns == NULL)
  2437. return GetContentRegionAvail().x;
  2438. if (column_index < 0)
  2439. column_index = columns->Current;
  2440. return GetColumnOffsetFromNorm(columns, columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm);
  2441. }
  2442. void ImGui::SetColumnOffset(int column_index, float offset)
  2443. {
  2444. ImGuiContext& g = *GImGui;
  2445. ImGuiWindow* window = g.CurrentWindow;
  2446. ImGuiOldColumns* columns = window->DC.CurrentColumns;
  2447. IM_ASSERT(columns != NULL);
  2448. if (column_index < 0)
  2449. column_index = columns->Current;
  2450. IM_ASSERT(column_index < columns->Columns.Size);
  2451. const bool preserve_width = !(columns->Flags & ImGuiOldColumnFlags_NoPreserveWidths) && (column_index < columns->Count - 1);
  2452. const float width = preserve_width ? GetColumnWidthEx(columns, column_index, columns->IsBeingResized) : 0.0f;
  2453. if (!(columns->Flags & ImGuiOldColumnFlags_NoForceWithinWindow))
  2454. offset = ImMin(offset, columns->OffMaxX - g.Style.ColumnsMinSpacing * (columns->Count - column_index));
  2455. columns->Columns[column_index].OffsetNorm = GetColumnNormFromOffset(columns, offset - columns->OffMinX);
  2456. if (preserve_width)
  2457. SetColumnOffset(column_index + 1, offset + ImMax(g.Style.ColumnsMinSpacing, width));
  2458. }
  2459. void ImGui::SetColumnWidth(int column_index, float width)
  2460. {
  2461. ImGuiWindow* window = GetCurrentWindowRead();
  2462. ImGuiOldColumns* columns = window->DC.CurrentColumns;
  2463. IM_ASSERT(columns != NULL);
  2464. if (column_index < 0)
  2465. column_index = columns->Current;
  2466. SetColumnOffset(column_index + 1, GetColumnOffset(column_index) + width);
  2467. }
  2468. void ImGui::PushColumnClipRect(int column_index)
  2469. {
  2470. ImGuiWindow* window = GetCurrentWindowRead();
  2471. ImGuiOldColumns* columns = window->DC.CurrentColumns;
  2472. if (column_index < 0)
  2473. column_index = columns->Current;
  2474. ImGuiOldColumnData* column = &columns->Columns[column_index];
  2475. PushClipRect(column->ClipRect.Min, column->ClipRect.Max, false);
  2476. }
  2477. // Get into the columns background draw command (which is generally the same draw command as before we called BeginColumns)
  2478. void ImGui::PushColumnsBackground()
  2479. {
  2480. ImGuiWindow* window = GetCurrentWindowRead();
  2481. ImGuiOldColumns* columns = window->DC.CurrentColumns;
  2482. if (columns->Count == 1)
  2483. return;
  2484. // Optimization: avoid SetCurrentChannel() + PushClipRect()
  2485. columns->HostBackupClipRect = window->ClipRect;
  2486. SetWindowClipRectBeforeSetChannel(window, columns->HostInitialClipRect);
  2487. columns->Splitter.SetCurrentChannel(window->DrawList, 0);
  2488. }
  2489. void ImGui::PopColumnsBackground()
  2490. {
  2491. ImGuiWindow* window = GetCurrentWindowRead();
  2492. ImGuiOldColumns* columns = window->DC.CurrentColumns;
  2493. if (columns->Count == 1)
  2494. return;
  2495. // Optimization: avoid PopClipRect() + SetCurrentChannel()
  2496. SetWindowClipRectBeforeSetChannel(window, columns->HostBackupClipRect);
  2497. columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1);
  2498. }
  2499. ImGuiOldColumns* ImGui::FindOrCreateColumns(ImGuiWindow* window, ImGuiID id)
  2500. {
  2501. // We have few columns per window so for now we don't need bother much with turning this into a faster lookup.
  2502. for (int n = 0; n < window->ColumnsStorage.Size; n++)
  2503. if (window->ColumnsStorage[n].ID == id)
  2504. return &window->ColumnsStorage[n];
  2505. window->ColumnsStorage.push_back(ImGuiOldColumns());
  2506. ImGuiOldColumns* columns = &window->ColumnsStorage.back();
  2507. columns->ID = id;
  2508. return columns;
  2509. }
  2510. ImGuiID ImGui::GetColumnsID(const char* str_id, int columns_count)
  2511. {
  2512. ImGuiWindow* window = GetCurrentWindow();
  2513. // Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget.
  2514. // In addition, when an identifier isn't explicitly provided we include the number of columns in the hash to make it uniquer.
  2515. PushID(0x11223347 + (str_id ? 0 : columns_count));
  2516. ImGuiID id = window->GetID(str_id ? str_id : "columns");
  2517. PopID();
  2518. return id;
  2519. }
  2520. void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiOldColumnFlags flags)
  2521. {
  2522. ImGuiContext& g = *GImGui;
  2523. ImGuiWindow* window = GetCurrentWindow();
  2524. IM_ASSERT(columns_count >= 1);
  2525. IM_ASSERT(window->DC.CurrentColumns == NULL); // Nested columns are currently not supported
  2526. // Acquire storage for the columns set
  2527. ImGuiID id = GetColumnsID(str_id, columns_count);
  2528. ImGuiOldColumns* columns = FindOrCreateColumns(window, id);
  2529. IM_ASSERT(columns->ID == id);
  2530. columns->Current = 0;
  2531. columns->Count = columns_count;
  2532. columns->Flags = flags;
  2533. window->DC.CurrentColumns = columns;
  2534. columns->HostCursorPosY = window->DC.CursorPos.y;
  2535. columns->HostCursorMaxPosX = window->DC.CursorMaxPos.x;
  2536. columns->HostInitialClipRect = window->ClipRect;
  2537. columns->HostBackupParentWorkRect = window->ParentWorkRect;
  2538. window->ParentWorkRect = window->WorkRect;
  2539. // Set state for first column
  2540. // We aim so that the right-most column will have the same clipping width as other after being clipped by parent ClipRect
  2541. const float column_padding = g.Style.ItemSpacing.x;
  2542. const float half_clip_extend_x = ImFloor(ImMax(window->WindowPadding.x * 0.5f, window->WindowBorderSize));
  2543. const float max_1 = window->WorkRect.Max.x + column_padding - ImMax(column_padding - window->WindowPadding.x, 0.0f);
  2544. const float max_2 = window->WorkRect.Max.x + half_clip_extend_x;
  2545. columns->OffMinX = window->DC.Indent.x - column_padding + ImMax(column_padding - window->WindowPadding.x, 0.0f);
  2546. columns->OffMaxX = ImMax(ImMin(max_1, max_2) - window->Pos.x, columns->OffMinX + 1.0f);
  2547. columns->LineMinY = columns->LineMaxY = window->DC.CursorPos.y;
  2548. // Clear data if columns count changed
  2549. if (columns->Columns.Size != 0 && columns->Columns.Size != columns_count + 1)
  2550. columns->Columns.resize(0);
  2551. // Initialize default widths
  2552. columns->IsFirstFrame = (columns->Columns.Size == 0);
  2553. if (columns->Columns.Size == 0)
  2554. {
  2555. columns->Columns.reserve(columns_count + 1);
  2556. for (int n = 0; n < columns_count + 1; n++)
  2557. {
  2558. ImGuiOldColumnData column;
  2559. column.OffsetNorm = n / (float)columns_count;
  2560. columns->Columns.push_back(column);
  2561. }
  2562. }
  2563. for (int n = 0; n < columns_count; n++)
  2564. {
  2565. // Compute clipping rectangle
  2566. ImGuiOldColumnData* column = &columns->Columns[n];
  2567. float clip_x1 = IM_ROUND(window->Pos.x + GetColumnOffset(n));
  2568. float clip_x2 = IM_ROUND(window->Pos.x + GetColumnOffset(n + 1) - 1.0f);
  2569. column->ClipRect = ImRect(clip_x1, -FLT_MAX, clip_x2, +FLT_MAX);
  2570. column->ClipRect.ClipWithFull(window->ClipRect);
  2571. }
  2572. if (columns->Count > 1)
  2573. {
  2574. columns->Splitter.Split(window->DrawList, 1 + columns->Count);
  2575. columns->Splitter.SetCurrentChannel(window->DrawList, 1);
  2576. PushColumnClipRect(0);
  2577. }
  2578. // We don't generally store Indent.x inside ColumnsOffset because it may be manipulated by the user.
  2579. float offset_0 = GetColumnOffset(columns->Current);
  2580. float offset_1 = GetColumnOffset(columns->Current + 1);
  2581. float width = offset_1 - offset_0;
  2582. PushItemWidth(width * 0.65f);
  2583. window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f);
  2584. window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
  2585. window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding;
  2586. }
  2587. void ImGui::NextColumn()
  2588. {
  2589. ImGuiWindow* window = GetCurrentWindow();
  2590. if (window->SkipItems || window->DC.CurrentColumns == NULL)
  2591. return;
  2592. ImGuiContext& g = *GImGui;
  2593. ImGuiOldColumns* columns = window->DC.CurrentColumns;
  2594. if (columns->Count == 1)
  2595. {
  2596. window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
  2597. IM_ASSERT(columns->Current == 0);
  2598. return;
  2599. }
  2600. // Next column
  2601. if (++columns->Current == columns->Count)
  2602. columns->Current = 0;
  2603. PopItemWidth();
  2604. // Optimization: avoid PopClipRect() + SetCurrentChannel() + PushClipRect()
  2605. // (which would needlessly attempt to update commands in the wrong channel, then pop or overwrite them),
  2606. ImGuiOldColumnData* column = &columns->Columns[columns->Current];
  2607. SetWindowClipRectBeforeSetChannel(window, column->ClipRect);
  2608. columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1);
  2609. const float column_padding = g.Style.ItemSpacing.x;
  2610. columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y);
  2611. if (columns->Current > 0)
  2612. {
  2613. // Columns 1+ ignore IndentX (by canceling it out)
  2614. // FIXME-COLUMNS: Unnecessary, could be locked?
  2615. window->DC.ColumnsOffset.x = GetColumnOffset(columns->Current) - window->DC.Indent.x + column_padding;
  2616. }
  2617. else
  2618. {
  2619. // New row/line: column 0 honor IndentX.
  2620. window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f);
  2621. columns->LineMinY = columns->LineMaxY;
  2622. }
  2623. window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
  2624. window->DC.CursorPos.y = columns->LineMinY;
  2625. window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);
  2626. window->DC.CurrLineTextBaseOffset = 0.0f;
  2627. // FIXME-COLUMNS: Share code with BeginColumns() - move code on columns setup.
  2628. float offset_0 = GetColumnOffset(columns->Current);
  2629. float offset_1 = GetColumnOffset(columns->Current + 1);
  2630. float width = offset_1 - offset_0;
  2631. PushItemWidth(width * 0.65f);
  2632. window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding;
  2633. }
  2634. void ImGui::EndColumns()
  2635. {
  2636. ImGuiContext& g = *GImGui;
  2637. ImGuiWindow* window = GetCurrentWindow();
  2638. ImGuiOldColumns* columns = window->DC.CurrentColumns;
  2639. IM_ASSERT(columns != NULL);
  2640. PopItemWidth();
  2641. if (columns->Count > 1)
  2642. {
  2643. PopClipRect();
  2644. columns->Splitter.Merge(window->DrawList);
  2645. }
  2646. const ImGuiOldColumnFlags flags = columns->Flags;
  2647. columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y);
  2648. window->DC.CursorPos.y = columns->LineMaxY;
  2649. if (!(flags & ImGuiOldColumnFlags_GrowParentContentsSize))
  2650. window->DC.CursorMaxPos.x = columns->HostCursorMaxPosX; // Restore cursor max pos, as columns don't grow parent
  2651. // Draw columns borders and handle resize
  2652. // The IsBeingResized flag ensure we preserve pre-resize columns width so back-and-forth are not lossy
  2653. bool is_being_resized = false;
  2654. if (!(flags & ImGuiOldColumnFlags_NoBorder) && !window->SkipItems)
  2655. {
  2656. // We clip Y boundaries CPU side because very long triangles are mishandled by some GPU drivers.
  2657. const float y1 = ImMax(columns->HostCursorPosY, window->ClipRect.Min.y);
  2658. const float y2 = ImMin(window->DC.CursorPos.y, window->ClipRect.Max.y);
  2659. int dragging_column = -1;
  2660. for (int n = 1; n < columns->Count; n++)
  2661. {
  2662. ImGuiOldColumnData* column = &columns->Columns[n];
  2663. float x = window->Pos.x + GetColumnOffset(n);
  2664. const ImGuiID column_id = columns->ID + ImGuiID(n);
  2665. const float column_hit_hw = COLUMNS_HIT_RECT_HALF_WIDTH;
  2666. const ImRect column_hit_rect(ImVec2(x - column_hit_hw, y1), ImVec2(x + column_hit_hw, y2));
  2667. KeepAliveID(column_id);
  2668. if (IsClippedEx(column_hit_rect, column_id, false))
  2669. continue;
  2670. bool hovered = false, held = false;
  2671. if (!(flags & ImGuiOldColumnFlags_NoResize))
  2672. {
  2673. ButtonBehavior(column_hit_rect, column_id, &hovered, &held);
  2674. if (hovered || held)
  2675. g.MouseCursor = ImGuiMouseCursor_ResizeEW;
  2676. if (held && !(column->Flags & ImGuiOldColumnFlags_NoResize))
  2677. dragging_column = n;
  2678. }
  2679. // Draw column
  2680. const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator);
  2681. const float xi = IM_FLOOR(x);
  2682. window->DrawList->AddLine(ImVec2(xi, y1 + 1.0f), ImVec2(xi, y2), col);
  2683. }
  2684. // Apply dragging after drawing the column lines, so our rendered lines are in sync with how items were displayed during the frame.
  2685. if (dragging_column != -1)
  2686. {
  2687. if (!columns->IsBeingResized)
  2688. for (int n = 0; n < columns->Count + 1; n++)
  2689. columns->Columns[n].OffsetNormBeforeResize = columns->Columns[n].OffsetNorm;
  2690. columns->IsBeingResized = is_being_resized = true;
  2691. float x = GetDraggedColumnOffset(columns, dragging_column);
  2692. SetColumnOffset(dragging_column, x);
  2693. }
  2694. }
  2695. columns->IsBeingResized = is_being_resized;
  2696. window->WorkRect = window->ParentWorkRect;
  2697. window->ParentWorkRect = columns->HostBackupParentWorkRect;
  2698. window->DC.CurrentColumns = NULL;
  2699. window->DC.ColumnsOffset.x = 0.0f;
  2700. window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
  2701. }
  2702. void ImGui::Columns(int columns_count, const char* id, bool border)
  2703. {
  2704. ImGuiWindow* window = GetCurrentWindow();
  2705. IM_ASSERT(columns_count >= 1);
  2706. ImGuiOldColumnFlags flags = (border ? 0 : ImGuiOldColumnFlags_NoBorder);
  2707. //flags |= ImGuiOldColumnFlags_NoPreserveWidths; // NB: Legacy behavior
  2708. ImGuiOldColumns* columns = window->DC.CurrentColumns;
  2709. if (columns != NULL && columns->Count == columns_count && columns->Flags == flags)
  2710. return;
  2711. if (columns != NULL)
  2712. EndColumns();
  2713. if (columns_count != 1)
  2714. BeginColumns(id, columns_count, flags);
  2715. }
  2716. //-------------------------------------------------------------------------
  2717. #endif // #ifndef IMGUI_DISABLE