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-rw-r--r--3rdparty/imgui/imgui_tables.cpp4054
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-// dear imgui, v1.88 WIP
-// (tables and columns code)
-
-/*
-
-Index of this file:
-
-// [SECTION] Commentary
-// [SECTION] Header mess
-// [SECTION] Tables: Main code
-// [SECTION] Tables: Simple accessors
-// [SECTION] Tables: Row changes
-// [SECTION] Tables: Columns changes
-// [SECTION] Tables: Columns width management
-// [SECTION] Tables: Drawing
-// [SECTION] Tables: Sorting
-// [SECTION] Tables: Headers
-// [SECTION] Tables: Context Menu
-// [SECTION] Tables: Settings (.ini data)
-// [SECTION] Tables: Garbage Collection
-// [SECTION] Tables: Debugging
-// [SECTION] Columns, BeginColumns, EndColumns, etc.
-
-*/
-
-// Navigating this file:
-// - In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
-// - With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments.
-
-//-----------------------------------------------------------------------------
-// [SECTION] Commentary
-//-----------------------------------------------------------------------------
-
-//-----------------------------------------------------------------------------
-// Typical tables call flow: (root level is generally public API):
-//-----------------------------------------------------------------------------
-// - BeginTable() user begin into a table
-// | BeginChild() - (if ScrollX/ScrollY is set)
-// | TableBeginInitMemory() - first time table is used
-// | TableResetSettings() - on settings reset
-// | TableLoadSettings() - on settings load
-// | TableBeginApplyRequests() - apply queued resizing/reordering/hiding requests
-// | - TableSetColumnWidth() - apply resizing width (for mouse resize, often requested by previous frame)
-// | - TableUpdateColumnsWeightFromWidth()- recompute columns weights (of stretch columns) from their respective width
-// - TableSetupColumn() user submit columns details (optional)
-// - TableSetupScrollFreeze() user submit scroll freeze information (optional)
-//-----------------------------------------------------------------------------
-// - TableUpdateLayout() [Internal] followup to BeginTable(): setup everything: widths, columns positions, clipping rectangles. Automatically called by the FIRST call to TableNextRow() or TableHeadersRow().
-// | TableSetupDrawChannels() - setup ImDrawList channels
-// | TableUpdateBorders() - detect hovering columns for resize, ahead of contents submission
-// | TableDrawContextMenu() - draw right-click context menu
-//-----------------------------------------------------------------------------
-// - TableHeadersRow() or TableHeader() user submit a headers row (optional)
-// | TableSortSpecsClickColumn() - when left-clicked: alter sort order and sort direction
-// | TableOpenContextMenu() - when right-clicked: trigger opening of the default context menu
-// - TableGetSortSpecs() user queries updated sort specs (optional, generally after submitting headers)
-// - TableNextRow() user begin into a new row (also automatically called by TableHeadersRow())
-// | TableEndRow() - finish existing row
-// | TableBeginRow() - add a new row
-// - TableSetColumnIndex() / TableNextColumn() user begin into a cell
-// | TableEndCell() - close existing column/cell
-// | TableBeginCell() - enter into current column/cell
-// - [...] user emit contents
-//-----------------------------------------------------------------------------
-// - EndTable() user ends the table
-// | TableDrawBorders() - draw outer borders, inner vertical borders
-// | TableMergeDrawChannels() - merge draw channels if clipping isn't required
-// | EndChild() - (if ScrollX/ScrollY is set)
-//-----------------------------------------------------------------------------
-
-//-----------------------------------------------------------------------------
-// TABLE SIZING
-//-----------------------------------------------------------------------------
-// (Read carefully because this is subtle but it does make sense!)
-//-----------------------------------------------------------------------------
-// About 'outer_size':
-// Its meaning needs to differ slightly depending on if we are using ScrollX/ScrollY flags.
-// Default value is ImVec2(0.0f, 0.0f).
-// X
-// - outer_size.x <= 0.0f -> Right-align from window/work-rect right-most edge. With -FLT_MIN or 0.0f will align exactly on right-most edge.
-// - outer_size.x > 0.0f -> Set Fixed width.
-// Y with ScrollX/ScrollY disabled: we output table directly in current window
-// - outer_size.y < 0.0f -> Bottom-align (but will auto extend, unless _NoHostExtendY is set). Not meaningful is parent window can vertically scroll.
-// - outer_size.y = 0.0f -> No minimum height (but will auto extend, unless _NoHostExtendY is set)
-// - outer_size.y > 0.0f -> Set Minimum height (but will auto extend, unless _NoHostExtenY is set)
-// Y with ScrollX/ScrollY enabled: using a child window for scrolling
-// - outer_size.y < 0.0f -> Bottom-align. Not meaningful is parent window can vertically scroll.
-// - outer_size.y = 0.0f -> Bottom-align, consistent with BeginChild(). Not recommended unless table is last item in parent window.
-// - outer_size.y > 0.0f -> Set Exact height. Recommended when using Scrolling on any axis.
-//-----------------------------------------------------------------------------
-// Outer size is also affected by the NoHostExtendX/NoHostExtendY flags.
-// Important to that note how the two flags have slightly different behaviors!
-// - ImGuiTableFlags_NoHostExtendX -> Make outer width auto-fit to columns (overriding outer_size.x value). Only available when ScrollX/ScrollY are disabled and Stretch columns are not used.
-// - ImGuiTableFlags_NoHostExtendY -> Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit). Only available when ScrollX/ScrollY is disabled. Data below the limit will be clipped and not visible.
-// In theory ImGuiTableFlags_NoHostExtendY could be the default and any non-scrolling tables with outer_size.y != 0.0f would use exact height.
-// This would be consistent but perhaps less useful and more confusing (as vertically clipped items are not easily noticeable)
-//-----------------------------------------------------------------------------
-// About 'inner_width':
-// With ScrollX disabled:
-// - inner_width -> *ignored*
-// With ScrollX enabled:
-// - inner_width < 0.0f -> *illegal* fit in known width (right align from outer_size.x) <-- weird
-// - 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.
-// - 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!
-//-----------------------------------------------------------------------------
-// Details:
-// - If you want to use Stretch columns with ScrollX, you generally need to specify 'inner_width' otherwise the concept
-// of "available space" doesn't make sense.
-// - Even if not really useful, we allow 'inner_width < outer_size.x' for consistency and to facilitate understanding
-// of what the value does.
-//-----------------------------------------------------------------------------
-
-//-----------------------------------------------------------------------------
-// COLUMNS SIZING POLICIES
-//-----------------------------------------------------------------------------
-// About overriding column sizing policy and width/weight with TableSetupColumn():
-// We use a default parameter of 'init_width_or_weight == -1'.
-// - with ImGuiTableColumnFlags_WidthFixed, init_width <= 0 (default) --> width is automatic
-// - with ImGuiTableColumnFlags_WidthFixed, init_width > 0 (explicit) --> width is custom
-// - with ImGuiTableColumnFlags_WidthStretch, init_weight <= 0 (default) --> weight is 1.0f
-// - with ImGuiTableColumnFlags_WidthStretch, init_weight > 0 (explicit) --> weight is custom
-// Widths are specified _without_ CellPadding. If you specify a width of 100.0f, the column will be cover (100.0f + Padding * 2.0f)
-// and you can fit a 100.0f wide item in it without clipping and with full padding.
-//-----------------------------------------------------------------------------
-// About default sizing policy (if you don't specify a ImGuiTableColumnFlags_WidthXXXX flag)
-// - with Table policy ImGuiTableFlags_SizingFixedFit --> default Column policy is ImGuiTableColumnFlags_WidthFixed, default Width is equal to contents width
-// - with Table policy ImGuiTableFlags_SizingFixedSame --> default Column policy is ImGuiTableColumnFlags_WidthFixed, default Width is max of all contents width
-// - with Table policy ImGuiTableFlags_SizingStretchSame --> default Column policy is ImGuiTableColumnFlags_WidthStretch, default Weight is 1.0f
-// - with Table policy ImGuiTableFlags_SizingStretchWeight --> default Column policy is ImGuiTableColumnFlags_WidthStretch, default Weight is proportional to contents
-// Default Width and default Weight can be overridden when calling TableSetupColumn().
-//-----------------------------------------------------------------------------
-// About mixing Fixed/Auto and Stretch columns together:
-// - the typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns.
-// - using mixed policies with ScrollX does not make much sense, as using Stretch columns with ScrollX does not make much sense in the first place!
-// that is, unless 'inner_width' is passed to BeginTable() to explicitly provide a total width to layout columns in.
-// - when using ImGuiTableFlags_SizingFixedSame with mixed columns, only the Fixed/Auto columns will match their widths to the width of the maximum contents.
-// - when using ImGuiTableFlags_SizingStretchSame with mixed columns, only the Stretch columns will match their weight/widths.
-//-----------------------------------------------------------------------------
-// About using column width:
-// If a column is manual resizable or has a width specified with TableSetupColumn():
-// - you may use GetContentRegionAvail().x to query the width available in a given column.
-// - right-side alignment features such as SetNextItemWidth(-x) or PushItemWidth(-x) will rely on this width.
-// If the column is not resizable and has no width specified with TableSetupColumn():
-// - its width will be automatic and be set to the max of items submitted.
-// - therefore you generally cannot have ALL items of the columns use e.g. SetNextItemWidth(-FLT_MIN).
-// - but if the column has one or more items of known/fixed size, this will become the reference width used by SetNextItemWidth(-FLT_MIN).
-//-----------------------------------------------------------------------------
-
-
-//-----------------------------------------------------------------------------
-// TABLES CLIPPING/CULLING
-//-----------------------------------------------------------------------------
-// About clipping/culling of Rows in Tables:
-// - For large numbers of rows, it is recommended you use ImGuiListClipper to only submit visible rows.
-// ImGuiListClipper is reliant on the fact that rows are of equal height.
-// See 'Demo->Tables->Vertical Scrolling' or 'Demo->Tables->Advanced' for a demo of using the clipper.
-// - Note that auto-resizing columns don't play well with using the clipper.
-// By default a table with _ScrollX but without _Resizable will have column auto-resize.
-// So, if you want to use the clipper, make sure to either enable _Resizable, either setup columns width explicitly with _WidthFixed.
-//-----------------------------------------------------------------------------
-// About clipping/culling of Columns in Tables:
-// - Both TableSetColumnIndex() and TableNextColumn() return true when the column is visible or performing
-// width measurements. Otherwise, you may skip submitting the contents of a cell/column, BUT ONLY if you know
-// it is not going to contribute to row height.
-// In many situations, you may skip submitting contents for every column but one (e.g. the first one).
-// - Case A: column is not hidden by user, and at least partially in sight (most common case).
-// - Case B: column is clipped / out of sight (because of scrolling or parent ClipRect): TableNextColumn() return false as a hint but we still allow layout output.
-// - Case C: column is hidden explicitly by the user (e.g. via the context menu, or _DefaultHide column flag, etc.).
-//
-// [A] [B] [C]
-// TableNextColumn(): true false false -> [userland] when TableNextColumn() / TableSetColumnIndex() return false, user can skip submitting items but only if the column doesn't contribute to row height.
-// SkipItems: false false true -> [internal] when SkipItems is true, most widgets will early out if submitted, resulting is no layout output.
-// ClipRect: normal zero-width zero-width -> [internal] when ClipRect is zero, ItemAdd() will return false and most widgets will early out mid-way.
-// ImDrawList output: normal dummy dummy -> [internal] when using the dummy channel, ImDrawList submissions (if any) will be wasted (because cliprect is zero-width anyway).
-//
-// - We need to distinguish those cases because non-hidden columns that are clipped outside of scrolling bounds should still contribute their height to the row.
-// However, in the majority of cases, the contribution to row height is the same for all columns, or the tallest cells are known by the programmer.
-//-----------------------------------------------------------------------------
-// About clipping/culling of whole Tables:
-// - Scrolling tables with a known outer size can be clipped earlier as BeginTable() will return false.
-//-----------------------------------------------------------------------------
-
-//-----------------------------------------------------------------------------
-// [SECTION] Header mess
-//-----------------------------------------------------------------------------
-
-#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
-#define _CRT_SECURE_NO_WARNINGS
-#endif
-
-#include "imgui.h"
-#ifndef IMGUI_DISABLE
-
-#ifndef IMGUI_DEFINE_MATH_OPERATORS
-#define IMGUI_DEFINE_MATH_OPERATORS
-#endif
-#include "imgui_internal.h"
-
-// System includes
-#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
-#include <stddef.h> // intptr_t
-#else
-#include <stdint.h> // intptr_t
-#endif
-
-// Visual Studio warnings
-#ifdef _MSC_VER
-#pragma warning (disable: 4127) // condition expression is constant
-#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
-#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later
-#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types
-#endif
-#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2).
-#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3).
-#endif
-
-// Clang/GCC warnings with -Weverything
-#if defined(__clang__)
-#if __has_warning("-Wunknown-warning-option")
-#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great!
-#endif
-#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx'
-#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse.
-#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok.
-#pragma clang diagnostic ignored "-Wformat-nonliteral" // warning: format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code.
-#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
-#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0
-#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.
-#pragma clang diagnostic ignored "-Wenum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_')
-#pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated
-#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
-#elif defined(__GNUC__)
-#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
-#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked
-#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
-#endif
-
-//-----------------------------------------------------------------------------
-// [SECTION] Tables: Main code
-//-----------------------------------------------------------------------------
-// - TableFixFlags() [Internal]
-// - TableFindByID() [Internal]
-// - BeginTable()
-// - BeginTableEx() [Internal]
-// - TableBeginInitMemory() [Internal]
-// - TableBeginApplyRequests() [Internal]
-// - TableSetupColumnFlags() [Internal]
-// - TableUpdateLayout() [Internal]
-// - TableUpdateBorders() [Internal]
-// - EndTable()
-// - TableSetupColumn()
-// - TableSetupScrollFreeze()
-//-----------------------------------------------------------------------------
-
-// Configuration
-static const int TABLE_DRAW_CHANNEL_BG0 = 0;
-static const int TABLE_DRAW_CHANNEL_BG2_FROZEN = 1;
-static const int TABLE_DRAW_CHANNEL_NOCLIP = 2; // When using ImGuiTableFlags_NoClip (this becomes the last visible channel)
-static const float TABLE_BORDER_SIZE = 1.0f; // FIXME-TABLE: Currently hard-coded because of clipping assumptions with outer borders rendering.
-static const float TABLE_RESIZE_SEPARATOR_HALF_THICKNESS = 4.0f; // Extend outside inner borders.
-static const float TABLE_RESIZE_SEPARATOR_FEEDBACK_TIMER = 0.06f; // Delay/timer before making the hover feedback (color+cursor) visible because tables/columns tends to be more cramped.
-
-// Helper
-inline ImGuiTableFlags TableFixFlags(ImGuiTableFlags flags, ImGuiWindow* outer_window)
-{
- // Adjust flags: set default sizing policy
- if ((flags & ImGuiTableFlags_SizingMask_) == 0)
- flags |= ((flags & ImGuiTableFlags_ScrollX) || (outer_window->Flags & ImGuiWindowFlags_AlwaysAutoResize)) ? ImGuiTableFlags_SizingFixedFit : ImGuiTableFlags_SizingStretchSame;
-
- // Adjust flags: enable NoKeepColumnsVisible when using ImGuiTableFlags_SizingFixedSame
- if ((flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedSame)
- flags |= ImGuiTableFlags_NoKeepColumnsVisible;
-
- // Adjust flags: enforce borders when resizable
- if (flags & ImGuiTableFlags_Resizable)
- flags |= ImGuiTableFlags_BordersInnerV;
-
- // Adjust flags: disable NoHostExtendX/NoHostExtendY if we have any scrolling going on
- if (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY))
- flags &= ~(ImGuiTableFlags_NoHostExtendX | ImGuiTableFlags_NoHostExtendY);
-
- // Adjust flags: NoBordersInBodyUntilResize takes priority over NoBordersInBody
- if (flags & ImGuiTableFlags_NoBordersInBodyUntilResize)
- flags &= ~ImGuiTableFlags_NoBordersInBody;
-
- // Adjust flags: disable saved settings if there's nothing to save
- if ((flags & (ImGuiTableFlags_Resizable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Sortable)) == 0)
- flags |= ImGuiTableFlags_NoSavedSettings;
-
- // Inherit _NoSavedSettings from top-level window (child windows always have _NoSavedSettings set)
- if (outer_window->RootWindow->Flags & ImGuiWindowFlags_NoSavedSettings)
- flags |= ImGuiTableFlags_NoSavedSettings;
-
- return flags;
-}
-
-ImGuiTable* ImGui::TableFindByID(ImGuiID id)
-{
- ImGuiContext& g = *GImGui;
- return g.Tables.GetByKey(id);
-}
-
-// Read about "TABLE SIZING" at the top of this file.
-bool ImGui::BeginTable(const char* str_id, int columns_count, ImGuiTableFlags flags, const ImVec2& outer_size, float inner_width)
-{
- ImGuiID id = GetID(str_id);
- return BeginTableEx(str_id, id, columns_count, flags, outer_size, inner_width);
-}
-
-bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImGuiTableFlags flags, const ImVec2& outer_size, float inner_width)
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* outer_window = GetCurrentWindow();
- if (outer_window->SkipItems) // Consistent with other tables + beneficial side effect that assert on miscalling EndTable() will be more visible.
- return false;
-
- // Sanity checks
- IM_ASSERT(columns_count > 0 && columns_count <= IMGUI_TABLE_MAX_COLUMNS && "Only 1..64 columns allowed!");
- if (flags & ImGuiTableFlags_ScrollX)
- IM_ASSERT(inner_width >= 0.0f);
-
- // If an outer size is specified ahead we will be able to early out when not visible. Exact clipping rules may evolve.
- const bool use_child_window = (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) != 0;
- const ImVec2 avail_size = GetContentRegionAvail();
- ImVec2 actual_outer_size = CalcItemSize(outer_size, ImMax(avail_size.x, 1.0f), use_child_window ? ImMax(avail_size.y, 1.0f) : 0.0f);
- ImRect outer_rect(outer_window->DC.CursorPos, outer_window->DC.CursorPos + actual_outer_size);
- if (use_child_window && IsClippedEx(outer_rect, 0))
- {
- ItemSize(outer_rect);
- return false;
- }
-
- // Acquire storage for the table
- ImGuiTable* table = g.Tables.GetOrAddByKey(id);
- const int instance_no = (table->LastFrameActive != g.FrameCount) ? 0 : table->InstanceCurrent + 1;
- const ImGuiID instance_id = id + instance_no;
- const ImGuiTableFlags table_last_flags = table->Flags;
- if (instance_no > 0)
- IM_ASSERT(table->ColumnsCount == columns_count && "BeginTable(): Cannot change columns count mid-frame while preserving same ID");
-
- // Acquire temporary buffers
- const int table_idx = g.Tables.GetIndex(table);
- if (++g.TablesTempDataStacked > g.TablesTempData.Size)
- g.TablesTempData.resize(g.TablesTempDataStacked, ImGuiTableTempData());
- ImGuiTableTempData* temp_data = table->TempData = &g.TablesTempData[g.TablesTempDataStacked - 1];
- temp_data->TableIndex = table_idx;
- table->DrawSplitter = &table->TempData->DrawSplitter;
- table->DrawSplitter->Clear();
-
- // Fix flags
- table->IsDefaultSizingPolicy = (flags & ImGuiTableFlags_SizingMask_) == 0;
- flags = TableFixFlags(flags, outer_window);
-
- // Initialize
- table->ID = id;
- table->Flags = flags;
- table->InstanceCurrent = (ImS16)instance_no;
- table->LastFrameActive = g.FrameCount;
- table->OuterWindow = table->InnerWindow = outer_window;
- table->ColumnsCount = columns_count;
- table->IsLayoutLocked = false;
- table->InnerWidth = inner_width;
- temp_data->UserOuterSize = outer_size;
-
- // When not using a child window, WorkRect.Max will grow as we append contents.
- if (use_child_window)
- {
- // Ensure no vertical scrollbar appears if we only want horizontal one, to make flag consistent
- // (we have no other way to disable vertical scrollbar of a window while keeping the horizontal one showing)
- ImVec2 override_content_size(FLT_MAX, FLT_MAX);
- if ((flags & ImGuiTableFlags_ScrollX) && !(flags & ImGuiTableFlags_ScrollY))
- override_content_size.y = FLT_MIN;
-
- // Ensure specified width (when not specified, Stretched columns will act as if the width == OuterWidth and
- // never lead to any scrolling). We don't handle inner_width < 0.0f, we could potentially use it to right-align
- // based on the right side of the child window work rect, which would require knowing ahead if we are going to
- // have decoration taking horizontal spaces (typically a vertical scrollbar).
- if ((flags & ImGuiTableFlags_ScrollX) && inner_width > 0.0f)
- override_content_size.x = inner_width;
-
- if (override_content_size.x != FLT_MAX || override_content_size.y != FLT_MAX)
- SetNextWindowContentSize(ImVec2(override_content_size.x != FLT_MAX ? override_content_size.x : 0.0f, override_content_size.y != FLT_MAX ? override_content_size.y : 0.0f));
-
- // Reset scroll if we are reactivating it
- if ((table_last_flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) == 0)
- SetNextWindowScroll(ImVec2(0.0f, 0.0f));
-
- // Create scrolling region (without border and zero window padding)
- ImGuiWindowFlags child_flags = (flags & ImGuiTableFlags_ScrollX) ? ImGuiWindowFlags_HorizontalScrollbar : ImGuiWindowFlags_None;
- BeginChildEx(name, instance_id, outer_rect.GetSize(), false, child_flags);
- table->InnerWindow = g.CurrentWindow;
- table->WorkRect = table->InnerWindow->WorkRect;
- table->OuterRect = table->InnerWindow->Rect();
- table->InnerRect = table->InnerWindow->InnerRect;
- IM_ASSERT(table->InnerWindow->WindowPadding.x == 0.0f && table->InnerWindow->WindowPadding.y == 0.0f && table->InnerWindow->WindowBorderSize == 0.0f);
- }
- else
- {
- // For non-scrolling tables, WorkRect == OuterRect == InnerRect.
- // But at this point we do NOT have a correct value for .Max.y (unless a height has been explicitly passed in). It will only be updated in EndTable().
- table->WorkRect = table->OuterRect = table->InnerRect = outer_rect;
- }
-
- // Push a standardized ID for both child-using and not-child-using tables
- PushOverrideID(instance_id);
-
- // Backup a copy of host window members we will modify
- ImGuiWindow* inner_window = table->InnerWindow;
- table->HostIndentX = inner_window->DC.Indent.x;
- table->HostClipRect = inner_window->ClipRect;
- table->HostSkipItems = inner_window->SkipItems;
- temp_data->HostBackupWorkRect = inner_window->WorkRect;
- temp_data->HostBackupParentWorkRect = inner_window->ParentWorkRect;
- temp_data->HostBackupColumnsOffset = outer_window->DC.ColumnsOffset;
- temp_data->HostBackupPrevLineSize = inner_window->DC.PrevLineSize;
- temp_data->HostBackupCurrLineSize = inner_window->DC.CurrLineSize;
- temp_data->HostBackupCursorMaxPos = inner_window->DC.CursorMaxPos;
- temp_data->HostBackupItemWidth = outer_window->DC.ItemWidth;
- temp_data->HostBackupItemWidthStackSize = outer_window->DC.ItemWidthStack.Size;
- inner_window->DC.PrevLineSize = inner_window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);
-
- // Padding and Spacing
- // - None ........Content..... Pad .....Content........
- // - PadOuter | Pad ..Content..... Pad .....Content.. Pad |
- // - PadInner ........Content.. Pad | Pad ..Content........
- // - PadOuter+PadInner | Pad ..Content.. Pad | Pad ..Content.. Pad |
- const bool pad_outer_x = (flags & ImGuiTableFlags_NoPadOuterX) ? false : (flags & ImGuiTableFlags_PadOuterX) ? true : (flags & ImGuiTableFlags_BordersOuterV) != 0;
- const bool pad_inner_x = (flags & ImGuiTableFlags_NoPadInnerX) ? false : true;
- const float inner_spacing_for_border = (flags & ImGuiTableFlags_BordersInnerV) ? TABLE_BORDER_SIZE : 0.0f;
- const float inner_spacing_explicit = (pad_inner_x && (flags & ImGuiTableFlags_BordersInnerV) == 0) ? g.Style.CellPadding.x : 0.0f;
- const float inner_padding_explicit = (pad_inner_x && (flags & ImGuiTableFlags_BordersInnerV) != 0) ? g.Style.CellPadding.x : 0.0f;
- table->CellSpacingX1 = inner_spacing_explicit + inner_spacing_for_border;
- table->CellSpacingX2 = inner_spacing_explicit;
- table->CellPaddingX = inner_padding_explicit;
- table->CellPaddingY = g.Style.CellPadding.y;
-
- const float outer_padding_for_border = (flags & ImGuiTableFlags_BordersOuterV) ? TABLE_BORDER_SIZE : 0.0f;
- const float outer_padding_explicit = pad_outer_x ? g.Style.CellPadding.x : 0.0f;
- table->OuterPaddingX = (outer_padding_for_border + outer_padding_explicit) - table->CellPaddingX;
-
- table->CurrentColumn = -1;
- table->CurrentRow = -1;
- table->RowBgColorCounter = 0;
- table->LastRowFlags = ImGuiTableRowFlags_None;
- table->InnerClipRect = (inner_window == outer_window) ? table->WorkRect : inner_window->ClipRect;
- table->InnerClipRect.ClipWith(table->WorkRect); // We need this to honor inner_width
- table->InnerClipRect.ClipWithFull(table->HostClipRect);
- table->InnerClipRect.Max.y = (flags & ImGuiTableFlags_NoHostExtendY) ? ImMin(table->InnerClipRect.Max.y, inner_window->WorkRect.Max.y) : inner_window->ClipRect.Max.y;
-
- table->RowPosY1 = table->RowPosY2 = table->WorkRect.Min.y; // This is needed somehow
- table->RowTextBaseline = 0.0f; // This will be cleared again by TableBeginRow()
- table->FreezeRowsRequest = table->FreezeRowsCount = 0; // This will be setup by TableSetupScrollFreeze(), if any
- table->FreezeColumnsRequest = table->FreezeColumnsCount = 0;
- table->IsUnfrozenRows = true;
- table->DeclColumnsCount = 0;
-
- // Using opaque colors facilitate overlapping elements of the grid
- table->BorderColorStrong = GetColorU32(ImGuiCol_TableBorderStrong);
- table->BorderColorLight = GetColorU32(ImGuiCol_TableBorderLight);
-
- // Make table current
- g.CurrentTable = table;
- outer_window->DC.CurrentTableIdx = table_idx;
- if (inner_window != outer_window) // So EndChild() within the inner window can restore the table properly.
- inner_window->DC.CurrentTableIdx = table_idx;
-
- if ((table_last_flags & ImGuiTableFlags_Reorderable) && (flags & ImGuiTableFlags_Reorderable) == 0)
- table->IsResetDisplayOrderRequest = true;
-
- // Mark as used
- if (table_idx >= g.TablesLastTimeActive.Size)
- g.TablesLastTimeActive.resize(table_idx + 1, -1.0f);
- g.TablesLastTimeActive[table_idx] = (float)g.Time;
- temp_data->LastTimeActive = (float)g.Time;
- table->MemoryCompacted = false;
-
- // Setup memory buffer (clear data if columns count changed)
- ImGuiTableColumn* old_columns_to_preserve = NULL;
- void* old_columns_raw_data = NULL;
- const int old_columns_count = table->Columns.size();
- if (old_columns_count != 0 && old_columns_count != columns_count)
- {
- // Attempt to preserve width on column count change (#4046)
- old_columns_to_preserve = table->Columns.Data;
- old_columns_raw_data = table->RawData;
- table->RawData = NULL;
- }
- if (table->RawData == NULL)
- {
- TableBeginInitMemory(table, columns_count);
- table->IsInitializing = table->IsSettingsRequestLoad = true;
- }
- if (table->IsResetAllRequest)
- TableResetSettings(table);
- if (table->IsInitializing)
- {
- // Initialize
- table->SettingsOffset = -1;
- table->IsSortSpecsDirty = true;
- table->InstanceInteracted = -1;
- table->ContextPopupColumn = -1;
- table->ReorderColumn = table->ResizedColumn = table->LastResizedColumn = -1;
- table->AutoFitSingleColumn = -1;
- table->HoveredColumnBody = table->HoveredColumnBorder = -1;
- for (int n = 0; n < columns_count; n++)
- {
- ImGuiTableColumn* column = &table->Columns[n];
- if (old_columns_to_preserve && n < old_columns_count)
- {
- // FIXME: We don't attempt to preserve column order in this path.
- *column = old_columns_to_preserve[n];
- }
- else
- {
- float width_auto = column->WidthAuto;
- *column = ImGuiTableColumn();
- column->WidthAuto = width_auto;
- column->IsPreserveWidthAuto = true; // Preserve WidthAuto when reinitializing a live table: not technically necessary but remove a visible flicker
- column->IsEnabled = column->IsUserEnabled = column->IsUserEnabledNextFrame = true;
- }
- column->DisplayOrder = table->DisplayOrderToIndex[n] = (ImGuiTableColumnIdx)n;
- }
- }
- if (old_columns_raw_data)
- IM_FREE(old_columns_raw_data);
-
- // Load settings
- if (table->IsSettingsRequestLoad)
- TableLoadSettings(table);
-
- // Handle DPI/font resize
- // This is designed to facilitate DPI changes with the assumption that e.g. style.CellPadding has been scaled as well.
- // It will also react to changing fonts with mixed results. It doesn't need to be perfect but merely provide a decent transition.
- // FIXME-DPI: Provide consistent standards for reference size. Perhaps using g.CurrentDpiScale would be more self explanatory.
- // This is will lead us to non-rounded WidthRequest in columns, which should work but is a poorly tested path.
- const float new_ref_scale_unit = g.FontSize; // g.Font->GetCharAdvance('A') ?
- if (table->RefScale != 0.0f && table->RefScale != new_ref_scale_unit)
- {
- const float scale_factor = new_ref_scale_unit / table->RefScale;
- //IMGUI_DEBUG_LOG("[table] %08X RefScaleUnit %.3f -> %.3f, scaling width by %.3f\n", table->ID, table->RefScaleUnit, new_ref_scale_unit, scale_factor);
- for (int n = 0; n < columns_count; n++)
- table->Columns[n].WidthRequest = table->Columns[n].WidthRequest * scale_factor;
- }
- table->RefScale = new_ref_scale_unit;
-
- // Disable output until user calls TableNextRow() or TableNextColumn() leading to the TableUpdateLayout() call..
- // This is not strictly necessary but will reduce cases were "out of table" output will be misleading to the user.
- // Because we cannot safely assert in EndTable() when no rows have been created, this seems like our best option.
- inner_window->SkipItems = true;
-
- // Clear names
- // At this point the ->NameOffset field of each column will be invalid until TableUpdateLayout() or the first call to TableSetupColumn()
- if (table->ColumnsNames.Buf.Size > 0)
- table->ColumnsNames.Buf.resize(0);
-
- // Apply queued resizing/reordering/hiding requests
- TableBeginApplyRequests(table);
-
- return true;
-}
-
-// For reference, the average total _allocation count_ for a table is:
-// + 0 (for ImGuiTable instance, we are pooling allocations in g.Tables)
-// + 1 (for table->RawData allocated below)
-// + 1 (for table->ColumnsNames, if names are used)
-// Shared allocations per number of nested tables
-// + 1 (for table->Splitter._Channels)
-// + 2 * active_channels_count (for ImDrawCmd and ImDrawIdx buffers inside channels)
-// Where active_channels_count is variable but often == columns_count or columns_count + 1, see TableSetupDrawChannels() for details.
-// Unused channels don't perform their +2 allocations.
-void ImGui::TableBeginInitMemory(ImGuiTable* table, int columns_count)
-{
- // Allocate single buffer for our arrays
- ImSpanAllocator<3> span_allocator;
- span_allocator.Reserve(0, columns_count * sizeof(ImGuiTableColumn));
- span_allocator.Reserve(1, columns_count * sizeof(ImGuiTableColumnIdx));
- span_allocator.Reserve(2, columns_count * sizeof(ImGuiTableCellData), 4);
- table->RawData = IM_ALLOC(span_allocator.GetArenaSizeInBytes());
- memset(table->RawData, 0, span_allocator.GetArenaSizeInBytes());
- span_allocator.SetArenaBasePtr(table->RawData);
- span_allocator.GetSpan(0, &table->Columns);
- span_allocator.GetSpan(1, &table->DisplayOrderToIndex);
- span_allocator.GetSpan(2, &table->RowCellData);
-}
-
-// Apply queued resizing/reordering/hiding requests
-void ImGui::TableBeginApplyRequests(ImGuiTable* table)
-{
- // Handle resizing request
- // (We process this at the first TableBegin of the frame)
- // FIXME-TABLE: Contains columns if our work area doesn't allow for scrolling?
- if (table->InstanceCurrent == 0)
- {
- if (table->ResizedColumn != -1 && table->ResizedColumnNextWidth != FLT_MAX)
- TableSetColumnWidth(table->ResizedColumn, table->ResizedColumnNextWidth);
- table->LastResizedColumn = table->ResizedColumn;
- table->ResizedColumnNextWidth = FLT_MAX;
- table->ResizedColumn = -1;
-
- // Process auto-fit for single column, which is a special case for stretch columns and fixed columns with FixedSame policy.
- // FIXME-TABLE: Would be nice to redistribute available stretch space accordingly to other weights, instead of giving it all to siblings.
- if (table->AutoFitSingleColumn != -1)
- {
- TableSetColumnWidth(table->AutoFitSingleColumn, table->Columns[table->AutoFitSingleColumn].WidthAuto);
- table->AutoFitSingleColumn = -1;
- }
- }
-
- // Handle reordering request
- // Note: we don't clear ReorderColumn after handling the request.
- if (table->InstanceCurrent == 0)
- {
- if (table->HeldHeaderColumn == -1 && table->ReorderColumn != -1)
- table->ReorderColumn = -1;
- table->HeldHeaderColumn = -1;
- if (table->ReorderColumn != -1 && table->ReorderColumnDir != 0)
- {
- // We need to handle reordering across hidden columns.
- // In the configuration below, moving C to the right of E will lead to:
- // ... C [D] E ---> ... [D] E C (Column name/index)
- // ... 2 3 4 ... 2 3 4 (Display order)
- const int reorder_dir = table->ReorderColumnDir;
- IM_ASSERT(reorder_dir == -1 || reorder_dir == +1);
- IM_ASSERT(table->Flags & ImGuiTableFlags_Reorderable);
- ImGuiTableColumn* src_column = &table->Columns[table->ReorderColumn];
- ImGuiTableColumn* dst_column = &table->Columns[(reorder_dir == -1) ? src_column->PrevEnabledColumn : src_column->NextEnabledColumn];
- IM_UNUSED(dst_column);
- const int src_order = src_column->DisplayOrder;
- const int dst_order = dst_column->DisplayOrder;
- src_column->DisplayOrder = (ImGuiTableColumnIdx)dst_order;
- for (int order_n = src_order + reorder_dir; order_n != dst_order + reorder_dir; order_n += reorder_dir)
- table->Columns[table->DisplayOrderToIndex[order_n]].DisplayOrder -= (ImGuiTableColumnIdx)reorder_dir;
- IM_ASSERT(dst_column->DisplayOrder == dst_order - reorder_dir);
-
- // Display order is stored in both columns->IndexDisplayOrder and table->DisplayOrder[],
- // rebuild the later from the former.
- for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
- table->DisplayOrderToIndex[table->Columns[column_n].DisplayOrder] = (ImGuiTableColumnIdx)column_n;
- table->ReorderColumnDir = 0;
- table->IsSettingsDirty = true;
- }
- }
-
- // Handle display order reset request
- if (table->IsResetDisplayOrderRequest)
- {
- for (int n = 0; n < table->ColumnsCount; n++)
- table->DisplayOrderToIndex[n] = table->Columns[n].DisplayOrder = (ImGuiTableColumnIdx)n;
- table->IsResetDisplayOrderRequest = false;
- table->IsSettingsDirty = true;
- }
-}
-
-// Adjust flags: default width mode + stretch columns are not allowed when auto extending
-static void TableSetupColumnFlags(ImGuiTable* table, ImGuiTableColumn* column, ImGuiTableColumnFlags flags_in)
-{
- ImGuiTableColumnFlags flags = flags_in;
-
- // Sizing Policy
- if ((flags & ImGuiTableColumnFlags_WidthMask_) == 0)
- {
- const ImGuiTableFlags table_sizing_policy = (table->Flags & ImGuiTableFlags_SizingMask_);
- if (table_sizing_policy == ImGuiTableFlags_SizingFixedFit || table_sizing_policy == ImGuiTableFlags_SizingFixedSame)
- flags |= ImGuiTableColumnFlags_WidthFixed;
- else
- flags |= ImGuiTableColumnFlags_WidthStretch;
- }
- else
- {
- IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiTableColumnFlags_WidthMask_)); // Check that only 1 of each set is used.
- }
-
- // Resize
- if ((table->Flags & ImGuiTableFlags_Resizable) == 0)
- flags |= ImGuiTableColumnFlags_NoResize;
-
- // Sorting
- if ((flags & ImGuiTableColumnFlags_NoSortAscending) && (flags & ImGuiTableColumnFlags_NoSortDescending))
- flags |= ImGuiTableColumnFlags_NoSort;
-
- // Indentation
- if ((flags & ImGuiTableColumnFlags_IndentMask_) == 0)
- flags |= (table->Columns.index_from_ptr(column) == 0) ? ImGuiTableColumnFlags_IndentEnable : ImGuiTableColumnFlags_IndentDisable;
-
- // Alignment
- //if ((flags & ImGuiTableColumnFlags_AlignMask_) == 0)
- // flags |= ImGuiTableColumnFlags_AlignCenter;
- //IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiTableColumnFlags_AlignMask_)); // Check that only 1 of each set is used.
-
- // Preserve status flags
- column->Flags = flags | (column->Flags & ImGuiTableColumnFlags_StatusMask_);
-
- // Build an ordered list of available sort directions
- column->SortDirectionsAvailCount = column->SortDirectionsAvailMask = column->SortDirectionsAvailList = 0;
- if (table->Flags & ImGuiTableFlags_Sortable)
- {
- int count = 0, mask = 0, list = 0;
- if ((flags & ImGuiTableColumnFlags_PreferSortAscending) != 0 && (flags & ImGuiTableColumnFlags_NoSortAscending) == 0) { mask |= 1 << ImGuiSortDirection_Ascending; list |= ImGuiSortDirection_Ascending << (count << 1); count++; }
- if ((flags & ImGuiTableColumnFlags_PreferSortDescending) != 0 && (flags & ImGuiTableColumnFlags_NoSortDescending) == 0) { mask |= 1 << ImGuiSortDirection_Descending; list |= ImGuiSortDirection_Descending << (count << 1); count++; }
- if ((flags & ImGuiTableColumnFlags_PreferSortAscending) == 0 && (flags & ImGuiTableColumnFlags_NoSortAscending) == 0) { mask |= 1 << ImGuiSortDirection_Ascending; list |= ImGuiSortDirection_Ascending << (count << 1); count++; }
- if ((flags & ImGuiTableColumnFlags_PreferSortDescending) == 0 && (flags & ImGuiTableColumnFlags_NoSortDescending) == 0) { mask |= 1 << ImGuiSortDirection_Descending; list |= ImGuiSortDirection_Descending << (count << 1); count++; }
- if ((table->Flags & ImGuiTableFlags_SortTristate) || count == 0) { mask |= 1 << ImGuiSortDirection_None; count++; }
- column->SortDirectionsAvailList = (ImU8)list;
- column->SortDirectionsAvailMask = (ImU8)mask;
- column->SortDirectionsAvailCount = (ImU8)count;
- ImGui::TableFixColumnSortDirection(table, column);
- }
-}
-
-// Layout columns for the frame. This is in essence the followup to BeginTable().
-// Runs on the first call to TableNextRow(), to give a chance for TableSetupColumn() to be called first.
-// FIXME-TABLE: Our width (and therefore our WorkRect) will be minimal in the first frame for _WidthAuto columns.
-// Increase feedback side-effect with widgets relying on WorkRect.Max.x... Maybe provide a default distribution for _WidthAuto columns?
-void ImGui::TableUpdateLayout(ImGuiTable* table)
-{
- ImGuiContext& g = *GImGui;
- IM_ASSERT(table->IsLayoutLocked == false);
-
- const ImGuiTableFlags table_sizing_policy = (table->Flags & ImGuiTableFlags_SizingMask_);
- table->IsDefaultDisplayOrder = true;
- table->ColumnsEnabledCount = 0;
- table->EnabledMaskByIndex = 0x00;
- table->EnabledMaskByDisplayOrder = 0x00;
- table->LeftMostEnabledColumn = -1;
- table->MinColumnWidth = ImMax(1.0f, g.Style.FramePadding.x * 1.0f); // g.Style.ColumnsMinSpacing; // FIXME-TABLE
-
- // [Part 1] Apply/lock Enabled and Order states. Calculate auto/ideal width for columns. Count fixed/stretch columns.
- // Process columns in their visible orders as we are building the Prev/Next indices.
- int count_fixed = 0; // Number of columns that have fixed sizing policies
- int count_stretch = 0; // Number of columns that have stretch sizing policies
- int prev_visible_column_idx = -1;
- bool has_auto_fit_request = false;
- bool has_resizable = false;
- float stretch_sum_width_auto = 0.0f;
- float fixed_max_width_auto = 0.0f;
- for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
- {
- const int column_n = table->DisplayOrderToIndex[order_n];
- if (column_n != order_n)
- table->IsDefaultDisplayOrder = false;
- ImGuiTableColumn* column = &table->Columns[column_n];
-
- // Clear column setup if not submitted by user. Currently we make it mandatory to call TableSetupColumn() every frame.
- // It would easily work without but we're not ready to guarantee it since e.g. names need resubmission anyway.
- // We take a slight shortcut but in theory we could be calling TableSetupColumn() here with dummy values, it should yield the same effect.
- if (table->DeclColumnsCount <= column_n)
- {
- TableSetupColumnFlags(table, column, ImGuiTableColumnFlags_None);
- column->NameOffset = -1;
- column->UserID = 0;
- column->InitStretchWeightOrWidth = -1.0f;
- }
-
- // Update Enabled state, mark settings and sort specs dirty
- if (!(table->Flags & ImGuiTableFlags_Hideable) || (column->Flags & ImGuiTableColumnFlags_NoHide))
- column->IsUserEnabledNextFrame = true;
- if (column->IsUserEnabled != column->IsUserEnabledNextFrame)
- {
- column->IsUserEnabled = column->IsUserEnabledNextFrame;
- table->IsSettingsDirty = true;
- }
- column->IsEnabled = column->IsUserEnabled && (column->Flags & ImGuiTableColumnFlags_Disabled) == 0;
-
- if (column->SortOrder != -1 && !column->IsEnabled)
- table->IsSortSpecsDirty = true;
- if (column->SortOrder > 0 && !(table->Flags & ImGuiTableFlags_SortMulti))
- table->IsSortSpecsDirty = true;
-
- // Auto-fit unsized columns
- const bool start_auto_fit = (column->Flags & ImGuiTableColumnFlags_WidthFixed) ? (column->WidthRequest < 0.0f) : (column->StretchWeight < 0.0f);
- if (start_auto_fit)
- column->AutoFitQueue = column->CannotSkipItemsQueue = (1 << 3) - 1; // Fit for three frames
-
- if (!column->IsEnabled)
- {
- column->IndexWithinEnabledSet = -1;
- continue;
- }
-
- // Mark as enabled and link to previous/next enabled column
- column->PrevEnabledColumn = (ImGuiTableColumnIdx)prev_visible_column_idx;
- column->NextEnabledColumn = -1;
- if (prev_visible_column_idx != -1)
- table->Columns[prev_visible_column_idx].NextEnabledColumn = (ImGuiTableColumnIdx)column_n;
- else
- table->LeftMostEnabledColumn = (ImGuiTableColumnIdx)column_n;
- column->IndexWithinEnabledSet = table->ColumnsEnabledCount++;
- table->EnabledMaskByIndex |= (ImU64)1 << column_n;
- table->EnabledMaskByDisplayOrder |= (ImU64)1 << column->DisplayOrder;
- prev_visible_column_idx = column_n;
- IM_ASSERT(column->IndexWithinEnabledSet <= column->DisplayOrder);
-
- // Calculate ideal/auto column width (that's the width required for all contents to be visible without clipping)
- // Combine width from regular rows + width from headers unless requested not to.
- if (!column->IsPreserveWidthAuto)
- column->WidthAuto = TableGetColumnWidthAuto(table, column);
-
- // Non-resizable columns keep their requested width (apply user value regardless of IsPreserveWidthAuto)
- const bool column_is_resizable = (column->Flags & ImGuiTableColumnFlags_NoResize) == 0;
- if (column_is_resizable)
- has_resizable = true;
- if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && column->InitStretchWeightOrWidth > 0.0f && !column_is_resizable)
- column->WidthAuto = column->InitStretchWeightOrWidth;
-
- if (column->AutoFitQueue != 0x00)
- has_auto_fit_request = true;
- if (column->Flags & ImGuiTableColumnFlags_WidthStretch)
- {
- stretch_sum_width_auto += column->WidthAuto;
- count_stretch++;
- }
- else
- {
- fixed_max_width_auto = ImMax(fixed_max_width_auto, column->WidthAuto);
- count_fixed++;
- }
- }
- if ((table->Flags & ImGuiTableFlags_Sortable) && table->SortSpecsCount == 0 && !(table->Flags & ImGuiTableFlags_SortTristate))
- table->IsSortSpecsDirty = true;
- table->RightMostEnabledColumn = (ImGuiTableColumnIdx)prev_visible_column_idx;
- IM_ASSERT(table->LeftMostEnabledColumn >= 0 && table->RightMostEnabledColumn >= 0);
-
- // [Part 2] Disable child window clipping while fitting columns. This is not strictly necessary but makes it possible
- // to avoid the column fitting having to wait until the first visible frame of the child container (may or not be a good thing).
- // FIXME-TABLE: for always auto-resizing columns may not want to do that all the time.
- if (has_auto_fit_request && table->OuterWindow != table->InnerWindow)
- table->InnerWindow->SkipItems = false;
- if (has_auto_fit_request)
- table->IsSettingsDirty = true;
-
- // [Part 3] Fix column flags and record a few extra information.
- float sum_width_requests = 0.0f; // Sum of all width for fixed and auto-resize columns, excluding width contributed by Stretch columns but including spacing/padding.
- float stretch_sum_weights = 0.0f; // Sum of all weights for stretch columns.
- table->LeftMostStretchedColumn = table->RightMostStretchedColumn = -1;
- for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
- {
- if (!(table->EnabledMaskByIndex & ((ImU64)1 << column_n)))
- continue;
- ImGuiTableColumn* column = &table->Columns[column_n];
-
- const bool column_is_resizable = (column->Flags & ImGuiTableColumnFlags_NoResize) == 0;
- if (column->Flags & ImGuiTableColumnFlags_WidthFixed)
- {
- // Apply same widths policy
- float width_auto = column->WidthAuto;
- if (table_sizing_policy == ImGuiTableFlags_SizingFixedSame && (column->AutoFitQueue != 0x00 || !column_is_resizable))
- width_auto = fixed_max_width_auto;
-
- // Apply automatic width
- // Latch initial size for fixed columns and update it constantly for auto-resizing column (unless clipped!)
- if (column->AutoFitQueue != 0x00)
- column->WidthRequest = width_auto;
- else if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && !column_is_resizable && (table->RequestOutputMaskByIndex & ((ImU64)1 << column_n)))
- column->WidthRequest = width_auto;
-
- // FIXME-TABLE: Increase minimum size during init frame to avoid biasing auto-fitting widgets
- // (e.g. TextWrapped) too much. Otherwise what tends to happen is that TextWrapped would output a very
- // large height (= first frame scrollbar display very off + clipper would skip lots of items).
- // This is merely making the side-effect less extreme, but doesn't properly fixes it.
- // FIXME: Move this to ->WidthGiven to avoid temporary lossyless?
- // FIXME: This break IsPreserveWidthAuto from not flickering if the stored WidthAuto was smaller.
- if (column->AutoFitQueue > 0x01 && table->IsInitializing && !column->IsPreserveWidthAuto)
- column->WidthRequest = ImMax(column->WidthRequest, table->MinColumnWidth * 4.0f); // FIXME-TABLE: Another constant/scale?
- sum_width_requests += column->WidthRequest;
- }
- else
- {
- // Initialize stretch weight
- if (column->AutoFitQueue != 0x00 || column->StretchWeight < 0.0f || !column_is_resizable)
- {
- if (column->InitStretchWeightOrWidth > 0.0f)
- column->StretchWeight = column->InitStretchWeightOrWidth;
- else if (table_sizing_policy == ImGuiTableFlags_SizingStretchProp)
- column->StretchWeight = (column->WidthAuto / stretch_sum_width_auto) * count_stretch;
- else
- column->StretchWeight = 1.0f;
- }
-
- stretch_sum_weights += column->StretchWeight;
- if (table->LeftMostStretchedColumn == -1 || table->Columns[table->LeftMostStretchedColumn].DisplayOrder > column->DisplayOrder)
- table->LeftMostStretchedColumn = (ImGuiTableColumnIdx)column_n;
- if (table->RightMostStretchedColumn == -1 || table->Columns[table->RightMostStretchedColumn].DisplayOrder < column->DisplayOrder)
- table->RightMostStretchedColumn = (ImGuiTableColumnIdx)column_n;
- }
- column->IsPreserveWidthAuto = false;
- sum_width_requests += table->CellPaddingX * 2.0f;
- }
- table->ColumnsEnabledFixedCount = (ImGuiTableColumnIdx)count_fixed;
-
- // [Part 4] Apply final widths based on requested widths
- const ImRect work_rect = table->WorkRect;
- const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1);
- const float width_avail = ((table->Flags & ImGuiTableFlags_ScrollX) && table->InnerWidth == 0.0f) ? table->InnerClipRect.GetWidth() : work_rect.GetWidth();
- const float width_avail_for_stretched_columns = width_avail - width_spacings - sum_width_requests;
- float width_remaining_for_stretched_columns = width_avail_for_stretched_columns;
- table->ColumnsGivenWidth = width_spacings + (table->CellPaddingX * 2.0f) * table->ColumnsEnabledCount;
- for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
- {
- if (!(table->EnabledMaskByIndex & ((ImU64)1 << column_n)))
- continue;
- ImGuiTableColumn* column = &table->Columns[column_n];
-
- // Allocate width for stretched/weighted columns (StretchWeight gets converted into WidthRequest)
- if (column->Flags & ImGuiTableColumnFlags_WidthStretch)
- {
- float weight_ratio = column->StretchWeight / stretch_sum_weights;
- column->WidthRequest = IM_FLOOR(ImMax(width_avail_for_stretched_columns * weight_ratio, table->MinColumnWidth) + 0.01f);
- width_remaining_for_stretched_columns -= column->WidthRequest;
- }
-
- // [Resize Rule 1] The right-most Visible column is not resizable if there is at least one Stretch column
- // See additional comments in TableSetColumnWidth().
- if (column->NextEnabledColumn == -1 && table->LeftMostStretchedColumn != -1)
- column->Flags |= ImGuiTableColumnFlags_NoDirectResize_;
-
- // Assign final width, record width in case we will need to shrink
- column->WidthGiven = ImFloor(ImMax(column->WidthRequest, table->MinColumnWidth));
- table->ColumnsGivenWidth += column->WidthGiven;
- }
-
- // [Part 5] Redistribute stretch remainder width due to rounding (remainder width is < 1.0f * number of Stretch column).
- // Using right-to-left distribution (more likely to match resizing cursor).
- if (width_remaining_for_stretched_columns >= 1.0f && !(table->Flags & ImGuiTableFlags_PreciseWidths))
- for (int order_n = table->ColumnsCount - 1; stretch_sum_weights > 0.0f && width_remaining_for_stretched_columns >= 1.0f && order_n >= 0; order_n--)
- {
- if (!(table->EnabledMaskByDisplayOrder & ((ImU64)1 << order_n)))
- continue;
- ImGuiTableColumn* column = &table->Columns[table->DisplayOrderToIndex[order_n]];
- if (!(column->Flags & ImGuiTableColumnFlags_WidthStretch))
- continue;
- column->WidthRequest += 1.0f;
- column->WidthGiven += 1.0f;
- width_remaining_for_stretched_columns -= 1.0f;
- }
-
- table->HoveredColumnBody = -1;
- table->HoveredColumnBorder = -1;
- const ImRect mouse_hit_rect(table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.Max.x, ImMax(table->OuterRect.Max.y, table->OuterRect.Min.y + table->LastOuterHeight));
- const bool is_hovering_table = ItemHoverable(mouse_hit_rect, 0);
-
- // [Part 6] Setup final position, offset, skip/clip states and clipping rectangles, detect hovered column
- // Process columns in their visible orders as we are comparing the visible order and adjusting host_clip_rect while looping.
- int visible_n = 0;
- bool offset_x_frozen = (table->FreezeColumnsCount > 0);
- float offset_x = ((table->FreezeColumnsCount > 0) ? table->OuterRect.Min.x : work_rect.Min.x) + table->OuterPaddingX - table->CellSpacingX1;
- ImRect host_clip_rect = table->InnerClipRect;
- //host_clip_rect.Max.x += table->CellPaddingX + table->CellSpacingX2;
- table->VisibleMaskByIndex = 0x00;
- table->RequestOutputMaskByIndex = 0x00;
- for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
- {
- const int column_n = table->DisplayOrderToIndex[order_n];
- ImGuiTableColumn* column = &table->Columns[column_n];
-
- column->NavLayerCurrent = (ImS8)((table->FreezeRowsCount > 0 || column_n < table->FreezeColumnsCount) ? ImGuiNavLayer_Menu : ImGuiNavLayer_Main);
-
- if (offset_x_frozen && table->FreezeColumnsCount == visible_n)
- {
- offset_x += work_rect.Min.x - table->OuterRect.Min.x;
- offset_x_frozen = false;
- }
-
- // Clear status flags
- column->Flags &= ~ImGuiTableColumnFlags_StatusMask_;
-
- if ((table->EnabledMaskByDisplayOrder & ((ImU64)1 << order_n)) == 0)
- {
- // Hidden column: clear a few fields and we are done with it for the remainder of the function.
- // We set a zero-width clip rect but set Min.y/Max.y properly to not interfere with the clipper.
- column->MinX = column->MaxX = column->WorkMinX = column->ClipRect.Min.x = column->ClipRect.Max.x = offset_x;
- column->WidthGiven = 0.0f;
- column->ClipRect.Min.y = work_rect.Min.y;
- column->ClipRect.Max.y = FLT_MAX;
- column->ClipRect.ClipWithFull(host_clip_rect);
- column->IsVisibleX = column->IsVisibleY = column->IsRequestOutput = false;
- column->IsSkipItems = true;
- column->ItemWidth = 1.0f;
- continue;
- }
-
- // Detect hovered column
- if (is_hovering_table && g.IO.MousePos.x >= column->ClipRect.Min.x && g.IO.MousePos.x < column->ClipRect.Max.x)
- table->HoveredColumnBody = (ImGuiTableColumnIdx)column_n;
-
- // Lock start position
- column->MinX = offset_x;
-
- // Lock width based on start position and minimum/maximum width for this position
- float max_width = TableGetMaxColumnWidth(table, column_n);
- column->WidthGiven = ImMin(column->WidthGiven, max_width);
- column->WidthGiven = ImMax(column->WidthGiven, ImMin(column->WidthRequest, table->MinColumnWidth));
- column->MaxX = offset_x + column->WidthGiven + table->CellSpacingX1 + table->CellSpacingX2 + table->CellPaddingX * 2.0f;
-
- // Lock other positions
- // - ClipRect.Min.x: Because merging draw commands doesn't compare min boundaries, we make ClipRect.Min.x match left bounds to be consistent regardless of merging.
- // - ClipRect.Max.x: using WorkMaxX instead of MaxX (aka including padding) makes things more consistent when resizing down, tho slightly detrimental to visibility in very-small column.
- // - ClipRect.Max.x: using MaxX makes it easier for header to receive hover highlight with no discontinuity and display sorting arrow.
- // - FIXME-TABLE: We want equal width columns to have equal (ClipRect.Max.x - WorkMinX) width, which means ClipRect.max.x cannot stray off host_clip_rect.Max.x else right-most column may appear shorter.
- column->WorkMinX = column->MinX + table->CellPaddingX + table->CellSpacingX1;
- column->WorkMaxX = column->MaxX - table->CellPaddingX - table->CellSpacingX2; // Expected max
- column->ItemWidth = ImFloor(column->WidthGiven * 0.65f);
- column->ClipRect.Min.x = column->MinX;
- column->ClipRect.Min.y = work_rect.Min.y;
- column->ClipRect.Max.x = column->MaxX; //column->WorkMaxX;
- column->ClipRect.Max.y = FLT_MAX;
- column->ClipRect.ClipWithFull(host_clip_rect);
-
- // Mark column as Clipped (not in sight)
- // Note that scrolling tables (where inner_window != outer_window) handle Y clipped earlier in BeginTable() so IsVisibleY really only applies to non-scrolling tables.
- // FIXME-TABLE: Because InnerClipRect.Max.y is conservatively ==outer_window->ClipRect.Max.y, we never can mark columns _Above_ the scroll line as not IsVisibleY.
- // Taking advantage of LastOuterHeight would yield good results there...
- // FIXME-TABLE: Y clipping is disabled because it effectively means not submitting will reduce contents width which is fed to outer_window->DC.CursorMaxPos.x,
- // and this may be used (e.g. typically by outer_window using AlwaysAutoResize or outer_window's horizontal scrollbar, but could be something else).
- // Possible solution to preserve last known content width for clipped column. Test 'table_reported_size' fails when enabling Y clipping and window is resized small.
- column->IsVisibleX = (column->ClipRect.Max.x > column->ClipRect.Min.x);
- column->IsVisibleY = true; // (column->ClipRect.Max.y > column->ClipRect.Min.y);
- const bool is_visible = column->IsVisibleX; //&& column->IsVisibleY;
- if (is_visible)
- table->VisibleMaskByIndex |= ((ImU64)1 << column_n);
-
- // Mark column as requesting output from user. Note that fixed + non-resizable sets are auto-fitting at all times and therefore always request output.
- column->IsRequestOutput = is_visible || column->AutoFitQueue != 0 || column->CannotSkipItemsQueue != 0;
- if (column->IsRequestOutput)
- table->RequestOutputMaskByIndex |= ((ImU64)1 << column_n);
-
- // Mark column as SkipItems (ignoring all items/layout)
- column->IsSkipItems = !column->IsEnabled || table->HostSkipItems;
- if (column->IsSkipItems)
- IM_ASSERT(!is_visible);
-
- // Update status flags
- column->Flags |= ImGuiTableColumnFlags_IsEnabled;
- if (is_visible)
- column->Flags |= ImGuiTableColumnFlags_IsVisible;
- if (column->SortOrder != -1)
- column->Flags |= ImGuiTableColumnFlags_IsSorted;
- if (table->HoveredColumnBody == column_n)
- column->Flags |= ImGuiTableColumnFlags_IsHovered;
-
- // Alignment
- // FIXME-TABLE: This align based on the whole column width, not per-cell, and therefore isn't useful in
- // many cases (to be able to honor this we might be able to store a log of cells width, per row, for
- // visible rows, but nav/programmatic scroll would have visible artifacts.)
- //if (column->Flags & ImGuiTableColumnFlags_AlignRight)
- // column->WorkMinX = ImMax(column->WorkMinX, column->MaxX - column->ContentWidthRowsUnfrozen);
- //else if (column->Flags & ImGuiTableColumnFlags_AlignCenter)
- // column->WorkMinX = ImLerp(column->WorkMinX, ImMax(column->StartX, column->MaxX - column->ContentWidthRowsUnfrozen), 0.5f);
-
- // Reset content width variables
- column->ContentMaxXFrozen = column->ContentMaxXUnfrozen = column->WorkMinX;
- column->ContentMaxXHeadersUsed = column->ContentMaxXHeadersIdeal = column->WorkMinX;
-
- // Don't decrement auto-fit counters until container window got a chance to submit its items
- if (table->HostSkipItems == false)
- {
- column->AutoFitQueue >>= 1;
- column->CannotSkipItemsQueue >>= 1;
- }
-
- if (visible_n < table->FreezeColumnsCount)
- host_clip_rect.Min.x = ImClamp(column->MaxX + TABLE_BORDER_SIZE, host_clip_rect.Min.x, host_clip_rect.Max.x);
-
- offset_x += column->WidthGiven + table->CellSpacingX1 + table->CellSpacingX2 + table->CellPaddingX * 2.0f;
- visible_n++;
- }
-
- // [Part 7] Detect/store when we are hovering the unused space after the right-most column (so e.g. context menus can react on it)
- // Clear Resizable flag if none of our column are actually resizable (either via an explicit _NoResize flag, either
- // because of using _WidthAuto/_WidthStretch). This will hide the resizing option from the context menu.
- const float unused_x1 = ImMax(table->WorkRect.Min.x, table->Columns[table->RightMostEnabledColumn].ClipRect.Max.x);
- if (is_hovering_table && table->HoveredColumnBody == -1)
- {
- if (g.IO.MousePos.x >= unused_x1)
- table->HoveredColumnBody = (ImGuiTableColumnIdx)table->ColumnsCount;
- }
- if (has_resizable == false && (table->Flags & ImGuiTableFlags_Resizable))
- table->Flags &= ~ImGuiTableFlags_Resizable;
-
- // [Part 8] Lock actual OuterRect/WorkRect right-most position.
- // This is done late to handle the case of fixed-columns tables not claiming more widths that they need.
- // Because of this we are careful with uses of WorkRect and InnerClipRect before this point.
- if (table->RightMostStretchedColumn != -1)
- table->Flags &= ~ImGuiTableFlags_NoHostExtendX;
- if (table->Flags & ImGuiTableFlags_NoHostExtendX)
- {
- table->OuterRect.Max.x = table->WorkRect.Max.x = unused_x1;
- table->InnerClipRect.Max.x = ImMin(table->InnerClipRect.Max.x, unused_x1);
- }
- table->InnerWindow->ParentWorkRect = table->WorkRect;
- table->BorderX1 = table->InnerClipRect.Min.x;// +((table->Flags & ImGuiTableFlags_BordersOuter) ? 0.0f : -1.0f);
- table->BorderX2 = table->InnerClipRect.Max.x;// +((table->Flags & ImGuiTableFlags_BordersOuter) ? 0.0f : +1.0f);
-
- // [Part 9] Allocate draw channels and setup background cliprect
- TableSetupDrawChannels(table);
-
- // [Part 10] Hit testing on borders
- if (table->Flags & ImGuiTableFlags_Resizable)
- TableUpdateBorders(table);
- table->LastFirstRowHeight = 0.0f;
- table->IsLayoutLocked = true;
- table->IsUsingHeaders = false;
-
- // [Part 11] Context menu
- if (table->IsContextPopupOpen && table->InstanceCurrent == table->InstanceInteracted)
- {
- const ImGuiID context_menu_id = ImHashStr("##ContextMenu", 0, table->ID);
- if (BeginPopupEx(context_menu_id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings))
- {
- TableDrawContextMenu(table);
- EndPopup();
- }
- else
- {
- table->IsContextPopupOpen = false;
- }
- }
-
- // [Part 13] Sanitize and build sort specs before we have a change to use them for display.
- // This path will only be exercised when sort specs are modified before header rows (e.g. init or visibility change)
- if (table->IsSortSpecsDirty && (table->Flags & ImGuiTableFlags_Sortable))
- TableSortSpecsBuild(table);
-
- // Initial state
- ImGuiWindow* inner_window = table->InnerWindow;
- if (table->Flags & ImGuiTableFlags_NoClip)
- table->DrawSplitter->SetCurrentChannel(inner_window->DrawList, TABLE_DRAW_CHANNEL_NOCLIP);
- else
- inner_window->DrawList->PushClipRect(inner_window->ClipRect.Min, inner_window->ClipRect.Max, false);
-}
-
-// Process hit-testing on resizing borders. Actual size change will be applied in EndTable()
-// - Set table->HoveredColumnBorder with a short delay/timer to reduce feedback noise
-// - Submit ahead of table contents and header, use ImGuiButtonFlags_AllowItemOverlap to prioritize widgets
-// overlapping the same area.
-void ImGui::TableUpdateBorders(ImGuiTable* table)
-{
- ImGuiContext& g = *GImGui;
- IM_ASSERT(table->Flags & ImGuiTableFlags_Resizable);
-
- // At this point OuterRect height may be zero or under actual final height, so we rely on temporal coherency and
- // use the final height from last frame. Because this is only affecting _interaction_ with columns, it is not
- // really problematic (whereas the actual visual will be displayed in EndTable() and using the current frame height).
- // Actual columns highlight/render will be performed in EndTable() and not be affected.
- const float hit_half_width = TABLE_RESIZE_SEPARATOR_HALF_THICKNESS;
- const float hit_y1 = table->OuterRect.Min.y;
- const float hit_y2_body = ImMax(table->OuterRect.Max.y, hit_y1 + table->LastOuterHeight);
- const float hit_y2_head = hit_y1 + table->LastFirstRowHeight;
-
- for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
- {
- if (!(table->EnabledMaskByDisplayOrder & ((ImU64)1 << order_n)))
- continue;
-
- const int column_n = table->DisplayOrderToIndex[order_n];
- ImGuiTableColumn* column = &table->Columns[column_n];
- if (column->Flags & (ImGuiTableColumnFlags_NoResize | ImGuiTableColumnFlags_NoDirectResize_))
- continue;
-
- // ImGuiTableFlags_NoBordersInBodyUntilResize will be honored in TableDrawBorders()
- const float border_y2_hit = (table->Flags & ImGuiTableFlags_NoBordersInBody) ? hit_y2_head : hit_y2_body;
- if ((table->Flags & ImGuiTableFlags_NoBordersInBody) && table->IsUsingHeaders == false)
- continue;
-
- if (!column->IsVisibleX && table->LastResizedColumn != column_n)
- continue;
-
- ImGuiID column_id = TableGetColumnResizeID(table, column_n, table->InstanceCurrent);
- ImRect hit_rect(column->MaxX - hit_half_width, hit_y1, column->MaxX + hit_half_width, border_y2_hit);
- //GetForegroundDrawList()->AddRect(hit_rect.Min, hit_rect.Max, IM_COL32(255, 0, 0, 100));
- KeepAliveID(column_id);
-
- bool hovered = false, held = false;
- bool pressed = ButtonBehavior(hit_rect, column_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_AllowItemOverlap | ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_NoNavFocus);
- if (pressed && IsMouseDoubleClicked(0))
- {
- TableSetColumnWidthAutoSingle(table, column_n);
- ClearActiveID();
- held = hovered = false;
- }
- if (held)
- {
- if (table->LastResizedColumn == -1)
- table->ResizeLockMinContentsX2 = table->RightMostEnabledColumn != -1 ? table->Columns[table->RightMostEnabledColumn].MaxX : -FLT_MAX;
- table->ResizedColumn = (ImGuiTableColumnIdx)column_n;
- table->InstanceInteracted = table->InstanceCurrent;
- }
- if ((hovered && g.HoveredIdTimer > TABLE_RESIZE_SEPARATOR_FEEDBACK_TIMER) || held)
- {
- table->HoveredColumnBorder = (ImGuiTableColumnIdx)column_n;
- SetMouseCursor(ImGuiMouseCursor_ResizeEW);
- }
- }
-}
-
-void ImGui::EndTable()
-{
- ImGuiContext& g = *GImGui;
- ImGuiTable* table = g.CurrentTable;
- IM_ASSERT(table != NULL && "Only call EndTable() if BeginTable() returns true!");
-
- // This assert would be very useful to catch a common error... unfortunately it would probably trigger in some
- // cases, and for consistency user may sometimes output empty tables (and still benefit from e.g. outer border)
- //IM_ASSERT(table->IsLayoutLocked && "Table unused: never called TableNextRow(), is that the intent?");
-
- // If the user never got to call TableNextRow() or TableNextColumn(), we call layout ourselves to ensure all our
- // code paths are consistent (instead of just hoping that TableBegin/TableEnd will work), get borders drawn, etc.
- if (!table->IsLayoutLocked)
- TableUpdateLayout(table);
-
- const ImGuiTableFlags flags = table->Flags;
- ImGuiWindow* inner_window = table->InnerWindow;
- ImGuiWindow* outer_window = table->OuterWindow;
- ImGuiTableTempData* temp_data = table->TempData;
- IM_ASSERT(inner_window == g.CurrentWindow);
- IM_ASSERT(outer_window == inner_window || outer_window == inner_window->ParentWindow);
-
- if (table->IsInsideRow)
- TableEndRow(table);
-
- // Context menu in columns body
- if (flags & ImGuiTableFlags_ContextMenuInBody)
- if (table->HoveredColumnBody != -1 && !IsAnyItemHovered() && IsMouseReleased(ImGuiMouseButton_Right))
- TableOpenContextMenu((int)table->HoveredColumnBody);
-
- // Finalize table height
- inner_window->DC.PrevLineSize = temp_data->HostBackupPrevLineSize;
- inner_window->DC.CurrLineSize = temp_data->HostBackupCurrLineSize;
- inner_window->DC.CursorMaxPos = temp_data->HostBackupCursorMaxPos;
- const float inner_content_max_y = table->RowPosY2;
- IM_ASSERT(table->RowPosY2 == inner_window->DC.CursorPos.y);
- if (inner_window != outer_window)
- inner_window->DC.CursorMaxPos.y = inner_content_max_y;
- else if (!(flags & ImGuiTableFlags_NoHostExtendY))
- table->OuterRect.Max.y = table->InnerRect.Max.y = ImMax(table->OuterRect.Max.y, inner_content_max_y); // Patch OuterRect/InnerRect height
- table->WorkRect.Max.y = ImMax(table->WorkRect.Max.y, table->OuterRect.Max.y);
- table->LastOuterHeight = table->OuterRect.GetHeight();
-
- // Setup inner scrolling range
- // FIXME: This ideally should be done earlier, in BeginTable() SetNextWindowContentSize call, just like writing to inner_window->DC.CursorMaxPos.y,
- // but since the later is likely to be impossible to do we'd rather update both axises together.
- if (table->Flags & ImGuiTableFlags_ScrollX)
- {
- const float outer_padding_for_border = (table->Flags & ImGuiTableFlags_BordersOuterV) ? TABLE_BORDER_SIZE : 0.0f;
- float max_pos_x = table->InnerWindow->DC.CursorMaxPos.x;
- if (table->RightMostEnabledColumn != -1)
- max_pos_x = ImMax(max_pos_x, table->Columns[table->RightMostEnabledColumn].WorkMaxX + table->CellPaddingX + table->OuterPaddingX - outer_padding_for_border);
- if (table->ResizedColumn != -1)
- max_pos_x = ImMax(max_pos_x, table->ResizeLockMinContentsX2);
- table->InnerWindow->DC.CursorMaxPos.x = max_pos_x;
- }
-
- // Pop clipping rect
- if (!(flags & ImGuiTableFlags_NoClip))
- inner_window->DrawList->PopClipRect();
- inner_window->ClipRect = inner_window->DrawList->_ClipRectStack.back();
-
- // Draw borders
- if ((flags & ImGuiTableFlags_Borders) != 0)
- TableDrawBorders(table);
-
-#if 0
- // Strip out dummy channel draw calls
- // We have no way to prevent user submitting direct ImDrawList calls into a hidden column (but ImGui:: calls will be clipped out)
- // Pros: remove draw calls which will have no effect. since they'll have zero-size cliprect they may be early out anyway.
- // Cons: making it harder for users watching metrics/debugger to spot the wasted vertices.
- if (table->DummyDrawChannel != (ImGuiTableColumnIdx)-1)
- {
- ImDrawChannel* dummy_channel = &table->DrawSplitter._Channels[table->DummyDrawChannel];
- dummy_channel->_CmdBuffer.resize(0);
- dummy_channel->_IdxBuffer.resize(0);
- }
-#endif
-
- // Flatten channels and merge draw calls
- ImDrawListSplitter* splitter = table->DrawSplitter;
- splitter->SetCurrentChannel(inner_window->DrawList, 0);
- if ((table->Flags & ImGuiTableFlags_NoClip) == 0)
- TableMergeDrawChannels(table);
- splitter->Merge(inner_window->DrawList);
-
- // Update ColumnsAutoFitWidth to get us ahead for host using our size to auto-resize without waiting for next BeginTable()
- const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1);
- table->ColumnsAutoFitWidth = width_spacings + (table->CellPaddingX * 2.0f) * table->ColumnsEnabledCount;
- for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
- if (table->EnabledMaskByIndex & ((ImU64)1 << column_n))
- {
- ImGuiTableColumn* column = &table->Columns[column_n];
- if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && !(column->Flags & ImGuiTableColumnFlags_NoResize))
- table->ColumnsAutoFitWidth += column->WidthRequest;
- else
- table->ColumnsAutoFitWidth += TableGetColumnWidthAuto(table, column);
- }
-
- // Update scroll
- if ((table->Flags & ImGuiTableFlags_ScrollX) == 0 && inner_window != outer_window)
- {
- inner_window->Scroll.x = 0.0f;
- }
- else if (table->LastResizedColumn != -1 && table->ResizedColumn == -1 && inner_window->ScrollbarX && table->InstanceInteracted == table->InstanceCurrent)
- {
- // When releasing a column being resized, scroll to keep the resulting column in sight
- const float neighbor_width_to_keep_visible = table->MinColumnWidth + table->CellPaddingX * 2.0f;
- ImGuiTableColumn* column = &table->Columns[table->LastResizedColumn];
- if (column->MaxX < table->InnerClipRect.Min.x)
- SetScrollFromPosX(inner_window, column->MaxX - inner_window->Pos.x - neighbor_width_to_keep_visible, 1.0f);
- else if (column->MaxX > table->InnerClipRect.Max.x)
- SetScrollFromPosX(inner_window, column->MaxX - inner_window->Pos.x + neighbor_width_to_keep_visible, 1.0f);
- }
-
- // Apply resizing/dragging at the end of the frame
- if (table->ResizedColumn != -1 && table->InstanceCurrent == table->InstanceInteracted)
- {
- ImGuiTableColumn* column = &table->Columns[table->ResizedColumn];
- const float new_x2 = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + TABLE_RESIZE_SEPARATOR_HALF_THICKNESS);
- const float new_width = ImFloor(new_x2 - column->MinX - table->CellSpacingX1 - table->CellPaddingX * 2.0f);
- table->ResizedColumnNextWidth = new_width;
- }
-
- // Pop from id stack
- IM_ASSERT_USER_ERROR(inner_window->IDStack.back() == table->ID + table->InstanceCurrent, "Mismatching PushID/PopID!");
- IM_ASSERT_USER_ERROR(outer_window->DC.ItemWidthStack.Size >= temp_data->HostBackupItemWidthStackSize, "Too many PopItemWidth!");
- PopID();
-
- // Restore window data that we modified
- const ImVec2 backup_outer_max_pos = outer_window->DC.CursorMaxPos;
- inner_window->WorkRect = temp_data->HostBackupWorkRect;
- inner_window->ParentWorkRect = temp_data->HostBackupParentWorkRect;
- inner_window->SkipItems = table->HostSkipItems;
- outer_window->DC.CursorPos = table->OuterRect.Min;
- outer_window->DC.ItemWidth = temp_data->HostBackupItemWidth;
- outer_window->DC.ItemWidthStack.Size = temp_data->HostBackupItemWidthStackSize;
- outer_window->DC.ColumnsOffset = temp_data->HostBackupColumnsOffset;
-
- // Layout in outer window
- // (FIXME: To allow auto-fit and allow desirable effect of SameLine() we dissociate 'used' vs 'ideal' size by overriding
- // CursorPosPrevLine and CursorMaxPos manually. That should be a more general layout feature, see same problem e.g. #3414)
- if (inner_window != outer_window)
- {
- EndChild();
- }
- else
- {
- ItemSize(table->OuterRect.GetSize());
- ItemAdd(table->OuterRect, 0);
- }
-
- // Override declared contents width/height to enable auto-resize while not needlessly adding a scrollbar
- if (table->Flags & ImGuiTableFlags_NoHostExtendX)
- {
- // FIXME-TABLE: Could we remove this section?
- // ColumnsAutoFitWidth may be one frame ahead here since for Fixed+NoResize is calculated from latest contents
- IM_ASSERT((table->Flags & ImGuiTableFlags_ScrollX) == 0);
- outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth);
- }
- else if (temp_data->UserOuterSize.x <= 0.0f)
- {
- const float decoration_size = (table->Flags & ImGuiTableFlags_ScrollX) ? inner_window->ScrollbarSizes.x : 0.0f;
- outer_window->DC.IdealMaxPos.x = ImMax(outer_window->DC.IdealMaxPos.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth + decoration_size - temp_data->UserOuterSize.x);
- outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, ImMin(table->OuterRect.Max.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth));
- }
- else
- {
- outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, table->OuterRect.Max.x);
- }
- if (temp_data->UserOuterSize.y <= 0.0f)
- {
- const float decoration_size = (table->Flags & ImGuiTableFlags_ScrollY) ? inner_window->ScrollbarSizes.y : 0.0f;
- outer_window->DC.IdealMaxPos.y = ImMax(outer_window->DC.IdealMaxPos.y, inner_content_max_y + decoration_size - temp_data->UserOuterSize.y);
- outer_window->DC.CursorMaxPos.y = ImMax(backup_outer_max_pos.y, ImMin(table->OuterRect.Max.y, inner_content_max_y));
- }
- else
- {
- // OuterRect.Max.y may already have been pushed downward from the initial value (unless ImGuiTableFlags_NoHostExtendY is set)
- outer_window->DC.CursorMaxPos.y = ImMax(backup_outer_max_pos.y, table->OuterRect.Max.y);
- }
-
- // Save settings
- if (table->IsSettingsDirty)
- TableSaveSettings(table);
- table->IsInitializing = false;
-
- // Clear or restore current table, if any
- IM_ASSERT(g.CurrentWindow == outer_window && g.CurrentTable == table);
- IM_ASSERT(g.TablesTempDataStacked > 0);
- temp_data = (--g.TablesTempDataStacked > 0) ? &g.TablesTempData[g.TablesTempDataStacked - 1] : NULL;
- g.CurrentTable = temp_data ? g.Tables.GetByIndex(temp_data->TableIndex) : NULL;
- if (g.CurrentTable)
- {
- g.CurrentTable->TempData = temp_data;
- g.CurrentTable->DrawSplitter = &temp_data->DrawSplitter;
- }
- outer_window->DC.CurrentTableIdx = g.CurrentTable ? g.Tables.GetIndex(g.CurrentTable) : -1;
-}
-
-// See "COLUMN SIZING POLICIES" comments at the top of this file
-// If (init_width_or_weight <= 0.0f) it is ignored
-void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, float init_width_or_weight, ImGuiID user_id)
-{
- ImGuiContext& g = *GImGui;
- ImGuiTable* table = g.CurrentTable;
- IM_ASSERT(table != NULL && "Need to call TableSetupColumn() after BeginTable()!");
- IM_ASSERT(table->IsLayoutLocked == false && "Need to call call TableSetupColumn() before first row!");
- IM_ASSERT((flags & ImGuiTableColumnFlags_StatusMask_) == 0 && "Illegal to pass StatusMask values to TableSetupColumn()");
- if (table->DeclColumnsCount >= table->ColumnsCount)
- {
- IM_ASSERT_USER_ERROR(table->DeclColumnsCount < table->ColumnsCount, "Called TableSetupColumn() too many times!");
- return;
- }
-
- ImGuiTableColumn* column = &table->Columns[table->DeclColumnsCount];
- table->DeclColumnsCount++;
-
- // Assert when passing a width or weight if policy is entirely left to default, to avoid storing width into weight and vice-versa.
- // Give a grace to users of ImGuiTableFlags_ScrollX.
- if (table->IsDefaultSizingPolicy && (flags & ImGuiTableColumnFlags_WidthMask_) == 0 && (flags & ImGuiTableFlags_ScrollX) == 0)
- IM_ASSERT(init_width_or_weight <= 0.0f && "Can only specify width/weight if sizing policy is set explicitly in either Table or Column.");
-
- // When passing a width automatically enforce WidthFixed policy
- // (whereas TableSetupColumnFlags would default to WidthAuto if table is not Resizable)
- if ((flags & ImGuiTableColumnFlags_WidthMask_) == 0 && init_width_or_weight > 0.0f)
- if ((table->Flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedFit || (table->Flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedSame)
- flags |= ImGuiTableColumnFlags_WidthFixed;
-
- TableSetupColumnFlags(table, column, flags);
- column->UserID = user_id;
- flags = column->Flags;
-
- // Initialize defaults
- column->InitStretchWeightOrWidth = init_width_or_weight;
- if (table->IsInitializing)
- {
- // Init width or weight
- if (column->WidthRequest < 0.0f && column->StretchWeight < 0.0f)
- {
- if ((flags & ImGuiTableColumnFlags_WidthFixed) && init_width_or_weight > 0.0f)
- column->WidthRequest = init_width_or_weight;
- if (flags & ImGuiTableColumnFlags_WidthStretch)
- column->StretchWeight = (init_width_or_weight > 0.0f) ? init_width_or_weight : -1.0f;
-
- // Disable auto-fit if an explicit width/weight has been specified
- if (init_width_or_weight > 0.0f)
- column->AutoFitQueue = 0x00;
- }
-
- // Init default visibility/sort state
- if ((flags & ImGuiTableColumnFlags_DefaultHide) && (table->SettingsLoadedFlags & ImGuiTableFlags_Hideable) == 0)
- column->IsUserEnabled = column->IsUserEnabledNextFrame = false;
- if (flags & ImGuiTableColumnFlags_DefaultSort && (table->SettingsLoadedFlags & ImGuiTableFlags_Sortable) == 0)
- {
- column->SortOrder = 0; // Multiple columns using _DefaultSort will be reassigned unique SortOrder values when building the sort specs.
- column->SortDirection = (column->Flags & ImGuiTableColumnFlags_PreferSortDescending) ? (ImS8)ImGuiSortDirection_Descending : (ImU8)(ImGuiSortDirection_Ascending);
- }
- }
-
- // Store name (append with zero-terminator in contiguous buffer)
- column->NameOffset = -1;
- if (label != NULL && label[0] != 0)
- {
- column->NameOffset = (ImS16)table->ColumnsNames.size();
- table->ColumnsNames.append(label, label + strlen(label) + 1);
- }
-}
-
-// [Public]
-void ImGui::TableSetupScrollFreeze(int columns, int rows)
-{
- ImGuiContext& g = *GImGui;
- ImGuiTable* table = g.CurrentTable;
- IM_ASSERT(table != NULL && "Need to call TableSetupColumn() after BeginTable()!");
- IM_ASSERT(table->IsLayoutLocked == false && "Need to call TableSetupColumn() before first row!");
- IM_ASSERT(columns >= 0 && columns < IMGUI_TABLE_MAX_COLUMNS);
- IM_ASSERT(rows >= 0 && rows < 128); // Arbitrary limit
-
- table->FreezeColumnsRequest = (table->Flags & ImGuiTableFlags_ScrollX) ? (ImGuiTableColumnIdx)ImMin(columns, table->ColumnsCount) : 0;
- table->FreezeColumnsCount = (table->InnerWindow->Scroll.x != 0.0f) ? table->FreezeColumnsRequest : 0;
- table->FreezeRowsRequest = (table->Flags & ImGuiTableFlags_ScrollY) ? (ImGuiTableColumnIdx)rows : 0;
- table->FreezeRowsCount = (table->InnerWindow->Scroll.y != 0.0f) ? table->FreezeRowsRequest : 0;
- table->IsUnfrozenRows = (table->FreezeRowsCount == 0); // Make sure this is set before TableUpdateLayout() so ImGuiListClipper can benefit from it.b
-
- // Ensure frozen columns are ordered in their section. We still allow multiple frozen columns to be reordered.
- // FIXME-TABLE: This work for preserving 2143 into 21|43. How about 4321 turning into 21|43? (preserve relative order in each section)
- for (int column_n = 0; column_n < table->FreezeColumnsRequest; column_n++)
- {
- int order_n = table->DisplayOrderToIndex[column_n];
- if (order_n != column_n && order_n >= table->FreezeColumnsRequest)
- {
- ImSwap(table->Columns[table->DisplayOrderToIndex[order_n]].DisplayOrder, table->Columns[table->DisplayOrderToIndex[column_n]].DisplayOrder);
- ImSwap(table->DisplayOrderToIndex[order_n], table->DisplayOrderToIndex[column_n]);
- }
- }
-}
-
-//-----------------------------------------------------------------------------
-// [SECTION] Tables: Simple accessors
-//-----------------------------------------------------------------------------
-// - TableGetColumnCount()
-// - TableGetColumnName()
-// - TableGetColumnName() [Internal]
-// - TableSetColumnEnabled()
-// - TableGetColumnFlags()
-// - TableGetCellBgRect() [Internal]
-// - TableGetColumnResizeID() [Internal]
-// - TableGetHoveredColumn() [Internal]
-// - TableSetBgColor()
-//-----------------------------------------------------------------------------
-
-int ImGui::TableGetColumnCount()
-{
- ImGuiContext& g = *GImGui;
- ImGuiTable* table = g.CurrentTable;
- return table ? table->ColumnsCount : 0;
-}
-
-const char* ImGui::TableGetColumnName(int column_n)
-{
- ImGuiContext& g = *GImGui;
- ImGuiTable* table = g.CurrentTable;
- if (!table)
- return NULL;
- if (column_n < 0)
- column_n = table->CurrentColumn;
- return TableGetColumnName(table, column_n);
-}
-
-const char* ImGui::TableGetColumnName(const ImGuiTable* table, int column_n)
-{
- if (table->IsLayoutLocked == false && column_n >= table->DeclColumnsCount)
- return ""; // NameOffset is invalid at this point
- const ImGuiTableColumn* column = &table->Columns[column_n];
- if (column->NameOffset == -1)
- return "";
- return &table->ColumnsNames.Buf[column->NameOffset];
-}
-
-// Change user accessible enabled/disabled state of a column (often perceived as "showing/hiding" from users point of view)
-// Note that end-user can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody)
-// - Require table to have the ImGuiTableFlags_Hideable flag because we are manipulating user accessible state.
-// - Request will be applied during next layout, which happens on the first call to TableNextRow() after BeginTable().
-// - For the getter you can test (TableGetColumnFlags() & ImGuiTableColumnFlags_IsEnabled) != 0.
-// - Alternative: the ImGuiTableColumnFlags_Disabled is an overriding/master disable flag which will also hide the column from context menu.
-void ImGui::TableSetColumnEnabled(int column_n, bool enabled)
-{
- ImGuiContext& g = *GImGui;
- ImGuiTable* table = g.CurrentTable;
- IM_ASSERT(table != NULL);
- if (!table)
- return;
- IM_ASSERT(table->Flags & ImGuiTableFlags_Hideable); // See comments above
- if (column_n < 0)
- column_n = table->CurrentColumn;
- IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount);
- ImGuiTableColumn* column = &table->Columns[column_n];
- column->IsUserEnabledNextFrame = enabled;
-}
-
-// We allow querying for an extra column in order to poll the IsHovered state of the right-most section
-ImGuiTableColumnFlags ImGui::TableGetColumnFlags(int column_n)
-{
- ImGuiContext& g = *GImGui;
- ImGuiTable* table = g.CurrentTable;
- if (!table)
- return ImGuiTableColumnFlags_None;
- if (column_n < 0)
- column_n = table->CurrentColumn;
- if (column_n == table->ColumnsCount)
- return (table->HoveredColumnBody == column_n) ? ImGuiTableColumnFlags_IsHovered : ImGuiTableColumnFlags_None;
- return table->Columns[column_n].Flags;
-}
-
-// Return the cell rectangle based on currently known height.
-// - Important: we generally don't know our row height until the end of the row, so Max.y will be incorrect in many situations.
-// The only case where this is correct is if we provided a min_row_height to TableNextRow() and don't go below it, or in TableEndRow() when we locked that height.
-// - Important: if ImGuiTableFlags_PadOuterX is set but ImGuiTableFlags_PadInnerX is not set, the outer-most left and right
-// columns report a small offset so their CellBgRect can extend up to the outer border.
-// FIXME: But the rendering code in TableEndRow() nullifies that with clamping required for scrolling.
-ImRect ImGui::TableGetCellBgRect(const ImGuiTable* table, int column_n)
-{
- const ImGuiTableColumn* column = &table->Columns[column_n];
- float x1 = column->MinX;
- float x2 = column->MaxX;
- //if (column->PrevEnabledColumn == -1)
- // x1 -= table->OuterPaddingX;
- //if (column->NextEnabledColumn == -1)
- // x2 += table->OuterPaddingX;
- x1 = ImMax(x1, table->WorkRect.Min.x);
- x2 = ImMin(x2, table->WorkRect.Max.x);
- return ImRect(x1, table->RowPosY1, x2, table->RowPosY2);
-}
-
-// Return the resizing ID for the right-side of the given column.
-ImGuiID ImGui::TableGetColumnResizeID(const ImGuiTable* table, int column_n, int instance_no)
-{
- IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount);
- ImGuiID id = table->ID + 1 + (instance_no * table->ColumnsCount) + column_n;
- return id;
-}
-
-// Return -1 when table is not hovered. return columns_count if the unused space at the right of visible columns is hovered.
-int ImGui::TableGetHoveredColumn()
-{
- ImGuiContext& g = *GImGui;
- ImGuiTable* table = g.CurrentTable;
- if (!table)
- return -1;
- return (int)table->HoveredColumnBody;
-}
-
-void ImGui::TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n)
-{
- ImGuiContext& g = *GImGui;
- ImGuiTable* table = g.CurrentTable;
- IM_ASSERT(target != ImGuiTableBgTarget_None);
-
- if (color == IM_COL32_DISABLE)
- color = 0;
-
- // We cannot draw neither the cell or row background immediately as we don't know the row height at this point in time.
- switch (target)
- {
- case ImGuiTableBgTarget_CellBg:
- {
- if (table->RowPosY1 > table->InnerClipRect.Max.y) // Discard
- return;
- if (column_n == -1)
- column_n = table->CurrentColumn;
- if ((table->VisibleMaskByIndex & ((ImU64)1 << column_n)) == 0)
- return;
- if (table->RowCellDataCurrent < 0 || table->RowCellData[table->RowCellDataCurrent].Column != column_n)
- table->RowCellDataCurrent++;
- ImGuiTableCellData* cell_data = &table->RowCellData[table->RowCellDataCurrent];
- cell_data->BgColor = color;
- cell_data->Column = (ImGuiTableColumnIdx)column_n;
- break;
- }
- case ImGuiTableBgTarget_RowBg0:
- case ImGuiTableBgTarget_RowBg1:
- {
- if (table->RowPosY1 > table->InnerClipRect.Max.y) // Discard
- return;
- IM_ASSERT(column_n == -1);
- int bg_idx = (target == ImGuiTableBgTarget_RowBg1) ? 1 : 0;
- table->RowBgColor[bg_idx] = color;
- break;
- }
- default:
- IM_ASSERT(0);
- }
-}
-
-//-------------------------------------------------------------------------
-// [SECTION] Tables: Row changes
-//-------------------------------------------------------------------------
-// - TableGetRowIndex()
-// - TableNextRow()
-// - TableBeginRow() [Internal]
-// - TableEndRow() [Internal]
-//-------------------------------------------------------------------------
-
-// [Public] Note: for row coloring we use ->RowBgColorCounter which is the same value without counting header rows
-int ImGui::TableGetRowIndex()
-{
- ImGuiContext& g = *GImGui;
- ImGuiTable* table = g.CurrentTable;
- if (!table)
- return 0;
- return table->CurrentRow;
-}
-
-// [Public] Starts into the first cell of a new row
-void ImGui::TableNextRow(ImGuiTableRowFlags row_flags, float row_min_height)
-{
- ImGuiContext& g = *GImGui;
- ImGuiTable* table = g.CurrentTable;
-
- if (!table->IsLayoutLocked)
- TableUpdateLayout(table);
- if (table->IsInsideRow)
- TableEndRow(table);
-
- table->LastRowFlags = table->RowFlags;
- table->RowFlags = row_flags;
- table->RowMinHeight = row_min_height;
- TableBeginRow(table);
-
- // We honor min_row_height requested by user, but cannot guarantee per-row maximum height,
- // because that would essentially require a unique clipping rectangle per-cell.
- table->RowPosY2 += table->CellPaddingY * 2.0f;
- table->RowPosY2 = ImMax(table->RowPosY2, table->RowPosY1 + row_min_height);
-
- // Disable output until user calls TableNextColumn()
- table->InnerWindow->SkipItems = true;
-}
-
-// [Internal] Called by TableNextRow()
-void ImGui::TableBeginRow(ImGuiTable* table)
-{
- ImGuiWindow* window = table->InnerWindow;
- IM_ASSERT(!table->IsInsideRow);
-
- // New row
- table->CurrentRow++;
- table->CurrentColumn = -1;
- table->RowBgColor[0] = table->RowBgColor[1] = IM_COL32_DISABLE;
- table->RowCellDataCurrent = -1;
- table->IsInsideRow = true;
-
- // Begin frozen rows
- float next_y1 = table->RowPosY2;
- if (table->CurrentRow == 0 && table->FreezeRowsCount > 0)
- next_y1 = window->DC.CursorPos.y = table->OuterRect.Min.y;
-
- table->RowPosY1 = table->RowPosY2 = next_y1;
- table->RowTextBaseline = 0.0f;
- table->RowIndentOffsetX = window->DC.Indent.x - table->HostIndentX; // Lock indent
- window->DC.PrevLineTextBaseOffset = 0.0f;
- window->DC.CursorMaxPos.y = next_y1;
-
- // Making the header BG color non-transparent will allow us to overlay it multiple times when handling smooth dragging.
- if (table->RowFlags & ImGuiTableRowFlags_Headers)
- {
- TableSetBgColor(ImGuiTableBgTarget_RowBg0, GetColorU32(ImGuiCol_TableHeaderBg));
- if (table->CurrentRow == 0)
- table->IsUsingHeaders = true;
- }
-}
-
-// [Internal] Called by TableNextRow()
-void ImGui::TableEndRow(ImGuiTable* table)
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
- IM_ASSERT(window == table->InnerWindow);
- IM_ASSERT(table->IsInsideRow);
-
- if (table->CurrentColumn != -1)
- TableEndCell(table);
-
- // Logging
- if (g.LogEnabled)
- LogRenderedText(NULL, "|");
-
- // Position cursor at the bottom of our row so it can be used for e.g. clipping calculation. However it is
- // likely that the next call to TableBeginCell() will reposition the cursor to take account of vertical padding.
- window->DC.CursorPos.y = table->RowPosY2;
-
- // Row background fill
- const float bg_y1 = table->RowPosY1;
- const float bg_y2 = table->RowPosY2;
- const bool unfreeze_rows_actual = (table->CurrentRow + 1 == table->FreezeRowsCount);
- const bool unfreeze_rows_request = (table->CurrentRow + 1 == table->FreezeRowsRequest);
- if (table->CurrentRow == 0)
- table->LastFirstRowHeight = bg_y2 - bg_y1;
-
- const bool is_visible = (bg_y2 >= table->InnerClipRect.Min.y && bg_y1 <= table->InnerClipRect.Max.y);
- if (is_visible)
- {
- // Decide of background color for the row
- ImU32 bg_col0 = 0;
- ImU32 bg_col1 = 0;
- if (table->RowBgColor[0] != IM_COL32_DISABLE)
- bg_col0 = table->RowBgColor[0];
- else if (table->Flags & ImGuiTableFlags_RowBg)
- bg_col0 = GetColorU32((table->RowBgColorCounter & 1) ? ImGuiCol_TableRowBgAlt : ImGuiCol_TableRowBg);
- if (table->RowBgColor[1] != IM_COL32_DISABLE)
- bg_col1 = table->RowBgColor[1];
-
- // Decide of top border color
- ImU32 border_col = 0;
- const float border_size = TABLE_BORDER_SIZE;
- if (table->CurrentRow > 0 || table->InnerWindow == table->OuterWindow)
- if (table->Flags & ImGuiTableFlags_BordersInnerH)
- border_col = (table->LastRowFlags & ImGuiTableRowFlags_Headers) ? table->BorderColorStrong : table->BorderColorLight;
-
- const bool draw_cell_bg_color = table->RowCellDataCurrent >= 0;
- const bool draw_strong_bottom_border = unfreeze_rows_actual;
- if ((bg_col0 | bg_col1 | border_col) != 0 || draw_strong_bottom_border || draw_cell_bg_color)
- {
- // In theory we could call SetWindowClipRectBeforeSetChannel() but since we know TableEndRow() is
- // always followed by a change of clipping rectangle we perform the smallest overwrite possible here.
- if ((table->Flags & ImGuiTableFlags_NoClip) == 0)
- window->DrawList->_CmdHeader.ClipRect = table->Bg0ClipRectForDrawCmd.ToVec4();
- table->DrawSplitter->SetCurrentChannel(window->DrawList, TABLE_DRAW_CHANNEL_BG0);
- }
-
- // Draw row background
- // We soft/cpu clip this so all backgrounds and borders can share the same clipping rectangle
- if (bg_col0 || bg_col1)
- {
- ImRect row_rect(table->WorkRect.Min.x, bg_y1, table->WorkRect.Max.x, bg_y2);
- row_rect.ClipWith(table->BgClipRect);
- if (bg_col0 != 0 && row_rect.Min.y < row_rect.Max.y)
- window->DrawList->AddRectFilled(row_rect.Min, row_rect.Max, bg_col0);
- if (bg_col1 != 0 && row_rect.Min.y < row_rect.Max.y)
- window->DrawList->AddRectFilled(row_rect.Min, row_rect.Max, bg_col1);
- }
-
- // Draw cell background color
- if (draw_cell_bg_color)
- {
- ImGuiTableCellData* cell_data_end = &table->RowCellData[table->RowCellDataCurrent];
- for (ImGuiTableCellData* cell_data = &table->RowCellData[0]; cell_data <= cell_data_end; cell_data++)
- {
- // As we render the BG here we need to clip things (for layout we would not)
- // FIXME: This cancels the OuterPadding addition done by TableGetCellBgRect(), need to keep it while rendering correctly while scrolling.
- const ImGuiTableColumn* column = &table->Columns[cell_data->Column];
- ImRect cell_bg_rect = TableGetCellBgRect(table, cell_data->Column);
- cell_bg_rect.ClipWith(table->BgClipRect);
- cell_bg_rect.Min.x = ImMax(cell_bg_rect.Min.x, column->ClipRect.Min.x); // So that first column after frozen one gets clipped when scrolling
- cell_bg_rect.Max.x = ImMin(cell_bg_rect.Max.x, column->MaxX);
- window->DrawList->AddRectFilled(cell_bg_rect.Min, cell_bg_rect.Max, cell_data->BgColor);
- }
- }
-
- // Draw top border
- if (border_col && bg_y1 >= table->BgClipRect.Min.y && bg_y1 < table->BgClipRect.Max.y)
- window->DrawList->AddLine(ImVec2(table->BorderX1, bg_y1), ImVec2(table->BorderX2, bg_y1), border_col, border_size);
-
- // Draw bottom border at the row unfreezing mark (always strong)
- if (draw_strong_bottom_border && bg_y2 >= table->BgClipRect.Min.y && bg_y2 < table->BgClipRect.Max.y)
- window->DrawList->AddLine(ImVec2(table->BorderX1, bg_y2), ImVec2(table->BorderX2, bg_y2), table->BorderColorStrong, border_size);
- }
-
- // End frozen rows (when we are past the last frozen row line, teleport cursor and alter clipping rectangle)
- // We need to do that in TableEndRow() instead of TableBeginRow() so the list clipper can mark end of row and
- // get the new cursor position.
- if (unfreeze_rows_request)
- for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
- {
- ImGuiTableColumn* column = &table->Columns[column_n];
- column->NavLayerCurrent = (ImS8)((column_n < table->FreezeColumnsCount) ? ImGuiNavLayer_Menu : ImGuiNavLayer_Main);
- }
- if (unfreeze_rows_actual)
- {
- IM_ASSERT(table->IsUnfrozenRows == false);
- table->IsUnfrozenRows = true;
-
- // BgClipRect starts as table->InnerClipRect, reduce it now and make BgClipRectForDrawCmd == BgClipRect
- float y0 = ImMax(table->RowPosY2 + 1, window->InnerClipRect.Min.y);
- table->BgClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y = ImMin(y0, window->InnerClipRect.Max.y);
- table->BgClipRect.Max.y = table->Bg2ClipRectForDrawCmd.Max.y = window->InnerClipRect.Max.y;
- table->Bg2DrawChannelCurrent = table->Bg2DrawChannelUnfrozen;
- IM_ASSERT(table->Bg2ClipRectForDrawCmd.Min.y <= table->Bg2ClipRectForDrawCmd.Max.y);
-
- float row_height = table->RowPosY2 - table->RowPosY1;
- table->RowPosY2 = window->DC.CursorPos.y = table->WorkRect.Min.y + table->RowPosY2 - table->OuterRect.Min.y;
- table->RowPosY1 = table->RowPosY2 - row_height;
- for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
- {
- ImGuiTableColumn* column = &table->Columns[column_n];
- column->DrawChannelCurrent = column->DrawChannelUnfrozen;
- column->ClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y;
- }
-
- // Update cliprect ahead of TableBeginCell() so clipper can access to new ClipRect->Min.y
- SetWindowClipRectBeforeSetChannel(window, table->Columns[0].ClipRect);
- table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Columns[0].DrawChannelCurrent);
- }
-
- if (!(table->RowFlags & ImGuiTableRowFlags_Headers))
- table->RowBgColorCounter++;
- table->IsInsideRow = false;
-}
-
-//-------------------------------------------------------------------------
-// [SECTION] Tables: Columns changes
-//-------------------------------------------------------------------------
-// - TableGetColumnIndex()
-// - TableSetColumnIndex()
-// - TableNextColumn()
-// - TableBeginCell() [Internal]
-// - TableEndCell() [Internal]
-//-------------------------------------------------------------------------
-
-int ImGui::TableGetColumnIndex()
-{
- ImGuiContext& g = *GImGui;
- ImGuiTable* table = g.CurrentTable;
- if (!table)
- return 0;
- return table->CurrentColumn;
-}
-
-// [Public] Append into a specific column
-bool ImGui::TableSetColumnIndex(int column_n)
-{
- ImGuiContext& g = *GImGui;
- ImGuiTable* table = g.CurrentTable;
- if (!table)
- return false;
-
- if (table->CurrentColumn != column_n)
- {
- if (table->CurrentColumn != -1)
- TableEndCell(table);
- IM_ASSERT(column_n >= 0 && table->ColumnsCount);
- TableBeginCell(table, column_n);
- }
-
- // Return whether the column is visible. User may choose to skip submitting items based on this return value,
- // however they shouldn't skip submitting for columns that may have the tallest contribution to row height.
- return (table->RequestOutputMaskByIndex & ((ImU64)1 << column_n)) != 0;
-}
-
-// [Public] Append into the next column, wrap and create a new row when already on last column
-bool ImGui::TableNextColumn()
-{
- ImGuiContext& g = *GImGui;
- ImGuiTable* table = g.CurrentTable;
- if (!table)
- return false;
-
- if (table->IsInsideRow && table->CurrentColumn + 1 < table->ColumnsCount)
- {
- if (table->CurrentColumn != -1)
- TableEndCell(table);
- TableBeginCell(table, table->CurrentColumn + 1);
- }
- else
- {
- TableNextRow();
- TableBeginCell(table, 0);
- }
-
- // Return whether the column is visible. User may choose to skip submitting items based on this return value,
- // however they shouldn't skip submitting for columns that may have the tallest contribution to row height.
- int column_n = table->CurrentColumn;
- return (table->RequestOutputMaskByIndex & ((ImU64)1 << column_n)) != 0;
-}
-
-
-// [Internal] Called by TableSetColumnIndex()/TableNextColumn()
-// This is called very frequently, so we need to be mindful of unnecessary overhead.
-// FIXME-TABLE FIXME-OPT: Could probably shortcut some things for non-active or clipped columns.
-void ImGui::TableBeginCell(ImGuiTable* table, int column_n)
-{
- ImGuiTableColumn* column = &table->Columns[column_n];
- ImGuiWindow* window = table->InnerWindow;
- table->CurrentColumn = column_n;
-
- // Start position is roughly ~~ CellRect.Min + CellPadding + Indent
- float start_x = column->WorkMinX;
- if (column->Flags & ImGuiTableColumnFlags_IndentEnable)
- start_x += table->RowIndentOffsetX; // ~~ += window.DC.Indent.x - table->HostIndentX, except we locked it for the row.
-
- window->DC.CursorPos.x = start_x;
- window->DC.CursorPos.y = table->RowPosY1 + table->CellPaddingY;
- window->DC.CursorMaxPos.x = window->DC.CursorPos.x;
- window->DC.ColumnsOffset.x = start_x - window->Pos.x - window->DC.Indent.x; // FIXME-WORKRECT
- window->DC.CurrLineTextBaseOffset = table->RowTextBaseline;
- window->DC.NavLayerCurrent = (ImGuiNavLayer)column->NavLayerCurrent;
-
- window->WorkRect.Min.y = window->DC.CursorPos.y;
- window->WorkRect.Min.x = column->WorkMinX;
- window->WorkRect.Max.x = column->WorkMaxX;
- window->DC.ItemWidth = column->ItemWidth;
-
- // To allow ImGuiListClipper to function we propagate our row height
- if (!column->IsEnabled)
- window->DC.CursorPos.y = ImMax(window->DC.CursorPos.y, table->RowPosY2);
-
- window->SkipItems = column->IsSkipItems;
- if (column->IsSkipItems)
- {
- ImGuiContext& g = *GImGui;
- g.LastItemData.ID = 0;
- g.LastItemData.StatusFlags = 0;
- }
-
- if (table->Flags & ImGuiTableFlags_NoClip)
- {
- // FIXME: if we end up drawing all borders/bg in EndTable, could remove this and just assert that channel hasn't changed.
- table->DrawSplitter->SetCurrentChannel(window->DrawList, TABLE_DRAW_CHANNEL_NOCLIP);
- //IM_ASSERT(table->DrawSplitter._Current == TABLE_DRAW_CHANNEL_NOCLIP);
- }
- else
- {
- // FIXME-TABLE: Could avoid this if draw channel is dummy channel?
- SetWindowClipRectBeforeSetChannel(window, column->ClipRect);
- table->DrawSplitter->SetCurrentChannel(window->DrawList, column->DrawChannelCurrent);
- }
-
- // Logging
- ImGuiContext& g = *GImGui;
- if (g.LogEnabled && !column->IsSkipItems)
- {
- LogRenderedText(&window->DC.CursorPos, "|");
- g.LogLinePosY = FLT_MAX;
- }
-}
-
-// [Internal] Called by TableNextRow()/TableSetColumnIndex()/TableNextColumn()
-void ImGui::TableEndCell(ImGuiTable* table)
-{
- ImGuiTableColumn* column = &table->Columns[table->CurrentColumn];
- ImGuiWindow* window = table->InnerWindow;
-
- // Report maximum position so we can infer content size per column.
- float* p_max_pos_x;
- if (table->RowFlags & ImGuiTableRowFlags_Headers)
- p_max_pos_x = &column->ContentMaxXHeadersUsed; // Useful in case user submit contents in header row that is not a TableHeader() call
- else
- p_max_pos_x = table->IsUnfrozenRows ? &column->ContentMaxXUnfrozen : &column->ContentMaxXFrozen;
- *p_max_pos_x = ImMax(*p_max_pos_x, window->DC.CursorMaxPos.x);
- table->RowPosY2 = ImMax(table->RowPosY2, window->DC.CursorMaxPos.y + table->CellPaddingY);
- column->ItemWidth = window->DC.ItemWidth;
-
- // Propagate text baseline for the entire row
- // FIXME-TABLE: Here we propagate text baseline from the last line of the cell.. instead of the first one.
- table->RowTextBaseline = ImMax(table->RowTextBaseline, window->DC.PrevLineTextBaseOffset);
-}
-
-//-------------------------------------------------------------------------
-// [SECTION] Tables: Columns width management
-//-------------------------------------------------------------------------
-// - TableGetMaxColumnWidth() [Internal]
-// - TableGetColumnWidthAuto() [Internal]
-// - TableSetColumnWidth()
-// - TableSetColumnWidthAutoSingle() [Internal]
-// - TableSetColumnWidthAutoAll() [Internal]
-// - TableUpdateColumnsWeightFromWidth() [Internal]
-//-------------------------------------------------------------------------
-
-// Maximum column content width given current layout. Use column->MinX so this value on a per-column basis.
-float ImGui::TableGetMaxColumnWidth(const ImGuiTable* table, int column_n)
-{
- const ImGuiTableColumn* column = &table->Columns[column_n];
- float max_width = FLT_MAX;
- const float min_column_distance = table->MinColumnWidth + table->CellPaddingX * 2.0f + table->CellSpacingX1 + table->CellSpacingX2;
- if (table->Flags & ImGuiTableFlags_ScrollX)
- {
- // Frozen columns can't reach beyond visible width else scrolling will naturally break.
- // (we use DisplayOrder as within a set of multiple frozen column reordering is possible)
- if (column->DisplayOrder < table->FreezeColumnsRequest)
- {
- max_width = (table->InnerClipRect.Max.x - (table->FreezeColumnsRequest - column->DisplayOrder) * min_column_distance) - column->MinX;
- max_width = max_width - table->OuterPaddingX - table->CellPaddingX - table->CellSpacingX2;
- }
- }
- else if ((table->Flags & ImGuiTableFlags_NoKeepColumnsVisible) == 0)
- {
- // If horizontal scrolling if disabled, we apply a final lossless shrinking of columns in order to make
- // sure they are all visible. Because of this we also know that all of the columns will always fit in
- // table->WorkRect and therefore in table->InnerRect (because ScrollX is off)
- // FIXME-TABLE: This is solved incorrectly but also quite a difficult problem to fix as we also want ClipRect width to match.
- // See "table_width_distrib" and "table_width_keep_visible" tests
- max_width = table->WorkRect.Max.x - (table->ColumnsEnabledCount - column->IndexWithinEnabledSet - 1) * min_column_distance - column->MinX;
- //max_width -= table->CellSpacingX1;
- max_width -= table->CellSpacingX2;
- max_width -= table->CellPaddingX * 2.0f;
- max_width -= table->OuterPaddingX;
- }
- return max_width;
-}
-
-// Note this is meant to be stored in column->WidthAuto, please generally use the WidthAuto field
-float ImGui::TableGetColumnWidthAuto(ImGuiTable* table, ImGuiTableColumn* column)
-{
- const float content_width_body = ImMax(column->ContentMaxXFrozen, column->ContentMaxXUnfrozen) - column->WorkMinX;
- const float content_width_headers = column->ContentMaxXHeadersIdeal - column->WorkMinX;
- float width_auto = content_width_body;
- if (!(column->Flags & ImGuiTableColumnFlags_NoHeaderWidth))
- width_auto = ImMax(width_auto, content_width_headers);
-
- // Non-resizable fixed columns preserve their requested width
- if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && column->InitStretchWeightOrWidth > 0.0f)
- if (!(table->Flags & ImGuiTableFlags_Resizable) || (column->Flags & ImGuiTableColumnFlags_NoResize))
- width_auto = column->InitStretchWeightOrWidth;
-
- return ImMax(width_auto, table->MinColumnWidth);
-}
-
-// 'width' = inner column width, without padding
-void ImGui::TableSetColumnWidth(int column_n, float width)
-{
- ImGuiContext& g = *GImGui;
- ImGuiTable* table = g.CurrentTable;
- IM_ASSERT(table != NULL && table->IsLayoutLocked == false);
- IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount);
- ImGuiTableColumn* column_0 = &table->Columns[column_n];
- float column_0_width = width;
-
- // Apply constraints early
- // Compare both requested and actual given width to avoid overwriting requested width when column is stuck (minimum size, bounded)
- IM_ASSERT(table->MinColumnWidth > 0.0f);
- const float min_width = table->MinColumnWidth;
- const float max_width = ImMax(min_width, TableGetMaxColumnWidth(table, column_n));
- column_0_width = ImClamp(column_0_width, min_width, max_width);
- if (column_0->WidthGiven == column_0_width || column_0->WidthRequest == column_0_width)
- return;
-
- //IMGUI_DEBUG_LOG("TableSetColumnWidth(%d, %.1f->%.1f)\n", column_0_idx, column_0->WidthGiven, column_0_width);
- ImGuiTableColumn* column_1 = (column_0->NextEnabledColumn != -1) ? &table->Columns[column_0->NextEnabledColumn] : NULL;
-
- // In this surprisingly not simple because of how we support mixing Fixed and multiple Stretch columns.
- // - All fixed: easy.
- // - All stretch: easy.
- // - One or more fixed + one stretch: easy.
- // - One or more fixed + more than one stretch: tricky.
- // Qt when manual resize is enabled only support a single _trailing_ stretch column.
-
- // When forwarding resize from Wn| to Fn+1| we need to be considerate of the _NoResize flag on Fn+1.
- // FIXME-TABLE: Find a way to rewrite all of this so interactions feel more consistent for the user.
- // Scenarios:
- // - F1 F2 F3 resize from F1| or F2| --> ok: alter ->WidthRequested of Fixed column. Subsequent columns will be offset.
- // - F1 F2 F3 resize from F3| --> ok: alter ->WidthRequested of Fixed column. If active, ScrollX extent can be altered.
- // - F1 F2 W3 resize from F1| or F2| --> ok: alter ->WidthRequested of Fixed column. If active, ScrollX extent can be altered, but it doesn't make much sense as the Stretch column will always be minimal size.
- // - F1 F2 W3 resize from W3| --> ok: no-op (disabled by Resize Rule 1)
- // - W1 W2 W3 resize from W1| or W2| --> ok
- // - W1 W2 W3 resize from W3| --> ok: no-op (disabled by Resize Rule 1)
- // - W1 F2 F3 resize from F3| --> ok: no-op (disabled by Resize Rule 1)
- // - W1 F2 resize from F2| --> ok: no-op (disabled by Resize Rule 1)
- // - W1 W2 F3 resize from W1| or W2| --> ok
- // - W1 F2 W3 resize from W1| or F2| --> ok
- // - F1 W2 F3 resize from W2| --> ok
- // - F1 W3 F2 resize from W3| --> ok
- // - W1 F2 F3 resize from W1| --> ok: equivalent to resizing |F2. F3 will not move.
- // - W1 F2 F3 resize from F2| --> ok
- // All resizes from a Wx columns are locking other columns.
-
- // Possible improvements:
- // - W1 W2 W3 resize W1| --> to not be stuck, both W2 and W3 would stretch down. Seems possible to fix. Would be most beneficial to simplify resize of all-weighted columns.
- // - W3 F1 F2 resize W3| --> to not be stuck past F1|, both F1 and F2 would need to stretch down, which would be lossy or ambiguous. Seems hard to fix.
-
- // [Resize Rule 1] Can't resize from right of right-most visible column if there is any Stretch column. Implemented in TableUpdateLayout().
-
- // If we have all Fixed columns OR resizing a Fixed column that doesn't come after a Stretch one, we can do an offsetting resize.
- // This is the preferred resize path
- if (column_0->Flags & ImGuiTableColumnFlags_WidthFixed)
- if (!column_1 || table->LeftMostStretchedColumn == -1 || table->Columns[table->LeftMostStretchedColumn].DisplayOrder >= column_0->DisplayOrder)
- {
- column_0->WidthRequest = column_0_width;
- table->IsSettingsDirty = true;
- return;
- }
-
- // We can also use previous column if there's no next one (this is used when doing an auto-fit on the right-most stretch column)
- if (column_1 == NULL)
- column_1 = (column_0->PrevEnabledColumn != -1) ? &table->Columns[column_0->PrevEnabledColumn] : NULL;
- if (column_1 == NULL)
- return;
-
- // Resizing from right-side of a Stretch column before a Fixed column forward sizing to left-side of fixed column.
- // (old_a + old_b == new_a + new_b) --> (new_a == old_a + old_b - new_b)
- float column_1_width = ImMax(column_1->WidthRequest - (column_0_width - column_0->WidthRequest), min_width);
- column_0_width = column_0->WidthRequest + column_1->WidthRequest - column_1_width;
- IM_ASSERT(column_0_width > 0.0f && column_1_width > 0.0f);
- column_0->WidthRequest = column_0_width;
- column_1->WidthRequest = column_1_width;
- if ((column_0->Flags | column_1->Flags) & ImGuiTableColumnFlags_WidthStretch)
- TableUpdateColumnsWeightFromWidth(table);
- table->IsSettingsDirty = true;
-}
-
-// Disable clipping then auto-fit, will take 2 frames
-// (we don't take a shortcut for unclipped columns to reduce inconsistencies when e.g. resizing multiple columns)
-void ImGui::TableSetColumnWidthAutoSingle(ImGuiTable* table, int column_n)
-{
- // Single auto width uses auto-fit
- ImGuiTableColumn* column = &table->Columns[column_n];
- if (!column->IsEnabled)
- return;
- column->CannotSkipItemsQueue = (1 << 0);
- table->AutoFitSingleColumn = (ImGuiTableColumnIdx)column_n;
-}
-
-void ImGui::TableSetColumnWidthAutoAll(ImGuiTable* table)
-{
- for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
- {
- ImGuiTableColumn* column = &table->Columns[column_n];
- if (!column->IsEnabled && !(column->Flags & ImGuiTableColumnFlags_WidthStretch)) // Cannot reset weight of hidden stretch column
- continue;
- column->CannotSkipItemsQueue = (1 << 0);
- column->AutoFitQueue = (1 << 1);
- }
-}
-
-void ImGui::TableUpdateColumnsWeightFromWidth(ImGuiTable* table)
-{
- IM_ASSERT(table->LeftMostStretchedColumn != -1 && table->RightMostStretchedColumn != -1);
-
- // Measure existing quantity
- float visible_weight = 0.0f;
- float visible_width = 0.0f;
- for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
- {
- ImGuiTableColumn* column = &table->Columns[column_n];
- if (!column->IsEnabled || !(column->Flags & ImGuiTableColumnFlags_WidthStretch))
- continue;
- IM_ASSERT(column->StretchWeight > 0.0f);
- visible_weight += column->StretchWeight;
- visible_width += column->WidthRequest;
- }
- IM_ASSERT(visible_weight > 0.0f && visible_width > 0.0f);
-
- // Apply new weights
- for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
- {
- ImGuiTableColumn* column = &table->Columns[column_n];
- if (!column->IsEnabled || !(column->Flags & ImGuiTableColumnFlags_WidthStretch))
- continue;
- column->StretchWeight = (column->WidthRequest / visible_width) * visible_weight;
- IM_ASSERT(column->StretchWeight > 0.0f);
- }
-}
-
-//-------------------------------------------------------------------------
-// [SECTION] Tables: Drawing
-//-------------------------------------------------------------------------
-// - TablePushBackgroundChannel() [Internal]
-// - TablePopBackgroundChannel() [Internal]
-// - TableSetupDrawChannels() [Internal]
-// - TableMergeDrawChannels() [Internal]
-// - TableDrawBorders() [Internal]
-//-------------------------------------------------------------------------
-
-// Bg2 is used by Selectable (and possibly other widgets) to render to the background.
-// Unlike our Bg0/1 channel which we uses for RowBg/CellBg/Borders and where we guarantee all shapes to be CPU-clipped, the Bg2 channel being widgets-facing will rely on regular ClipRect.
-void ImGui::TablePushBackgroundChannel()
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
- ImGuiTable* table = g.CurrentTable;
-
- // Optimization: avoid SetCurrentChannel() + PushClipRect()
- table->HostBackupInnerClipRect = window->ClipRect;
- SetWindowClipRectBeforeSetChannel(window, table->Bg2ClipRectForDrawCmd);
- table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Bg2DrawChannelCurrent);
-}
-
-void ImGui::TablePopBackgroundChannel()
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
- ImGuiTable* table = g.CurrentTable;
- ImGuiTableColumn* column = &table->Columns[table->CurrentColumn];
-
- // Optimization: avoid PopClipRect() + SetCurrentChannel()
- SetWindowClipRectBeforeSetChannel(window, table->HostBackupInnerClipRect);
- table->DrawSplitter->SetCurrentChannel(window->DrawList, column->DrawChannelCurrent);
-}
-
-// Allocate draw channels. Called by TableUpdateLayout()
-// - We allocate them following storage order instead of display order so reordering columns won't needlessly
-// increase overall dormant memory cost.
-// - We isolate headers draw commands in their own channels instead of just altering clip rects.
-// This is in order to facilitate merging of draw commands.
-// - After crossing FreezeRowsCount, all columns see their current draw channel changed to a second set of channels.
-// - We only use the dummy draw channel so we can push a null clipping rectangle into it without affecting other
-// channels, while simplifying per-row/per-cell overhead. It will be empty and discarded when merged.
-// - We allocate 1 or 2 background draw channels. This is because we know TablePushBackgroundChannel() is only used for
-// horizontal spanning. If we allowed vertical spanning we'd need one background draw channel per merge group (1-4).
-// Draw channel allocation (before merging):
-// - NoClip --> 2+D+1 channels: bg0/1 + bg2 + foreground (same clip rect == always 1 draw call)
-// - Clip --> 2+D+N channels
-// - FreezeRows --> 2+D+N*2 (unless scrolling value is zero)
-// - FreezeRows || FreezeColunns --> 3+D+N*2 (unless scrolling value is zero)
-// Where D is 1 if any column is clipped or hidden (dummy channel) otherwise 0.
-void ImGui::TableSetupDrawChannels(ImGuiTable* table)
-{
- const int freeze_row_multiplier = (table->FreezeRowsCount > 0) ? 2 : 1;
- const int channels_for_row = (table->Flags & ImGuiTableFlags_NoClip) ? 1 : table->ColumnsEnabledCount;
- const int channels_for_bg = 1 + 1 * freeze_row_multiplier;
- const int channels_for_dummy = (table->ColumnsEnabledCount < table->ColumnsCount || table->VisibleMaskByIndex != table->EnabledMaskByIndex) ? +1 : 0;
- const int channels_total = channels_for_bg + (channels_for_row * freeze_row_multiplier) + channels_for_dummy;
- table->DrawSplitter->Split(table->InnerWindow->DrawList, channels_total);
- table->DummyDrawChannel = (ImGuiTableDrawChannelIdx)((channels_for_dummy > 0) ? channels_total - 1 : -1);
- table->Bg2DrawChannelCurrent = TABLE_DRAW_CHANNEL_BG2_FROZEN;
- table->Bg2DrawChannelUnfrozen = (ImGuiTableDrawChannelIdx)((table->FreezeRowsCount > 0) ? 2 + channels_for_row : TABLE_DRAW_CHANNEL_BG2_FROZEN);
-
- int draw_channel_current = 2;
- for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
- {
- ImGuiTableColumn* column = &table->Columns[column_n];
- if (column->IsVisibleX && column->IsVisibleY)
- {
- column->DrawChannelFrozen = (ImGuiTableDrawChannelIdx)(draw_channel_current);
- column->DrawChannelUnfrozen = (ImGuiTableDrawChannelIdx)(draw_channel_current + (table->FreezeRowsCount > 0 ? channels_for_row + 1 : 0));
- if (!(table->Flags & ImGuiTableFlags_NoClip))
- draw_channel_current++;
- }
- else
- {
- column->DrawChannelFrozen = column->DrawChannelUnfrozen = table->DummyDrawChannel;
- }
- column->DrawChannelCurrent = column->DrawChannelFrozen;
- }
-
- // Initial draw cmd starts with a BgClipRect that matches the one of its host, to facilitate merge draw commands by default.
- // All our cell highlight are manually clipped with BgClipRect. When unfreezing it will be made smaller to fit scrolling rect.
- // (This technically isn't part of setting up draw channels, but is reasonably related to be done here)
- table->BgClipRect = table->InnerClipRect;
- table->Bg0ClipRectForDrawCmd = table->OuterWindow->ClipRect;
- table->Bg2ClipRectForDrawCmd = table->HostClipRect;
- IM_ASSERT(table->BgClipRect.Min.y <= table->BgClipRect.Max.y);
-}
-
-// This function reorder draw channels based on matching clip rectangle, to facilitate merging them. Called by EndTable().
-// For simplicity we call it TableMergeDrawChannels() but in fact it only reorder channels + overwrite ClipRect,
-// actual merging is done by table->DrawSplitter.Merge() which is called right after TableMergeDrawChannels().
-//
-// Columns where the contents didn't stray off their local clip rectangle can be merged. To achieve
-// this we merge their clip rect and make them contiguous in the channel list, so they can be merged
-// by the call to DrawSplitter.Merge() following to the call to this function.
-// We reorder draw commands by arranging them into a maximum of 4 distinct groups:
-//
-// 1 group: 2 groups: 2 groups: 4 groups:
-// [ 0. ] no freeze [ 0. ] row freeze [ 01 ] col freeze [ 01 ] row+col freeze
-// [ .. ] or no scroll [ 2. ] and v-scroll [ .. ] and h-scroll [ 23 ] and v+h-scroll
-//
-// Each column itself can use 1 channel (row freeze disabled) or 2 channels (row freeze enabled).
-// When the contents of a column didn't stray off its limit, we move its channels into the corresponding group
-// based on its position (within frozen rows/columns groups or not).
-// At the end of the operation our 1-4 groups will each have a ImDrawCmd using the same ClipRect.
-// This function assume that each column are pointing to a distinct draw channel,
-// otherwise merge_group->ChannelsCount will not match set bit count of merge_group->ChannelsMask.
-//
-// Column channels will not be merged into one of the 1-4 groups in the following cases:
-// - The contents stray off its clipping rectangle (we only compare the MaxX value, not the MinX value).
-// Direct ImDrawList calls won't be taken into account by default, if you use them make sure the ImGui:: bounds
-// matches, by e.g. calling SetCursorScreenPos().
-// - The channel uses more than one draw command itself. We drop all our attempt at merging stuff here..
-// we could do better but it's going to be rare and probably not worth the hassle.
-// Columns for which the draw channel(s) haven't been merged with other will use their own ImDrawCmd.
-//
-// This function is particularly tricky to understand.. take a breath.
-void ImGui::TableMergeDrawChannels(ImGuiTable* table)
-{
- ImGuiContext& g = *GImGui;
- ImDrawListSplitter* splitter = table->DrawSplitter;
- const bool has_freeze_v = (table->FreezeRowsCount > 0);
- const bool has_freeze_h = (table->FreezeColumnsCount > 0);
- IM_ASSERT(splitter->_Current == 0);
-
- // Track which groups we are going to attempt to merge, and which channels goes into each group.
- struct MergeGroup
- {
- ImRect ClipRect;
- int ChannelsCount;
- ImBitArray<IMGUI_TABLE_MAX_DRAW_CHANNELS> ChannelsMask;
-
- MergeGroup() { ChannelsCount = 0; }
- };
- int merge_group_mask = 0x00;
- MergeGroup merge_groups[4];
-
- // 1. Scan channels and take note of those which can be merged
- for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
- {
- if ((table->VisibleMaskByIndex & ((ImU64)1 << column_n)) == 0)
- continue;
- ImGuiTableColumn* column = &table->Columns[column_n];
-
- const int merge_group_sub_count = has_freeze_v ? 2 : 1;
- for (int merge_group_sub_n = 0; merge_group_sub_n < merge_group_sub_count; merge_group_sub_n++)
- {
- const int channel_no = (merge_group_sub_n == 0) ? column->DrawChannelFrozen : column->DrawChannelUnfrozen;
-
- // Don't attempt to merge if there are multiple draw calls within the column
- ImDrawChannel* src_channel = &splitter->_Channels[channel_no];
- if (src_channel->_CmdBuffer.Size > 0 && src_channel->_CmdBuffer.back().ElemCount == 0 && src_channel->_CmdBuffer.back().UserCallback != NULL) // Equivalent of PopUnusedDrawCmd()
- src_channel->_CmdBuffer.pop_back();
- if (src_channel->_CmdBuffer.Size != 1)
- continue;
-
- // Find out the width of this merge group and check if it will fit in our column
- // (note that we assume that rendering didn't stray on the left direction. we should need a CursorMinPos to detect it)
- if (!(column->Flags & ImGuiTableColumnFlags_NoClip))
- {
- float content_max_x;
- if (!has_freeze_v)
- content_max_x = ImMax(column->ContentMaxXUnfrozen, column->ContentMaxXHeadersUsed); // No row freeze
- else if (merge_group_sub_n == 0)
- content_max_x = ImMax(column->ContentMaxXFrozen, column->ContentMaxXHeadersUsed); // Row freeze: use width before freeze
- else
- content_max_x = column->ContentMaxXUnfrozen; // Row freeze: use width after freeze
- if (content_max_x > column->ClipRect.Max.x)
- continue;
- }
-
- const int merge_group_n = (has_freeze_h && column_n < table->FreezeColumnsCount ? 0 : 1) + (has_freeze_v && merge_group_sub_n == 0 ? 0 : 2);
- IM_ASSERT(channel_no < IMGUI_TABLE_MAX_DRAW_CHANNELS);
- MergeGroup* merge_group = &merge_groups[merge_group_n];
- if (merge_group->ChannelsCount == 0)
- merge_group->ClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX);
- merge_group->ChannelsMask.SetBit(channel_no);
- merge_group->ChannelsCount++;
- merge_group->ClipRect.Add(src_channel->_CmdBuffer[0].ClipRect);
- merge_group_mask |= (1 << merge_group_n);
- }
-
- // Invalidate current draw channel
- // (we don't clear DrawChannelFrozen/DrawChannelUnfrozen solely to facilitate debugging/later inspection of data)
- column->DrawChannelCurrent = (ImGuiTableDrawChannelIdx)-1;
- }
-
- // [DEBUG] Display merge groups
-#if 0
- if (g.IO.KeyShift)
- for (int merge_group_n = 0; merge_group_n < IM_ARRAYSIZE(merge_groups); merge_group_n++)
- {
- MergeGroup* merge_group = &merge_groups[merge_group_n];
- if (merge_group->ChannelsCount == 0)
- continue;
- char buf[32];
- ImFormatString(buf, 32, "MG%d:%d", merge_group_n, merge_group->ChannelsCount);
- ImVec2 text_pos = merge_group->ClipRect.Min + ImVec2(4, 4);
- ImVec2 text_size = CalcTextSize(buf, NULL);
- GetForegroundDrawList()->AddRectFilled(text_pos, text_pos + text_size, IM_COL32(0, 0, 0, 255));
- GetForegroundDrawList()->AddText(text_pos, IM_COL32(255, 255, 0, 255), buf, NULL);
- GetForegroundDrawList()->AddRect(merge_group->ClipRect.Min, merge_group->ClipRect.Max, IM_COL32(255, 255, 0, 255));
- }
-#endif
-
- // 2. Rewrite channel list in our preferred order
- if (merge_group_mask != 0)
- {
- // We skip channel 0 (Bg0/Bg1) and 1 (Bg2 frozen) from the shuffling since they won't move - see channels allocation in TableSetupDrawChannels().
- const int LEADING_DRAW_CHANNELS = 2;
- g.DrawChannelsTempMergeBuffer.resize(splitter->_Count - LEADING_DRAW_CHANNELS); // Use shared temporary storage so the allocation gets amortized
- ImDrawChannel* dst_tmp = g.DrawChannelsTempMergeBuffer.Data;
- ImBitArray<IMGUI_TABLE_MAX_DRAW_CHANNELS> remaining_mask; // We need 132-bit of storage
- remaining_mask.SetBitRange(LEADING_DRAW_CHANNELS, splitter->_Count);
- remaining_mask.ClearBit(table->Bg2DrawChannelUnfrozen);
- IM_ASSERT(has_freeze_v == false || table->Bg2DrawChannelUnfrozen != TABLE_DRAW_CHANNEL_BG2_FROZEN);
- int remaining_count = splitter->_Count - (has_freeze_v ? LEADING_DRAW_CHANNELS + 1 : LEADING_DRAW_CHANNELS);
- //ImRect host_rect = (table->InnerWindow == table->OuterWindow) ? table->InnerClipRect : table->HostClipRect;
- ImRect host_rect = table->HostClipRect;
- for (int merge_group_n = 0; merge_group_n < IM_ARRAYSIZE(merge_groups); merge_group_n++)
- {
- if (int merge_channels_count = merge_groups[merge_group_n].ChannelsCount)
- {
- MergeGroup* merge_group = &merge_groups[merge_group_n];
- ImRect merge_clip_rect = merge_group->ClipRect;
-
- // Extend outer-most clip limits to match those of host, so draw calls can be merged even if
- // outer-most columns have some outer padding offsetting them from their parent ClipRect.
- // The principal cases this is dealing with are:
- // - On a same-window table (not scrolling = single group), all fitting columns ClipRect -> will extend and match host ClipRect -> will merge
- // - Columns can use padding and have left-most ClipRect.Min.x and right-most ClipRect.Max.x != from host ClipRect -> will extend and match host ClipRect -> will merge
- // FIXME-TABLE FIXME-WORKRECT: We are wasting a merge opportunity on tables without scrolling if column doesn't fit
- // within host clip rect, solely because of the half-padding difference between window->WorkRect and window->InnerClipRect.
- if ((merge_group_n & 1) == 0 || !has_freeze_h)
- merge_clip_rect.Min.x = ImMin(merge_clip_rect.Min.x, host_rect.Min.x);
- if ((merge_group_n & 2) == 0 || !has_freeze_v)
- merge_clip_rect.Min.y = ImMin(merge_clip_rect.Min.y, host_rect.Min.y);
- if ((merge_group_n & 1) != 0)
- merge_clip_rect.Max.x = ImMax(merge_clip_rect.Max.x, host_rect.Max.x);
- if ((merge_group_n & 2) != 0 && (table->Flags & ImGuiTableFlags_NoHostExtendY) == 0)
- merge_clip_rect.Max.y = ImMax(merge_clip_rect.Max.y, host_rect.Max.y);
-#if 0
- GetOverlayDrawList()->AddRect(merge_group->ClipRect.Min, merge_group->ClipRect.Max, IM_COL32(255, 0, 0, 200), 0.0f, 0, 1.0f);
- GetOverlayDrawList()->AddLine(merge_group->ClipRect.Min, merge_clip_rect.Min, IM_COL32(255, 100, 0, 200));
- GetOverlayDrawList()->AddLine(merge_group->ClipRect.Max, merge_clip_rect.Max, IM_COL32(255, 100, 0, 200));
-#endif
- remaining_count -= merge_group->ChannelsCount;
- for (int n = 0; n < IM_ARRAYSIZE(remaining_mask.Storage); n++)
- remaining_mask.Storage[n] &= ~merge_group->ChannelsMask.Storage[n];
- for (int n = 0; n < splitter->_Count && merge_channels_count != 0; n++)
- {
- // Copy + overwrite new clip rect
- if (!merge_group->ChannelsMask.TestBit(n))
- continue;
- merge_group->ChannelsMask.ClearBit(n);
- merge_channels_count--;
-
- ImDrawChannel* channel = &splitter->_Channels[n];
- IM_ASSERT(channel->_CmdBuffer.Size == 1 && merge_clip_rect.Contains(ImRect(channel->_CmdBuffer[0].ClipRect)));
- channel->_CmdBuffer[0].ClipRect = merge_clip_rect.ToVec4();
- memcpy(dst_tmp++, channel, sizeof(ImDrawChannel));
- }
- }
-
- // Make sure Bg2DrawChannelUnfrozen appears in the middle of our groups (whereas Bg0/Bg1 and Bg2 frozen are fixed to 0 and 1)
- if (merge_group_n == 1 && has_freeze_v)
- memcpy(dst_tmp++, &splitter->_Channels[table->Bg2DrawChannelUnfrozen], sizeof(ImDrawChannel));
- }
-
- // Append unmergeable channels that we didn't reorder at the end of the list
- for (int n = 0; n < splitter->_Count && remaining_count != 0; n++)
- {
- if (!remaining_mask.TestBit(n))
- continue;
- ImDrawChannel* channel = &splitter->_Channels[n];
- memcpy(dst_tmp++, channel, sizeof(ImDrawChannel));
- remaining_count--;
- }
- IM_ASSERT(dst_tmp == g.DrawChannelsTempMergeBuffer.Data + g.DrawChannelsTempMergeBuffer.Size);
- memcpy(splitter->_Channels.Data + LEADING_DRAW_CHANNELS, g.DrawChannelsTempMergeBuffer.Data, (splitter->_Count - LEADING_DRAW_CHANNELS) * sizeof(ImDrawChannel));
- }
-}
-
-// FIXME-TABLE: This is a mess, need to redesign how we render borders (as some are also done in TableEndRow)
-void ImGui::TableDrawBorders(ImGuiTable* table)
-{
- ImGuiWindow* inner_window = table->InnerWindow;
- if (!table->OuterWindow->ClipRect.Overlaps(table->OuterRect))
- return;
-
- ImDrawList* inner_drawlist = inner_window->DrawList;
- table->DrawSplitter->SetCurrentChannel(inner_drawlist, TABLE_DRAW_CHANNEL_BG0);
- inner_drawlist->PushClipRect(table->Bg0ClipRectForDrawCmd.Min, table->Bg0ClipRectForDrawCmd.Max, false);
-
- // Draw inner border and resizing feedback
- const float border_size = TABLE_BORDER_SIZE;
- const float draw_y1 = table->InnerRect.Min.y;
- const float draw_y2_body = table->InnerRect.Max.y;
- const float draw_y2_head = table->IsUsingHeaders ? ImMin(table->InnerRect.Max.y, (table->FreezeRowsCount >= 1 ? table->InnerRect.Min.y : table->WorkRect.Min.y) + table->LastFirstRowHeight) : draw_y1;
- if (table->Flags & ImGuiTableFlags_BordersInnerV)
- {
- for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
- {
- if (!(table->EnabledMaskByDisplayOrder & ((ImU64)1 << order_n)))
- continue;
-
- const int column_n = table->DisplayOrderToIndex[order_n];
- ImGuiTableColumn* column = &table->Columns[column_n];
- const bool is_hovered = (table->HoveredColumnBorder == column_n);
- const bool is_resized = (table->ResizedColumn == column_n) && (table->InstanceInteracted == table->InstanceCurrent);
- const bool is_resizable = (column->Flags & (ImGuiTableColumnFlags_NoResize | ImGuiTableColumnFlags_NoDirectResize_)) == 0;
- const bool is_frozen_separator = (table->FreezeColumnsCount == order_n + 1);
- if (column->MaxX > table->InnerClipRect.Max.x && !is_resized)
- continue;
-
- // Decide whether right-most column is visible
- if (column->NextEnabledColumn == -1 && !is_resizable)
- if ((table->Flags & ImGuiTableFlags_SizingMask_) != ImGuiTableFlags_SizingFixedSame || (table->Flags & ImGuiTableFlags_NoHostExtendX))
- continue;
- if (column->MaxX <= column->ClipRect.Min.x) // FIXME-TABLE FIXME-STYLE: Assume BorderSize==1, this is problematic if we want to increase the border size..
- continue;
-
- // Draw in outer window so right-most column won't be clipped
- // Always draw full height border when being resized/hovered, or on the delimitation of frozen column scrolling.
- ImU32 col;
- float draw_y2;
- if (is_hovered || is_resized || is_frozen_separator)
- {
- draw_y2 = draw_y2_body;
- col = is_resized ? GetColorU32(ImGuiCol_SeparatorActive) : is_hovered ? GetColorU32(ImGuiCol_SeparatorHovered) : table->BorderColorStrong;
- }
- else
- {
- draw_y2 = (table->Flags & (ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_NoBordersInBodyUntilResize)) ? draw_y2_head : draw_y2_body;
- col = (table->Flags & (ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_NoBordersInBodyUntilResize)) ? table->BorderColorStrong : table->BorderColorLight;
- }
-
- if (draw_y2 > draw_y1)
- inner_drawlist->AddLine(ImVec2(column->MaxX, draw_y1), ImVec2(column->MaxX, draw_y2), col, border_size);
- }
- }
-
- // Draw outer border
- // FIXME: could use AddRect or explicit VLine/HLine helper?
- if (table->Flags & ImGuiTableFlags_BordersOuter)
- {
- // Display outer border offset by 1 which is a simple way to display it without adding an extra draw call
- // (Without the offset, in outer_window it would be rendered behind cells, because child windows are above their
- // parent. In inner_window, it won't reach out over scrollbars. Another weird solution would be to display part
- // of it in inner window, and the part that's over scrollbars in the outer window..)
- // Either solution currently won't allow us to use a larger border size: the border would clipped.
- const ImRect outer_border = table->OuterRect;
- const ImU32 outer_col = table->BorderColorStrong;
- if ((table->Flags & ImGuiTableFlags_BordersOuter) == ImGuiTableFlags_BordersOuter)
- {
- inner_drawlist->AddRect(outer_border.Min, outer_border.Max, outer_col, 0.0f, 0, border_size);
- }
- else if (table->Flags & ImGuiTableFlags_BordersOuterV)
- {
- inner_drawlist->AddLine(outer_border.Min, ImVec2(outer_border.Min.x, outer_border.Max.y), outer_col, border_size);
- inner_drawlist->AddLine(ImVec2(outer_border.Max.x, outer_border.Min.y), outer_border.Max, outer_col, border_size);
- }
- else if (table->Flags & ImGuiTableFlags_BordersOuterH)
- {
- inner_drawlist->AddLine(outer_border.Min, ImVec2(outer_border.Max.x, outer_border.Min.y), outer_col, border_size);
- inner_drawlist->AddLine(ImVec2(outer_border.Min.x, outer_border.Max.y), outer_border.Max, outer_col, border_size);
- }
- }
- if ((table->Flags & ImGuiTableFlags_BordersInnerH) && table->RowPosY2 < table->OuterRect.Max.y)
- {
- // Draw bottom-most row border
- const float border_y = table->RowPosY2;
- if (border_y >= table->BgClipRect.Min.y && border_y < table->BgClipRect.Max.y)
- inner_drawlist->AddLine(ImVec2(table->BorderX1, border_y), ImVec2(table->BorderX2, border_y), table->BorderColorLight, border_size);
- }
-
- inner_drawlist->PopClipRect();
-}
-
-//-------------------------------------------------------------------------
-// [SECTION] Tables: Sorting
-//-------------------------------------------------------------------------
-// - TableGetSortSpecs()
-// - TableFixColumnSortDirection() [Internal]
-// - TableGetColumnNextSortDirection() [Internal]
-// - TableSetColumnSortDirection() [Internal]
-// - TableSortSpecsSanitize() [Internal]
-// - TableSortSpecsBuild() [Internal]
-//-------------------------------------------------------------------------
-
-// Return NULL if no sort specs (most often when ImGuiTableFlags_Sortable is not set)
-// You can sort your data again when 'SpecsChanged == true'. It will be true with sorting specs have changed since
-// last call, or the first time.
-// Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable()!
-ImGuiTableSortSpecs* ImGui::TableGetSortSpecs()
-{
- ImGuiContext& g = *GImGui;
- ImGuiTable* table = g.CurrentTable;
- IM_ASSERT(table != NULL);
-
- if (!(table->Flags & ImGuiTableFlags_Sortable))
- return NULL;
-
- // Require layout (in case TableHeadersRow() hasn't been called) as it may alter IsSortSpecsDirty in some paths.
- if (!table->IsLayoutLocked)
- TableUpdateLayout(table);
-
- TableSortSpecsBuild(table);
-
- return &table->SortSpecs;
-}
-
-static inline ImGuiSortDirection TableGetColumnAvailSortDirection(ImGuiTableColumn* column, int n)
-{
- IM_ASSERT(n < column->SortDirectionsAvailCount);
- return (column->SortDirectionsAvailList >> (n << 1)) & 0x03;
-}
-
-// Fix sort direction if currently set on a value which is unavailable (e.g. activating NoSortAscending/NoSortDescending)
-void ImGui::TableFixColumnSortDirection(ImGuiTable* table, ImGuiTableColumn* column)
-{
- if (column->SortOrder == -1 || (column->SortDirectionsAvailMask & (1 << column->SortDirection)) != 0)
- return;
- column->SortDirection = (ImU8)TableGetColumnAvailSortDirection(column, 0);
- table->IsSortSpecsDirty = true;
-}
-
-// Calculate next sort direction that would be set after clicking the column
-// - If the PreferSortDescending flag is set, we will default to a Descending direction on the first click.
-// - Note that the PreferSortAscending flag is never checked, it is essentially the default and therefore a no-op.
-IM_STATIC_ASSERT(ImGuiSortDirection_None == 0 && ImGuiSortDirection_Ascending == 1 && ImGuiSortDirection_Descending == 2);
-ImGuiSortDirection ImGui::TableGetColumnNextSortDirection(ImGuiTableColumn* column)
-{
- IM_ASSERT(column->SortDirectionsAvailCount > 0);
- if (column->SortOrder == -1)
- return TableGetColumnAvailSortDirection(column, 0);
- for (int n = 0; n < 3; n++)
- if (column->SortDirection == TableGetColumnAvailSortDirection(column, n))
- return TableGetColumnAvailSortDirection(column, (n + 1) % column->SortDirectionsAvailCount);
- IM_ASSERT(0);
- return ImGuiSortDirection_None;
-}
-
-// Note that the NoSortAscending/NoSortDescending flags are processed in TableSortSpecsSanitize(), and they may change/revert
-// the value of SortDirection. We could technically also do it here but it would be unnecessary and duplicate code.
-void ImGui::TableSetColumnSortDirection(int column_n, ImGuiSortDirection sort_direction, bool append_to_sort_specs)
-{
- ImGuiContext& g = *GImGui;
- ImGuiTable* table = g.CurrentTable;
-
- if (!(table->Flags & ImGuiTableFlags_SortMulti))
- append_to_sort_specs = false;
- if (!(table->Flags & ImGuiTableFlags_SortTristate))
- IM_ASSERT(sort_direction != ImGuiSortDirection_None);
-
- ImGuiTableColumnIdx sort_order_max = 0;
- if (append_to_sort_specs)
- for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++)
- sort_order_max = ImMax(sort_order_max, table->Columns[other_column_n].SortOrder);
-
- ImGuiTableColumn* column = &table->Columns[column_n];
- column->SortDirection = (ImU8)sort_direction;
- if (column->SortDirection == ImGuiSortDirection_None)
- column->SortOrder = -1;
- else if (column->SortOrder == -1 || !append_to_sort_specs)
- column->SortOrder = append_to_sort_specs ? sort_order_max + 1 : 0;
-
- for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++)
- {
- ImGuiTableColumn* other_column = &table->Columns[other_column_n];
- if (other_column != column && !append_to_sort_specs)
- other_column->SortOrder = -1;
- TableFixColumnSortDirection(table, other_column);
- }
- table->IsSettingsDirty = true;
- table->IsSortSpecsDirty = true;
-}
-
-void ImGui::TableSortSpecsSanitize(ImGuiTable* table)
-{
- IM_ASSERT(table->Flags & ImGuiTableFlags_Sortable);
-
- // Clear SortOrder from hidden column and verify that there's no gap or duplicate.
- int sort_order_count = 0;
- ImU64 sort_order_mask = 0x00;
- for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
- {
- ImGuiTableColumn* column = &table->Columns[column_n];
- if (column->SortOrder != -1 && !column->IsEnabled)
- column->SortOrder = -1;
- if (column->SortOrder == -1)
- continue;
- sort_order_count++;
- sort_order_mask |= ((ImU64)1 << column->SortOrder);
- IM_ASSERT(sort_order_count < (int)sizeof(sort_order_mask) * 8);
- }
-
- const bool need_fix_linearize = ((ImU64)1 << sort_order_count) != (sort_order_mask + 1);
- const bool need_fix_single_sort_order = (sort_order_count > 1) && !(table->Flags & ImGuiTableFlags_SortMulti);
- if (need_fix_linearize || need_fix_single_sort_order)
- {
- ImU64 fixed_mask = 0x00;
- for (int sort_n = 0; sort_n < sort_order_count; sort_n++)
- {
- // Fix: Rewrite sort order fields if needed so they have no gap or duplicate.
- // (e.g. SortOrder 0 disappeared, SortOrder 1..2 exists --> rewrite then as SortOrder 0..1)
- int column_with_smallest_sort_order = -1;
- for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
- if ((fixed_mask & ((ImU64)1 << (ImU64)column_n)) == 0 && table->Columns[column_n].SortOrder != -1)
- if (column_with_smallest_sort_order == -1 || table->Columns[column_n].SortOrder < table->Columns[column_with_smallest_sort_order].SortOrder)
- column_with_smallest_sort_order = column_n;
- IM_ASSERT(column_with_smallest_sort_order != -1);
- fixed_mask |= ((ImU64)1 << column_with_smallest_sort_order);
- table->Columns[column_with_smallest_sort_order].SortOrder = (ImGuiTableColumnIdx)sort_n;
-
- // Fix: Make sure only one column has a SortOrder if ImGuiTableFlags_MultiSortable is not set.
- if (need_fix_single_sort_order)
- {
- sort_order_count = 1;
- for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
- if (column_n != column_with_smallest_sort_order)
- table->Columns[column_n].SortOrder = -1;
- break;
- }
- }
- }
-
- // Fallback default sort order (if no column had the ImGuiTableColumnFlags_DefaultSort flag)
- if (sort_order_count == 0 && !(table->Flags & ImGuiTableFlags_SortTristate))
- for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
- {
- ImGuiTableColumn* column = &table->Columns[column_n];
- if (column->IsEnabled && !(column->Flags & ImGuiTableColumnFlags_NoSort))
- {
- sort_order_count = 1;
- column->SortOrder = 0;
- column->SortDirection = (ImU8)TableGetColumnAvailSortDirection(column, 0);
- break;
- }
- }
-
- table->SortSpecsCount = (ImGuiTableColumnIdx)sort_order_count;
-}
-
-void ImGui::TableSortSpecsBuild(ImGuiTable* table)
-{
- bool dirty = table->IsSortSpecsDirty;
- if (dirty)
- {
- TableSortSpecsSanitize(table);
- table->SortSpecsMulti.resize(table->SortSpecsCount <= 1 ? 0 : table->SortSpecsCount);
- table->SortSpecs.SpecsDirty = true; // Mark as dirty for user
- table->IsSortSpecsDirty = false; // Mark as not dirty for us
- }
-
- // Write output
- ImGuiTableColumnSortSpecs* sort_specs = (table->SortSpecsCount == 0) ? NULL : (table->SortSpecsCount == 1) ? &table->SortSpecsSingle : table->SortSpecsMulti.Data;
- if (dirty && sort_specs != NULL)
- for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
- {
- ImGuiTableColumn* column = &table->Columns[column_n];
- if (column->SortOrder == -1)
- continue;
- IM_ASSERT(column->SortOrder < table->SortSpecsCount);
- ImGuiTableColumnSortSpecs* sort_spec = &sort_specs[column->SortOrder];
- sort_spec->ColumnUserID = column->UserID;
- sort_spec->ColumnIndex = (ImGuiTableColumnIdx)column_n;
- sort_spec->SortOrder = (ImGuiTableColumnIdx)column->SortOrder;
- sort_spec->SortDirection = column->SortDirection;
- }
-
- table->SortSpecs.Specs = sort_specs;
- table->SortSpecs.SpecsCount = table->SortSpecsCount;
-}
-
-//-------------------------------------------------------------------------
-// [SECTION] Tables: Headers
-//-------------------------------------------------------------------------
-// - TableGetHeaderRowHeight() [Internal]
-// - TableHeadersRow()
-// - TableHeader()
-//-------------------------------------------------------------------------
-
-float ImGui::TableGetHeaderRowHeight()
-{
- // Caring for a minor edge case:
- // Calculate row height, for the unlikely case that some labels may be taller than others.
- // If we didn't do that, uneven header height would highlight but smaller one before the tallest wouldn't catch input for all height.
- // In your custom header row you may omit this all together and just call TableNextRow() without a height...
- float row_height = GetTextLineHeight();
- int columns_count = TableGetColumnCount();
- for (int column_n = 0; column_n < columns_count; column_n++)
- {
- ImGuiTableColumnFlags flags = TableGetColumnFlags(column_n);
- if ((flags & ImGuiTableColumnFlags_IsEnabled) && !(flags & ImGuiTableColumnFlags_NoHeaderLabel))
- row_height = ImMax(row_height, CalcTextSize(TableGetColumnName(column_n)).y);
- }
- row_height += GetStyle().CellPadding.y * 2.0f;
- return row_height;
-}
-
-// [Public] This is a helper to output TableHeader() calls based on the column names declared in TableSetupColumn().
-// The intent is that advanced users willing to create customized headers would not need to use this helper
-// and can create their own! For example: TableHeader() may be preceeded by Checkbox() or other custom widgets.
-// See 'Demo->Tables->Custom headers' for a demonstration of implementing a custom version of this.
-// This code is constructed to not make much use of internal functions, as it is intended to be a template to copy.
-// FIXME-TABLE: TableOpenContextMenu() and TableGetHeaderRowHeight() are not public.
-void ImGui::TableHeadersRow()
-{
- ImGuiContext& g = *GImGui;
- ImGuiTable* table = g.CurrentTable;
- IM_ASSERT(table != NULL && "Need to call TableHeadersRow() after BeginTable()!");
-
- // Layout if not already done (this is automatically done by TableNextRow, we do it here solely to facilitate stepping in debugger as it is frequent to step in TableUpdateLayout)
- if (!table->IsLayoutLocked)
- TableUpdateLayout(table);
-
- // Open row
- const float row_y1 = GetCursorScreenPos().y;
- const float row_height = TableGetHeaderRowHeight();
- TableNextRow(ImGuiTableRowFlags_Headers, row_height);
- if (table->HostSkipItems) // Merely an optimization, you may skip in your own code.
- return;
-
- const int columns_count = TableGetColumnCount();
- for (int column_n = 0; column_n < columns_count; column_n++)
- {
- if (!TableSetColumnIndex(column_n))
- continue;
-
- // Push an id to allow unnamed labels (generally accidental, but let's behave nicely with them)
- // - in your own code you may omit the PushID/PopID all-together, provided you know they won't collide
- // - table->InstanceCurrent is only >0 when we use multiple BeginTable/EndTable calls with same identifier.
- const char* name = (TableGetColumnFlags(column_n) & ImGuiTableColumnFlags_NoHeaderLabel) ? "" : TableGetColumnName(column_n);
- PushID(table->InstanceCurrent * table->ColumnsCount + column_n);
- TableHeader(name);
- PopID();
- }
-
- // Allow opening popup from the right-most section after the last column.
- ImVec2 mouse_pos = ImGui::GetMousePos();
- if (IsMouseReleased(1) && TableGetHoveredColumn() == columns_count)
- if (mouse_pos.y >= row_y1 && mouse_pos.y < row_y1 + row_height)
- TableOpenContextMenu(-1); // Will open a non-column-specific popup.
-}
-
-// Emit a column header (text + optional sort order)
-// We cpu-clip text here so that all columns headers can be merged into a same draw call.
-// Note that because of how we cpu-clip and display sorting indicators, you _cannot_ use SameLine() after a TableHeader()
-void ImGui::TableHeader(const char* label)
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
- if (window->SkipItems)
- return;
-
- ImGuiTable* table = g.CurrentTable;
- IM_ASSERT(table != NULL && "Need to call TableHeader() after BeginTable()!");
- IM_ASSERT(table->CurrentColumn != -1);
- const int column_n = table->CurrentColumn;
- ImGuiTableColumn* column = &table->Columns[column_n];
-
- // Label
- if (label == NULL)
- label = "";
- const char* label_end = FindRenderedTextEnd(label);
- ImVec2 label_size = CalcTextSize(label, label_end, true);
- ImVec2 label_pos = window->DC.CursorPos;
-
- // If we already got a row height, there's use that.
- // FIXME-TABLE: Padding problem if the correct outer-padding CellBgRect strays off our ClipRect?
- ImRect cell_r = TableGetCellBgRect(table, column_n);
- float label_height = ImMax(label_size.y, table->RowMinHeight - table->CellPaddingY * 2.0f);
-
- // Calculate ideal size for sort order arrow
- float w_arrow = 0.0f;
- float w_sort_text = 0.0f;
- char sort_order_suf[4] = "";
- const float ARROW_SCALE = 0.65f;
- if ((table->Flags & ImGuiTableFlags_Sortable) && !(column->Flags & ImGuiTableColumnFlags_NoSort))
- {
- w_arrow = ImFloor(g.FontSize * ARROW_SCALE + g.Style.FramePadding.x);
- if (column->SortOrder > 0)
- {
- ImFormatString(sort_order_suf, IM_ARRAYSIZE(sort_order_suf), "%d", column->SortOrder + 1);
- w_sort_text = g.Style.ItemInnerSpacing.x + CalcTextSize(sort_order_suf).x;
- }
- }
-
- // We feed our unclipped width to the column without writing on CursorMaxPos, so that column is still considering for merging.
- float max_pos_x = label_pos.x + label_size.x + w_sort_text + w_arrow;
- column->ContentMaxXHeadersUsed = ImMax(column->ContentMaxXHeadersUsed, column->WorkMaxX);
- column->ContentMaxXHeadersIdeal = ImMax(column->ContentMaxXHeadersIdeal, max_pos_x);
-
- // Keep header highlighted when context menu is open.
- const bool selected = (table->IsContextPopupOpen && table->ContextPopupColumn == column_n && table->InstanceInteracted == table->InstanceCurrent);
- ImGuiID id = window->GetID(label);
- ImRect bb(cell_r.Min.x, cell_r.Min.y, cell_r.Max.x, ImMax(cell_r.Max.y, cell_r.Min.y + label_height + g.Style.CellPadding.y * 2.0f));
- ItemSize(ImVec2(0.0f, label_height)); // Don't declare unclipped width, it'll be fed ContentMaxPosHeadersIdeal
- if (!ItemAdd(bb, id))
- return;
-
- //GetForegroundDrawList()->AddRect(cell_r.Min, cell_r.Max, IM_COL32(255, 0, 0, 255)); // [DEBUG]
- //GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 0, 0, 255)); // [DEBUG]
-
- // Using AllowItemOverlap mode because we cover the whole cell, and we want user to be able to submit subsequent items.
- bool hovered, held;
- bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_AllowItemOverlap);
- if (g.ActiveId != id)
- SetItemAllowOverlap();
- if (held || hovered || selected)
- {
- const ImU32 col = GetColorU32(held ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header);
- //RenderFrame(bb.Min, bb.Max, col, false, 0.0f);
- TableSetBgColor(ImGuiTableBgTarget_CellBg, col, table->CurrentColumn);
- }
- else
- {
- // Submit single cell bg color in the case we didn't submit a full header row
- if ((table->RowFlags & ImGuiTableRowFlags_Headers) == 0)
- TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_TableHeaderBg), table->CurrentColumn);
- }
- RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding);
- if (held)
- table->HeldHeaderColumn = (ImGuiTableColumnIdx)column_n;
- window->DC.CursorPos.y -= g.Style.ItemSpacing.y * 0.5f;
-
- // Drag and drop to re-order columns.
- // FIXME-TABLE: Scroll request while reordering a column and it lands out of the scrolling zone.
- if (held && (table->Flags & ImGuiTableFlags_Reorderable) && IsMouseDragging(0) && !g.DragDropActive)
- {
- // While moving a column it will jump on the other side of the mouse, so we also test for MouseDelta.x
- table->ReorderColumn = (ImGuiTableColumnIdx)column_n;
- table->InstanceInteracted = table->InstanceCurrent;
-
- // We don't reorder: through the frozen<>unfrozen line, or through a column that is marked with ImGuiTableColumnFlags_NoReorder.
- if (g.IO.MouseDelta.x < 0.0f && g.IO.MousePos.x < cell_r.Min.x)
- if (ImGuiTableColumn* prev_column = (column->PrevEnabledColumn != -1) ? &table->Columns[column->PrevEnabledColumn] : NULL)
- if (!((column->Flags | prev_column->Flags) & ImGuiTableColumnFlags_NoReorder))
- if ((column->IndexWithinEnabledSet < table->FreezeColumnsRequest) == (prev_column->IndexWithinEnabledSet < table->FreezeColumnsRequest))
- table->ReorderColumnDir = -1;
- if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > cell_r.Max.x)
- if (ImGuiTableColumn* next_column = (column->NextEnabledColumn != -1) ? &table->Columns[column->NextEnabledColumn] : NULL)
- if (!((column->Flags | next_column->Flags) & ImGuiTableColumnFlags_NoReorder))
- if ((column->IndexWithinEnabledSet < table->FreezeColumnsRequest) == (next_column->IndexWithinEnabledSet < table->FreezeColumnsRequest))
- table->ReorderColumnDir = +1;
- }
-
- // Sort order arrow
- const float ellipsis_max = cell_r.Max.x - w_arrow - w_sort_text;
- if ((table->Flags & ImGuiTableFlags_Sortable) && !(column->Flags & ImGuiTableColumnFlags_NoSort))
- {
- if (column->SortOrder != -1)
- {
- float x = ImMax(cell_r.Min.x, cell_r.Max.x - w_arrow - w_sort_text);
- float y = label_pos.y;
- if (column->SortOrder > 0)
- {
- PushStyleColor(ImGuiCol_Text, GetColorU32(ImGuiCol_Text, 0.70f));
- RenderText(ImVec2(x + g.Style.ItemInnerSpacing.x, y), sort_order_suf);
- PopStyleColor();
- x += w_sort_text;
- }
- RenderArrow(window->DrawList, ImVec2(x, y), GetColorU32(ImGuiCol_Text), column->SortDirection == ImGuiSortDirection_Ascending ? ImGuiDir_Up : ImGuiDir_Down, ARROW_SCALE);
- }
-
- // Handle clicking on column header to adjust Sort Order
- if (pressed && table->ReorderColumn != column_n)
- {
- ImGuiSortDirection sort_direction = TableGetColumnNextSortDirection(column);
- TableSetColumnSortDirection(column_n, sort_direction, g.IO.KeyShift);
- }
- }
-
- // Render clipped label. Clipping here ensure that in the majority of situations, all our header cells will
- // be merged into a single draw call.
- //window->DrawList->AddCircleFilled(ImVec2(ellipsis_max, label_pos.y), 40, IM_COL32_WHITE);
- RenderTextEllipsis(window->DrawList, label_pos, ImVec2(ellipsis_max, label_pos.y + label_height + g.Style.FramePadding.y), ellipsis_max, ellipsis_max, label, label_end, &label_size);
-
- const bool text_clipped = label_size.x > (ellipsis_max - label_pos.x);
- if (text_clipped && hovered && g.HoveredIdNotActiveTimer > g.TooltipSlowDelay)
- SetTooltip("%.*s", (int)(label_end - label), label);
-
- // We don't use BeginPopupContextItem() because we want the popup to stay up even after the column is hidden
- if (IsMouseReleased(1) && IsItemHovered())
- TableOpenContextMenu(column_n);
-}
-
-//-------------------------------------------------------------------------
-// [SECTION] Tables: Context Menu
-//-------------------------------------------------------------------------
-// - TableOpenContextMenu() [Internal]
-// - TableDrawContextMenu() [Internal]
-//-------------------------------------------------------------------------
-
-// Use -1 to open menu not specific to a given column.
-void ImGui::TableOpenContextMenu(int column_n)
-{
- ImGuiContext& g = *GImGui;
- ImGuiTable* table = g.CurrentTable;
- if (column_n == -1 && table->CurrentColumn != -1) // When called within a column automatically use this one (for consistency)
- column_n = table->CurrentColumn;
- if (column_n == table->ColumnsCount) // To facilitate using with TableGetHoveredColumn()
- column_n = -1;
- IM_ASSERT(column_n >= -1 && column_n < table->ColumnsCount);
- if (table->Flags & (ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable))
- {
- table->IsContextPopupOpen = true;
- table->ContextPopupColumn = (ImGuiTableColumnIdx)column_n;
- table->InstanceInteracted = table->InstanceCurrent;
- const ImGuiID context_menu_id = ImHashStr("##ContextMenu", 0, table->ID);
- OpenPopupEx(context_menu_id, ImGuiPopupFlags_None);
- }
-}
-
-// Output context menu into current window (generally a popup)
-// FIXME-TABLE: Ideally this should be writable by the user. Full programmatic access to that data?
-void ImGui::TableDrawContextMenu(ImGuiTable* table)
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
- if (window->SkipItems)
- return;
-
- bool want_separator = false;
- const int column_n = (table->ContextPopupColumn >= 0 && table->ContextPopupColumn < table->ColumnsCount) ? table->ContextPopupColumn : -1;
- ImGuiTableColumn* column = (column_n != -1) ? &table->Columns[column_n] : NULL;
-
- // Sizing
- if (table->Flags & ImGuiTableFlags_Resizable)
- {
- if (column != NULL)
- {
- const bool can_resize = !(column->Flags & ImGuiTableColumnFlags_NoResize) && column->IsEnabled;
- if (MenuItem("Size column to fit###SizeOne", NULL, false, can_resize))
- TableSetColumnWidthAutoSingle(table, column_n);
- }
-
- const char* size_all_desc;
- if (table->ColumnsEnabledFixedCount == table->ColumnsEnabledCount && (table->Flags & ImGuiTableFlags_SizingMask_) != ImGuiTableFlags_SizingFixedSame)
- size_all_desc = "Size all columns to fit###SizeAll"; // All fixed
- else
- size_all_desc = "Size all columns to default###SizeAll"; // All stretch or mixed
- if (MenuItem(size_all_desc, NULL))
- TableSetColumnWidthAutoAll(table);
- want_separator = true;
- }
-
- // Ordering
- if (table->Flags & ImGuiTableFlags_Reorderable)
- {
- if (MenuItem("Reset order", NULL, false, !table->IsDefaultDisplayOrder))
- table->IsResetDisplayOrderRequest = true;
- want_separator = true;
- }
-
- // Reset all (should work but seems unnecessary/noisy to expose?)
- //if (MenuItem("Reset all"))
- // table->IsResetAllRequest = true;
-
- // Sorting
- // (modify TableOpenContextMenu() to add _Sortable flag if enabling this)
-#if 0
- if ((table->Flags & ImGuiTableFlags_Sortable) && column != NULL && (column->Flags & ImGuiTableColumnFlags_NoSort) == 0)
- {
- if (want_separator)
- Separator();
- want_separator = true;
-
- bool append_to_sort_specs = g.IO.KeyShift;
- if (MenuItem("Sort in Ascending Order", NULL, column->SortOrder != -1 && column->SortDirection == ImGuiSortDirection_Ascending, (column->Flags & ImGuiTableColumnFlags_NoSortAscending) == 0))
- TableSetColumnSortDirection(table, column_n, ImGuiSortDirection_Ascending, append_to_sort_specs);
- if (MenuItem("Sort in Descending Order", NULL, column->SortOrder != -1 && column->SortDirection == ImGuiSortDirection_Descending, (column->Flags & ImGuiTableColumnFlags_NoSortDescending) == 0))
- TableSetColumnSortDirection(table, column_n, ImGuiSortDirection_Descending, append_to_sort_specs);
- }
-#endif
-
- // Hiding / Visibility
- if (table->Flags & ImGuiTableFlags_Hideable)
- {
- if (want_separator)
- Separator();
- want_separator = true;
-
- PushItemFlag(ImGuiItemFlags_SelectableDontClosePopup, true);
- for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++)
- {
- ImGuiTableColumn* other_column = &table->Columns[other_column_n];
- if (other_column->Flags & ImGuiTableColumnFlags_Disabled)
- continue;
-
- const char* name = TableGetColumnName(table, other_column_n);
- if (name == NULL || name[0] == 0)
- name = "<Unknown>";
-
- // Make sure we can't hide the last active column
- bool menu_item_active = (other_column->Flags & ImGuiTableColumnFlags_NoHide) ? false : true;
- if (other_column->IsUserEnabled && table->ColumnsEnabledCount <= 1)
- menu_item_active = false;
- if (MenuItem(name, NULL, other_column->IsUserEnabled, menu_item_active))
- other_column->IsUserEnabledNextFrame = !other_column->IsUserEnabled;
- }
- PopItemFlag();
- }
-}
-
-//-------------------------------------------------------------------------
-// [SECTION] Tables: Settings (.ini data)
-//-------------------------------------------------------------------------
-// FIXME: The binding/finding/creating flow are too confusing.
-//-------------------------------------------------------------------------
-// - TableSettingsInit() [Internal]
-// - TableSettingsCalcChunkSize() [Internal]
-// - TableSettingsCreate() [Internal]
-// - TableSettingsFindByID() [Internal]
-// - TableGetBoundSettings() [Internal]
-// - TableResetSettings()
-// - TableSaveSettings() [Internal]
-// - TableLoadSettings() [Internal]
-// - TableSettingsHandler_ClearAll() [Internal]
-// - TableSettingsHandler_ApplyAll() [Internal]
-// - TableSettingsHandler_ReadOpen() [Internal]
-// - TableSettingsHandler_ReadLine() [Internal]
-// - TableSettingsHandler_WriteAll() [Internal]
-// - TableSettingsInstallHandler() [Internal]
-//-------------------------------------------------------------------------
-// [Init] 1: TableSettingsHandler_ReadXXXX() Load and parse .ini file into TableSettings.
-// [Main] 2: TableLoadSettings() When table is created, bind Table to TableSettings, serialize TableSettings data into Table.
-// [Main] 3: TableSaveSettings() When table properties are modified, serialize Table data into bound or new TableSettings, mark .ini as dirty.
-// [Main] 4: TableSettingsHandler_WriteAll() When .ini file is dirty (which can come from other source), save TableSettings into .ini file.
-//-------------------------------------------------------------------------
-
-// Clear and initialize empty settings instance
-static void TableSettingsInit(ImGuiTableSettings* settings, ImGuiID id, int columns_count, int columns_count_max)
-{
- IM_PLACEMENT_NEW(settings) ImGuiTableSettings();
- ImGuiTableColumnSettings* settings_column = settings->GetColumnSettings();
- for (int n = 0; n < columns_count_max; n++, settings_column++)
- IM_PLACEMENT_NEW(settings_column) ImGuiTableColumnSettings();
- settings->ID = id;
- settings->ColumnsCount = (ImGuiTableColumnIdx)columns_count;
- settings->ColumnsCountMax = (ImGuiTableColumnIdx)columns_count_max;
- settings->WantApply = true;
-}
-
-static size_t TableSettingsCalcChunkSize(int columns_count)
-{
- return sizeof(ImGuiTableSettings) + (size_t)columns_count * sizeof(ImGuiTableColumnSettings);
-}
-
-ImGuiTableSettings* ImGui::TableSettingsCreate(ImGuiID id, int columns_count)
-{
- ImGuiContext& g = *GImGui;
- ImGuiTableSettings* settings = g.SettingsTables.alloc_chunk(TableSettingsCalcChunkSize(columns_count));
- TableSettingsInit(settings, id, columns_count, columns_count);
- return settings;
-}
-
-// Find existing settings
-ImGuiTableSettings* ImGui::TableSettingsFindByID(ImGuiID id)
-{
- // FIXME-OPT: Might want to store a lookup map for this?
- ImGuiContext& g = *GImGui;
- for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings))
- if (settings->ID == id)
- return settings;
- return NULL;
-}
-
-// Get settings for a given table, NULL if none
-ImGuiTableSettings* ImGui::TableGetBoundSettings(ImGuiTable* table)
-{
- if (table->SettingsOffset != -1)
- {
- ImGuiContext& g = *GImGui;
- ImGuiTableSettings* settings = g.SettingsTables.ptr_from_offset(table->SettingsOffset);
- IM_ASSERT(settings->ID == table->ID);
- if (settings->ColumnsCountMax >= table->ColumnsCount)
- return settings; // OK
- settings->ID = 0; // Invalidate storage, we won't fit because of a count change
- }
- return NULL;
-}
-
-// Restore initial state of table (with or without saved settings)
-void ImGui::TableResetSettings(ImGuiTable* table)
-{
- table->IsInitializing = table->IsSettingsDirty = true;
- table->IsResetAllRequest = false;
- table->IsSettingsRequestLoad = false; // Don't reload from ini
- table->SettingsLoadedFlags = ImGuiTableFlags_None; // Mark as nothing loaded so our initialized data becomes authoritative
-}
-
-void ImGui::TableSaveSettings(ImGuiTable* table)
-{
- table->IsSettingsDirty = false;
- if (table->Flags & ImGuiTableFlags_NoSavedSettings)
- return;
-
- // Bind or create settings data
- ImGuiContext& g = *GImGui;
- ImGuiTableSettings* settings = TableGetBoundSettings(table);
- if (settings == NULL)
- {
- settings = TableSettingsCreate(table->ID, table->ColumnsCount);
- table->SettingsOffset = g.SettingsTables.offset_from_ptr(settings);
- }
- settings->ColumnsCount = (ImGuiTableColumnIdx)table->ColumnsCount;
-
- // Serialize ImGuiTable/ImGuiTableColumn into ImGuiTableSettings/ImGuiTableColumnSettings
- IM_ASSERT(settings->ID == table->ID);
- IM_ASSERT(settings->ColumnsCount == table->ColumnsCount && settings->ColumnsCountMax >= settings->ColumnsCount);
- ImGuiTableColumn* column = table->Columns.Data;
- ImGuiTableColumnSettings* column_settings = settings->GetColumnSettings();
-
- bool save_ref_scale = false;
- settings->SaveFlags = ImGuiTableFlags_None;
- for (int n = 0; n < table->ColumnsCount; n++, column++, column_settings++)
- {
- const float width_or_weight = (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? column->StretchWeight : column->WidthRequest;
- column_settings->WidthOrWeight = width_or_weight;
- column_settings->Index = (ImGuiTableColumnIdx)n;
- column_settings->DisplayOrder = column->DisplayOrder;
- column_settings->SortOrder = column->SortOrder;
- column_settings->SortDirection = column->SortDirection;
- column_settings->IsEnabled = column->IsUserEnabled;
- column_settings->IsStretch = (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? 1 : 0;
- if ((column->Flags & ImGuiTableColumnFlags_WidthStretch) == 0)
- save_ref_scale = true;
-
- // We skip saving some data in the .ini file when they are unnecessary to restore our state.
- // Note that fixed width where initial width was derived from auto-fit will always be saved as InitStretchWeightOrWidth will be 0.0f.
- // FIXME-TABLE: We don't have logic to easily compare SortOrder to DefaultSortOrder yet so it's always saved when present.
- if (width_or_weight != column->InitStretchWeightOrWidth)
- settings->SaveFlags |= ImGuiTableFlags_Resizable;
- if (column->DisplayOrder != n)
- settings->SaveFlags |= ImGuiTableFlags_Reorderable;
- if (column->SortOrder != -1)
- settings->SaveFlags |= ImGuiTableFlags_Sortable;
- if (column->IsUserEnabled != ((column->Flags & ImGuiTableColumnFlags_DefaultHide) == 0))
- settings->SaveFlags |= ImGuiTableFlags_Hideable;
- }
- settings->SaveFlags &= table->Flags;
- settings->RefScale = save_ref_scale ? table->RefScale : 0.0f;
-
- MarkIniSettingsDirty();
-}
-
-void ImGui::TableLoadSettings(ImGuiTable* table)
-{
- ImGuiContext& g = *GImGui;
- table->IsSettingsRequestLoad = false;
- if (table->Flags & ImGuiTableFlags_NoSavedSettings)
- return;
-
- // Bind settings
- ImGuiTableSettings* settings;
- if (table->SettingsOffset == -1)
- {
- settings = TableSettingsFindByID(table->ID);
- if (settings == NULL)
- return;
- if (settings->ColumnsCount != table->ColumnsCount) // Allow settings if columns count changed. We could otherwise decide to return...
- table->IsSettingsDirty = true;
- table->SettingsOffset = g.SettingsTables.offset_from_ptr(settings);
- }
- else
- {
- settings = TableGetBoundSettings(table);
- }
-
- table->SettingsLoadedFlags = settings->SaveFlags;
- table->RefScale = settings->RefScale;
-
- // Serialize ImGuiTableSettings/ImGuiTableColumnSettings into ImGuiTable/ImGuiTableColumn
- ImGuiTableColumnSettings* column_settings = settings->GetColumnSettings();
- ImU64 display_order_mask = 0;
- for (int data_n = 0; data_n < settings->ColumnsCount; data_n++, column_settings++)
- {
- int column_n = column_settings->Index;
- if (column_n < 0 || column_n >= table->ColumnsCount)
- continue;
-
- ImGuiTableColumn* column = &table->Columns[column_n];
- if (settings->SaveFlags & ImGuiTableFlags_Resizable)
- {
- if (column_settings->IsStretch)
- column->StretchWeight = column_settings->WidthOrWeight;
- else
- column->WidthRequest = column_settings->WidthOrWeight;
- column->AutoFitQueue = 0x00;
- }
- if (settings->SaveFlags & ImGuiTableFlags_Reorderable)
- column->DisplayOrder = column_settings->DisplayOrder;
- else
- column->DisplayOrder = (ImGuiTableColumnIdx)column_n;
- display_order_mask |= (ImU64)1 << column->DisplayOrder;
- column->IsUserEnabled = column->IsUserEnabledNextFrame = column_settings->IsEnabled;
- column->SortOrder = column_settings->SortOrder;
- column->SortDirection = column_settings->SortDirection;
- }
-
- // Validate and fix invalid display order data
- const ImU64 expected_display_order_mask = (settings->ColumnsCount == 64) ? ~0 : ((ImU64)1 << settings->ColumnsCount) - 1;
- if (display_order_mask != expected_display_order_mask)
- for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
- table->Columns[column_n].DisplayOrder = (ImGuiTableColumnIdx)column_n;
-
- // Rebuild index
- for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
- table->DisplayOrderToIndex[table->Columns[column_n].DisplayOrder] = (ImGuiTableColumnIdx)column_n;
-}
-
-static void TableSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
-{
- ImGuiContext& g = *ctx;
- for (int i = 0; i != g.Tables.GetMapSize(); i++)
- if (ImGuiTable* table = g.Tables.TryGetMapData(i))
- table->SettingsOffset = -1;
- g.SettingsTables.clear();
-}
-
-// Apply to existing windows (if any)
-static void TableSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
-{
- ImGuiContext& g = *ctx;
- for (int i = 0; i != g.Tables.GetMapSize(); i++)
- if (ImGuiTable* table = g.Tables.TryGetMapData(i))
- {
- table->IsSettingsRequestLoad = true;
- table->SettingsOffset = -1;
- }
-}
-
-static void* TableSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name)
-{
- ImGuiID id = 0;
- int columns_count = 0;
- if (sscanf(name, "0x%08X,%d", &id, &columns_count) < 2)
- return NULL;
-
- if (ImGuiTableSettings* settings = ImGui::TableSettingsFindByID(id))
- {
- if (settings->ColumnsCountMax >= columns_count)
- {
- TableSettingsInit(settings, id, columns_count, settings->ColumnsCountMax); // Recycle
- return settings;
- }
- settings->ID = 0; // Invalidate storage, we won't fit because of a count change
- }
- return ImGui::TableSettingsCreate(id, columns_count);
-}
-
-static void TableSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line)
-{
- // "Column 0 UserID=0x42AD2D21 Width=100 Visible=1 Order=0 Sort=0v"
- ImGuiTableSettings* settings = (ImGuiTableSettings*)entry;
- float f = 0.0f;
- int column_n = 0, r = 0, n = 0;
-
- if (sscanf(line, "RefScale=%f", &f) == 1) { settings->RefScale = f; return; }
-
- if (sscanf(line, "Column %d%n", &column_n, &r) == 1)
- {
- if (column_n < 0 || column_n >= settings->ColumnsCount)
- return;
- line = ImStrSkipBlank(line + r);
- char c = 0;
- ImGuiTableColumnSettings* column = settings->GetColumnSettings() + column_n;
- column->Index = (ImGuiTableColumnIdx)column_n;
- if (sscanf(line, "UserID=0x%08X%n", (ImU32*)&n, &r)==1) { line = ImStrSkipBlank(line + r); column->UserID = (ImGuiID)n; }
- if (sscanf(line, "Width=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); column->WidthOrWeight = (float)n; column->IsStretch = 0; settings->SaveFlags |= ImGuiTableFlags_Resizable; }
- if (sscanf(line, "Weight=%f%n", &f, &r) == 1) { line = ImStrSkipBlank(line + r); column->WidthOrWeight = f; column->IsStretch = 1; settings->SaveFlags |= ImGuiTableFlags_Resizable; }
- if (sscanf(line, "Visible=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); column->IsEnabled = (ImU8)n; settings->SaveFlags |= ImGuiTableFlags_Hideable; }
- if (sscanf(line, "Order=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); column->DisplayOrder = (ImGuiTableColumnIdx)n; settings->SaveFlags |= ImGuiTableFlags_Reorderable; }
- if (sscanf(line, "Sort=%d%c%n", &n, &c, &r) == 2) { line = ImStrSkipBlank(line + r); column->SortOrder = (ImGuiTableColumnIdx)n; column->SortDirection = (c == '^') ? ImGuiSortDirection_Descending : ImGuiSortDirection_Ascending; settings->SaveFlags |= ImGuiTableFlags_Sortable; }
- }
-}
-
-static void TableSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf)
-{
- ImGuiContext& g = *ctx;
- for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings))
- {
- if (settings->ID == 0) // Skip ditched settings
- continue;
-
- // TableSaveSettings() may clear some of those flags when we establish that the data can be stripped
- // (e.g. Order was unchanged)
- const bool save_size = (settings->SaveFlags & ImGuiTableFlags_Resizable) != 0;
- const bool save_visible = (settings->SaveFlags & ImGuiTableFlags_Hideable) != 0;
- const bool save_order = (settings->SaveFlags & ImGuiTableFlags_Reorderable) != 0;
- const bool save_sort = (settings->SaveFlags & ImGuiTableFlags_Sortable) != 0;
- if (!save_size && !save_visible && !save_order && !save_sort)
- continue;
-
- buf->reserve(buf->size() + 30 + settings->ColumnsCount * 50); // ballpark reserve
- buf->appendf("[%s][0x%08X,%d]\n", handler->TypeName, settings->ID, settings->ColumnsCount);
- if (settings->RefScale != 0.0f)
- buf->appendf("RefScale=%g\n", settings->RefScale);
- ImGuiTableColumnSettings* column = settings->GetColumnSettings();
- for (int column_n = 0; column_n < settings->ColumnsCount; column_n++, column++)
- {
- // "Column 0 UserID=0x42AD2D21 Width=100 Visible=1 Order=0 Sort=0v"
- bool save_column = column->UserID != 0 || save_size || save_visible || save_order || (save_sort && column->SortOrder != -1);
- if (!save_column)
- continue;
- buf->appendf("Column %-2d", column_n);
- if (column->UserID != 0) buf->appendf(" UserID=%08X", column->UserID);
- if (save_size && column->IsStretch) buf->appendf(" Weight=%.4f", column->WidthOrWeight);
- if (save_size && !column->IsStretch) buf->appendf(" Width=%d", (int)column->WidthOrWeight);
- if (save_visible) buf->appendf(" Visible=%d", column->IsEnabled);
- if (save_order) buf->appendf(" Order=%d", column->DisplayOrder);
- if (save_sort && column->SortOrder != -1) buf->appendf(" Sort=%d%c", column->SortOrder, (column->SortDirection == ImGuiSortDirection_Ascending) ? 'v' : '^');
- buf->append("\n");
- }
- buf->append("\n");
- }
-}
-
-void ImGui::TableSettingsInstallHandler(ImGuiContext* context)
-{
- ImGuiContext& g = *context;
- ImGuiSettingsHandler ini_handler;
- ini_handler.TypeName = "Table";
- ini_handler.TypeHash = ImHashStr("Table");
- ini_handler.ClearAllFn = TableSettingsHandler_ClearAll;
- ini_handler.ReadOpenFn = TableSettingsHandler_ReadOpen;
- ini_handler.ReadLineFn = TableSettingsHandler_ReadLine;
- ini_handler.ApplyAllFn = TableSettingsHandler_ApplyAll;
- ini_handler.WriteAllFn = TableSettingsHandler_WriteAll;
- g.SettingsHandlers.push_back(ini_handler);
-}
-
-//-------------------------------------------------------------------------
-// [SECTION] Tables: Garbage Collection
-//-------------------------------------------------------------------------
-// - TableRemove() [Internal]
-// - TableGcCompactTransientBuffers() [Internal]
-// - TableGcCompactSettings() [Internal]
-//-------------------------------------------------------------------------
-
-// Remove Table (currently only used by TestEngine)
-void ImGui::TableRemove(ImGuiTable* table)
-{
- //IMGUI_DEBUG_LOG("TableRemove() id=0x%08X\n", table->ID);
- ImGuiContext& g = *GImGui;
- int table_idx = g.Tables.GetIndex(table);
- //memset(table->RawData.Data, 0, table->RawData.size_in_bytes());
- //memset(table, 0, sizeof(ImGuiTable));
- g.Tables.Remove(table->ID, table);
- g.TablesLastTimeActive[table_idx] = -1.0f;
-}
-
-// Free up/compact internal Table buffers for when it gets unused
-void ImGui::TableGcCompactTransientBuffers(ImGuiTable* table)
-{
- //IMGUI_DEBUG_LOG("TableGcCompactTransientBuffers() id=0x%08X\n", table->ID);
- ImGuiContext& g = *GImGui;
- IM_ASSERT(table->MemoryCompacted == false);
- table->SortSpecs.Specs = NULL;
- table->SortSpecsMulti.clear();
- table->IsSortSpecsDirty = true; // FIXME: shouldn't have to leak into user performing a sort
- table->ColumnsNames.clear();
- table->MemoryCompacted = true;
- for (int n = 0; n < table->ColumnsCount; n++)
- table->Columns[n].NameOffset = -1;
- g.TablesLastTimeActive[g.Tables.GetIndex(table)] = -1.0f;
-}
-
-void ImGui::TableGcCompactTransientBuffers(ImGuiTableTempData* temp_data)
-{
- temp_data->DrawSplitter.ClearFreeMemory();
- temp_data->LastTimeActive = -1.0f;
-}
-
-// Compact and remove unused settings data (currently only used by TestEngine)
-void ImGui::TableGcCompactSettings()
-{
- ImGuiContext& g = *GImGui;
- int required_memory = 0;
- for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings))
- if (settings->ID != 0)
- required_memory += (int)TableSettingsCalcChunkSize(settings->ColumnsCount);
- if (required_memory == g.SettingsTables.Buf.Size)
- return;
- ImChunkStream<ImGuiTableSettings> new_chunk_stream;
- new_chunk_stream.Buf.reserve(required_memory);
- for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings))
- if (settings->ID != 0)
- memcpy(new_chunk_stream.alloc_chunk(TableSettingsCalcChunkSize(settings->ColumnsCount)), settings, TableSettingsCalcChunkSize(settings->ColumnsCount));
- g.SettingsTables.swap(new_chunk_stream);
-}
-
-
-//-------------------------------------------------------------------------
-// [SECTION] Tables: Debugging
-//-------------------------------------------------------------------------
-// - DebugNodeTable() [Internal]
-//-------------------------------------------------------------------------
-
-#ifndef IMGUI_DISABLE_METRICS_WINDOW
-
-static const char* DebugNodeTableGetSizingPolicyDesc(ImGuiTableFlags sizing_policy)
-{
- sizing_policy &= ImGuiTableFlags_SizingMask_;
- if (sizing_policy == ImGuiTableFlags_SizingFixedFit) { return "FixedFit"; }
- if (sizing_policy == ImGuiTableFlags_SizingFixedSame) { return "FixedSame"; }
- if (sizing_policy == ImGuiTableFlags_SizingStretchProp) { return "StretchProp"; }
- if (sizing_policy == ImGuiTableFlags_SizingStretchSame) { return "StretchSame"; }
- return "N/A";
-}
-
-void ImGui::DebugNodeTable(ImGuiTable* table)
-{
- char buf[512];
- char* p = buf;
- const char* buf_end = buf + IM_ARRAYSIZE(buf);
- const bool is_active = (table->LastFrameActive >= ImGui::GetFrameCount() - 2); // Note that fully clipped early out scrolling tables will appear as inactive here.
- ImFormatString(p, buf_end - p, "Table 0x%08X (%d columns, in '%s')%s", table->ID, table->ColumnsCount, table->OuterWindow->Name, is_active ? "" : " *Inactive*");
- if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
- bool open = TreeNode(table, "%s", buf);
- if (!is_active) { PopStyleColor(); }
- if (IsItemHovered())
- GetForegroundDrawList()->AddRect(table->OuterRect.Min, table->OuterRect.Max, IM_COL32(255, 255, 0, 255));
- if (IsItemVisible() && table->HoveredColumnBody != -1)
- GetForegroundDrawList()->AddRect(GetItemRectMin(), GetItemRectMax(), IM_COL32(255, 255, 0, 255));
- if (!open)
- return;
- bool clear_settings = SmallButton("Clear settings");
- BulletText("OuterRect: Pos: (%.1f,%.1f) Size: (%.1f,%.1f) Sizing: '%s'", table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.GetWidth(), table->OuterRect.GetHeight(), DebugNodeTableGetSizingPolicyDesc(table->Flags));
- BulletText("ColumnsGivenWidth: %.1f, ColumnsAutoFitWidth: %.1f, InnerWidth: %.1f%s", table->ColumnsGivenWidth, table->ColumnsAutoFitWidth, table->InnerWidth, table->InnerWidth == 0.0f ? " (auto)" : "");
- BulletText("CellPaddingX: %.1f, CellSpacingX: %.1f/%.1f, OuterPaddingX: %.1f", table->CellPaddingX, table->CellSpacingX1, table->CellSpacingX2, table->OuterPaddingX);
- BulletText("HoveredColumnBody: %d, HoveredColumnBorder: %d", table->HoveredColumnBody, table->HoveredColumnBorder);
- BulletText("ResizedColumn: %d, ReorderColumn: %d, HeldHeaderColumn: %d", table->ResizedColumn, table->ReorderColumn, table->HeldHeaderColumn);
- //BulletText("BgDrawChannels: %d/%d", 0, table->BgDrawChannelUnfrozen);
- float sum_weights = 0.0f;
- for (int n = 0; n < table->ColumnsCount; n++)
- if (table->Columns[n].Flags & ImGuiTableColumnFlags_WidthStretch)
- sum_weights += table->Columns[n].StretchWeight;
- for (int n = 0; n < table->ColumnsCount; n++)
- {
- ImGuiTableColumn* column = &table->Columns[n];
- const char* name = TableGetColumnName(table, n);
- ImFormatString(buf, IM_ARRAYSIZE(buf),
- "Column %d order %d '%s': offset %+.2f to %+.2f%s\n"
- "Enabled: %d, VisibleX/Y: %d/%d, RequestOutput: %d, SkipItems: %d, DrawChannels: %d,%d\n"
- "WidthGiven: %.1f, Request/Auto: %.1f/%.1f, StretchWeight: %.3f (%.1f%%)\n"
- "MinX: %.1f, MaxX: %.1f (%+.1f), ClipRect: %.1f to %.1f (+%.1f)\n"
- "ContentWidth: %.1f,%.1f, HeadersUsed/Ideal %.1f/%.1f\n"
- "Sort: %d%s, UserID: 0x%08X, Flags: 0x%04X: %s%s%s..",
- n, column->DisplayOrder, name, column->MinX - table->WorkRect.Min.x, column->MaxX - table->WorkRect.Min.x, (n < table->FreezeColumnsRequest) ? " (Frozen)" : "",
- column->IsEnabled, column->IsVisibleX, column->IsVisibleY, column->IsRequestOutput, column->IsSkipItems, column->DrawChannelFrozen, column->DrawChannelUnfrozen,
- column->WidthGiven, column->WidthRequest, column->WidthAuto, column->StretchWeight, column->StretchWeight > 0.0f ? (column->StretchWeight / sum_weights) * 100.0f : 0.0f,
- column->MinX, column->MaxX, column->MaxX - column->MinX, column->ClipRect.Min.x, column->ClipRect.Max.x, column->ClipRect.Max.x - column->ClipRect.Min.x,
- column->ContentMaxXFrozen - column->WorkMinX, column->ContentMaxXUnfrozen - column->WorkMinX, column->ContentMaxXHeadersUsed - column->WorkMinX, column->ContentMaxXHeadersIdeal - column->WorkMinX,
- column->SortOrder, (column->SortDirection == ImGuiSortDirection_Ascending) ? " (Asc)" : (column->SortDirection == ImGuiSortDirection_Descending) ? " (Des)" : "", column->UserID, column->Flags,
- (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? "WidthStretch " : "",
- (column->Flags & ImGuiTableColumnFlags_WidthFixed) ? "WidthFixed " : "",
- (column->Flags & ImGuiTableColumnFlags_NoResize) ? "NoResize " : "");
- Bullet();
- Selectable(buf);
- if (IsItemHovered())
- {
- ImRect r(column->MinX, table->OuterRect.Min.y, column->MaxX, table->OuterRect.Max.y);
- GetForegroundDrawList()->AddRect(r.Min, r.Max, IM_COL32(255, 255, 0, 255));
- }
- }
- if (ImGuiTableSettings* settings = TableGetBoundSettings(table))
- DebugNodeTableSettings(settings);
- if (clear_settings)
- table->IsResetAllRequest = true;
- TreePop();
-}
-
-void ImGui::DebugNodeTableSettings(ImGuiTableSettings* settings)
-{
- if (!TreeNode((void*)(intptr_t)settings->ID, "Settings 0x%08X (%d columns)", settings->ID, settings->ColumnsCount))
- return;
- BulletText("SaveFlags: 0x%08X", settings->SaveFlags);
- BulletText("ColumnsCount: %d (max %d)", settings->ColumnsCount, settings->ColumnsCountMax);
- for (int n = 0; n < settings->ColumnsCount; n++)
- {
- ImGuiTableColumnSettings* column_settings = &settings->GetColumnSettings()[n];
- ImGuiSortDirection sort_dir = (column_settings->SortOrder != -1) ? (ImGuiSortDirection)column_settings->SortDirection : ImGuiSortDirection_None;
- BulletText("Column %d Order %d SortOrder %d %s Vis %d %s %7.3f UserID 0x%08X",
- n, column_settings->DisplayOrder, column_settings->SortOrder,
- (sort_dir == ImGuiSortDirection_Ascending) ? "Asc" : (sort_dir == ImGuiSortDirection_Descending) ? "Des" : "---",
- column_settings->IsEnabled, column_settings->IsStretch ? "Weight" : "Width ", column_settings->WidthOrWeight, column_settings->UserID);
- }
- TreePop();
-}
-
-#else // #ifndef IMGUI_DISABLE_METRICS_WINDOW
-
-void ImGui::DebugNodeTable(ImGuiTable*) {}
-void ImGui::DebugNodeTableSettings(ImGuiTableSettings*) {}
-
-#endif
-
-
-//-------------------------------------------------------------------------
-// [SECTION] Columns, BeginColumns, EndColumns, etc.
-// (This is a legacy API, prefer using BeginTable/EndTable!)
-//-------------------------------------------------------------------------
-// FIXME: sizing is lossy when columns width is very small (default width may turn negative etc.)
-//-------------------------------------------------------------------------
-// - SetWindowClipRectBeforeSetChannel() [Internal]
-// - GetColumnIndex()
-// - GetColumnsCount()
-// - GetColumnOffset()
-// - GetColumnWidth()
-// - SetColumnOffset()
-// - SetColumnWidth()
-// - PushColumnClipRect() [Internal]
-// - PushColumnsBackground() [Internal]
-// - PopColumnsBackground() [Internal]
-// - FindOrCreateColumns() [Internal]
-// - GetColumnsID() [Internal]
-// - BeginColumns()
-// - NextColumn()
-// - EndColumns()
-// - Columns()
-//-------------------------------------------------------------------------
-
-// [Internal] Small optimization to avoid calls to PopClipRect/SetCurrentChannel/PushClipRect in sequences,
-// they would meddle many times with the underlying ImDrawCmd.
-// Instead, we do a preemptive overwrite of clipping rectangle _without_ altering the command-buffer and let
-// the subsequent single call to SetCurrentChannel() does it things once.
-void ImGui::SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect)
-{
- ImVec4 clip_rect_vec4 = clip_rect.ToVec4();
- window->ClipRect = clip_rect;
- window->DrawList->_CmdHeader.ClipRect = clip_rect_vec4;
- window->DrawList->_ClipRectStack.Data[window->DrawList->_ClipRectStack.Size - 1] = clip_rect_vec4;
-}
-
-int ImGui::GetColumnIndex()
-{
- ImGuiWindow* window = GetCurrentWindowRead();
- return window->DC.CurrentColumns ? window->DC.CurrentColumns->Current : 0;
-}
-
-int ImGui::GetColumnsCount()
-{
- ImGuiWindow* window = GetCurrentWindowRead();
- return window->DC.CurrentColumns ? window->DC.CurrentColumns->Count : 1;
-}
-
-float ImGui::GetColumnOffsetFromNorm(const ImGuiOldColumns* columns, float offset_norm)
-{
- return offset_norm * (columns->OffMaxX - columns->OffMinX);
-}
-
-float ImGui::GetColumnNormFromOffset(const ImGuiOldColumns* columns, float offset)
-{
- return offset / (columns->OffMaxX - columns->OffMinX);
-}
-
-static const float COLUMNS_HIT_RECT_HALF_WIDTH = 4.0f;
-
-static float GetDraggedColumnOffset(ImGuiOldColumns* columns, int column_index)
-{
- // Active (dragged) column always follow mouse. The reason we need this is that dragging a column to the right edge of an auto-resizing
- // window creates a feedback loop because we store normalized positions. So while dragging we enforce absolute positioning.
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
- IM_ASSERT(column_index > 0); // We are not supposed to drag column 0.
- IM_ASSERT(g.ActiveId == columns->ID + ImGuiID(column_index));
-
- float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x + COLUMNS_HIT_RECT_HALF_WIDTH - window->Pos.x;
- x = ImMax(x, ImGui::GetColumnOffset(column_index - 1) + g.Style.ColumnsMinSpacing);
- if ((columns->Flags & ImGuiOldColumnFlags_NoPreserveWidths))
- x = ImMin(x, ImGui::GetColumnOffset(column_index + 1) - g.Style.ColumnsMinSpacing);
-
- return x;
-}
-
-float ImGui::GetColumnOffset(int column_index)
-{
- ImGuiWindow* window = GetCurrentWindowRead();
- ImGuiOldColumns* columns = window->DC.CurrentColumns;
- if (columns == NULL)
- return 0.0f;
-
- if (column_index < 0)
- column_index = columns->Current;
- IM_ASSERT(column_index < columns->Columns.Size);
-
- const float t = columns->Columns[column_index].OffsetNorm;
- const float x_offset = ImLerp(columns->OffMinX, columns->OffMaxX, t);
- return x_offset;
-}
-
-static float GetColumnWidthEx(ImGuiOldColumns* columns, int column_index, bool before_resize = false)
-{
- if (column_index < 0)
- column_index = columns->Current;
-
- float offset_norm;
- if (before_resize)
- offset_norm = columns->Columns[column_index + 1].OffsetNormBeforeResize - columns->Columns[column_index].OffsetNormBeforeResize;
- else
- offset_norm = columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm;
- return ImGui::GetColumnOffsetFromNorm(columns, offset_norm);
-}
-
-float ImGui::GetColumnWidth(int column_index)
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
- ImGuiOldColumns* columns = window->DC.CurrentColumns;
- if (columns == NULL)
- return GetContentRegionAvail().x;
-
- if (column_index < 0)
- column_index = columns->Current;
- return GetColumnOffsetFromNorm(columns, columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm);
-}
-
-void ImGui::SetColumnOffset(int column_index, float offset)
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
- ImGuiOldColumns* columns = window->DC.CurrentColumns;
- IM_ASSERT(columns != NULL);
-
- if (column_index < 0)
- column_index = columns->Current;
- IM_ASSERT(column_index < columns->Columns.Size);
-
- const bool preserve_width = !(columns->Flags & ImGuiOldColumnFlags_NoPreserveWidths) && (column_index < columns->Count - 1);
- const float width = preserve_width ? GetColumnWidthEx(columns, column_index, columns->IsBeingResized) : 0.0f;
-
- if (!(columns->Flags & ImGuiOldColumnFlags_NoForceWithinWindow))
- offset = ImMin(offset, columns->OffMaxX - g.Style.ColumnsMinSpacing * (columns->Count - column_index));
- columns->Columns[column_index].OffsetNorm = GetColumnNormFromOffset(columns, offset - columns->OffMinX);
-
- if (preserve_width)
- SetColumnOffset(column_index + 1, offset + ImMax(g.Style.ColumnsMinSpacing, width));
-}
-
-void ImGui::SetColumnWidth(int column_index, float width)
-{
- ImGuiWindow* window = GetCurrentWindowRead();
- ImGuiOldColumns* columns = window->DC.CurrentColumns;
- IM_ASSERT(columns != NULL);
-
- if (column_index < 0)
- column_index = columns->Current;
- SetColumnOffset(column_index + 1, GetColumnOffset(column_index) + width);
-}
-
-void ImGui::PushColumnClipRect(int column_index)
-{
- ImGuiWindow* window = GetCurrentWindowRead();
- ImGuiOldColumns* columns = window->DC.CurrentColumns;
- if (column_index < 0)
- column_index = columns->Current;
-
- ImGuiOldColumnData* column = &columns->Columns[column_index];
- PushClipRect(column->ClipRect.Min, column->ClipRect.Max, false);
-}
-
-// Get into the columns background draw command (which is generally the same draw command as before we called BeginColumns)
-void ImGui::PushColumnsBackground()
-{
- ImGuiWindow* window = GetCurrentWindowRead();
- ImGuiOldColumns* columns = window->DC.CurrentColumns;
- if (columns->Count == 1)
- return;
-
- // Optimization: avoid SetCurrentChannel() + PushClipRect()
- columns->HostBackupClipRect = window->ClipRect;
- SetWindowClipRectBeforeSetChannel(window, columns->HostInitialClipRect);
- columns->Splitter.SetCurrentChannel(window->DrawList, 0);
-}
-
-void ImGui::PopColumnsBackground()
-{
- ImGuiWindow* window = GetCurrentWindowRead();
- ImGuiOldColumns* columns = window->DC.CurrentColumns;
- if (columns->Count == 1)
- return;
-
- // Optimization: avoid PopClipRect() + SetCurrentChannel()
- SetWindowClipRectBeforeSetChannel(window, columns->HostBackupClipRect);
- columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1);
-}
-
-ImGuiOldColumns* ImGui::FindOrCreateColumns(ImGuiWindow* window, ImGuiID id)
-{
- // We have few columns per window so for now we don't need bother much with turning this into a faster lookup.
- for (int n = 0; n < window->ColumnsStorage.Size; n++)
- if (window->ColumnsStorage[n].ID == id)
- return &window->ColumnsStorage[n];
-
- window->ColumnsStorage.push_back(ImGuiOldColumns());
- ImGuiOldColumns* columns = &window->ColumnsStorage.back();
- columns->ID = id;
- return columns;
-}
-
-ImGuiID ImGui::GetColumnsID(const char* str_id, int columns_count)
-{
- ImGuiWindow* window = GetCurrentWindow();
-
- // Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget.
- // In addition, when an identifier isn't explicitly provided we include the number of columns in the hash to make it uniquer.
- PushID(0x11223347 + (str_id ? 0 : columns_count));
- ImGuiID id = window->GetID(str_id ? str_id : "columns");
- PopID();
-
- return id;
-}
-
-void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiOldColumnFlags flags)
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = GetCurrentWindow();
-
- IM_ASSERT(columns_count >= 1);
- IM_ASSERT(window->DC.CurrentColumns == NULL); // Nested columns are currently not supported
-
- // Acquire storage for the columns set
- ImGuiID id = GetColumnsID(str_id, columns_count);
- ImGuiOldColumns* columns = FindOrCreateColumns(window, id);
- IM_ASSERT(columns->ID == id);
- columns->Current = 0;
- columns->Count = columns_count;
- columns->Flags = flags;
- window->DC.CurrentColumns = columns;
-
- columns->HostCursorPosY = window->DC.CursorPos.y;
- columns->HostCursorMaxPosX = window->DC.CursorMaxPos.x;
- columns->HostInitialClipRect = window->ClipRect;
- columns->HostBackupParentWorkRect = window->ParentWorkRect;
- window->ParentWorkRect = window->WorkRect;
-
- // Set state for first column
- // We aim so that the right-most column will have the same clipping width as other after being clipped by parent ClipRect
- const float column_padding = g.Style.ItemSpacing.x;
- const float half_clip_extend_x = ImFloor(ImMax(window->WindowPadding.x * 0.5f, window->WindowBorderSize));
- const float max_1 = window->WorkRect.Max.x + column_padding - ImMax(column_padding - window->WindowPadding.x, 0.0f);
- const float max_2 = window->WorkRect.Max.x + half_clip_extend_x;
- columns->OffMinX = window->DC.Indent.x - column_padding + ImMax(column_padding - window->WindowPadding.x, 0.0f);
- columns->OffMaxX = ImMax(ImMin(max_1, max_2) - window->Pos.x, columns->OffMinX + 1.0f);
- columns->LineMinY = columns->LineMaxY = window->DC.CursorPos.y;
-
- // Clear data if columns count changed
- if (columns->Columns.Size != 0 && columns->Columns.Size != columns_count + 1)
- columns->Columns.resize(0);
-
- // Initialize default widths
- columns->IsFirstFrame = (columns->Columns.Size == 0);
- if (columns->Columns.Size == 0)
- {
- columns->Columns.reserve(columns_count + 1);
- for (int n = 0; n < columns_count + 1; n++)
- {
- ImGuiOldColumnData column;
- column.OffsetNorm = n / (float)columns_count;
- columns->Columns.push_back(column);
- }
- }
-
- for (int n = 0; n < columns_count; n++)
- {
- // Compute clipping rectangle
- ImGuiOldColumnData* column = &columns->Columns[n];
- float clip_x1 = IM_ROUND(window->Pos.x + GetColumnOffset(n));
- float clip_x2 = IM_ROUND(window->Pos.x + GetColumnOffset(n + 1) - 1.0f);
- column->ClipRect = ImRect(clip_x1, -FLT_MAX, clip_x2, +FLT_MAX);
- column->ClipRect.ClipWithFull(window->ClipRect);
- }
-
- if (columns->Count > 1)
- {
- columns->Splitter.Split(window->DrawList, 1 + columns->Count);
- columns->Splitter.SetCurrentChannel(window->DrawList, 1);
- PushColumnClipRect(0);
- }
-
- // We don't generally store Indent.x inside ColumnsOffset because it may be manipulated by the user.
- float offset_0 = GetColumnOffset(columns->Current);
- float offset_1 = GetColumnOffset(columns->Current + 1);
- float width = offset_1 - offset_0;
- PushItemWidth(width * 0.65f);
- window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f);
- window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
- window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding;
-}
-
-void ImGui::NextColumn()
-{
- ImGuiWindow* window = GetCurrentWindow();
- if (window->SkipItems || window->DC.CurrentColumns == NULL)
- return;
-
- ImGuiContext& g = *GImGui;
- ImGuiOldColumns* columns = window->DC.CurrentColumns;
-
- if (columns->Count == 1)
- {
- window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
- IM_ASSERT(columns->Current == 0);
- return;
- }
-
- // Next column
- if (++columns->Current == columns->Count)
- columns->Current = 0;
-
- PopItemWidth();
-
- // Optimization: avoid PopClipRect() + SetCurrentChannel() + PushClipRect()
- // (which would needlessly attempt to update commands in the wrong channel, then pop or overwrite them),
- ImGuiOldColumnData* column = &columns->Columns[columns->Current];
- SetWindowClipRectBeforeSetChannel(window, column->ClipRect);
- columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1);
-
- const float column_padding = g.Style.ItemSpacing.x;
- columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y);
- if (columns->Current > 0)
- {
- // Columns 1+ ignore IndentX (by canceling it out)
- // FIXME-COLUMNS: Unnecessary, could be locked?
- window->DC.ColumnsOffset.x = GetColumnOffset(columns->Current) - window->DC.Indent.x + column_padding;
- }
- else
- {
- // New row/line: column 0 honor IndentX.
- window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f);
- columns->LineMinY = columns->LineMaxY;
- }
- window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
- window->DC.CursorPos.y = columns->LineMinY;
- window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);
- window->DC.CurrLineTextBaseOffset = 0.0f;
-
- // FIXME-COLUMNS: Share code with BeginColumns() - move code on columns setup.
- float offset_0 = GetColumnOffset(columns->Current);
- float offset_1 = GetColumnOffset(columns->Current + 1);
- float width = offset_1 - offset_0;
- PushItemWidth(width * 0.65f);
- window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding;
-}
-
-void ImGui::EndColumns()
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = GetCurrentWindow();
- ImGuiOldColumns* columns = window->DC.CurrentColumns;
- IM_ASSERT(columns != NULL);
-
- PopItemWidth();
- if (columns->Count > 1)
- {
- PopClipRect();
- columns->Splitter.Merge(window->DrawList);
- }
-
- const ImGuiOldColumnFlags flags = columns->Flags;
- columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y);
- window->DC.CursorPos.y = columns->LineMaxY;
- if (!(flags & ImGuiOldColumnFlags_GrowParentContentsSize))
- window->DC.CursorMaxPos.x = columns->HostCursorMaxPosX; // Restore cursor max pos, as columns don't grow parent
-
- // Draw columns borders and handle resize
- // The IsBeingResized flag ensure we preserve pre-resize columns width so back-and-forth are not lossy
- bool is_being_resized = false;
- if (!(flags & ImGuiOldColumnFlags_NoBorder) && !window->SkipItems)
- {
- // We clip Y boundaries CPU side because very long triangles are mishandled by some GPU drivers.
- const float y1 = ImMax(columns->HostCursorPosY, window->ClipRect.Min.y);
- const float y2 = ImMin(window->DC.CursorPos.y, window->ClipRect.Max.y);
- int dragging_column = -1;
- for (int n = 1; n < columns->Count; n++)
- {
- ImGuiOldColumnData* column = &columns->Columns[n];
- float x = window->Pos.x + GetColumnOffset(n);
- const ImGuiID column_id = columns->ID + ImGuiID(n);
- const float column_hit_hw = COLUMNS_HIT_RECT_HALF_WIDTH;
- const ImRect column_hit_rect(ImVec2(x - column_hit_hw, y1), ImVec2(x + column_hit_hw, y2));
- KeepAliveID(column_id);
- if (IsClippedEx(column_hit_rect, column_id)) // FIXME: Can be removed or replaced with a lower-level test
- continue;
-
- bool hovered = false, held = false;
- if (!(flags & ImGuiOldColumnFlags_NoResize))
- {
- ButtonBehavior(column_hit_rect, column_id, &hovered, &held);
- if (hovered || held)
- g.MouseCursor = ImGuiMouseCursor_ResizeEW;
- if (held && !(column->Flags & ImGuiOldColumnFlags_NoResize))
- dragging_column = n;
- }
-
- // Draw column
- const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator);
- const float xi = IM_FLOOR(x);
- window->DrawList->AddLine(ImVec2(xi, y1 + 1.0f), ImVec2(xi, y2), col);
- }
-
- // Apply dragging after drawing the column lines, so our rendered lines are in sync with how items were displayed during the frame.
- if (dragging_column != -1)
- {
- if (!columns->IsBeingResized)
- for (int n = 0; n < columns->Count + 1; n++)
- columns->Columns[n].OffsetNormBeforeResize = columns->Columns[n].OffsetNorm;
- columns->IsBeingResized = is_being_resized = true;
- float x = GetDraggedColumnOffset(columns, dragging_column);
- SetColumnOffset(dragging_column, x);
- }
- }
- columns->IsBeingResized = is_being_resized;
-
- window->WorkRect = window->ParentWorkRect;
- window->ParentWorkRect = columns->HostBackupParentWorkRect;
- window->DC.CurrentColumns = NULL;
- window->DC.ColumnsOffset.x = 0.0f;
- window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
-}
-
-void ImGui::Columns(int columns_count, const char* id, bool border)
-{
- ImGuiWindow* window = GetCurrentWindow();
- IM_ASSERT(columns_count >= 1);
-
- ImGuiOldColumnFlags flags = (border ? 0 : ImGuiOldColumnFlags_NoBorder);
- //flags |= ImGuiOldColumnFlags_NoPreserveWidths; // NB: Legacy behavior
- ImGuiOldColumns* columns = window->DC.CurrentColumns;
- if (columns != NULL && columns->Count == columns_count && columns->Flags == flags)
- return;
-
- if (columns != NULL)
- EndColumns();
-
- if (columns_count != 1)
- BeginColumns(id, columns_count, flags);
-}
-
-//-------------------------------------------------------------------------
-
-#endif // #ifndef IMGUI_DISABLE