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Columns: Minor stylistic fixes. (#125)
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parent
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commit
ba71e1c0e4
30
imgui.cpp
30
imgui.cpp
@ -10879,6 +10879,17 @@ float ImGui::GetColumnOffset(int column_index)
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return x_offset;
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return x_offset;
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}
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}
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float ImGui::GetColumnWidth(int column_index)
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{
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ImGuiWindow* window = GetCurrentWindowRead();
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ImGuiColumnsSet* columns = window->DC.ColumnsSet;
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IM_ASSERT(columns != NULL);
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if (column_index < 0)
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column_index = columns->Current;
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return OffsetNormToPixels(columns, columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm);
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}
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void ImGui::SetColumnOffset(int column_index, float offset)
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void ImGui::SetColumnOffset(int column_index, float offset)
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{
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{
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ImGuiContext& g = *GImGui;
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ImGuiContext& g = *GImGui;
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@ -10901,17 +10912,6 @@ void ImGui::SetColumnOffset(int column_index, float offset)
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SetColumnOffset(column_index + 1, offset + ImMax(g.Style.ColumnsMinSpacing, width));
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SetColumnOffset(column_index + 1, offset + ImMax(g.Style.ColumnsMinSpacing, width));
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}
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}
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float ImGui::GetColumnWidth(int column_index)
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{
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ImGuiWindow* window = GetCurrentWindowRead();
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ImGuiColumnsSet* columns = window->DC.ColumnsSet;
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IM_ASSERT(columns != NULL);
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if (column_index < 0)
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column_index = columns->Current;
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return OffsetNormToPixels(columns, columns->Columns[column_index+1].OffsetNorm - columns->Columns[column_index].OffsetNorm);
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}
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void ImGui::SetColumnWidth(int column_index, float width)
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void ImGui::SetColumnWidth(int column_index, float width)
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{
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{
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ImGuiWindow* window = GetCurrentWindowRead();
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ImGuiWindow* window = GetCurrentWindowRead();
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@ -11039,10 +11039,10 @@ void ImGui::EndColumns()
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const float y1 = columns->StartPosY;
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const float y1 = columns->StartPosY;
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const float y2 = window->DC.CursorPos.y;
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const float y2 = window->DC.CursorPos.y;
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int dragging_column = -1;
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int dragging_column = -1;
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for (int i = 1; i < columns->Count; i++)
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for (int n = 1; n < columns->Count; n++)
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{
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{
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float x = window->Pos.x + GetColumnOffset(i);
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float x = window->Pos.x + GetColumnOffset(n);
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const ImGuiID column_id = columns->ID + ImGuiID(i);
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const ImGuiID column_id = columns->ID + ImGuiID(n);
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const float column_hw = 4.0f; // Half-width for interaction
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const float column_hw = 4.0f; // Half-width for interaction
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const ImRect column_rect(ImVec2(x - column_hw, y1), ImVec2(x + column_hw, y2));
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const ImRect column_rect(ImVec2(x - column_hw, y1), ImVec2(x + column_hw, y2));
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KeepAliveID(column_id);
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KeepAliveID(column_id);
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@ -11058,7 +11058,7 @@ void ImGui::EndColumns()
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if (held && g.ActiveIdIsJustActivated)
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if (held && g.ActiveIdIsJustActivated)
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g.ActiveIdClickOffset.x -= column_hw; // Store from center of column line (we used a 8 wide rect for columns clicking). This is used by GetDraggedColumnOffset().
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g.ActiveIdClickOffset.x -= column_hw; // Store from center of column line (we used a 8 wide rect for columns clicking). This is used by GetDraggedColumnOffset().
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if (held)
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if (held)
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dragging_column = i;
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dragging_column = n;
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}
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}
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// Draw column (we clip the Y boundaries CPU side because very long triangles are mishandled by some GPU drivers.)
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// Draw column (we clip the Y boundaries CPU side because very long triangles are mishandled by some GPU drivers.)
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