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Tables: Fixed positioning of Sort icon on right-most column with some settings (not resizable + no borders). (#4918).
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@ -105,6 +105,7 @@ Other Changes:
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which would makes the draw operation of some backends assert (e.g. Metal with debugging). (#4857)
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- Tables, ImDrawListSplitter: Fixed erroneously stripping trailing ImDrawList::AddCallback() when submitted in
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last column or last channel and when there are no other drawing operation. (#4843, #4844) [@hoffstadt]
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- Tables: Fixed positioning of Sort icon on right-most column with some settings (not resizable + no borders). (#4918).
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- Sliders, Drags: Fixed text input of values with a leading sign, common when using a format enforcing sign. (#4917)
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- Platform IME: changed io.ImeSetInputScreenPosFn() to io.SetPlatformImeDataFn() API,
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now taking a ImGuiPlatformImeData structure which we can more easily extend in the future.
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@ -2331,7 +2331,7 @@ struct IMGUI_API ImGuiTable
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ImRect InnerRect; // InnerRect but without decoration. As with OuterRect, for non-scrolling tables, InnerRect.Max.y is
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ImRect WorkRect;
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ImRect InnerClipRect;
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ImRect BgClipRect; // We use this to cpu-clip cell background color fill
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ImRect BgClipRect; // We use this to cpu-clip cell background color fill, evolve during the frame as we cross frozen rows boundaries
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ImRect Bg0ClipRectForDrawCmd; // Actual ImDrawCmd clip rect for BG0/1 channel. This tends to be == OuterWindow->ClipRect at BeginTable() because output in BG0/BG1 is cpu-clipped
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ImRect Bg2ClipRectForDrawCmd; // Actual ImDrawCmd clip rect for BG2 channel. This tends to be a correct, tight-fit, because output to BG2 are done by widgets relying on regular ClipRect.
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ImRect HostClipRect; // This is used to check if we can eventually merge our columns draw calls into the current draw call of the current window.
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@ -1569,18 +1569,21 @@ ImGuiTableColumnFlags ImGui::TableGetColumnFlags(int column_n)
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// Return the cell rectangle based on currently known height.
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// - Important: we generally don't know our row height until the end of the row, so Max.y will be incorrect in many situations.
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// The only case where this is correct is if we provided a min_row_height to TableNextRow() and don't go below it.
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// 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.
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// - Important: if ImGuiTableFlags_PadOuterX is set but ImGuiTableFlags_PadInnerX is not set, the outer-most left and right
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// columns report a small offset so their CellBgRect can extend up to the outer border.
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// FIXME: But the rendering code in TableEndRow() nullifies that with clamping required for scrolling.
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ImRect ImGui::TableGetCellBgRect(const ImGuiTable* table, int column_n)
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{
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const ImGuiTableColumn* column = &table->Columns[column_n];
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float x1 = column->MinX;
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float x2 = column->MaxX;
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if (column->PrevEnabledColumn == -1)
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x1 -= table->CellSpacingX1;
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if (column->NextEnabledColumn == -1)
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x2 += table->CellSpacingX2;
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//if (column->PrevEnabledColumn == -1)
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// x1 -= table->OuterPaddingX;
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//if (column->NextEnabledColumn == -1)
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// x2 += table->OuterPaddingX;
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x1 = ImMax(x1, table->WorkRect.Min.x);
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x2 = ImMin(x2, table->WorkRect.Max.x);
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return ImRect(x1, table->RowPosY1, x2, table->RowPosY2);
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}
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@ -1797,10 +1800,12 @@ void ImGui::TableEndRow(ImGuiTable* table)
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ImGuiTableCellData* cell_data_end = &table->RowCellData[table->RowCellDataCurrent];
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for (ImGuiTableCellData* cell_data = &table->RowCellData[0]; cell_data <= cell_data_end; cell_data++)
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{
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// As we render the BG here we need to clip things (for layout we would not)
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// FIXME: This cancels the OuterPadding addition done by TableGetCellBgRect(), need to keep it while rendering correctly while scrolling.
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const ImGuiTableColumn* column = &table->Columns[cell_data->Column];
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ImRect cell_bg_rect = TableGetCellBgRect(table, cell_data->Column);
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cell_bg_rect.ClipWith(table->BgClipRect);
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cell_bg_rect.Min.x = ImMax(cell_bg_rect.Min.x, column->ClipRect.Min.x); // So that first column after frozen one gets clipped
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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
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cell_bg_rect.Max.x = ImMin(cell_bg_rect.Max.x, column->MaxX);
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window->DrawList->AddRectFilled(cell_bg_rect.Min, cell_bg_rect.Max, cell_data->BgColor);
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}
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