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Tables: Moving legacy Columns code
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parent
9c8671e7b0
commit
818e1a4eb4
434
imgui_tables.cpp
434
imgui_tables.cpp
@ -66,6 +66,440 @@
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// [SECTION] Widgets: Columns, BeginColumns, EndColumns, etc.
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// (This is a legacy API, prefer using BeginTable/EndTable!)
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//-------------------------------------------------------------------------
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// - SetWindowClipRectBeforeSetChannel() [Internal]
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// - GetColumnIndex()
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// - GetColumnsCount()
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// - GetColumnOffset()
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// - GetColumnWidth()
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// - SetColumnOffset()
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// - SetColumnWidth()
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// - PushColumnClipRect() [Internal]
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// - PushColumnsBackground() [Internal]
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// - PopColumnsBackground() [Internal]
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// - FindOrCreateColumns() [Internal]
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// - GetColumnsID() [Internal]
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// - BeginColumns()
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// - NextColumn()
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// - EndColumns()
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// - Columns()
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//-------------------------------------------------------------------------
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// [Internal] Small optimization to avoid calls to PopClipRect/SetCurrentChannel/PushClipRect in sequences,
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// they would meddle many times with the underlying ImDrawCmd.
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// Instead, we do a preemptive overwrite of clipping rectangle _without_ altering the command-buffer and let
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// the subsequent single call to SetCurrentChannel() does it things once.
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void ImGui::SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect)
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{
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ImVec4 clip_rect_vec4 = clip_rect.ToVec4();
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window->ClipRect = clip_rect;
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window->DrawList->_CmdHeader.ClipRect = clip_rect_vec4;
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window->DrawList->_ClipRectStack.Data[window->DrawList->_ClipRectStack.Size - 1] = clip_rect_vec4;
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}
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int ImGui::GetColumnIndex()
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{
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ImGuiWindow* window = GetCurrentWindowRead();
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return window->DC.CurrentColumns ? window->DC.CurrentColumns->Current : 0;
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}
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int ImGui::GetColumnsCount()
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{
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ImGuiWindow* window = GetCurrentWindowRead();
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return window->DC.CurrentColumns ? window->DC.CurrentColumns->Count : 1;
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}
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float ImGui::GetColumnOffsetFromNorm(const ImGuiOldColumns* columns, float offset_norm)
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{
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return offset_norm * (columns->OffMaxX - columns->OffMinX);
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}
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float ImGui::GetColumnNormFromOffset(const ImGuiOldColumns* columns, float offset)
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{
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return offset / (columns->OffMaxX - columns->OffMinX);
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}
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static const float COLUMNS_HIT_RECT_HALF_WIDTH = 4.0f;
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static float GetDraggedColumnOffset(ImGuiOldColumns* columns, int column_index)
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{
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// Active (dragged) column always follow mouse. The reason we need this is that dragging a column to the right edge of an auto-resizing
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// window creates a feedback loop because we store normalized positions. So while dragging we enforce absolute positioning.
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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IM_ASSERT(column_index > 0); // We are not supposed to drag column 0.
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IM_ASSERT(g.ActiveId == columns->ID + ImGuiID(column_index));
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float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x + COLUMNS_HIT_RECT_HALF_WIDTH - window->Pos.x;
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x = ImMax(x, ImGui::GetColumnOffset(column_index - 1) + g.Style.ColumnsMinSpacing);
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if ((columns->Flags & ImGuiOldColumnFlags_NoPreserveWidths))
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x = ImMin(x, ImGui::GetColumnOffset(column_index + 1) - g.Style.ColumnsMinSpacing);
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return x;
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}
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float ImGui::GetColumnOffset(int column_index)
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{
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ImGuiWindow* window = GetCurrentWindowRead();
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ImGuiOldColumns* columns = window->DC.CurrentColumns;
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if (columns == NULL)
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return 0.0f;
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if (column_index < 0)
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column_index = columns->Current;
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IM_ASSERT(column_index < columns->Columns.Size);
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const float t = columns->Columns[column_index].OffsetNorm;
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const float x_offset = ImLerp(columns->OffMinX, columns->OffMaxX, t);
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return x_offset;
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}
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static float GetColumnWidthEx(ImGuiOldColumns* columns, int column_index, bool before_resize = false)
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{
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if (column_index < 0)
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column_index = columns->Current;
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float offset_norm;
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if (before_resize)
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offset_norm = columns->Columns[column_index + 1].OffsetNormBeforeResize - columns->Columns[column_index].OffsetNormBeforeResize;
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else
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offset_norm = columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm;
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return ImGui::GetColumnOffsetFromNorm(columns, offset_norm);
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}
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float ImGui::GetColumnWidth(int column_index)
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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ImGuiOldColumns* columns = window->DC.CurrentColumns;
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if (columns == NULL)
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return GetContentRegionAvail().x;
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if (column_index < 0)
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column_index = columns->Current;
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return GetColumnOffsetFromNorm(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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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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ImGuiOldColumns* columns = window->DC.CurrentColumns;
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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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IM_ASSERT(column_index < columns->Columns.Size);
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const bool preserve_width = !(columns->Flags & ImGuiOldColumnFlags_NoPreserveWidths) && (column_index < columns->Count - 1);
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const float width = preserve_width ? GetColumnWidthEx(columns, column_index, columns->IsBeingResized) : 0.0f;
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if (!(columns->Flags & ImGuiOldColumnFlags_NoForceWithinWindow))
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offset = ImMin(offset, columns->OffMaxX - g.Style.ColumnsMinSpacing * (columns->Count - column_index));
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columns->Columns[column_index].OffsetNorm = GetColumnNormFromOffset(columns, offset - columns->OffMinX);
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if (preserve_width)
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SetColumnOffset(column_index + 1, offset + ImMax(g.Style.ColumnsMinSpacing, width));
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}
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void ImGui::SetColumnWidth(int column_index, float width)
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{
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ImGuiWindow* window = GetCurrentWindowRead();
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ImGuiOldColumns* columns = window->DC.CurrentColumns;
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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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SetColumnOffset(column_index + 1, GetColumnOffset(column_index) + width);
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}
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void ImGui::PushColumnClipRect(int column_index)
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{
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ImGuiWindow* window = GetCurrentWindowRead();
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ImGuiOldColumns* columns = window->DC.CurrentColumns;
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if (column_index < 0)
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column_index = columns->Current;
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ImGuiOldColumnData* column = &columns->Columns[column_index];
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PushClipRect(column->ClipRect.Min, column->ClipRect.Max, false);
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}
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// Get into the columns background draw command (which is generally the same draw command as before we called BeginColumns)
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void ImGui::PushColumnsBackground()
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{
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ImGuiWindow* window = GetCurrentWindowRead();
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ImGuiOldColumns* columns = window->DC.CurrentColumns;
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if (columns->Count == 1)
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return;
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// Optimization: avoid SetCurrentChannel() + PushClipRect()
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columns->HostBackupClipRect = window->ClipRect;
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SetWindowClipRectBeforeSetChannel(window, columns->HostInitialClipRect);
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columns->Splitter.SetCurrentChannel(window->DrawList, 0);
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}
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void ImGui::PopColumnsBackground()
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{
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ImGuiWindow* window = GetCurrentWindowRead();
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ImGuiOldColumns* columns = window->DC.CurrentColumns;
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if (columns->Count == 1)
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return;
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// Optimization: avoid PopClipRect() + SetCurrentChannel()
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SetWindowClipRectBeforeSetChannel(window, columns->HostBackupClipRect);
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columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1);
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}
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ImGuiOldColumns* ImGui::FindOrCreateColumns(ImGuiWindow* window, ImGuiID id)
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{
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// We have few columns per window so for now we don't need bother much with turning this into a faster lookup.
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for (int n = 0; n < window->ColumnsStorage.Size; n++)
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if (window->ColumnsStorage[n].ID == id)
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return &window->ColumnsStorage[n];
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window->ColumnsStorage.push_back(ImGuiOldColumns());
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ImGuiOldColumns* columns = &window->ColumnsStorage.back();
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columns->ID = id;
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return columns;
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}
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ImGuiID ImGui::GetColumnsID(const char* str_id, int columns_count)
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{
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ImGuiWindow* window = GetCurrentWindow();
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// Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget.
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// In addition, when an identifier isn't explicitly provided we include the number of columns in the hash to make it uniquer.
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PushID(0x11223347 + (str_id ? 0 : columns_count));
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ImGuiID id = window->GetID(str_id ? str_id : "columns");
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PopID();
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return id;
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}
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void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiOldColumnFlags flags)
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = GetCurrentWindow();
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IM_ASSERT(columns_count >= 1);
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IM_ASSERT(window->DC.CurrentColumns == NULL); // Nested columns are currently not supported
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// Acquire storage for the columns set
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ImGuiID id = GetColumnsID(str_id, columns_count);
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ImGuiOldColumns* columns = FindOrCreateColumns(window, id);
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IM_ASSERT(columns->ID == id);
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columns->Current = 0;
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columns->Count = columns_count;
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columns->Flags = flags;
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window->DC.CurrentColumns = columns;
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columns->HostCursorPosY = window->DC.CursorPos.y;
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columns->HostCursorMaxPosX = window->DC.CursorMaxPos.x;
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columns->HostInitialClipRect = window->ClipRect;
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columns->HostBackupParentWorkRect = window->ParentWorkRect;
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window->ParentWorkRect = window->WorkRect;
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// Set state for first column
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// We aim so that the right-most column will have the same clipping width as other after being clipped by parent ClipRect
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const float column_padding = g.Style.ItemSpacing.x;
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const float half_clip_extend_x = ImFloor(ImMax(window->WindowPadding.x * 0.5f, window->WindowBorderSize));
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const float max_1 = window->WorkRect.Max.x + column_padding - ImMax(column_padding - window->WindowPadding.x, 0.0f);
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const float max_2 = window->WorkRect.Max.x + half_clip_extend_x;
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columns->OffMinX = window->DC.Indent.x - column_padding + ImMax(column_padding - window->WindowPadding.x, 0.0f);
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columns->OffMaxX = ImMax(ImMin(max_1, max_2) - window->Pos.x, columns->OffMinX + 1.0f);
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columns->LineMinY = columns->LineMaxY = window->DC.CursorPos.y;
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// Clear data if columns count changed
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if (columns->Columns.Size != 0 && columns->Columns.Size != columns_count + 1)
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columns->Columns.resize(0);
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// Initialize default widths
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columns->IsFirstFrame = (columns->Columns.Size == 0);
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if (columns->Columns.Size == 0)
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{
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columns->Columns.reserve(columns_count + 1);
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for (int n = 0; n < columns_count + 1; n++)
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{
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ImGuiOldColumnData column;
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column.OffsetNorm = n / (float)columns_count;
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columns->Columns.push_back(column);
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}
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}
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for (int n = 0; n < columns_count; n++)
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{
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// Compute clipping rectangle
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ImGuiOldColumnData* column = &columns->Columns[n];
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float clip_x1 = IM_ROUND(window->Pos.x + GetColumnOffset(n));
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float clip_x2 = IM_ROUND(window->Pos.x + GetColumnOffset(n + 1) - 1.0f);
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column->ClipRect = ImRect(clip_x1, -FLT_MAX, clip_x2, +FLT_MAX);
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column->ClipRect.ClipWithFull(window->ClipRect);
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}
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if (columns->Count > 1)
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{
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columns->Splitter.Split(window->DrawList, 1 + columns->Count);
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columns->Splitter.SetCurrentChannel(window->DrawList, 1);
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PushColumnClipRect(0);
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}
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// We don't generally store Indent.x inside ColumnsOffset because it may be manipulated by the user.
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float offset_0 = GetColumnOffset(columns->Current);
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float offset_1 = GetColumnOffset(columns->Current + 1);
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float width = offset_1 - offset_0;
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PushItemWidth(width * 0.65f);
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window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f);
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window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
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window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding;
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}
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void ImGui::NextColumn()
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{
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ImGuiWindow* window = GetCurrentWindow();
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if (window->SkipItems || window->DC.CurrentColumns == NULL)
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return;
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ImGuiContext& g = *GImGui;
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ImGuiOldColumns* columns = window->DC.CurrentColumns;
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if (columns->Count == 1)
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{
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window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
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IM_ASSERT(columns->Current == 0);
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return;
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}
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// Next column
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if (++columns->Current == columns->Count)
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columns->Current = 0;
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PopItemWidth();
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// Optimization: avoid PopClipRect() + SetCurrentChannel() + PushClipRect()
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// (which would needlessly attempt to update commands in the wrong channel, then pop or overwrite them),
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ImGuiOldColumnData* column = &columns->Columns[columns->Current];
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SetWindowClipRectBeforeSetChannel(window, column->ClipRect);
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columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1);
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const float column_padding = g.Style.ItemSpacing.x;
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columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y);
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if (columns->Current > 0)
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{
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// Columns 1+ ignore IndentX (by canceling it out)
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// FIXME-COLUMNS: Unnecessary, could be locked?
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window->DC.ColumnsOffset.x = GetColumnOffset(columns->Current) - window->DC.Indent.x + column_padding;
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}
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else
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{
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// New row/line: column 0 honor IndentX.
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window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f);
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columns->LineMinY = columns->LineMaxY;
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}
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window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
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window->DC.CursorPos.y = columns->LineMinY;
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window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);
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window->DC.CurrLineTextBaseOffset = 0.0f;
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// FIXME-COLUMNS: Share code with BeginColumns() - move code on columns setup.
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float offset_0 = GetColumnOffset(columns->Current);
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float offset_1 = GetColumnOffset(columns->Current + 1);
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float width = offset_1 - offset_0;
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PushItemWidth(width * 0.65f);
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window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding;
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}
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void ImGui::EndColumns()
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = GetCurrentWindow();
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ImGuiOldColumns* columns = window->DC.CurrentColumns;
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IM_ASSERT(columns != NULL);
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PopItemWidth();
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if (columns->Count > 1)
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{
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PopClipRect();
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columns->Splitter.Merge(window->DrawList);
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}
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const ImGuiOldColumnFlags flags = columns->Flags;
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columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y);
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window->DC.CursorPos.y = columns->LineMaxY;
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if (!(flags & ImGuiOldColumnFlags_GrowParentContentsSize))
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window->DC.CursorMaxPos.x = columns->HostCursorMaxPosX; // Restore cursor max pos, as columns don't grow parent
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// Draw columns borders and handle resize
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// The IsBeingResized flag ensure we preserve pre-resize columns width so back-and-forth are not lossy
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bool is_being_resized = false;
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if (!(flags & ImGuiOldColumnFlags_NoBorder) && !window->SkipItems)
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{
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// We clip Y boundaries CPU side because very long triangles are mishandled by some GPU drivers.
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const float y1 = ImMax(columns->HostCursorPosY, window->ClipRect.Min.y);
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const float y2 = ImMin(window->DC.CursorPos.y, window->ClipRect.Max.y);
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int dragging_column = -1;
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for (int n = 1; n < columns->Count; n++)
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{
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ImGuiOldColumnData* column = &columns->Columns[n];
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float x = window->Pos.x + GetColumnOffset(n);
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const ImGuiID column_id = columns->ID + ImGuiID(n);
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const float column_hit_hw = COLUMNS_HIT_RECT_HALF_WIDTH;
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const ImRect column_hit_rect(ImVec2(x - column_hit_hw, y1), ImVec2(x + column_hit_hw, y2));
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KeepAliveID(column_id);
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if (IsClippedEx(column_hit_rect, column_id, false))
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continue;
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bool hovered = false, held = false;
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if (!(flags & ImGuiOldColumnFlags_NoResize))
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{
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ButtonBehavior(column_hit_rect, column_id, &hovered, &held);
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if (hovered || held)
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g.MouseCursor = ImGuiMouseCursor_ResizeEW;
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if (held && !(column->Flags & ImGuiOldColumnFlags_NoResize))
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dragging_column = n;
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}
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// Draw column
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const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator);
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const float xi = IM_FLOOR(x);
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window->DrawList->AddLine(ImVec2(xi, y1 + 1.0f), ImVec2(xi, y2), col);
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}
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// Apply dragging after drawing the column lines, so our rendered lines are in sync with how items were displayed during the frame.
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if (dragging_column != -1)
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{
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if (!columns->IsBeingResized)
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for (int n = 0; n < columns->Count + 1; n++)
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columns->Columns[n].OffsetNormBeforeResize = columns->Columns[n].OffsetNorm;
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columns->IsBeingResized = is_being_resized = true;
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float x = GetDraggedColumnOffset(columns, dragging_column);
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SetColumnOffset(dragging_column, x);
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}
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}
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columns->IsBeingResized = is_being_resized;
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window->WorkRect = window->ParentWorkRect;
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window->ParentWorkRect = columns->HostBackupParentWorkRect;
|
||||
window->DC.CurrentColumns = NULL;
|
||||
window->DC.ColumnsOffset.x = 0.0f;
|
||||
window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
|
||||
}
|
||||
|
||||
void ImGui::Columns(int columns_count, const char* id, bool border)
|
||||
{
|
||||
ImGuiWindow* window = GetCurrentWindow();
|
||||
IM_ASSERT(columns_count >= 1);
|
||||
|
||||
ImGuiOldColumnFlags flags = (border ? 0 : ImGuiOldColumnFlags_NoBorder);
|
||||
//flags |= ImGuiOldColumnFlags_NoPreserveWidths; // NB: Legacy behavior
|
||||
ImGuiOldColumns* columns = window->DC.CurrentColumns;
|
||||
if (columns != NULL && columns->Count == columns_count && columns->Flags == flags)
|
||||
return;
|
||||
|
||||
if (columns != NULL)
|
||||
EndColumns();
|
||||
|
||||
if (columns_count != 1)
|
||||
BeginColumns(id, columns_count, flags);
|
||||
}
|
||||
|
||||
|
||||
//-------------------------------------------------------------------------
|
||||
|
@ -7866,445 +7866,4 @@ void ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb,
|
||||
}
|
||||
|
||||
|
||||
//-------------------------------------------------------------------------
|
||||
// [SECTION] Widgets: Columns, BeginColumns, EndColumns, etc.
|
||||
// In the current version, Columns are very weak. Needs to be replaced with a more full-featured system.
|
||||
//-------------------------------------------------------------------------
|
||||
// - SetWindowClipRectBeforeSetChannel() [Internal]
|
||||
// - GetColumnIndex()
|
||||
// - GetColumnCount()
|
||||
// - GetColumnOffset()
|
||||
// - GetColumnWidth()
|
||||
// - SetColumnOffset()
|
||||
// - SetColumnWidth()
|
||||
// - PushColumnClipRect() [Internal]
|
||||
// - PushColumnsBackground() [Internal]
|
||||
// - PopColumnsBackground() [Internal]
|
||||
// - FindOrCreateColumns() [Internal]
|
||||
// - GetColumnsID() [Internal]
|
||||
// - BeginColumns()
|
||||
// - NextColumn()
|
||||
// - EndColumns()
|
||||
// - Columns()
|
||||
//-------------------------------------------------------------------------
|
||||
|
||||
// [Internal] Small optimization to avoid calls to PopClipRect/SetCurrentChannel/PushClipRect in sequences,
|
||||
// they would meddle many times with the underlying ImDrawCmd.
|
||||
// Instead, we do a preemptive overwrite of clipping rectangle _without_ altering the command-buffer and let
|
||||
// the subsequent single call to SetCurrentChannel() does it things once.
|
||||
void ImGui::SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect)
|
||||
{
|
||||
ImVec4 clip_rect_vec4 = clip_rect.ToVec4();
|
||||
window->ClipRect = clip_rect;
|
||||
window->DrawList->_CmdHeader.ClipRect = clip_rect_vec4;
|
||||
window->DrawList->_ClipRectStack.Data[window->DrawList->_ClipRectStack.Size - 1] = clip_rect_vec4;
|
||||
}
|
||||
|
||||
int ImGui::GetColumnIndex()
|
||||
{
|
||||
ImGuiWindow* window = GetCurrentWindowRead();
|
||||
return window->DC.CurrentColumns ? window->DC.CurrentColumns->Current : 0;
|
||||
}
|
||||
|
||||
int ImGui::GetColumnsCount()
|
||||
{
|
||||
ImGuiWindow* window = GetCurrentWindowRead();
|
||||
return window->DC.CurrentColumns ? window->DC.CurrentColumns->Count : 1;
|
||||
}
|
||||
|
||||
float ImGui::GetColumnOffsetFromNorm(const ImGuiOldColumns* columns, float offset_norm)
|
||||
{
|
||||
return offset_norm * (columns->OffMaxX - columns->OffMinX);
|
||||
}
|
||||
|
||||
float ImGui::GetColumnNormFromOffset(const ImGuiOldColumns* columns, float offset)
|
||||
{
|
||||
return offset / (columns->OffMaxX - columns->OffMinX);
|
||||
}
|
||||
|
||||
static const float COLUMNS_HIT_RECT_HALF_WIDTH = 4.0f;
|
||||
|
||||
static float GetDraggedColumnOffset(ImGuiOldColumns* columns, int column_index)
|
||||
{
|
||||
// Active (dragged) column always follow mouse. The reason we need this is that dragging a column to the right edge of an auto-resizing
|
||||
// window creates a feedback loop because we store normalized positions. So while dragging we enforce absolute positioning.
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiWindow* window = g.CurrentWindow;
|
||||
IM_ASSERT(column_index > 0); // We are not supposed to drag column 0.
|
||||
IM_ASSERT(g.ActiveId == columns->ID + ImGuiID(column_index));
|
||||
|
||||
float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x + COLUMNS_HIT_RECT_HALF_WIDTH - window->Pos.x;
|
||||
x = ImMax(x, ImGui::GetColumnOffset(column_index - 1) + g.Style.ColumnsMinSpacing);
|
||||
if ((columns->Flags & ImGuiOldColumnFlags_NoPreserveWidths))
|
||||
x = ImMin(x, ImGui::GetColumnOffset(column_index + 1) - g.Style.ColumnsMinSpacing);
|
||||
|
||||
return x;
|
||||
}
|
||||
|
||||
float ImGui::GetColumnOffset(int column_index)
|
||||
{
|
||||
ImGuiWindow* window = GetCurrentWindowRead();
|
||||
ImGuiOldColumns* columns = window->DC.CurrentColumns;
|
||||
if (columns == NULL)
|
||||
return 0.0f;
|
||||
|
||||
if (column_index < 0)
|
||||
column_index = columns->Current;
|
||||
IM_ASSERT(column_index < columns->Columns.Size);
|
||||
|
||||
const float t = columns->Columns[column_index].OffsetNorm;
|
||||
const float x_offset = ImLerp(columns->OffMinX, columns->OffMaxX, t);
|
||||
return x_offset;
|
||||
}
|
||||
|
||||
static float GetColumnWidthEx(ImGuiOldColumns* columns, int column_index, bool before_resize = false)
|
||||
{
|
||||
if (column_index < 0)
|
||||
column_index = columns->Current;
|
||||
|
||||
float offset_norm;
|
||||
if (before_resize)
|
||||
offset_norm = columns->Columns[column_index + 1].OffsetNormBeforeResize - columns->Columns[column_index].OffsetNormBeforeResize;
|
||||
else
|
||||
offset_norm = columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm;
|
||||
return ImGui::GetColumnOffsetFromNorm(columns, offset_norm);
|
||||
}
|
||||
|
||||
float ImGui::GetColumnWidth(int column_index)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiWindow* window = g.CurrentWindow;
|
||||
ImGuiOldColumns* columns = window->DC.CurrentColumns;
|
||||
if (columns == NULL)
|
||||
return GetContentRegionAvail().x;
|
||||
|
||||
if (column_index < 0)
|
||||
column_index = columns->Current;
|
||||
return GetColumnOffsetFromNorm(columns, columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm);
|
||||
}
|
||||
|
||||
void ImGui::SetColumnOffset(int column_index, float offset)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiWindow* window = g.CurrentWindow;
|
||||
ImGuiOldColumns* columns = window->DC.CurrentColumns;
|
||||
IM_ASSERT(columns != NULL);
|
||||
|
||||
if (column_index < 0)
|
||||
column_index = columns->Current;
|
||||
IM_ASSERT(column_index < columns->Columns.Size);
|
||||
|
||||
const bool preserve_width = !(columns->Flags & ImGuiOldColumnFlags_NoPreserveWidths) && (column_index < columns->Count - 1);
|
||||
const float width = preserve_width ? GetColumnWidthEx(columns, column_index, columns->IsBeingResized) : 0.0f;
|
||||
|
||||
if (!(columns->Flags & ImGuiOldColumnFlags_NoForceWithinWindow))
|
||||
offset = ImMin(offset, columns->OffMaxX - g.Style.ColumnsMinSpacing * (columns->Count - column_index));
|
||||
columns->Columns[column_index].OffsetNorm = GetColumnNormFromOffset(columns, offset - columns->OffMinX);
|
||||
|
||||
if (preserve_width)
|
||||
SetColumnOffset(column_index + 1, offset + ImMax(g.Style.ColumnsMinSpacing, width));
|
||||
}
|
||||
|
||||
void ImGui::SetColumnWidth(int column_index, float width)
|
||||
{
|
||||
ImGuiWindow* window = GetCurrentWindowRead();
|
||||
ImGuiOldColumns* columns = window->DC.CurrentColumns;
|
||||
IM_ASSERT(columns != NULL);
|
||||
|
||||
if (column_index < 0)
|
||||
column_index = columns->Current;
|
||||
SetColumnOffset(column_index + 1, GetColumnOffset(column_index) + width);
|
||||
}
|
||||
|
||||
void ImGui::PushColumnClipRect(int column_index)
|
||||
{
|
||||
ImGuiWindow* window = GetCurrentWindowRead();
|
||||
ImGuiOldColumns* columns = window->DC.CurrentColumns;
|
||||
if (column_index < 0)
|
||||
column_index = columns->Current;
|
||||
|
||||
ImGuiOldColumnData* column = &columns->Columns[column_index];
|
||||
PushClipRect(column->ClipRect.Min, column->ClipRect.Max, false);
|
||||
}
|
||||
|
||||
// Get into the columns background draw command (which is generally the same draw command as before we called BeginColumns)
|
||||
void ImGui::PushColumnsBackground()
|
||||
{
|
||||
ImGuiWindow* window = GetCurrentWindowRead();
|
||||
ImGuiOldColumns* columns = window->DC.CurrentColumns;
|
||||
if (columns->Count == 1)
|
||||
return;
|
||||
|
||||
// Optimization: avoid SetCurrentChannel() + PushClipRect()
|
||||
columns->HostBackupClipRect = window->ClipRect;
|
||||
SetWindowClipRectBeforeSetChannel(window, columns->HostInitialClipRect);
|
||||
columns->Splitter.SetCurrentChannel(window->DrawList, 0);
|
||||
}
|
||||
|
||||
void ImGui::PopColumnsBackground()
|
||||
{
|
||||
ImGuiWindow* window = GetCurrentWindowRead();
|
||||
ImGuiOldColumns* columns = window->DC.CurrentColumns;
|
||||
if (columns->Count == 1)
|
||||
return;
|
||||
|
||||
// Optimization: avoid PopClipRect() + SetCurrentChannel()
|
||||
SetWindowClipRectBeforeSetChannel(window, columns->HostBackupClipRect);
|
||||
columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1);
|
||||
}
|
||||
|
||||
ImGuiOldColumns* ImGui::FindOrCreateColumns(ImGuiWindow* window, ImGuiID id)
|
||||
{
|
||||
// We have few columns per window so for now we don't need bother much with turning this into a faster lookup.
|
||||
for (int n = 0; n < window->ColumnsStorage.Size; n++)
|
||||
if (window->ColumnsStorage[n].ID == id)
|
||||
return &window->ColumnsStorage[n];
|
||||
|
||||
window->ColumnsStorage.push_back(ImGuiOldColumns());
|
||||
ImGuiOldColumns* columns = &window->ColumnsStorage.back();
|
||||
columns->ID = id;
|
||||
return columns;
|
||||
}
|
||||
|
||||
ImGuiID ImGui::GetColumnsID(const char* str_id, int columns_count)
|
||||
{
|
||||
ImGuiWindow* window = GetCurrentWindow();
|
||||
|
||||
// Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget.
|
||||
// In addition, when an identifier isn't explicitly provided we include the number of columns in the hash to make it uniquer.
|
||||
PushID(0x11223347 + (str_id ? 0 : columns_count));
|
||||
ImGuiID id = window->GetID(str_id ? str_id : "columns");
|
||||
PopID();
|
||||
|
||||
return id;
|
||||
}
|
||||
|
||||
void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiOldColumnFlags flags)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiWindow* window = GetCurrentWindow();
|
||||
|
||||
IM_ASSERT(columns_count >= 1);
|
||||
IM_ASSERT(window->DC.CurrentColumns == NULL); // Nested columns are currently not supported
|
||||
|
||||
// Acquire storage for the columns set
|
||||
ImGuiID id = GetColumnsID(str_id, columns_count);
|
||||
ImGuiOldColumns* columns = FindOrCreateColumns(window, id);
|
||||
IM_ASSERT(columns->ID == id);
|
||||
columns->Current = 0;
|
||||
columns->Count = columns_count;
|
||||
columns->Flags = flags;
|
||||
window->DC.CurrentColumns = columns;
|
||||
|
||||
columns->HostCursorPosY = window->DC.CursorPos.y;
|
||||
columns->HostCursorMaxPosX = window->DC.CursorMaxPos.x;
|
||||
columns->HostInitialClipRect = window->ClipRect;
|
||||
columns->HostBackupParentWorkRect = window->ParentWorkRect;
|
||||
window->ParentWorkRect = window->WorkRect;
|
||||
|
||||
// Set state for first column
|
||||
// We aim so that the right-most column will have the same clipping width as other after being clipped by parent ClipRect
|
||||
const float column_padding = g.Style.ItemSpacing.x;
|
||||
const float half_clip_extend_x = ImFloor(ImMax(window->WindowPadding.x * 0.5f, window->WindowBorderSize));
|
||||
const float max_1 = window->WorkRect.Max.x + column_padding - ImMax(column_padding - window->WindowPadding.x, 0.0f);
|
||||
const float max_2 = window->WorkRect.Max.x + half_clip_extend_x;
|
||||
columns->OffMinX = window->DC.Indent.x - column_padding + ImMax(column_padding - window->WindowPadding.x, 0.0f);
|
||||
columns->OffMaxX = ImMax(ImMin(max_1, max_2) - window->Pos.x, columns->OffMinX + 1.0f);
|
||||
columns->LineMinY = columns->LineMaxY = window->DC.CursorPos.y;
|
||||
|
||||
// Clear data if columns count changed
|
||||
if (columns->Columns.Size != 0 && columns->Columns.Size != columns_count + 1)
|
||||
columns->Columns.resize(0);
|
||||
|
||||
// Initialize default widths
|
||||
columns->IsFirstFrame = (columns->Columns.Size == 0);
|
||||
if (columns->Columns.Size == 0)
|
||||
{
|
||||
columns->Columns.reserve(columns_count + 1);
|
||||
for (int n = 0; n < columns_count + 1; n++)
|
||||
{
|
||||
ImGuiOldColumnData column;
|
||||
column.OffsetNorm = n / (float)columns_count;
|
||||
columns->Columns.push_back(column);
|
||||
}
|
||||
}
|
||||
|
||||
for (int n = 0; n < columns_count; n++)
|
||||
{
|
||||
// Compute clipping rectangle
|
||||
ImGuiOldColumnData* column = &columns->Columns[n];
|
||||
float clip_x1 = IM_ROUND(window->Pos.x + GetColumnOffset(n));
|
||||
float clip_x2 = IM_ROUND(window->Pos.x + GetColumnOffset(n + 1) - 1.0f);
|
||||
column->ClipRect = ImRect(clip_x1, -FLT_MAX, clip_x2, +FLT_MAX);
|
||||
column->ClipRect.ClipWithFull(window->ClipRect);
|
||||
}
|
||||
|
||||
if (columns->Count > 1)
|
||||
{
|
||||
columns->Splitter.Split(window->DrawList, 1 + columns->Count);
|
||||
columns->Splitter.SetCurrentChannel(window->DrawList, 1);
|
||||
PushColumnClipRect(0);
|
||||
}
|
||||
|
||||
// We don't generally store Indent.x inside ColumnsOffset because it may be manipulated by the user.
|
||||
float offset_0 = GetColumnOffset(columns->Current);
|
||||
float offset_1 = GetColumnOffset(columns->Current + 1);
|
||||
float width = offset_1 - offset_0;
|
||||
PushItemWidth(width * 0.65f);
|
||||
window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f);
|
||||
window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
|
||||
window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding;
|
||||
}
|
||||
|
||||
void ImGui::NextColumn()
|
||||
{
|
||||
ImGuiWindow* window = GetCurrentWindow();
|
||||
if (window->SkipItems || window->DC.CurrentColumns == NULL)
|
||||
return;
|
||||
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiOldColumns* columns = window->DC.CurrentColumns;
|
||||
|
||||
if (columns->Count == 1)
|
||||
{
|
||||
window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
|
||||
IM_ASSERT(columns->Current == 0);
|
||||
return;
|
||||
}
|
||||
|
||||
// Next column
|
||||
if (++columns->Current == columns->Count)
|
||||
columns->Current = 0;
|
||||
|
||||
PopItemWidth();
|
||||
|
||||
// Optimization: avoid PopClipRect() + SetCurrentChannel() + PushClipRect()
|
||||
// (which would needlessly attempt to update commands in the wrong channel, then pop or overwrite them),
|
||||
ImGuiOldColumnData* column = &columns->Columns[columns->Current];
|
||||
SetWindowClipRectBeforeSetChannel(window, column->ClipRect);
|
||||
columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1);
|
||||
|
||||
const float column_padding = g.Style.ItemSpacing.x;
|
||||
columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y);
|
||||
if (columns->Current > 0)
|
||||
{
|
||||
// Columns 1+ ignore IndentX (by canceling it out)
|
||||
// FIXME-COLUMNS: Unnecessary, could be locked?
|
||||
window->DC.ColumnsOffset.x = GetColumnOffset(columns->Current) - window->DC.Indent.x + column_padding;
|
||||
}
|
||||
else
|
||||
{
|
||||
// New row/line: column 0 honor IndentX.
|
||||
window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f);
|
||||
columns->LineMinY = columns->LineMaxY;
|
||||
}
|
||||
window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
|
||||
window->DC.CursorPos.y = columns->LineMinY;
|
||||
window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);
|
||||
window->DC.CurrLineTextBaseOffset = 0.0f;
|
||||
|
||||
// FIXME-COLUMNS: Share code with BeginColumns() - move code on columns setup.
|
||||
float offset_0 = GetColumnOffset(columns->Current);
|
||||
float offset_1 = GetColumnOffset(columns->Current + 1);
|
||||
float width = offset_1 - offset_0;
|
||||
PushItemWidth(width * 0.65f);
|
||||
window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding;
|
||||
}
|
||||
|
||||
void ImGui::EndColumns()
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiWindow* window = GetCurrentWindow();
|
||||
ImGuiOldColumns* columns = window->DC.CurrentColumns;
|
||||
IM_ASSERT(columns != NULL);
|
||||
|
||||
PopItemWidth();
|
||||
if (columns->Count > 1)
|
||||
{
|
||||
PopClipRect();
|
||||
columns->Splitter.Merge(window->DrawList);
|
||||
}
|
||||
|
||||
const ImGuiOldColumnFlags flags = columns->Flags;
|
||||
columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y);
|
||||
window->DC.CursorPos.y = columns->LineMaxY;
|
||||
if (!(flags & ImGuiOldColumnFlags_GrowParentContentsSize))
|
||||
window->DC.CursorMaxPos.x = columns->HostCursorMaxPosX; // Restore cursor max pos, as columns don't grow parent
|
||||
|
||||
// Draw columns borders and handle resize
|
||||
// The IsBeingResized flag ensure we preserve pre-resize columns width so back-and-forth are not lossy
|
||||
bool is_being_resized = false;
|
||||
if (!(flags & ImGuiOldColumnFlags_NoBorder) && !window->SkipItems)
|
||||
{
|
||||
// We clip Y boundaries CPU side because very long triangles are mishandled by some GPU drivers.
|
||||
const float y1 = ImMax(columns->HostCursorPosY, window->ClipRect.Min.y);
|
||||
const float y2 = ImMin(window->DC.CursorPos.y, window->ClipRect.Max.y);
|
||||
int dragging_column = -1;
|
||||
for (int n = 1; n < columns->Count; n++)
|
||||
{
|
||||
ImGuiOldColumnData* column = &columns->Columns[n];
|
||||
float x = window->Pos.x + GetColumnOffset(n);
|
||||
const ImGuiID column_id = columns->ID + ImGuiID(n);
|
||||
const float column_hit_hw = COLUMNS_HIT_RECT_HALF_WIDTH;
|
||||
const ImRect column_hit_rect(ImVec2(x - column_hit_hw, y1), ImVec2(x + column_hit_hw, y2));
|
||||
KeepAliveID(column_id);
|
||||
if (IsClippedEx(column_hit_rect, column_id, false))
|
||||
continue;
|
||||
|
||||
bool hovered = false, held = false;
|
||||
if (!(flags & ImGuiOldColumnFlags_NoResize))
|
||||
{
|
||||
ButtonBehavior(column_hit_rect, column_id, &hovered, &held);
|
||||
if (hovered || held)
|
||||
g.MouseCursor = ImGuiMouseCursor_ResizeEW;
|
||||
if (held && !(column->Flags & ImGuiOldColumnFlags_NoResize))
|
||||
dragging_column = n;
|
||||
}
|
||||
|
||||
// Draw column
|
||||
const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator);
|
||||
const float xi = IM_FLOOR(x);
|
||||
window->DrawList->AddLine(ImVec2(xi, y1 + 1.0f), ImVec2(xi, y2), col);
|
||||
}
|
||||
|
||||
// Apply dragging after drawing the column lines, so our rendered lines are in sync with how items were displayed during the frame.
|
||||
if (dragging_column != -1)
|
||||
{
|
||||
if (!columns->IsBeingResized)
|
||||
for (int n = 0; n < columns->Count + 1; n++)
|
||||
columns->Columns[n].OffsetNormBeforeResize = columns->Columns[n].OffsetNorm;
|
||||
columns->IsBeingResized = is_being_resized = true;
|
||||
float x = GetDraggedColumnOffset(columns, dragging_column);
|
||||
SetColumnOffset(dragging_column, x);
|
||||
}
|
||||
}
|
||||
columns->IsBeingResized = is_being_resized;
|
||||
|
||||
window->WorkRect = window->ParentWorkRect;
|
||||
window->ParentWorkRect = columns->HostBackupParentWorkRect;
|
||||
window->DC.CurrentColumns = NULL;
|
||||
window->DC.ColumnsOffset.x = 0.0f;
|
||||
window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
|
||||
}
|
||||
|
||||
void ImGui::Columns(int columns_count, const char* id, bool border)
|
||||
{
|
||||
ImGuiWindow* window = GetCurrentWindow();
|
||||
IM_ASSERT(columns_count >= 1);
|
||||
|
||||
ImGuiOldColumnFlags flags = (border ? 0 : ImGuiOldColumnFlags_NoBorder);
|
||||
//flags |= ImGuiOldColumnFlags_NoPreserveWidths; // NB: Legacy behavior
|
||||
ImGuiOldColumns* columns = window->DC.CurrentColumns;
|
||||
if (columns != NULL && columns->Count == columns_count && columns->Flags == flags)
|
||||
return;
|
||||
|
||||
if (columns != NULL)
|
||||
EndColumns();
|
||||
|
||||
if (columns_count != 1)
|
||||
BeginColumns(id, columns_count, flags);
|
||||
}
|
||||
|
||||
//-------------------------------------------------------------------------
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
|
Loading…
Reference in New Issue
Block a user