diff --git a/imgui.cpp b/imgui.cpp index 35657374d..6c6747c97 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -2286,7 +2286,7 @@ bool ImGuiListClipper::Step() { // While we are in frozen row state, keep displaying items one by one, unclipped // FIXME: Could be stored as a table-agnostic state. - if (table != NULL && !table->IsUnfrozen) + if (table != NULL && !table->IsUnfrozenRows) { DisplayStart = ItemsFrozen; DisplayEnd = ItemsFrozen + 1; diff --git a/imgui_internal.h b/imgui_internal.h index bd2112425..a27c82218 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -2080,7 +2080,7 @@ struct ImGuiTable bool IsDefaultDisplayOrder; // Set when display order is unchanged from default (DisplayOrder contains 0...Count-1) bool IsResetAllRequest; bool IsResetDisplayOrderRequest; - bool IsUnfrozen; // Set when we got past the frozen row. + bool IsUnfrozenRows; // Set when we got past the frozen row. bool IsOuterRectAutoFitX; // Set when outer_size.x == 0.0f in BeginTable(), scrolling is disabled, and there are stretch columns. bool MemoryCompacted; bool HostSkipItems; // Backup of InnerWindow->SkipItem at the end of BeginTable(), because we will overwrite InnerWindow->SkipItem on a per-column basis diff --git a/imgui_tables.cpp b/imgui_tables.cpp index a942af2eb..e8bb00f73 100644 --- a/imgui_tables.cpp +++ b/imgui_tables.cpp @@ -392,7 +392,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG 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->IsUnfrozen = true; + table->IsUnfrozenRows = true; table->DeclColumnsCount = 0; // Using opaque colors facilitate overlapping elements of the grid @@ -868,6 +868,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) // [Part 7] 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; @@ -880,8 +881,11 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) column->NavLayerCurrent = (ImS8)((table->FreezeRowsCount > 0 || column_n < table->FreezeColumnsCount) ? ImGuiNavLayer_Menu : ImGuiNavLayer_Main); - if (table->FreezeColumnsCount > 0 && table->FreezeColumnsCount == visible_n) + 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_; @@ -1084,6 +1088,10 @@ void ImGui::TableUpdateBorders(ImGuiTable* table) if ((table->Flags & ImGuiTableFlags_NoBordersInBody) && table->IsUsingHeaders == false) continue; + if (table->FreezeColumnsCount > 0) + if (column->MaxX < table->Columns[table->DisplayOrderToIndex[table->FreezeColumnsCount - 1]].MaxX) + 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)); @@ -1353,7 +1361,7 @@ void ImGui::TableSetupScrollFreeze(int columns, int rows) 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->IsUnfrozen = (table->FreezeRowsCount == 0); // Make sure this is set before TableUpdateLayout() so ImGuiListClipper can benefit from it.b + table->IsUnfrozenRows = (table->FreezeRowsCount == 0); // Make sure this is set before TableUpdateLayout() so ImGuiListClipper can benefit from it.b } int ImGui::TableGetColumnCount() @@ -1653,8 +1661,8 @@ void ImGui::TableEndRow(ImGuiTable* table) } if (unfreeze_rows_actual) { - IM_ASSERT(table->IsUnfrozen == false); - table->IsUnfrozen = true; + 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); @@ -1812,7 +1820,7 @@ void ImGui::TableEndCell(ImGuiTable* table) 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->IsUnfrozen ? &column->ContentMaxXUnfrozen : &column->ContentMaxXFrozen; + 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; @@ -3332,15 +3340,15 @@ void ImGui::DebugNodeTable(ImGuiTable* table) ImGuiTableColumn* column = &table->Columns[n]; const char* name = TableGetColumnName(table, n); ImFormatString(buf, IM_ARRAYSIZE(buf), - "Column %d order %d name '%s': offset %+.2f to %+.2f\n" + "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%s..", - n, column->DisplayOrder, name, column->MinX - table->WorkRect.Min.x, column->MaxX - table->WorkRect.Min.x, + 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 / sum_weights) * 100.0f, + 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,