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Tables: Locking IndentX per-row so multiple columns with IndentEnabled don't get indent shearing.

This commit is contained in:
omar 2020-03-19 14:55:42 +01:00 committed by ocornut
parent 5ffc9e0846
commit b7fa96679e
2 changed files with 18 additions and 16 deletions

View File

@ -1941,7 +1941,6 @@ struct ImGuiTableColumn
}
};
// FIXME-OPT: Since CountColumns is invariant, we could use a single alloc for ImGuiTable + the three vectors it is carrying.
struct ImGuiTable
{
ImGuiID ID;
@ -1965,6 +1964,7 @@ struct ImGuiTable
float RowPosY2;
float RowMinHeight; // Height submitted to TableNextRow()
float RowTextBaseline;
float RowIndentOffsetX;
ImGuiTableRowFlags RowFlags : 16; // Current row flags, see ImGuiTableRowFlags_
ImGuiTableRowFlags LastRowFlags : 16;
int RowBgColorCounter; // Counter for alternating background colors (can be fast-forwarded by e.g clipper)
@ -2259,11 +2259,11 @@ namespace ImGui
IMGUI_API void TableSortSpecsSanitize(ImGuiTable* table);
IMGUI_API void TableBeginRow(ImGuiTable* table);
IMGUI_API void TableEndRow(ImGuiTable* table);
IMGUI_API void TableBeginCell(ImGuiTable* table, int column_no);
IMGUI_API void TableBeginCell(ImGuiTable* table, int column_n);
IMGUI_API void TableEndCell(ImGuiTable* table);
IMGUI_API ImRect TableGetCellRect();
IMGUI_API const char* TableGetColumnName(ImGuiTable* table, int column_no);
IMGUI_API void TableSetColumnAutofit(ImGuiTable* table, int column_no);
IMGUI_API const char* TableGetColumnName(ImGuiTable* table, int column_n);
IMGUI_API void TableSetColumnAutofit(ImGuiTable* table, int column_n);
IMGUI_API void PushTableBackground();
IMGUI_API void PopTableBackground();
IMGUI_API void TableLoadSettings(ImGuiTable* table);

View File

@ -1492,6 +1492,7 @@ void ImGui::TableBeginRow(ImGuiTable* table)
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;
@ -1611,25 +1612,26 @@ void ImGui::TableEndRow(ImGuiTable* table)
table->IsInsideRow = false;
}
// [Internal] Called by TableNextRow()TableNextCell()!
// This is called a lot, so we need to be mindful of unnecessary overhead.
// [Internal] Called by TableNextCell()!
// 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_no)
void ImGui::TableBeginCell(ImGuiTable* table, int column_n)
{
table->CurrentColumn = column_no;
ImGuiTableColumn* column = &table->Columns[column_no];
table->CurrentColumn = column_n;
ImGuiTableColumn* column = &table->Columns[column_n];
ImGuiWindow* window = table->InnerWindow;
// Start position is roughly ~~ CellRect.Min + CellPadding + Indent
float start_x = (table->RowFlags & ImGuiTableRowFlags_Headers) ? column->StartXHeaders : column->StartXRows;
if (column->Flags & ImGuiTableColumnFlags_IndentEnable)
start_x += window->DC.Indent.x - table->HostIndentX;
start_x += table->RowIndentOffsetX; // ~~ += window.DC.Indent.x - table->HostIndentX, except we locked it for the row.
window->DC.LastItemId = 0;
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.LastItemId = 0;
window->WorkRect.Min.y = window->DC.CursorPos.y;
window->WorkRect.Min.x = column->MinX + table->CellPaddingX1;
@ -1653,7 +1655,7 @@ void ImGui::TableBeginCell(ImGuiTable* table, int column_no)
//window->DrawList->UpdateClipRect();
window->DrawList->PopClipRect();
window->DrawList->PushClipRect(column->ClipRect.Min, column->ClipRect.Max, false);
//IMGUI_DEBUG_LOG("%d (%.0f,%.0f)(%.0f,%.0f)\n", column_no, column->ClipRect.Min.x, column->ClipRect.Min.y, column->ClipRect.Max.x, column->ClipRect.Max.y);
//IMGUI_DEBUG_LOG("%d (%.0f,%.0f)(%.0f,%.0f)\n", column_n, column->ClipRect.Min.x, column->ClipRect.Min.y, column->ClipRect.Max.x, column->ClipRect.Max.y);
window->ClipRect = window->DrawList->_ClipRectStack.back();
}
}
@ -1759,19 +1761,19 @@ ImRect ImGui::TableGetCellRect()
return ImRect(column->MinX, table->RowPosY1, column->MaxX, table->RowPosY2);
}
const char* ImGui::TableGetColumnName(ImGuiTable* table, int column_no)
const char* ImGui::TableGetColumnName(ImGuiTable* table, int column_n)
{
ImGuiTableColumn* column = &table->Columns[column_no];
ImGuiTableColumn* column = &table->Columns[column_n];
if (column->NameOffset == -1)
return NULL;
return &table->ColumnsNames.Buf[column->NameOffset];
}
void ImGui::TableSetColumnAutofit(ImGuiTable* table, int column_no)
void ImGui::TableSetColumnAutofit(ImGuiTable* table, int column_n)
{
// Disable clipping then auto-fit, will take 2 frames
// (we don't take a shortcut for unclipped columns to reduce inconsistencies when e.g. resizing multiple columns)
ImGuiTableColumn* column = &table->Columns[column_no];
ImGuiTableColumn* column = &table->Columns[column_n];
column->CannotSkipItemsQueue = (1 << 0);
column->AutoFitQueue = (1 << 1);
}