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Tables: Fix reordering across hidden columns. Fix for frozen columns to never be larger than scrolling visible rect width.
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@ -346,12 +346,26 @@ void ImGui::TableBeginUpdateColumns(ImGuiTable* table)
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table->HeldHeaderColumn = -1;
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if (table->ReorderColumn != -1 && table->ReorderColumnDir != 0)
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{
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IM_ASSERT(table->ReorderColumnDir == -1 || table->ReorderColumnDir == +1);
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// We need to handle reordering across hidden columns.
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// In the configuration below, moving C to the right of E will lead to:
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// ... C [D] E ---> ... [D] E C (Column name/index)
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// ... 2 3 4 ... 2 3 4 (Display order)
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const int reorder_dir = table->ReorderColumnDir;
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IM_ASSERT(reorder_dir == -1 || reorder_dir == +1);
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IM_ASSERT(table->Flags & ImGuiTableFlags_Reorderable);
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ImGuiTableColumn* dragged_column = &table->Columns[table->ReorderColumn];
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ImGuiTableColumn* target_column = &table->Columns[(table->ReorderColumnDir == -1) ? dragged_column->PrevActiveColumn : dragged_column->NextActiveColumn];
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ImSwap(table->DisplayOrder[dragged_column->IndexDisplayOrder], table->DisplayOrder[target_column->IndexDisplayOrder]);
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ImSwap(dragged_column->IndexDisplayOrder, target_column->IndexDisplayOrder);
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ImGuiTableColumn* src_column = &table->Columns[table->ReorderColumn];
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ImGuiTableColumn* dst_column = &table->Columns[(reorder_dir == -1) ? src_column->PrevActiveColumn : src_column->NextActiveColumn];
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IM_UNUSED(dst_column);
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const int src_order = src_column->IndexDisplayOrder;
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const int dst_order = dst_column->IndexDisplayOrder;
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src_column->IndexDisplayOrder = (ImS8)dst_order;
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for (int order_n = src_order + reorder_dir; order_n != dst_order + reorder_dir; order_n += reorder_dir)
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table->Columns[table->DisplayOrder[order_n]].IndexDisplayOrder -= (ImS8)reorder_dir;
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IM_ASSERT(dst_column->IndexDisplayOrder == dst_order - reorder_dir);
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// Display order is stored in both columns->IndexDisplayOrder and table->DisplayOrder[], rebuild the later from the former.
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for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
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table->DisplayOrder[table->Columns[column_n].IndexDisplayOrder] = (ImS8)column_n;
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table->ReorderColumnDir = 0;
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table->IsSettingsDirty = true;
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}
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@ -690,14 +704,21 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
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continue;
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}
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float max_x = FLT_MAX;
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if (table->Flags & ImGuiTableFlags_ScrollX)
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{
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// Frozen columns can't reach beyond visible width else scrolling will naturally break.
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if (order_n < table->FreezeColumnsRequest)
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max_x = table->InnerClipRect.Max.x - (table->FreezeColumnsRequest - order_n) * min_column_width;
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}
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else
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{
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// If horizontal scrolling if disabled, we apply a final lossless shrinking of columns in order to make sure they are all visible.
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// Because of this we also know that all of the columns will always fit in table->WorkRect and therefore in table->InnerRect (because ScrollX is off)
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if (!(table->Flags & ImGuiTableFlags_ScrollX))
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{
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float max_x = table->WorkRect.Max.x - (table->ColumnsActiveCount - (column->IndexWithinActiveSet + 1)) * min_column_width;
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max_x = table->WorkRect.Max.x - (table->ColumnsActiveCount - (column->IndexWithinActiveSet + 1)) * min_column_width;
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}
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if (offset_x + column->WidthGiven > max_x)
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column->WidthGiven = ImMax(max_x - offset_x, min_column_width);
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}
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column->MinX = offset_x;
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column->MaxX = column->MinX + column->WidthGiven;
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