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Tables: storing LastFrozenHeight for frozen requests that don't have actual freezing due to zero scrolling. (#7821, #5143)
Amend 0b4a1a40 (ignore whitespace to view this patch easily)
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@ -1996,34 +1996,37 @@ void ImGui::TableEndRow(ImGuiTable* table)
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// We need to do that in TableEndRow() instead of TableBeginRow() so the list clipper can mark end of row and
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// get the new cursor position.
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if (unfreeze_rows_request)
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{
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for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
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table->Columns[column_n].NavLayerCurrent = ImGuiNavLayer_Main;
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if (unfreeze_rows_actual)
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{
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IM_ASSERT(table->IsUnfrozenRows == false);
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const float y0 = ImMax(table->RowPosY2 + 1, window->InnerClipRect.Min.y);
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table->IsUnfrozenRows = true;
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table_instance->LastFrozenHeight = y0 - table->OuterRect.Min.y;
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// BgClipRect starts as table->InnerClipRect, reduce it now and make BgClipRectForDrawCmd == BgClipRect
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table->BgClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y = ImMin(y0, window->InnerClipRect.Max.y);
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table->BgClipRect.Max.y = table->Bg2ClipRectForDrawCmd.Max.y = window->InnerClipRect.Max.y;
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table->Bg2DrawChannelCurrent = table->Bg2DrawChannelUnfrozen;
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IM_ASSERT(table->Bg2ClipRectForDrawCmd.Min.y <= table->Bg2ClipRectForDrawCmd.Max.y);
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float row_height = table->RowPosY2 - table->RowPosY1;
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table->RowPosY2 = window->DC.CursorPos.y = table->WorkRect.Min.y + table->RowPosY2 - table->OuterRect.Min.y;
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table->RowPosY1 = table->RowPosY2 - row_height;
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for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
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if (unfreeze_rows_actual)
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{
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ImGuiTableColumn* column = &table->Columns[column_n];
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column->DrawChannelCurrent = column->DrawChannelUnfrozen;
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column->ClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y;
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}
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IM_ASSERT(table->IsUnfrozenRows == false);
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table->IsUnfrozenRows = true;
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// Update cliprect ahead of TableBeginCell() so clipper can access to new ClipRect->Min.y
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SetWindowClipRectBeforeSetChannel(window, table->Columns[0].ClipRect);
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table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Columns[0].DrawChannelCurrent);
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// BgClipRect starts as table->InnerClipRect, reduce it now and make BgClipRectForDrawCmd == BgClipRect
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table->BgClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y = ImMin(y0, window->InnerClipRect.Max.y);
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table->BgClipRect.Max.y = table->Bg2ClipRectForDrawCmd.Max.y = window->InnerClipRect.Max.y;
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table->Bg2DrawChannelCurrent = table->Bg2DrawChannelUnfrozen;
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IM_ASSERT(table->Bg2ClipRectForDrawCmd.Min.y <= table->Bg2ClipRectForDrawCmd.Max.y);
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float row_height = table->RowPosY2 - table->RowPosY1;
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table->RowPosY2 = window->DC.CursorPos.y = table->WorkRect.Min.y + table->RowPosY2 - table->OuterRect.Min.y;
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table->RowPosY1 = table->RowPosY2 - row_height;
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for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
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{
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ImGuiTableColumn* column = &table->Columns[column_n];
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column->DrawChannelCurrent = column->DrawChannelUnfrozen;
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column->ClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y;
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}
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// Update cliprect ahead of TableBeginCell() so clipper can access to new ClipRect->Min.y
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SetWindowClipRectBeforeSetChannel(window, table->Columns[0].ClipRect);
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table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Columns[0].DrawChannelCurrent);
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}
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}
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if (!(table->RowFlags & ImGuiTableRowFlags_Headers))
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