// dear imgui, v1.80 WIP // (tables and columns code) /* * * Index of this file: * * // [SECTION] Widgets: BeginTable, EndTable, etc. * // [SECTION] Widgets: Columns, BeginColumns, EndColumns, etc. * */ #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) #define _CRT_SECURE_NO_WARNINGS #endif #include "imgui.h" #ifndef IMGUI_DISABLE #ifndef IMGUI_DEFINE_MATH_OPERATORS #define IMGUI_DEFINE_MATH_OPERATORS #endif #include "imgui_internal.h" #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier #include // intptr_t #else #include // intptr_t #endif // Visual Studio warnings #ifdef _MSC_VER #pragma warning (disable: 4127) // condition expression is constant #pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen #if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later #pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types #endif #endif // Clang/GCC warnings with -Weverything #if defined(__clang__) #if __has_warning("-Wunknown-warning-option") #pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! #endif #pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' #pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. #pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok. #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 #pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. #pragma clang diagnostic ignored "-Wenum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') #pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated #pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision #elif defined(__GNUC__) #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind #pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead #endif //----------------------------------------------------------------------------- // [SECTION] Widgets: BeginTable, EndTable, etc. //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // Typical call flow: (root level is public API): // - BeginTable() user begin into a table // | BeginChild() - (if ScrollX/ScrollY is set) // | TableBeginUpdateColumns() - apply resize/order requests, lock columns active state, order // | - TableSetColumnWidth() - apply resizing width (for mouse resize, often requested by previous frame) // | - TableUpdateColumnsWeightFromWidth()- recompute columns weights (of weighted columns) from their respective width // - TableSetupColumn() user submit columns details (optional) // - TableAutoHeaders() or TableHeader() user submit a headers row (optional) // | TableSortSpecsClickColumn() - when left-clicked: alter sort order and sort direction // | TableOpenContextMenu() - when right-clicked: trigger opening of the default context menu // - TableGetSortSpecs() user queries updated sort specs (optional, generally after submitting headers) // - TableNextRow() / TableNextCell() user begin into the first row, also automatically called by TableAutoHeaders() // | TableUpdateLayout() - lock all widths, columns positions, clipping rectangles. called by the FIRST call to TableNextRow()! // | - TableUpdateDrawChannels() - setup ImDrawList channels // | - TableUpdateBorders() - detect hovering columns for resize, ahead of contents submission // | - TableDrawContextMenu() - draw right-click context menu // | TableEndCell() - close existing cell if not the first time // | TableBeginCell() - enter into current cell // - [...] user emit contents // - EndTable() user ends the table // | TableDrawBorders() - draw outer borders, inner vertical borders // | TableReorderDrawChannelsForMerge() - merge draw channels if clipping isn't required // | EndChild() - (if ScrollX/ScrollY is set) //----------------------------------------------------------------------------- // Configuration static const float TABLE_BORDER_SIZE = 1.0f; // FIXME-TABLE: Currently hard-coded. static const float TABLE_RESIZE_SEPARATOR_HALF_THICKNESS = 4.0f; // Extend outside inner borders. static const float TABLE_RESIZE_SEPARATOR_FEEDBACK_TIMER = 0.06f; // Delay/timer before making the hover feedback (color+cursor) visible because tables/columns tends to be more cramped. // Helper inline ImGuiTableFlags TableFixFlags(ImGuiTableFlags flags) { // Adjust flags: set default sizing policy if ((flags & ImGuiTableFlags_SizingPolicyMaskX_) == 0) flags |= (flags & ImGuiTableFlags_ScrollX) ? ImGuiTableFlags_SizingPolicyFixedX : ImGuiTableFlags_SizingPolicyStretchX; // Adjust flags: MultiSortable automatically enable Sortable if (flags & ImGuiTableFlags_MultiSortable) flags |= ImGuiTableFlags_Sortable; // Adjust flags: disable saved settings if there's nothing to save if ((flags & (ImGuiTableFlags_Resizable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Sortable)) == 0) flags |= ImGuiTableFlags_NoSavedSettings; // Adjust flags: enforce borders when resizable if (flags & ImGuiTableFlags_Resizable) flags |= ImGuiTableFlags_BordersVInner; // Adjust flags: disable top rows freezing if there's no scrolling. // We could want to assert if ScrollFreeze was set without the corresponding scroll flag, but that would hinder demos. if ((flags & ImGuiTableFlags_ScrollX) == 0) flags &= ~ImGuiTableFlags_ScrollFreezeColumnsMask_; if ((flags & ImGuiTableFlags_ScrollY) == 0) flags &= ~ImGuiTableFlags_ScrollFreezeRowsMask_; // Adjust flags: disable NoHostExtendY if we have any scrolling going on if ((flags & ImGuiTableFlags_NoHostExtendY) && (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) != 0) flags &= ~ImGuiTableFlags_NoHostExtendY; // Adjust flags: we don't support NoClipX with (FreezeColumns > 0) // We could with some work but it doesn't appear to be worth the effort. if (flags & ImGuiTableFlags_ScrollFreezeColumnsMask_) flags &= ~ImGuiTableFlags_NoClipX; return flags; } ImGuiTable* ImGui::FindTableByID(ImGuiID id) { ImGuiContext& g = *GImGui; return g.Tables.GetByKey(id); } // (Read carefully because this is subtle but it does make sense!) // About 'outer_size', its meaning needs to differ slightly depending of if we are using ScrollX/ScrollY flags: // X: // - outer_size.x < 0.0f -> right align from window/work-rect maximum x edge. // - outer_size.x = 0.0f -> auto enlarge, use all available space. // - outer_size.x > 0.0f -> fixed width // Y with ScrollX/ScrollY: using a child window for scrolling: // - outer_size.y < 0.0f -> bottom align // - outer_size.y = 0.0f -> bottom align, consistent with BeginChild(). not recommended unless table is last item in parent window. // - outer_size.y > 0.0f -> fixed child height. recommended when using Scrolling on any axis. // Y without scrolling, we output table directly in parent window: // - outer_size.y < 0.0f -> bottom align (will auto extend, unless NoHostExtendV is set) // - outer_size.y = 0.0f -> zero minimum height (will auto extend, unless NoHostExtendV is set) // - outer_size.y > 0.0f -> minimum height (will auto extend, unless NoHostExtendV is set) // About 'inner_width': // With ScrollX: // - inner_width < 0.0f -> *illegal* fit in known width (right align from outer_size.x) <-- weird // - inner_width = 0.0f -> fit in outer_width: Fixed size columns will take space they need (if avail, otherwise shrink down), Stretch columns becomes Fixed columns. // - inner_width > 0.0f -> override scrolling width, generally to be larger than outer_size.x. Fixed column take space they need (if avail, otherwise shrink down), Stretch columns share remaining space! // Without ScrollX: // - inner_width -> *ignored* // Details: // - If you want to use Stretch columns with ScrollX, you generally need to specify 'inner_width' otherwise the concept // of "available space" doesn't make sense. // - Even if not really useful, we allow 'inner_width < outer_size.x' for consistency and to facilitate understanding // of what the value does. bool ImGui::BeginTable(const char* str_id, int columns_count, ImGuiTableFlags flags, const ImVec2& outer_size, float inner_width) { ImGuiID id = GetID(str_id); return BeginTableEx(str_id, id, columns_count, flags, outer_size, inner_width); } bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImGuiTableFlags flags, const ImVec2& outer_size, float inner_width) { ImGuiContext& g = *GImGui; ImGuiWindow* outer_window = GetCurrentWindow(); if (outer_window->SkipItems) // Consistent with other tables + beneficial side effect that assert on miscalling EndTable() will be more visible. return false; // Sanity checks IM_ASSERT(columns_count > 0 && columns_count <= IMGUI_TABLE_MAX_COLUMNS && "Only 1..64 columns allowed!"); if (flags & ImGuiTableFlags_ScrollX) IM_ASSERT(inner_width >= 0.0f); const bool use_child_window = (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) != 0; const ImVec2 avail_size = GetContentRegionAvail(); ImVec2 actual_outer_size = CalcItemSize(outer_size, ImMax(avail_size.x, 1.0f), use_child_window ? ImMax(avail_size.y, 1.0f) : 0.0f); ImRect outer_rect(outer_window->DC.CursorPos, outer_window->DC.CursorPos + actual_outer_size); // If an outer size is specified ahead we will be able to early out when not visible. Exact clipping rules may evolve. if (use_child_window && IsClippedEx(outer_rect, 0, false)) { ItemSize(outer_rect); return false; } flags = TableFixFlags(flags); if (outer_window->Flags & ImGuiWindowFlags_NoSavedSettings) flags |= ImGuiTableFlags_NoSavedSettings; // Acquire storage for the table ImGuiTable* table = g.Tables.GetOrAddByKey(id); const ImGuiTableFlags table_last_flags = table->Flags; const int instance_no = (table->LastFrameActive != g.FrameCount) ? 0 : table->InstanceCurrent + 1; const ImGuiID instance_id = id + instance_no; if (instance_no > 0) IM_ASSERT(table->ColumnsCount == columns_count && "BeginTable(): Cannot change columns count mid-frame while preserving same ID"); // Initialize table->ID = id; table->Flags = flags; table->InstanceCurrent = (ImS16)instance_no; table->LastFrameActive = g.FrameCount; table->OuterWindow = table->InnerWindow = outer_window; table->ColumnsCount = columns_count; table->ColumnsNames.Buf.resize(0); table->IsInitializing = false; table->IsLayoutLocked = false; table->InnerWidth = inner_width; table->OuterRect = outer_rect; table->WorkRect = outer_rect; // When not using a child window, WorkRect.Max will grow as we append contents. if (use_child_window) { // Ensure no vertical scrollbar appears if we only want horizontal one, to make flag consistent // (we have no other way to disable vertical scrollbar of a window while keeping the horizontal one showing) ImVec2 override_content_size(FLT_MAX, FLT_MAX); if ((flags & ImGuiTableFlags_ScrollX) && !(flags & ImGuiTableFlags_ScrollY)) override_content_size.y = FLT_MIN; // Ensure specified width (when not specified, Stretched columns will act as if the width == OuterWidth and // never lead to any scrolling). We don't handle inner_width < 0.0f, we could potentially use it to right-align // based on the right side of the child window work rect, which would require knowing ahead if we are going to // have decoration taking horizontal spaces (typically a vertical scrollbar). if ((flags & ImGuiTableFlags_ScrollX) && inner_width > 0.0f) override_content_size.x = inner_width; if (override_content_size.x != FLT_MAX || override_content_size.y != FLT_MAX) SetNextWindowContentSize(ImVec2(override_content_size.x != FLT_MAX ? override_content_size.x : 0.0f, override_content_size.y != FLT_MAX ? override_content_size.y : 0.0f)); // Create scrolling region (without border = zero window padding) ImGuiWindowFlags child_flags = (flags & ImGuiTableFlags_ScrollX) ? ImGuiWindowFlags_HorizontalScrollbar : ImGuiWindowFlags_None; BeginChildEx(name, instance_id, table->OuterRect.GetSize(), false, child_flags); table->InnerWindow = g.CurrentWindow; table->WorkRect = table->InnerWindow->WorkRect; table->OuterRect = table->InnerWindow->Rect(); } // Push a standardized ID for both child and not-child using tables, equivalent to BeginTable() doing PushID(label) matching PushOverrideID(instance_id); // Backup a copy of host window members we will modify ImGuiWindow* inner_window = table->InnerWindow; table->HostIndentX = inner_window->DC.Indent.x; table->HostClipRect = inner_window->ClipRect; table->HostSkipItems = inner_window->SkipItems; table->HostWorkRect = inner_window->WorkRect; table->HostCursorMaxPos = inner_window->DC.CursorMaxPos; // Borders // - None ........Content..... Pad .....Content........ // - VOuter | Pad ..Content..... Pad .....Content.. Pad | // FIXME-TABLE: Not handled properly // - VInner ........Content.. Pad | Pad ..Content........ // FIXME-TABLE: Not handled properly // - VOuter+VInner | Pad ..Content.. Pad | Pad ..Content.. Pad | const bool has_cell_padding_x = (flags & ImGuiTableFlags_BordersVOuter) != 0; table->CellPaddingX1 = has_cell_padding_x ? g.Style.CellPadding.x + 1.0f : 0.0f; table->CellPaddingX2 = has_cell_padding_x ? g.Style.CellPadding.x : 0.0f; table->CellPaddingY = g.Style.CellPadding.y; table->CellSpacingX = has_cell_padding_x ? 0.0f : g.Style.CellPadding.x; table->CurrentColumn = -1; table->CurrentRow = -1; table->RowBgColorCounter = 0; table->LastRowFlags = ImGuiTableRowFlags_None; table->InnerClipRect = (inner_window == outer_window) ? table->WorkRect : inner_window->ClipRect; table->InnerClipRect.ClipWith(table->WorkRect); // We need this to honor inner_width table->InnerClipRect.ClipWith(table->HostClipRect); table->InnerClipRect.Max.y = (flags & ImGuiTableFlags_NoHostExtendY) ? table->WorkRect.Max.y : inner_window->ClipRect.Max.y; table->BackgroundClipRect = table->InnerClipRect; table->RowPosY1 = table->RowPosY2 = table->WorkRect.Min.y; // This is needed somehow table->RowTextBaseline = 0.0f; // This will be cleared again by TableBeginRow() table->FreezeRowsRequest = (ImS8)((flags & ImGuiTableFlags_ScrollFreezeRowsMask_) >> ImGuiTableFlags_ScrollFreezeRowsShift_); table->FreezeRowsCount = (inner_window->Scroll.y != 0.0f) ? table->FreezeRowsRequest : 0; table->FreezeColumnsRequest = (ImS8)((flags & ImGuiTableFlags_ScrollFreezeColumnsMask_) >> ImGuiTableFlags_ScrollFreezeColumnsShift_); table->FreezeColumnsCount = (inner_window->Scroll.x != 0.0f) ? table->FreezeColumnsRequest : 0; table->IsFreezeRowsPassed = (table->FreezeRowsCount == 0); table->DeclColumnsCount = 0; table->RightMostVisibleColumn = -1; // Using opaque colors facilitate overlapping elements of the grid table->BorderColorStrong = GetColorU32(ImGuiCol_TableBorderStrong); table->BorderColorLight = GetColorU32(ImGuiCol_TableBorderLight); table->BorderX1 = table->InnerClipRect.Min.x;// +((table->Flags & ImGuiTableFlags_BordersOuter) ? 0.0f : -1.0f); table->BorderX2 = table->InnerClipRect.Max.x;// +((table->Flags & ImGuiTableFlags_BordersOuter) ? 0.0f : +1.0f); // Make table current g.CurrentTableStack.push_back(ImGuiPtrOrIndex(g.Tables.GetIndex(table))); g.CurrentTable = table; outer_window->DC.CurrentTable = table; if ((table_last_flags & ImGuiTableFlags_Reorderable) && !(flags & ImGuiTableFlags_Reorderable)) table->IsResetDisplayOrderRequest = true; // Setup default columns state. Clear data if columns count changed const int stored_size = table->Columns.size(); if (stored_size != 0 && stored_size != columns_count) table->RawData.resize(0); if (table->RawData.Size == 0) { // Allocate single buffer for our arrays ImSpanAllocator<2> span_allocator; span_allocator.ReserveBytes(0, columns_count * sizeof(ImGuiTableColumn)); span_allocator.ReserveBytes(1, columns_count * sizeof(ImS8)); table->RawData.resize(span_allocator.GetArenaSizeInBytes()); span_allocator.SetArenaBasePtr(table->RawData.Data); span_allocator.GetSpan(0, &table->Columns); span_allocator.GetSpan(1, &table->DisplayOrderToIndex); for (int n = 0; n < columns_count; n++) { table->Columns[n] = ImGuiTableColumn(); table->Columns[n].DisplayOrder = table->DisplayOrderToIndex[n] = (ImS8)n; } table->IsInitializing = table->IsSettingsRequestLoad = table->IsSortSpecsDirty = true; } // Load settings if (table->IsSettingsRequestLoad) TableLoadSettings(table); // Handle DPI/font resize // This is designed to facilitate DPI changes with the assumption that e.g. style.CellPadding has been scaled as well. // It will also react to changing fonts with mixed results. It doesn't need to be perfect but merely provide a decent transition. // FIXME-DPI: Provide consistent standards for reference size. Perhaps using g.CurrentDpiScale would be more self explanatory. // This is will lead us to non-rounded WidthRequest in columns, which should work but is a poorly tested path. const float new_ref_scale_unit = g.FontSize; // g.Font->GetCharAdvance('A') ? if (table->RefScale != 0.0f && table->RefScale != new_ref_scale_unit) { const float scale_factor = new_ref_scale_unit / table->RefScale; //IMGUI_DEBUG_LOG("[table] %08X RefScaleUnit %.3f -> %.3f, scaling width by %.3f\n", table->ID, table->RefScaleUnit, new_ref_scale_unit, scale_factor); for (int n = 0; n < columns_count; n++) table->Columns[n].WidthRequest = table->Columns[n].WidthRequest * scale_factor; } table->RefScale = new_ref_scale_unit; // Disable output until user calls TableNextRow() or TableNextCell() leading to the TableUpdateLayout() call.. // This is not strictly necessary but will reduce cases were "out of table" output will be misleading to the user. // Because we cannot safely assert in EndTable() when no rows have been created, this seems like our best option. inner_window->SkipItems = true; // Update/lock which columns will be Visible for the frame TableBeginUpdateColumns(table); return true; } void ImGui::TableBeginUpdateColumns(ImGuiTable* table) { // Handle resizing request // (We process this at the first TableBegin of the frame) // FIXME-TABLE: Preserve contents width _while resizing down_ until releasing. // FIXME-TABLE: Contains columns if our work area doesn't allow for scrolling. if (table->InstanceCurrent == 0) { if (table->ResizedColumn != -1 && table->ResizedColumnNextWidth != FLT_MAX) TableSetColumnWidth(table, &table->Columns[table->ResizedColumn], table->ResizedColumnNextWidth); table->LastResizedColumn = table->ResizedColumn; table->ResizedColumnNextWidth = FLT_MAX; table->ResizedColumn = -1; } // Handle reordering request // Note: we don't clear ReorderColumn after handling the request. if (table->InstanceCurrent == 0) { if (table->HeldHeaderColumn == -1 && table->ReorderColumn != -1) table->ReorderColumn = -1; table->HeldHeaderColumn = -1; if (table->ReorderColumn != -1 && table->ReorderColumnDir != 0) { // We need to handle reordering across hidden columns. // In the configuration below, moving C to the right of E will lead to: // ... C [D] E ---> ... [D] E C (Column name/index) // ... 2 3 4 ... 2 3 4 (Display order) const int reorder_dir = table->ReorderColumnDir; IM_ASSERT(reorder_dir == -1 || reorder_dir == +1); IM_ASSERT(table->Flags & ImGuiTableFlags_Reorderable); ImGuiTableColumn* src_column = &table->Columns[table->ReorderColumn]; ImGuiTableColumn* dst_column = &table->Columns[(reorder_dir == -1) ? src_column->PrevVisibleColumn : src_column->NextVisibleColumn]; IM_UNUSED(dst_column); const int src_order = src_column->DisplayOrder; const int dst_order = dst_column->DisplayOrder; src_column->DisplayOrder = (ImS8)dst_order; for (int order_n = src_order + reorder_dir; order_n != dst_order + reorder_dir; order_n += reorder_dir) table->Columns[table->DisplayOrderToIndex[order_n]].DisplayOrder -= (ImS8)reorder_dir; IM_ASSERT(dst_column->DisplayOrder == dst_order - reorder_dir); // Display order is stored in both columns->IndexDisplayOrder and table->DisplayOrder[], // rebuild the later from the former. for (int column_n = 0; column_n < table->ColumnsCount; column_n++) table->DisplayOrderToIndex[table->Columns[column_n].DisplayOrder] = (ImS8)column_n; table->ReorderColumnDir = 0; table->IsSettingsDirty = true; } } // Handle display order reset request if (table->IsResetDisplayOrderRequest) { for (int n = 0; n < table->ColumnsCount; n++) table->DisplayOrderToIndex[n] = table->Columns[n].DisplayOrder = (ImS8)n; table->IsResetDisplayOrderRequest = false; table->IsSettingsDirty = true; } // Setup and lock Visible state and order table->ColumnsVisibleCount = 0; table->IsDefaultDisplayOrder = true; ImGuiTableColumn* last_visible_column = NULL; bool want_column_auto_fit = false; for (int order_n = 0; order_n < table->ColumnsCount; order_n++) { const int column_n = table->DisplayOrderToIndex[order_n]; if (column_n != order_n) table->IsDefaultDisplayOrder = false; ImGuiTableColumn* column = &table->Columns[column_n]; column->NameOffset = -1; if (!(table->Flags & ImGuiTableFlags_Hideable) || (column->Flags & ImGuiTableColumnFlags_NoHide)) column->IsVisibleNextFrame = true; if (column->IsVisible != column->IsVisibleNextFrame) { column->IsVisible = column->IsVisibleNextFrame; table->IsSettingsDirty = true; if (!column->IsVisible && column->SortOrder != -1) table->IsSortSpecsDirty = true; } if (column->SortOrder > 0 && !(table->Flags & ImGuiTableFlags_MultiSortable)) table->IsSortSpecsDirty = true; if (column->AutoFitQueue != 0x00) want_column_auto_fit = true; ImU64 index_mask = (ImU64)1 << column_n; ImU64 display_order_mask = (ImU64)1 << column->DisplayOrder; if (column->IsVisible) { column->PrevVisibleColumn = column->NextVisibleColumn = -1; if (last_visible_column) { last_visible_column->NextVisibleColumn = (ImS8)column_n; column->PrevVisibleColumn = (ImS8)table->Columns.index_from_ptr(last_visible_column); } column->IndexWithinVisibleSet = (ImS8)table->ColumnsVisibleCount; table->ColumnsVisibleCount++; table->VisibleMaskByIndex |= index_mask; table->VisibleMaskByDisplayOrder |= display_order_mask; last_visible_column = column; } else { column->IndexWithinVisibleSet = -1; table->VisibleMaskByIndex &= ~index_mask; table->VisibleMaskByDisplayOrder &= ~display_order_mask; } IM_ASSERT(column->IndexWithinVisibleSet <= column->DisplayOrder); } table->VisibleUnclippedMaskByIndex = table->VisibleMaskByIndex; // Columns will be masked out by TableUpdateLayout() when Clipped table->RightMostVisibleColumn = (ImS8)(last_visible_column ? table->Columns.index_from_ptr(last_visible_column) : -1); // Disable child window clipping while fitting columns. This is not strictly necessary but makes it possible to avoid // the column fitting to wait until the first visible frame of the child container (may or not be a good thing). if (want_column_auto_fit && table->OuterWindow != table->InnerWindow) table->InnerWindow->SkipItems = false; } void ImGui::TableUpdateDrawChannels(ImGuiTable* table) { // Allocate draw channels. // - We allocate them following storage order instead of display order so reordering columns won't needlessly // increase overall dormant memory cost. // - We isolate headers draw commands in their own channels instead of just altering clip rects. // This is in order to facilitate merging of draw commands. // - After crossing FreezeRowsCount, all columns see their current draw channel changed to a second set of channels. // - We only use the dummy draw channel so we can push a null clipping rectangle into it without affecting other // channels, while simplifying per-row/per-cell overhead. It will be empty and discarded when merged. // Draw channel allocation (before merging): // - NoClip --> 1+1 channels: background + foreground (same clip rect == 1 draw call) // - Clip --> 1+N channels // - FreezeRows || FreezeColumns --> 1+N*2 (unless scrolling value is zero) // - FreezeRows && FreezeColunns --> 2+N*2 (unless scrolling value is zero) const int freeze_row_multiplier = (table->FreezeRowsCount > 0) ? 2 : 1; const int channels_for_row = (table->Flags & ImGuiTableFlags_NoClipX) ? 1 : table->ColumnsVisibleCount; const int channels_for_background = 1; const int channels_for_dummy = (table->ColumnsVisibleCount < table->ColumnsCount || table->VisibleUnclippedMaskByIndex != table->VisibleMaskByIndex) ? +1 : 0; const int channels_total = channels_for_background + (channels_for_row * freeze_row_multiplier) + channels_for_dummy; table->DrawSplitter.Split(table->InnerWindow->DrawList, channels_total); table->DummyDrawChannel = channels_for_dummy ? (ImS8)(channels_total - 1) : -1; int draw_channel_current = 1; for (int column_n = 0; column_n < table->ColumnsCount; column_n++) { ImGuiTableColumn* column = &table->Columns[column_n]; if (!column->IsClipped) { column->DrawChannelRowsBeforeFreeze = (ImS8)(draw_channel_current); column->DrawChannelRowsAfterFreeze = (ImS8)(draw_channel_current + (table->FreezeRowsCount > 0 ? channels_for_row : 0)); if (!(table->Flags & ImGuiTableFlags_NoClipX)) draw_channel_current++; } else { column->DrawChannelRowsBeforeFreeze = column->DrawChannelRowsAfterFreeze = table->DummyDrawChannel; } column->DrawChannelCurrent = column->DrawChannelRowsBeforeFreeze; } } // Adjust flags: default width mode + weighted columns are not allowed when auto extending static ImGuiTableColumnFlags TableFixColumnFlags(ImGuiTable* table, ImGuiTableColumnFlags flags) { // Sizing Policy if ((flags & ImGuiTableColumnFlags_WidthMask_) == 0) { // FIXME-TABLE: Inconsistent to promote columns to WidthAlwaysAutoResize if (table->Flags & ImGuiTableFlags_SizingPolicyFixedX) flags |= ((table->Flags & ImGuiTableFlags_Resizable) && !(flags & ImGuiTableColumnFlags_NoResize)) ? ImGuiTableColumnFlags_WidthFixed : ImGuiTableColumnFlags_WidthAlwaysAutoResize; else flags |= ImGuiTableColumnFlags_WidthStretch; } IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiTableColumnFlags_WidthMask_)); // Check that only 1 of each set is used. if ((flags & ImGuiTableColumnFlags_WidthAlwaysAutoResize))// || ((flags & ImGuiTableColumnFlags_WidthStretch) && (table->Flags & ImGuiTableFlags_SizingPolicyStretchX))) flags |= ImGuiTableColumnFlags_NoResize; //if ((flags & ImGuiTableColumnFlags_WidthStretch) && (table->Flags & ImGuiTableFlags_SizingPolicyFixedX)) // flags = (flags & ~ImGuiTableColumnFlags_WidthMask_) | ImGuiTableColumnFlags_WidthFixed; // Sorting if ((flags & ImGuiTableColumnFlags_NoSortAscending) && (flags & ImGuiTableColumnFlags_NoSortDescending)) flags |= ImGuiTableColumnFlags_NoSort; // Alignment //if ((flags & ImGuiTableColumnFlags_AlignMask_) == 0) // flags |= ImGuiTableColumnFlags_AlignCenter; //IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiTableColumnFlags_AlignMask_)); // Check that only 1 of each set is used. return flags; } static void TableFixColumnSortDirection(ImGuiTableColumn* column) { // Initial sort state if (column->SortDirection == ImGuiSortDirection_None) column->SortDirection = (column->Flags & ImGuiTableColumnFlags_PreferSortDescending) ? (ImS8)ImGuiSortDirection_Descending : (ImU8)(ImGuiSortDirection_Ascending); // Handle NoSortAscending/NoSortDescending if (column->SortDirection == ImGuiSortDirection_Ascending && (column->Flags & ImGuiTableColumnFlags_NoSortAscending)) column->SortDirection = ImGuiSortDirection_Descending; else if (column->SortDirection == ImGuiSortDirection_Descending && (column->Flags & ImGuiTableColumnFlags_NoSortDescending)) column->SortDirection = ImGuiSortDirection_Ascending; } static float TableGetMinColumnWidth() { ImGuiContext& g = *GImGui; // return g.Style.ColumnsMinSpacing; return g.Style.FramePadding.x * 3.0f; } // Layout columns for the frame // Runs on the first call to TableNextRow(), to give a chance for TableSetupColumn() to be called first. // FIXME-TABLE: Our width (and therefore our WorkRect) will be minimal in the first frame for WidthAlwaysAutoResize // columns, increase feedback side-effect with widgets relying on WorkRect.Max.x. Maybe provide a default distribution // for WidthAlwaysAutoResize columns? void ImGui::TableUpdateLayout(ImGuiTable* table) { ImGuiContext& g = *GImGui; IM_ASSERT(table->IsLayoutLocked == false); table->HoveredColumnBody = -1; table->HoveredColumnBorder = -1; // Compute offset, clip rect for the frame // (can't make auto padding larger than what WorkRect knows about so right-alignment matches) const ImRect work_rect = table->WorkRect; const float padding_auto_x = table->CellPaddingX2; const float spacing_auto_x = table->CellSpacingX * (1.0f + 2.0f); // CellSpacingX is >0.0f when there's no vertical border, in which case we add two extra CellSpacingX to make auto-fit look nice instead of cramped. We may want to expose this somehow. const float min_column_width = TableGetMinColumnWidth(); int count_fixed = 0; float sum_weights_stretched = 0.0f; // Sum of all weights for weighted columns. float sum_width_fixed_requests = 0.0f; // Sum of all width for fixed and auto-resize columns, excluding width contributed by Stretch columns. table->LeftMostStretchedColumnDisplayOrder = -1; table->ColumnsAutoFitWidth = 0.0f; for (int order_n = 0; order_n < table->ColumnsCount; order_n++) { if (!(table->VisibleMaskByDisplayOrder & ((ImU64)1 << order_n))) continue; const int column_n = table->DisplayOrderToIndex[order_n]; ImGuiTableColumn* column = &table->Columns[column_n]; // Adjust flags: default width mode + weighted columns are not allowed when auto extending // FIXME-TABLE: Clarify why we need to do this again here and not just in TableSetupColumn() column->Flags = TableFixColumnFlags(table, column->FlagsIn); if ((column->Flags & ImGuiTableColumnFlags_IndentMask_) == 0) column->Flags |= (column_n == 0) ? ImGuiTableColumnFlags_IndentEnable : ImGuiTableColumnFlags_IndentDisable; // We have a unusual edge case where if the user doesn't call TableGetSortSpecs() but has sorting enabled // or varying sorting flags, we still want the sorting arrows to honor those flags. if (table->Flags & ImGuiTableFlags_Sortable) TableFixColumnSortDirection(column); // Calculate "ideal" column width for nothing to be clipped. // Combine width from regular rows + width from headers unless requested not to. const float column_content_width_rows = (float)ImMax(column->ContentWidthRowsFrozen, column->ContentWidthRowsUnfrozen); const float column_content_width_headers = (float)column->ContentWidthHeadersIdeal; float column_width_ideal = column_content_width_rows; if (!(table->Flags & ImGuiTableFlags_NoHeadersWidth) && !(column->Flags & ImGuiTableColumnFlags_NoHeaderWidth)) column_width_ideal = ImMax(column_width_ideal, column_content_width_headers); column_width_ideal = ImMax(column_width_ideal + padding_auto_x, min_column_width); table->ColumnsAutoFitWidth += column_width_ideal; if (column->Flags & (ImGuiTableColumnFlags_WidthAlwaysAutoResize | ImGuiTableColumnFlags_WidthFixed)) { // Latch initial size for fixed columns count_fixed += 1; const bool auto_fit = (column->AutoFitQueue != 0x00) || (column->Flags & ImGuiTableColumnFlags_WidthAlwaysAutoResize); if (auto_fit) { column->WidthRequest = column_width_ideal; // FIXME-TABLE: Increase minimum size during init frame to avoid biasing auto-fitting widgets // (e.g. TextWrapped) too much. Otherwise what tends to happen is that TextWrapped would output a very // large height (= first frame scrollbar display very off + clipper would skip lots of items). // This is merely making the side-effect less extreme, but doesn't properly fixes it. // FIXME: Move this to ->WidthGiven to avoid temporary lossyless? if (column->AutoFitQueue > 0x01 && table->IsInitializing) column->WidthRequest = ImMax(column->WidthRequest, min_column_width * 4.0f); } sum_width_fixed_requests += column->WidthRequest; } else { IM_ASSERT(column->Flags & ImGuiTableColumnFlags_WidthStretch); const int init_size = (column->WidthStretchWeight < 0.0f); if (init_size) column->WidthStretchWeight = 1.0f; sum_weights_stretched += column->WidthStretchWeight; if (table->LeftMostStretchedColumnDisplayOrder == -1) table->LeftMostStretchedColumnDisplayOrder = (ImS8)column->DisplayOrder; } } // CellSpacingX is >0.0f when there's no vertical border, in which case we add two extra CellSpacingX to make auto-fit look nice instead of cramped. // We may want to expose this somehow. table->ColumnsAutoFitWidth += spacing_auto_x * (table->ColumnsVisibleCount - 1); // Layout const float width_spacings = table->CellSpacingX * (table->ColumnsVisibleCount - 1); float width_avail; if ((table->Flags & ImGuiTableFlags_ScrollX) && table->InnerWidth == 0.0f) width_avail = table->InnerClipRect.GetWidth() - width_spacings; else width_avail = work_rect.GetWidth() - width_spacings; const float width_avail_for_stretched_columns = width_avail - sum_width_fixed_requests; float width_remaining_for_stretched_columns = width_avail_for_stretched_columns; // Apply final width based on requested widths // Mark some columns as not resizable int count_resizable = 0; table->ColumnsTotalWidth = width_spacings; for (int order_n = 0; order_n < table->ColumnsCount; order_n++) { if (!(table->VisibleMaskByDisplayOrder & ((ImU64)1 << order_n))) continue; ImGuiTableColumn* column = &table->Columns[table->DisplayOrderToIndex[order_n]]; // Allocate width for stretched/weighted columns if (column->Flags & ImGuiTableColumnFlags_WidthStretch) { // WidthStretchWeight gets converted into WidthRequest float weight_ratio = column->WidthStretchWeight / sum_weights_stretched; column->WidthRequest = IM_FLOOR(ImMax(width_avail_for_stretched_columns * weight_ratio, min_column_width) + 0.01f); width_remaining_for_stretched_columns -= column->WidthRequest; // [Resize Rule 2] Resizing from right-side of a weighted column preceding a fixed column // needs to forward resizing to left-side of fixed column. We also need to copy the NoResize flag.. if (column->NextVisibleColumn != -1) if (ImGuiTableColumn* next_column = &table->Columns[column->NextVisibleColumn]) if (next_column->Flags & ImGuiTableColumnFlags_WidthFixed) column->Flags |= (next_column->Flags & ImGuiTableColumnFlags_NoDirectResize_); } // [Resize Rule 1] The right-most Visible column is not resizable if there is at least one Stretch column // (see comments in TableResizeColumn()) if (column->NextVisibleColumn == -1 && table->LeftMostStretchedColumnDisplayOrder != -1) column->Flags |= ImGuiTableColumnFlags_NoDirectResize_; if (!(column->Flags & ImGuiTableColumnFlags_NoResize)) count_resizable++; // Assign final width, record width in case we will need to shrink column->WidthGiven = ImFloor(ImMax(column->WidthRequest, min_column_width)); table->ColumnsTotalWidth += column->WidthGiven; } #if 0 const float width_excess = table->ColumnsTotalWidth - work_rect.GetWidth(); if ((table->Flags & ImGuiTableFlags_SizingPolicyStretchX) && width_excess > 0.0f) { // Shrink widths when the total does not fit // FIXME-TABLE: This is working but confuses/conflicts with manual resizing. // FIXME-TABLE: Policy to shrink down below below ideal/requested width if there's no room? g.ShrinkWidthBuffer.resize(table->ColumnsVisibleCount); for (int order_n = 0, visible_n = 0; order_n < table->ColumnsCount; order_n++) { if (!(table->VisibleMaskByDisplayOrder & ((ImU64)1 << order_n))) continue; const int column_n = table->DisplayOrder[order_n]; g.ShrinkWidthBuffer[visible_n].Index = column_n; g.ShrinkWidthBuffer[visible_n].Width = table->Columns[column_n].WidthGiven; visible_n++; } ShrinkWidths(g.ShrinkWidthBuffer.Data, g.ShrinkWidthBuffer.Size, width_excess); for (int n = 0; n < g.ShrinkWidthBuffer.Size; n++) table->Columns[g.ShrinkWidthBuffer.Data[n].Index].WidthGiven = ImMax(g.ShrinkWidthBuffer.Data[n].Width, min_column_size); // FIXME: Need to alter table->ColumnsTotalWidth } else #endif // Redistribute remainder width due to rounding (remainder width is < 1.0f * number of Stretch column). // Using right-to-left distribution (more likely to match resizing cursor), could be adjusted depending // on where the mouse cursor is and/or relative weights. // FIXME-TABLE: May be simpler to store floating width and floor final positions only // FIXME-TABLE: Make it optional? User might prefer to preserve pixel perfect same size? if (width_remaining_for_stretched_columns >= 1.0f) for (int order_n = table->ColumnsCount - 1; sum_weights_stretched > 0.0f && width_remaining_for_stretched_columns >= 1.0f && order_n >= 0; order_n--) { if (!(table->VisibleMaskByDisplayOrder & ((ImU64)1 << order_n))) continue; ImGuiTableColumn* column = &table->Columns[table->DisplayOrderToIndex[order_n]]; if (!(column->Flags & ImGuiTableColumnFlags_WidthStretch)) continue; column->WidthRequest += 1.0f; column->WidthGiven += 1.0f; width_remaining_for_stretched_columns -= 1.0f; } // Detect hovered column const ImRect mouse_hit_rect(table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.Max.x, ImMax(table->OuterRect.Max.y, table->OuterRect.Min.y + table->LastOuterHeight)); const bool is_hovering_table = ItemHoverable(mouse_hit_rect, 0); // Setup final position, offset and clipping rectangles int visible_n = 0; float offset_x = (table->FreezeColumnsCount > 0) ? table->OuterRect.Min.x : work_rect.Min.x; ImRect host_clip_rect = table->InnerClipRect; for (int order_n = 0; order_n < table->ColumnsCount; order_n++) { const int column_n = table->DisplayOrderToIndex[order_n]; ImGuiTableColumn* column = &table->Columns[column_n]; if (table->FreezeColumnsCount > 0 && table->FreezeColumnsCount == visible_n) offset_x += work_rect.Min.x - table->OuterRect.Min.x; if ((table->VisibleMaskByDisplayOrder & ((ImU64)1 << order_n)) == 0) { // Hidden column: clear a few fields and we are done with it for the remainder of the function. // We set a zero-width clip rect but set Min.y/Max.y properly to not interfere with the clipper. column->MinX = column->MaxX = offset_x; column->StartXRows = column->StartXHeaders = offset_x; column->WidthGiven = 0.0f; column->ClipRect.Min.x = offset_x; column->ClipRect.Min.y = work_rect.Min.y; column->ClipRect.Max.x = offset_x; column->ClipRect.Max.y = FLT_MAX; column->ClipRect.ClipWithFull(host_clip_rect); column->IsClipped = column->SkipItems = true; continue; } float max_x = FLT_MAX; if (table->Flags & ImGuiTableFlags_ScrollX) { // Frozen columns can't reach beyond visible width else scrolling will naturally break. if (order_n < table->FreezeColumnsRequest) max_x = table->InnerClipRect.Max.x - (table->FreezeColumnsRequest - order_n) * min_column_width; } else { // If horizontal scrolling if disabled, we apply a final lossless shrinking of columns in order to make // sure they are all visible. 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) if (!(table->Flags & ImGuiTableFlags_NoKeepColumnsVisible)) max_x = table->WorkRect.Max.x - (table->ColumnsVisibleCount - (column->IndexWithinVisibleSet + 1)) * min_column_width; } if (offset_x + column->WidthGiven > max_x) column->WidthGiven = ImMax(max_x - offset_x, min_column_width); column->MinX = offset_x; column->MaxX = column->MinX + column->WidthGiven; //// A one pixel padding on the right side makes clipping more noticeable and contents look less cramped. column->ClipRect.Min.x = column->MinX; column->ClipRect.Min.y = work_rect.Min.y; column->ClipRect.Max.x = column->MaxX;// -1.0f; column->ClipRect.Max.y = FLT_MAX; column->ClipRect.ClipWithFull(host_clip_rect); column->IsClipped = (column->ClipRect.Max.x <= column->ClipRect.Min.x) && (column->AutoFitQueue & 1) == 0 && (column->CannotSkipItemsQueue & 1) == 0; if (column->IsClipped) table->VisibleUnclippedMaskByIndex &= ~((ImU64)1 << column_n); // Columns with the _WidthAlwaysAutoResize sizing policy will never be updated then. column->SkipItems = !column->IsVisible || table->HostSkipItems; // Detect hovered column if (is_hovering_table && g.IO.MousePos.x >= column->ClipRect.Min.x && g.IO.MousePos.x < column->ClipRect.Max.x) table->HoveredColumnBody = (ImS8)column_n; // Starting cursor position column->StartXRows = column->StartXHeaders = column->MinX + table->CellPaddingX1; // Alignment // FIXME-TABLE: This align based on the whole column width, not per-cell, and therefore isn't useful in // many cases (to be able to honor this we might be able to store a log of cells width, per row, for // visible rows, but nav/programmatic scroll would have visible artifacts.) //if (column->Flags & ImGuiTableColumnFlags_AlignRight) // column->StartXRows = ImMax(column->StartXRows, column->MaxX - column->ContentWidthRowsUnfrozen); //else if (column->Flags & ImGuiTableColumnFlags_AlignCenter) // column->StartXRows = ImLerp(column->StartXRows, ImMax(column->StartXRows, column->MaxX - column->ContentWidthRowsUnfrozen), 0.5f); // Reset content width variables const float initial_max_pos_x = column->MinX + table->CellPaddingX1; column->ContentMaxPosRowsFrozen = column->ContentMaxPosRowsUnfrozen = initial_max_pos_x; column->ContentMaxPosHeadersUsed = column->ContentMaxPosHeadersIdeal = initial_max_pos_x; // Don't decrement auto-fit counters until container window got a chance to submit its items if (table->HostSkipItems == false) { column->AutoFitQueue >>= 1; column->CannotSkipItemsQueue >>= 1; } if (visible_n < table->FreezeColumnsCount) host_clip_rect.Min.x = ImMax(host_clip_rect.Min.x, column->MaxX + 2.0f); offset_x += column->WidthGiven + table->CellSpacingX; visible_n++; } // Detect/store when we are hovering the unused space after the right-most column (so e.g. context menus can react on it) if (is_hovering_table && table->HoveredColumnBody == -1) { float unused_x1 = table->WorkRect.Min.x; if (table->RightMostVisibleColumn != -1) unused_x1 = ImMax(unused_x1, table->Columns[table->RightMostVisibleColumn].ClipRect.Max.x); if (g.IO.MousePos.x >= unused_x1) table->HoveredColumnBody = (ImS8)table->ColumnsCount; } // Clear Resizable flag if none of our column are actually resizable (either via an explicit _NoResize flag, // either because of using _WidthAlwaysAutoResize/_WidthStretch). // This will hide the resizing option from the context menu. if (count_resizable == 0 && (table->Flags & ImGuiTableFlags_Resizable)) table->Flags &= ~ImGuiTableFlags_Resizable; // Allocate draw channels TableUpdateDrawChannels(table); // Borders if (table->Flags & ImGuiTableFlags_Resizable) TableUpdateBorders(table); // Reset fields after we used them in TableSetupResize() table->LastFirstRowHeight = 0.0f; table->IsLayoutLocked = true; table->IsUsingHeaders = false; // Context menu if (table->IsContextPopupOpen && table->InstanceCurrent == table->InstanceInteracted) { const ImGuiID context_menu_id = ImHashStr("##ContextMenu", 0, table->ID); if (BeginPopupEx(context_menu_id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings)) { TableDrawContextMenu(table); EndPopup(); } else { table->IsContextPopupOpen = false; } } // Initial state ImGuiWindow* inner_window = table->InnerWindow; if (table->Flags & ImGuiTableFlags_NoClipX) table->DrawSplitter.SetCurrentChannel(inner_window->DrawList, 1); else inner_window->DrawList->PushClipRect(inner_window->ClipRect.Min, inner_window->ClipRect.Max, false); // Sanitize and build sort specs before we have a change to use them for display. // This path will only be exercised when sort specs are modified before header rows (e.g. init or visibility change) if (table->IsSortSpecsDirty && (table->Flags & ImGuiTableFlags_Sortable)) TableSortSpecsBuild(table); } // Process interaction on resizing borders. Actual size change will be applied in EndTable() // - Set table->HoveredColumnBorder with a short delay/timer to reduce feedback noise // - Submit ahead of table contents and header, use ImGuiButtonFlags_AllowItemOverlap to prioritize widgets // overlapping the same area. void ImGui::TableUpdateBorders(ImGuiTable* table) { ImGuiContext& g = *GImGui; IM_ASSERT(table->Flags & ImGuiTableFlags_Resizable); // At this point OuterRect height may be zero or under actual final height, so we rely on temporal coherency and // use the final height from last frame. Because this is only affecting _interaction_ with columns, it is not // really problematic (whereas the actual visual will be displayed in EndTable() and using the current frame height). // Actual columns highlight/render will be performed in EndTable() and not be affected. const bool borders_full_height = (table->IsUsingHeaders == false) || (table->Flags & ImGuiTableFlags_BordersVFullHeight); const float hit_half_width = TABLE_RESIZE_SEPARATOR_HALF_THICKNESS; const float hit_y1 = table->OuterRect.Min.y; const float hit_y2_full = ImMax(table->OuterRect.Max.y, hit_y1 + table->LastOuterHeight); const float hit_y2 = borders_full_height ? hit_y2_full : (hit_y1 + table->LastFirstRowHeight); for (int order_n = 0; order_n < table->ColumnsCount; order_n++) { if (!(table->VisibleMaskByDisplayOrder & ((ImU64)1 << order_n))) continue; const int column_n = table->DisplayOrderToIndex[order_n]; ImGuiTableColumn* column = &table->Columns[column_n]; if (column->Flags & (ImGuiTableColumnFlags_NoResize | ImGuiTableColumnFlags_NoDirectResize_)) continue; ImGuiID column_id = TableGetColumnResizeID(table, column_n, table->InstanceCurrent); ImRect hit_rect(column->MaxX - hit_half_width, hit_y1, column->MaxX + hit_half_width, hit_y2); //GetForegroundDrawList()->AddRect(hit_rect.Min, hit_rect.Max, IM_COL32(255, 0, 0, 100)); KeepAliveID(column_id); bool hovered = false, held = false; bool pressed = ButtonBehavior(hit_rect, column_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_AllowItemOverlap | ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnDoubleClick); if (pressed && IsMouseDoubleClicked(0) && !(column->Flags & ImGuiTableColumnFlags_WidthStretch)) { // FIXME-TABLE: Double-clicking on column edge could auto-fit weighted column? TableSetColumnAutofit(table, column_n); ClearActiveID(); held = hovered = false; } if (held) { table->ResizedColumn = (ImS8)column_n; table->InstanceInteracted = table->InstanceCurrent; } if ((hovered && g.HoveredIdTimer > TABLE_RESIZE_SEPARATOR_FEEDBACK_TIMER) || held) { table->HoveredColumnBorder = (ImS8)column_n; SetMouseCursor(ImGuiMouseCursor_ResizeEW); } } } void ImGui::EndTable() { ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; IM_ASSERT(table != NULL && "Only call EndTable() if BeginTable() returns true!"); // This assert would be very useful to catch a common error... unfortunately it would probably trigger in some // cases, and for consistency user may sometimes output empty tables (and still benefit from e.g. outer border) //IM_ASSERT(table->IsLayoutLocked && "Table unused: never called TableNextRow(), is that the intent?"); // If the user never got to call TableNextRow() or TableNextCell(), we call layout ourselves to ensure all our // code paths are consistent (instead of just hoping that TableBegin/TableEnd will work), get borders drawn, etc. if (!table->IsLayoutLocked) TableUpdateLayout(table); const ImGuiTableFlags flags = table->Flags; ImGuiWindow* inner_window = table->InnerWindow; ImGuiWindow* outer_window = table->OuterWindow; IM_ASSERT(inner_window == g.CurrentWindow); IM_ASSERT(outer_window == inner_window || outer_window == inner_window->ParentWindow); if (table->IsInsideRow) TableEndRow(table); // Finalize table height inner_window->SkipItems = table->HostSkipItems; inner_window->DC.CursorMaxPos = table->HostCursorMaxPos; if (inner_window != outer_window) { table->OuterRect.Max.y = ImMax(table->OuterRect.Max.y, inner_window->Pos.y + inner_window->Size.y); inner_window->DC.CursorMaxPos.y = table->RowPosY2; } else if (!(flags & ImGuiTableFlags_NoHostExtendY)) { table->OuterRect.Max.y = ImMax(table->OuterRect.Max.y, inner_window->DC.CursorPos.y); inner_window->DC.CursorMaxPos.y = table->RowPosY2; } table->WorkRect.Max.y = ImMax(table->WorkRect.Max.y, table->OuterRect.Max.y); table->LastOuterHeight = table->OuterRect.GetHeight(); if (!(flags & ImGuiTableFlags_NoClipX)) inner_window->DrawList->PopClipRect(); inner_window->ClipRect = inner_window->DrawList->_ClipRectStack.back(); // Draw borders if ((flags & ImGuiTableFlags_Borders) != 0) TableDrawBorders(table); // Store content width reference for each column (before attempting to merge draw calls) const float backup_outer_cursor_pos_x = outer_window->DC.CursorPos.x; const float backup_outer_max_pos_x = outer_window->DC.CursorMaxPos.x; const float backup_inner_max_pos_x = inner_window->DC.CursorMaxPos.x; float max_pos_x = backup_inner_max_pos_x; for (int column_n = 0; column_n < table->ColumnsCount; column_n++) { ImGuiTableColumn* column = &table->Columns[column_n]; // Store content width (for both Headers and Rows) //float ref_x = column->MinX; float ref_x_rows = column->StartXRows - table->CellPaddingX1; float ref_x_headers = column->StartXHeaders - table->CellPaddingX1; column->ContentWidthRowsFrozen = (ImS16)ImMax(0.0f, column->ContentMaxPosRowsFrozen - ref_x_rows); column->ContentWidthRowsUnfrozen = (ImS16)ImMax(0.0f, column->ContentMaxPosRowsUnfrozen - ref_x_rows); column->ContentWidthHeadersUsed = (ImS16)ImMax(0.0f, column->ContentMaxPosHeadersUsed - ref_x_headers); column->ContentWidthHeadersIdeal = (ImS16)ImMax(0.0f, column->ContentMaxPosHeadersIdeal - ref_x_headers); // Add an extra 1 pixel so we can see the last column vertical line if it lies on the right-most edge. if (table->VisibleMaskByIndex & ((ImU64)1 << column_n)) max_pos_x = ImMax(max_pos_x, column->MaxX); } // Flatten channels and merge draw calls table->DrawSplitter.SetCurrentChannel(inner_window->DrawList, 0); if ((table->Flags & ImGuiTableFlags_NoClipX) == 0) TableReorderDrawChannelsForMerge(table); table->DrawSplitter.Merge(inner_window->DrawList); // When releasing a column being resized, scroll to keep the resulting column in sight const float min_column_width = TableGetMinColumnWidth(); if (!(table->Flags & ImGuiTableFlags_ScrollX) && inner_window != outer_window) { inner_window->Scroll.x = 0.0f; } else if (table->LastResizedColumn != -1 && table->ResizedColumn == -1 && inner_window->ScrollbarX && table->InstanceInteracted == table->InstanceCurrent) { ImGuiTableColumn* column = &table->Columns[table->LastResizedColumn]; if (column->MaxX < table->InnerClipRect.Min.x) SetScrollFromPosX(inner_window, column->MaxX - inner_window->Pos.x - min_column_width, 1.0f); else if (column->MaxX > table->InnerClipRect.Max.x) SetScrollFromPosX(inner_window, column->MaxX - inner_window->Pos.x + min_column_width, 1.0f); } // Apply resizing/dragging at the end of the frame if (table->ResizedColumn != -1) { ImGuiTableColumn* column = &table->Columns[table->ResizedColumn]; const float new_x2 = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + TABLE_RESIZE_SEPARATOR_HALF_THICKNESS); const float new_width = ImFloor(new_x2 - column->MinX); table->ResizedColumnNextWidth = new_width; } // Layout in outer window IM_ASSERT_USER_ERROR(inner_window->IDStack.back() == table->ID + table->InstanceCurrent, "Mismatching PushID/PopID!"); PopID(); inner_window->WorkRect = table->HostWorkRect; inner_window->SkipItems = table->HostSkipItems; outer_window->DC.CursorPos = table->OuterRect.Min; outer_window->DC.ColumnsOffset.x = 0.0f; if (inner_window != outer_window) { EndChild(); } else { ImVec2 item_size = table->OuterRect.GetSize(); item_size.x = table->ColumnsTotalWidth; ItemSize(item_size); } // Override EndChild/ItemSize max extent with our own to enable auto-resize on the X axis when possible // FIXME-TABLE: This can be improved (e.g. for Fixed columns we don't want to auto AutoFitWidth? or propagate window auto-fit to table?) if (table->Flags & ImGuiTableFlags_ScrollX) { inner_window->DC.CursorMaxPos.x = max_pos_x; // Set contents width for scrolling outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos_x, backup_outer_cursor_pos_x + table->ColumnsTotalWidth + inner_window->ScrollbarSizes.x); // For auto-fit } else { outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos_x, table->WorkRect.Min.x + table->ColumnsAutoFitWidth); // For auto-fit } // Save settings if (table->IsSettingsDirty) TableSaveSettings(table); // Clear or restore current table, if any IM_ASSERT(g.CurrentWindow == outer_window); IM_ASSERT(g.CurrentTable == table); outer_window->DC.CurrentTable = NULL; g.CurrentTableStack.pop_back(); g.CurrentTable = g.CurrentTableStack.Size ? g.Tables.GetByIndex(g.CurrentTableStack.back().Index) : NULL; } // FIXME-TABLE: This is a mess, need to redesign how we render borders. void ImGui::TableDrawBorders(ImGuiTable* table) { ImGuiWindow* inner_window = table->InnerWindow; ImGuiWindow* outer_window = table->OuterWindow; table->DrawSplitter.SetCurrentChannel(inner_window->DrawList, 0); if (inner_window->Hidden || !table->HostClipRect.Overlaps(table->InnerClipRect)) return; ImDrawList* inner_drawlist = inner_window->DrawList; ImDrawList* outer_drawlist = outer_window->DrawList; // Draw inner border and resizing feedback const float border_size = TABLE_BORDER_SIZE; const float draw_y1 = table->OuterRect.Min.y; float draw_y2_base = (table->FreezeRowsCount >= 1 ? table->OuterRect.Min.y : table->WorkRect.Min.y) + table->LastFirstRowHeight; float draw_y2_full = table->OuterRect.Max.y; ImU32 border_base_col; if (!table->IsUsingHeaders || (table->Flags & ImGuiTableFlags_BordersVFullHeight)) { draw_y2_base = draw_y2_full; border_base_col = table->BorderColorLight; } else { border_base_col = table->BorderColorStrong; } if ((table->Flags & ImGuiTableFlags_BordersVOuter) && (table->InnerWindow == table->OuterWindow)) inner_drawlist->AddLine(ImVec2(table->OuterRect.Min.x, draw_y1), ImVec2(table->OuterRect.Min.x, draw_y2_base), border_base_col, border_size); if (table->Flags & ImGuiTableFlags_BordersVInner) { for (int order_n = 0; order_n < table->ColumnsCount; order_n++) { if (!(table->VisibleMaskByDisplayOrder & ((ImU64)1 << order_n))) continue; const int column_n = table->DisplayOrderToIndex[order_n]; ImGuiTableColumn* column = &table->Columns[column_n]; const bool is_hovered = (table->HoveredColumnBorder == column_n); const bool is_resized = (table->ResizedColumn == column_n) && (table->InstanceInteracted == table->InstanceCurrent); const bool is_resizable = (column->Flags & (ImGuiTableColumnFlags_NoResize | ImGuiTableColumnFlags_NoDirectResize_)) == 0; bool draw_right_border = (column->MaxX <= table->InnerClipRect.Max.x) || (is_resized || is_hovered); if (column->NextVisibleColumn == -1 && !is_resizable) draw_right_border = false; if (draw_right_border && column->MaxX > column->ClipRect.Min.x) // FIXME-TABLE FIXME-STYLE: Assume BorderSize==1, this is problematic if we want to increase the border size.. { // Draw in outer window so right-most column won't be clipped // Always draw full height border when: // - not using headers // - user specify ImGuiTableFlags_BordersFullHeight // - being interacted with // - on the delimitation of frozen column scrolling const ImU32 col = is_resized ? GetColorU32(ImGuiCol_SeparatorActive) : is_hovered ? GetColorU32(ImGuiCol_SeparatorHovered) : border_base_col; float draw_y2 = draw_y2_base; if (is_hovered || is_resized || (table->FreezeColumnsCount != -1 && table->FreezeColumnsCount == order_n + 1)) draw_y2 = draw_y2_full; inner_drawlist->AddLine(ImVec2(column->MaxX, draw_y1), ImVec2(column->MaxX, draw_y2), col, border_size); } } } // Draw outer border if (table->Flags & ImGuiTableFlags_BordersOuter) { // Display outer border offset by 1 which is a simple way to display it without adding an extra draw call // (Without the offset, in outer_window it would be rendered behind cells, because child windows are above their // parent. In inner_window, it won't reach out over scrollbars. Another weird solution would be to display part // of it in inner window, and the part that's over scrollbars in the outer window..) // Either solution currently won't allow us to use a larger border size: the border would clipped. ImRect outer_border = table->OuterRect; const ImU32 outer_col = table->BorderColorStrong; if (inner_window != outer_window) outer_border.Expand(1.0f); if ((table->Flags & ImGuiTableFlags_BordersOuter) == ImGuiTableFlags_BordersOuter) { outer_drawlist->AddRect(outer_border.Min, outer_border.Max, outer_col, 0.0f, ~0, border_size); } else if (table->Flags & ImGuiTableFlags_BordersVOuter) { outer_drawlist->AddLine(outer_border.Min, ImVec2(outer_border.Min.x, outer_border.Max.y), outer_col, border_size); outer_drawlist->AddLine(ImVec2(outer_border.Max.x, outer_border.Min.y), outer_border.Max, outer_col, border_size); } else if (table->Flags & ImGuiTableFlags_BordersHOuter) { outer_drawlist->AddLine(outer_border.Min, ImVec2(outer_border.Max.x, outer_border.Min.y), outer_col, border_size); outer_drawlist->AddLine(ImVec2(outer_border.Min.x, outer_border.Max.y), outer_border.Max, outer_col, border_size); } } if ((table->Flags & ImGuiTableFlags_BordersHInner) && table->RowPosY2 < table->OuterRect.Max.y) { // Draw bottom-most row border const float border_y = table->RowPosY2; if (border_y >= table->BackgroundClipRect.Min.y && border_y < table->BackgroundClipRect.Max.y) inner_drawlist->AddLine(ImVec2(table->BorderX1, border_y), ImVec2(table->BorderX2, border_y), table->BorderColorLight, border_size); } } static void TableUpdateColumnsWeightFromWidth(ImGuiTable* table) { IM_ASSERT(table->LeftMostStretchedColumnDisplayOrder != -1); // Measure existing quantity float visible_weight = 0.0f; float visible_width = 0.0f; for (int column_n = 0; column_n < table->ColumnsCount; column_n++) { ImGuiTableColumn* column = &table->Columns[column_n]; if (!column->IsVisible || !(column->Flags & ImGuiTableColumnFlags_WidthStretch)) continue; visible_weight += column->WidthStretchWeight; visible_width += column->WidthRequest; } IM_ASSERT(visible_weight > 0.0f && visible_width > 0.0f); // Apply new weights for (int column_n = 0; column_n < table->ColumnsCount; column_n++) { ImGuiTableColumn* column = &table->Columns[column_n]; if (!column->IsVisible || !(column->Flags & ImGuiTableColumnFlags_WidthStretch)) continue; column->WidthStretchWeight = ((column->WidthRequest + 0.0f) / visible_width) * visible_weight; } } // Public wrapper void ImGui::TableSetColumnWidth(int column_n, float width) { ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; IM_ASSERT(table != NULL); IM_ASSERT(table->IsLayoutLocked == false); IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount); TableSetColumnWidth(table, &table->Columns[column_n], width); } // [Internal] void ImGui::TableSetColumnWidth(ImGuiTable* table, ImGuiTableColumn* column_0, float column_0_width) { // Constraints float min_width = TableGetMinColumnWidth(); float max_width_0 = FLT_MAX; if (!(table->Flags & ImGuiTableFlags_ScrollX)) max_width_0 = (table->WorkRect.Max.x - column_0->MinX) - (table->ColumnsVisibleCount - (column_0->IndexWithinVisibleSet + 1)) * min_width; column_0_width = ImClamp(column_0_width, min_width, max_width_0); // Compare both requested and actual given width to avoid overwriting requested width when column is stuck (minimum size, bounded) if (column_0->WidthGiven == column_0_width || column_0->WidthRequest == column_0_width) return; ImGuiTableColumn* column_1 = (column_0->NextVisibleColumn != -1) ? &table->Columns[column_0->NextVisibleColumn] : NULL; // In this surprisingly not simple because of how we support mixing Fixed and Stretch columns. // When forwarding resize from Wn| to Fn+1| we need to be considerate of the _NoResize flag on Fn+1. // FIXME-TABLE: Find a way to rewrite all of this so interactions feel more consistent for the user. // Scenarios: // - F1 F2 F3 resize from F1| or F2| --> ok: alter ->WidthRequested of Fixed column. Subsequent columns will be offset. // - F1 F2 F3 resize from F3| --> ok: alter ->WidthRequested of Fixed column. If active, ScrollX extent can be altered. // - F1 F2 W3 resize from F1| or F2| --> ok: alter ->WidthRequested of Fixed column. If active, ScrollX extent can be altered, but it doesn't make much sense as the Weighted column will always be minimal size. // - F1 F2 W3 resize from W3| --> ok: no-op (disabled by Resize Rule 1) // - W1 W2 W3 resize from W1| or W2| --> FIXME // - W1 W2 W3 resize from W3| --> ok: no-op (disabled by Resize Rule 1) // - W1 F2 F3 resize from F3| --> ok: no-op (disabled by Resize Rule 1) // - W1 F2 resize from F2| --> ok: no-op (disabled by Resize Rule 1) // - W1 W2 F3 resize from W1| or W2| --> ok // - W1 F2 W3 resize from W1| or F2| --> FIXME // - F1 W2 F3 resize from W2| --> ok // - W1 F2 F3 resize from W1| --> ok: equivalent to resizing |F2. F3 will not move. (forwarded by Resize Rule 2) // - W1 F2 F3 resize from F2| --> FIXME should resize F2, F3 and not have effect on W1 (Stretch columns are _before_ the Fixed column). // Rules: // - [Resize Rule 1] Can't resize from right of right-most visible column if there is any Stretch column. Implemented in TableUpdateLayout(). // - [Resize Rule 2] Resizing from right-side of a Stretch column before a fixed column forward sizing to left-side of fixed column. // - [Resize Rule 3] If we are are followed by a fixed column and we have a Stretch column before, we need to ensure that our left border won't move. table->IsSettingsDirty = true; if (column_0->Flags & ImGuiTableColumnFlags_WidthFixed) { // [Resize Rule 3] If we are are followed by a fixed column and we have a Stretch column before, we need to ensure // that our left border won't move, which we can do by making sure column_a/column_b resizes cancels each others. if (column_1 && (column_1->Flags & ImGuiTableColumnFlags_WidthFixed)) if (table->LeftMostStretchedColumnDisplayOrder != -1 && table->LeftMostStretchedColumnDisplayOrder < column_0->DisplayOrder) { // (old_a + old_b == new_a + new_b) --> (new_a == old_a + old_b - new_b) float column_1_width = ImMax(column_1->WidthRequest - (column_0_width - column_0->WidthRequest), min_width); column_0_width = column_0->WidthRequest + column_1->WidthRequest - column_1_width; column_1->WidthRequest = column_1_width; } // Apply //IMGUI_DEBUG_LOG("TableSetColumnWidth(%d, %.1f->%.1f)\n", column_0_idx, column_0->WidthRequested, column_0_width); column_0->WidthRequest = column_0_width; } else if (column_0->Flags & ImGuiTableColumnFlags_WidthStretch) { // [Resize Rule 2] if (column_1 && (column_1->Flags & ImGuiTableColumnFlags_WidthFixed)) { float off = (column_0->WidthGiven - column_0_width); float column_1_width = column_1->WidthGiven + off; column_1->WidthRequest = ImMax(min_width, column_1_width); return; } // (old_a + old_b == new_a + new_b) --> (new_a == old_a + old_b - new_b) float column_1_width = ImMax(column_1->WidthRequest - (column_0_width - column_0->WidthRequest), min_width); column_0_width = column_0->WidthRequest + column_1->WidthRequest - column_1_width; column_1->WidthRequest = column_1_width; column_0->WidthRequest = column_0_width; TableUpdateColumnsWeightFromWidth(table); } } // This function reorder draw channels based on matching clip rectangle, to facilitate merging them. // // Columns where the contents didn't stray off their local clip rectangle can be merged. To achieve // this we merge their clip rect and make them contiguous in the channel list, so they can be merged // by the call to DrawSplitter.Merge() following to the call to this function. // // We reorder draw commands by arranging them into a maximum of 4 distinct groups: // // 1 group: 2 groups: 2 groups: 4 groups: // [ 0. ] no freeze [ 0. ] row freeze [ 01 ] col freeze [ 02 ] row+col freeze // [ .. ] or no scroll [ 1. ] and v-scroll [ .. ] and h-scroll [ 13 ] and v+h-scroll // // Each column itself can use 1 channel (row freeze disabled) or 2 channels (row freeze enabled). // When the contents of a column didn't stray off its limit, we move its channels into the corresponding group // based on its position (within frozen rows/columns groups or not). // At the end of the operation our 1-4 groups will each have a ImDrawCmd using the same ClipRect. // // This function assume that each column are pointing to a distinct draw channel, // otherwise merge_group->ChannelsCount will not match set bit count of merge_group->ChannelsMask. // // Column channels will not be merged into one of the 1-4 groups in the following cases: // - The contents stray off its clipping rectangle (we only compare the MaxX value, not the MinX value). // Direct ImDrawList calls won't be taken into account by default, if you use them make sure the ImGui:: bounds // matches, by e.g. calling SetCursorScreenPos(). // - The channel uses more than one draw command itself. We drop all our attempt at merging stuff here.. // we could do better but it's going to be rare and probably not worth the hassle. // Columns for which the draw channel(s) haven't been merged with other will use their own ImDrawCmd. // // This function is particularly tricky to understand.. take a breath. void ImGui::TableReorderDrawChannelsForMerge(ImGuiTable* table) { ImGuiContext& g = *GImGui; ImDrawListSplitter* splitter = &table->DrawSplitter; const bool is_frozen_v = (table->FreezeRowsCount > 0); const bool is_frozen_h = (table->FreezeColumnsCount > 0); // Track which groups we are going to attempt to merge, and which channels goes into each group. struct MergeGroup { ImRect ClipRect; int ChannelsCount; ImBitArray ChannelsMask; }; int merge_group_mask = 0x00; MergeGroup merge_groups[4]; memset(merge_groups, 0, sizeof(merge_groups)); bool merge_groups_all_fit_within_inner_rect = (table->Flags & ImGuiTableFlags_NoHostExtendY) == 0; // 1. Scan channels and take note of those which can be merged for (int column_n = 0; column_n < table->ColumnsCount; column_n++) { if (!(table->VisibleUnclippedMaskByIndex & ((ImU64)1 << column_n))) continue; ImGuiTableColumn* column = &table->Columns[column_n]; const int merge_group_sub_count = is_frozen_v ? 2 : 1; for (int merge_group_sub_n = 0; merge_group_sub_n < merge_group_sub_count; merge_group_sub_n++) { const int channel_no = (merge_group_sub_n == 0) ? column->DrawChannelRowsBeforeFreeze : column->DrawChannelRowsAfterFreeze; // Don't attempt to merge if there are multiple draw calls within the column ImDrawChannel* src_channel = &splitter->_Channels[channel_no]; if (src_channel->_CmdBuffer.Size > 0 && src_channel->_CmdBuffer.back().ElemCount == 0) src_channel->_CmdBuffer.pop_back(); if (src_channel->_CmdBuffer.Size != 1) continue; // Find out the width of this merge group and check if it will fit in our column. if (!(column->Flags & ImGuiTableColumnFlags_NoClipX)) { float width_contents; if (merge_group_sub_count == 1) // No row freeze (same as testing !is_frozen_v) width_contents = ImMax(column->ContentWidthRowsUnfrozen, column->ContentWidthHeadersUsed); else if (merge_group_sub_n == 0) // Row freeze: use width before freeze width_contents = ImMax(column->ContentWidthRowsFrozen, column->ContentWidthHeadersUsed); else // Row freeze: use width after freeze width_contents = column->ContentWidthRowsUnfrozen; if (width_contents > column->WidthGiven) continue; } const int merge_group_dst_n = (is_frozen_h && column_n < table->FreezeColumnsCount ? 0 : 2) + (is_frozen_v ? merge_group_sub_n : 1); IM_ASSERT(channel_no < IMGUI_TABLE_MAX_DRAW_CHANNELS); MergeGroup* merge_group = &merge_groups[merge_group_dst_n]; if (merge_group->ChannelsCount == 0) merge_group->ClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); merge_group->ChannelsMask.SetBit(channel_no); merge_group->ChannelsCount++; merge_group->ClipRect.Add(src_channel->_CmdBuffer[0].ClipRect); merge_group_mask |= (1 << merge_group_dst_n); // If we end with a single group and hosted by the outer window, we'll attempt to merge our draw command // with the existing outer window command. But we can only do so if our columns all fit within the expected // clip rect, otherwise clipping will be incorrect when ScrollX is disabled. // FIXME-TABLE FIXME-WORKRECT: We are wasting a merge opportunity on tables without scrolling if column don't fit within host clip rect, solely because of the half-padding difference between window->WorkRect and window->InnerClipRect // 2019/10/22: (1) This is breaking table_2_draw_calls but I cannot seem to repro what it is attempting to // fix... cf git fce2e8dc "Fixed issue with clipping when outerwindow==innerwindow / support ScrollH without ScrollV." // 2019/10/22: (2) Clamping code in TableUpdateLayout() seemingly made this not necessary... #if 0 if (column->MinX < table->InnerClipRect.Min.x || column->MaxX > table->InnerClipRect.Max.x) merge_groups_all_fit_within_inner_rect = false; #endif } // Invalidate current draw channel // (we don't clear DrawChannelBeforeRowFreeze/DrawChannelAfterRowFreeze solely to facilitate debugging/later inspection of data) column->DrawChannelCurrent = -1; } // [DEBUG] Display merge groups #if 0 if (g.IO.KeyShift) for (int merge_group_n = 0; merge_group_n < IM_ARRAYSIZE(merge_groups); merge_group_n++) { MergeGroup* merge_group = &merge_groups[merge_group_n]; if (merge_group->ChannelsCount == 0) continue; char buf[32]; ImFormatString(buf, 32, "MG%d:%d", merge_group_n, merge_group->ChannelsCount); ImVec2 text_pos = merge_group->ClipRect.Min + ImVec2(4, 4); ImVec2 text_size = CalcTextSize(buf, NULL); GetForegroundDrawList()->AddRectFilled(text_pos, text_pos + text_size, IM_COL32(0, 0, 0, 255)); GetForegroundDrawList()->AddText(text_pos, IM_COL32(255, 255, 0, 255), buf, NULL); GetForegroundDrawList()->AddRect(merge_group->ClipRect.Min, merge_group->ClipRect.Max, IM_COL32(255, 255, 0, 255)); } #endif // 2. Rewrite channel list in our preferred order if (merge_group_mask != 0) { // Conceptually we want to test if only 1 bit of merge_group_mask is set, but with no freezing we know it's always going to be group 3. // We need to test for !is_frozen because any unfitting column will not be part of a merge group, so testing for merge_group_mask isn't enough. const bool may_extend_clip_rect_to_host_rect = (merge_group_mask == (1 << 3)) && !is_frozen_v && !is_frozen_h; // Use shared temporary storage so the allocation gets amortized g.DrawChannelsTempMergeBuffer.resize(splitter->_Count - 1); ImDrawChannel* dst_tmp = g.DrawChannelsTempMergeBuffer.Data; ImBitArray remaining_mask; // We need 130-bit of storage remaining_mask.ClearBits(); remaining_mask.SetBitRange(1, splitter->_Count - 1); // Background channel 0 not part of the merge (see channel allocation in TableUpdateDrawChannels) int remaining_count = splitter->_Count - 1; for (int merge_group_n = 0; merge_group_n < IM_ARRAYSIZE(merge_groups); merge_group_n++) if (int merge_channels_count = merge_groups[merge_group_n].ChannelsCount) { MergeGroup* merge_group = &merge_groups[merge_group_n]; ImRect merge_clip_rect = merge_groups[merge_group_n].ClipRect; if (may_extend_clip_rect_to_host_rect) { IM_ASSERT(merge_group_n == 3); //GetOverlayDrawList()->AddRect(table->HostClipRect.Min, table->HostClipRect.Max, IM_COL32(255, 0, 0, 200), 0.0f, ~0, 3.0f); //GetOverlayDrawList()->AddRect(table->InnerClipRect.Min, table->InnerClipRect.Max, IM_COL32(0, 255, 0, 200), 0.0f, ~0, 1.0f); //GetOverlayDrawList()->AddRect(merge_clip_rect.Min, merge_clip_rect.Max, IM_COL32(255, 0, 0, 200), 0.0f, ~0, 2.0f); merge_clip_rect.Add(merge_groups_all_fit_within_inner_rect ? table->HostClipRect : table->InnerClipRect); //GetOverlayDrawList()->AddRect(merge_clip_rect.Min, merge_clip_rect.Max, IM_COL32(0, 255, 0, 200)); } remaining_count -= merge_group->ChannelsCount; for (int n = 0; n < IM_ARRAYSIZE(remaining_mask.Storage); n++) remaining_mask.Storage[n] &= ~merge_group->ChannelsMask.Storage[n]; for (int n = 0; n < splitter->_Count && merge_channels_count != 0; n++) { // Copy + overwrite new clip rect if (!merge_group->ChannelsMask.TestBit(n)) continue; merge_group->ChannelsMask.ClearBit(n); merge_channels_count--; ImDrawChannel* channel = &splitter->_Channels[n]; IM_ASSERT(channel->_CmdBuffer.Size == 1 && merge_clip_rect.Contains(ImRect(channel->_CmdBuffer[0].ClipRect))); channel->_CmdBuffer[0].ClipRect = merge_clip_rect.ToVec4(); memcpy(dst_tmp++, channel, sizeof(ImDrawChannel)); } } // Append unmergeable channels that we didn't reorder at the end of the list for (int n = 0; n < splitter->_Count && remaining_count != 0; n++) { if (!remaining_mask.TestBit(n)) continue; ImDrawChannel* channel = &splitter->_Channels[n]; memcpy(dst_tmp++, channel, sizeof(ImDrawChannel)); remaining_count--; } IM_ASSERT(dst_tmp == g.DrawChannelsTempMergeBuffer.Data + g.DrawChannelsTempMergeBuffer.Size); memcpy(splitter->_Channels.Data + 1, g.DrawChannelsTempMergeBuffer.Data, (splitter->_Count - 1) * sizeof(ImDrawChannel)); } } // We use a default parameter of 'init_width_or_weight == -1' // ImGuiTableColumnFlags_WidthFixed, width <= 0 --> init width == auto // ImGuiTableColumnFlags_WidthFixed, width > 0 --> init width == manual // ImGuiTableColumnFlags_WidthStretch, weight < 0 --> init weight == 1.0f // ImGuiTableColumnFlags_WidthStretch, weight >= 0 --> init weight == custom // Use a different API? void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, float init_width_or_weight, ImGuiID user_id) { ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; IM_ASSERT(table != NULL && "Need to call TableSetupColumn() after BeginTable()!"); IM_ASSERT(!table->IsLayoutLocked && "Need to call call TableSetupColumn() before first row!"); IM_ASSERT(table->DeclColumnsCount >= 0 && table->DeclColumnsCount < table->ColumnsCount && "Called TableSetupColumn() too many times!"); ImGuiTableColumn* column = &table->Columns[table->DeclColumnsCount]; table->DeclColumnsCount++; // When passing a width automatically enforce WidthFixed policy // (vs TableFixColumnFlags would default to WidthAlwaysAutoResize) // (we write to FlagsIn which is a little misleading, another solution would be to pass init_width_or_weight to TableFixColumnFlags) if ((flags & ImGuiTableColumnFlags_WidthMask_) == 0) if ((table->Flags & ImGuiTableFlags_SizingPolicyFixedX) && (init_width_or_weight > 0.0f)) flags |= ImGuiTableColumnFlags_WidthFixed; column->UserID = user_id; column->FlagsIn = flags; column->Flags = TableFixColumnFlags(table, column->FlagsIn); flags = column->Flags; // Initialize defaults // FIXME-TABLE: We don't restore widths/weight so let's avoid using IsSettingsLoaded for now if (table->IsInitializing && column->WidthRequest < 0.0f && column->WidthStretchWeight < 0.0f)// && !table->IsSettingsLoaded) { // Init width or weight // Disable auto-fit if a default fixed width has been specified if ((flags & ImGuiTableColumnFlags_WidthFixed) && init_width_or_weight > 0.0f) { column->WidthRequest = init_width_or_weight; column->AutoFitQueue = 0x00; } if (flags & ImGuiTableColumnFlags_WidthStretch) { IM_ASSERT(init_width_or_weight < 0.0f || init_width_or_weight > 0.0f); column->WidthStretchWeight = (init_width_or_weight < 0.0f ? 1.0f : init_width_or_weight); } else { column->WidthStretchWeight = 1.0f; } } if (table->IsInitializing) { // Init default visibility/sort state if ((flags & ImGuiTableColumnFlags_DefaultHide) && (table->SettingsLoadedFlags & ImGuiTableFlags_Hideable) == 0) column->IsVisible = column->IsVisibleNextFrame = false; if (flags & ImGuiTableColumnFlags_DefaultSort && (table->SettingsLoadedFlags & ImGuiTableFlags_Sortable) == 0) { column->SortOrder = 0; // Multiple columns using _DefaultSort will be reordered when building the sort specs. column->SortDirection = (column->Flags & ImGuiTableColumnFlags_PreferSortDescending) ? (ImS8)ImGuiSortDirection_Descending : (ImU8)(ImGuiSortDirection_Ascending); } } // Store name (append with zero-terminator in contiguous buffer) IM_ASSERT(column->NameOffset == -1); if (label != NULL) { column->NameOffset = (ImS16)table->ColumnsNames.size(); table->ColumnsNames.append(label, label + strlen(label) + 1); } } // Starts into the first cell of a new row void ImGui::TableNextRow(ImGuiTableRowFlags row_flags, float row_min_height) { ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; if (table->CurrentRow == -1) TableUpdateLayout(table); else if (table->IsInsideRow) TableEndRow(table); table->LastRowFlags = table->RowFlags; table->RowFlags = row_flags; table->RowMinHeight = row_min_height; TableBeginRow(table); // We honor min_row_height requested by user, but cannot guarantee per-row maximum height, // because that would essentially require a unique clipping rectangle per-cell. table->RowPosY2 += table->CellPaddingY * 2.0f; table->RowPosY2 = ImMax(table->RowPosY2, table->RowPosY1 + row_min_height); TableBeginCell(table, 0); } // [Internal] void ImGui::TableBeginRow(ImGuiTable* table) { ImGuiWindow* window = table->InnerWindow; IM_ASSERT(!table->IsInsideRow); // New row table->CurrentRow++; table->CurrentColumn = -1; table->RowBgColor = IM_COL32_DISABLE; table->IsInsideRow = true; // Begin frozen rows float next_y1 = table->RowPosY2; if (table->CurrentRow == 0 && table->FreezeRowsCount > 0) next_y1 = window->DC.CursorPos.y = table->OuterRect.Min.y; 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; // Making the header BG color non-transparent will allow us to overlay it multiple times when handling smooth dragging. if (table->RowFlags & ImGuiTableRowFlags_Headers) { table->RowBgColor = GetColorU32(ImGuiCol_TableHeaderBg); if (table->CurrentRow == 0) table->IsUsingHeaders = true; } } // [Internal] void ImGui::TableEndRow(ImGuiTable* table) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; IM_ASSERT(window == table->InnerWindow); IM_ASSERT(table->IsInsideRow); TableEndCell(table); // Position cursor at the bottom of our row so it can be used for e.g. clipping calculation. However it is // likely that the next call to TableBeginCell() will reposition the cursor to take account of vertical padding. window->DC.CursorPos.y = table->RowPosY2; // Row background fill const float bg_y1 = table->RowPosY1; const float bg_y2 = table->RowPosY2; const bool unfreeze_rows = (table->CurrentRow + 1 == table->FreezeRowsCount && table->FreezeRowsCount > 0); if (table->CurrentRow == 0) table->LastFirstRowHeight = bg_y2 - bg_y1; if (table->CurrentRow >= 0 && bg_y2 >= table->InnerClipRect.Min.y && bg_y1 <= table->InnerClipRect.Max.y) { // Decide of background color for the row ImU32 bg_col = 0; if (table->RowBgColor != IM_COL32_DISABLE) bg_col = table->RowBgColor; else if (table->Flags & ImGuiTableFlags_RowBg) bg_col = GetColorU32((table->RowBgColorCounter & 1) ? ImGuiCol_TableRowBgAlt : ImGuiCol_TableRowBg); // Decide of top border color ImU32 border_col = 0; const float border_size = TABLE_BORDER_SIZE; if (table->CurrentRow != 0 || table->InnerWindow == table->OuterWindow) { if (table->Flags & ImGuiTableFlags_BordersHInner) { //if (table->CurrentRow == 0 && table->InnerWindow == table->OuterWindow) // border_col = table->BorderOuterColor; //else if (table->CurrentRow > 0)// && !(table->LastRowFlags & ImGuiTableRowFlags_Headers)) border_col = (table->LastRowFlags & ImGuiTableRowFlags_Headers) ? table->BorderColorStrong : table->BorderColorLight; } else { //if (table->RowFlags & ImGuiTableRowFlags_Headers) // border_col = table->BorderOuterColor; } } const bool draw_stong_bottom_border = unfreeze_rows;// || (table->RowFlags & ImGuiTableRowFlags_Headers); if (bg_col != 0 || border_col != 0 || draw_stong_bottom_border) { // In theory we could call SetWindowClipRectBeforeChannelChange() but since we know TableEndRow() is // always followed by a change of clipping rectangle we perform the smallest overwrite possible here. window->DrawList->_CmdHeader.ClipRect = table->HostClipRect.ToVec4(); table->DrawSplitter.SetCurrentChannel(window->DrawList, 0); } // Draw background // We soft/cpu clip this so all backgrounds and borders can share the same clipping rectangle if (bg_col) { ImRect bg_rect(table->WorkRect.Min.x, bg_y1, table->WorkRect.Max.x, bg_y2); bg_rect.ClipWith(table->BackgroundClipRect); if (bg_rect.Min.y < bg_rect.Max.y) window->DrawList->AddRectFilledMultiColor(bg_rect.Min, bg_rect.Max, bg_col, bg_col, bg_col, bg_col); } // Draw top border if (border_col && bg_y1 >= table->BackgroundClipRect.Min.y && bg_y1 < table->BackgroundClipRect.Max.y) window->DrawList->AddLine(ImVec2(table->BorderX1, bg_y1), ImVec2(table->BorderX2, bg_y1), border_col, border_size); // Draw bottom border at the row unfreezing mark (always strong) if (draw_stong_bottom_border) if (bg_y2 >= table->BackgroundClipRect.Min.y && bg_y2 < table->BackgroundClipRect.Max.y) window->DrawList->AddLine(ImVec2(table->BorderX1, bg_y2), ImVec2(table->BorderX2, bg_y2), table->BorderColorStrong, border_size); } // End frozen rows (when we are past the last frozen row line, teleport cursor and alter clipping rectangle) // We need to do that in TableEndRow() instead of TableBeginRow() so the list clipper can mark end of row and // get the new cursor position. if (unfreeze_rows) { IM_ASSERT(table->IsFreezeRowsPassed == false); table->IsFreezeRowsPassed = true; table->DrawSplitter.SetCurrentChannel(window->DrawList, 0); ImRect r; r.Min.x = table->InnerClipRect.Min.x; r.Min.y = ImMax(table->RowPosY2 + 1, window->InnerClipRect.Min.y); r.Max.x = table->InnerClipRect.Max.x; r.Max.y = window->InnerClipRect.Max.y; table->BackgroundClipRect = r; float row_height = table->RowPosY2 - table->RowPosY1; table->RowPosY2 = window->DC.CursorPos.y = table->WorkRect.Min.y + table->RowPosY2 - table->OuterRect.Min.y; table->RowPosY1 = table->RowPosY2 - row_height; for (int column_n = 0; column_n < table->ColumnsCount; column_n++) { ImGuiTableColumn* column = &table->Columns[column_n]; column->DrawChannelCurrent = column->DrawChannelRowsAfterFreeze; column->ClipRect.Min.y = r.Min.y; } } if (!(table->RowFlags & ImGuiTableRowFlags_Headers)) table->RowBgColorCounter++; table->IsInsideRow = false; } // [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_n) { 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 += table->RowIndentOffsetX; // ~~ += window.DC.Indent.x - table->HostIndentX, except we locked it for the row. 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; window->WorkRect.Max.x = column->MaxX - table->CellPaddingX2; // To allow ImGuiListClipper to function we propagate our row height if (!column->IsVisible) window->DC.CursorPos.y = ImMax(window->DC.CursorPos.y, table->RowPosY2); window->SkipItems = column->SkipItems; if (table->Flags & ImGuiTableFlags_NoClipX) { table->DrawSplitter.SetCurrentChannel(window->DrawList, 1); } else { SetWindowClipRectBeforeSetChannel(window, column->ClipRect); table->DrawSplitter.SetCurrentChannel(window->DrawList, column->DrawChannelCurrent); } } // [Internal] Called by TableNextRow()/TableNextCell()! void ImGui::TableEndCell(ImGuiTable* table) { ImGuiTableColumn* column = &table->Columns[table->CurrentColumn]; ImGuiWindow* window = table->InnerWindow; // Report maximum position so we can infer content size per column. float* p_max_pos_x; if (table->RowFlags & ImGuiTableRowFlags_Headers) p_max_pos_x = &column->ContentMaxPosHeadersUsed; // Useful in case user submit contents in header row that is not a TableHeader() call else p_max_pos_x = table->IsFreezeRowsPassed ? &column->ContentMaxPosRowsUnfrozen : &column->ContentMaxPosRowsFrozen; *p_max_pos_x = ImMax(*p_max_pos_x, window->DC.CursorMaxPos.x); table->RowPosY2 = ImMax(table->RowPosY2, window->DC.CursorMaxPos.y + table->CellPaddingY); // Propagate text baseline for the entire row // FIXME-TABLE: Here we propagate text baseline from the last line of the cell.. instead of the first one. table->RowTextBaseline = ImMax(table->RowTextBaseline, window->DC.PrevLineTextBaseOffset); } // Append into the next cell // FIXME-TABLE: Wrapping to next row should be optional? bool ImGui::TableNextCell() { ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; if (table->CurrentColumn != -1 && table->CurrentColumn + 1 < table->ColumnsCount) { TableEndCell(table); TableBeginCell(table, table->CurrentColumn + 1); } else { TableNextRow(); } int column_n = table->CurrentColumn; // FIXME-TABLE: Need to clarify if we want to allow IsItemHovered() here //g.CurrentWindow->DC.LastItemStatusFlags = (column_n == table->HoveredColumn) ? ImGuiItemStatusFlags_HoveredRect : ImGuiItemStatusFlags_None; // FIXME-TABLE: it is likely to alter layout if user skips a columns contents based on clipping. return (table->VisibleUnclippedMaskByIndex & ((ImU64)1 << column_n)) != 0; } const char* ImGui::TableGetColumnName(int column_n) { ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; if (!table) return NULL; if (column_n < 0) column_n = table->CurrentColumn; return TableGetColumnName(table, column_n); } // We expose "Visible and Unclipped" to the user, vs our internal "Visible" state which is !Hidden bool ImGui::TableGetColumnIsVisible(int column_n) { ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; if (!table) return false; if (column_n < 0) column_n = table->CurrentColumn; return (table->VisibleUnclippedMaskByIndex & ((ImU64)1 << column_n)) != 0; } int ImGui::TableGetColumnIndex() { ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; if (!table) return 0; return table->CurrentColumn; } bool ImGui::TableSetColumnIndex(int column_idx) { ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; if (!table) return false; if (table->CurrentColumn != column_idx) { if (table->CurrentColumn != -1) TableEndCell(table); IM_ASSERT(column_idx >= 0 && table->ColumnsCount); TableBeginCell(table, column_idx); } // FIXME-TABLE: Need to clarify if we want to allow IsItemHovered() here //g.CurrentWindow->DC.LastItemStatusFlags = (column_n == table->HoveredColumn) ? ImGuiItemStatusFlags_HoveredRect : ImGuiItemStatusFlags_None; // FIXME-TABLE: it is likely to alter layout if user skips a columns contents based on clipping. return (table->VisibleUnclippedMaskByIndex & ((ImU64)1 << column_idx)) != 0; } // Return the cell rectangle based on currently known height. // Important: we generally don't know our row height until the end of the row, so Max.y will be incorrect in many situations. // The only case where this is correct is if we provided a min_row_height to TableNextRow() and don't go below it. ImRect ImGui::TableGetCellRect() { ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; ImGuiTableColumn* column = &table->Columns[table->CurrentColumn]; return ImRect(column->MinX, table->RowPosY1, column->MaxX, table->RowPosY2); } const char* ImGui::TableGetColumnName(const ImGuiTable* table, int column_n) { const ImGuiTableColumn* column = &table->Columns[column_n]; if (column->NameOffset == -1) return NULL; return &table->ColumnsNames.Buf[column->NameOffset]; } // Return the resizing ID for the right-side of the given column. ImGuiID ImGui::TableGetColumnResizeID(const ImGuiTable* table, int column_n, int instance_no) { IM_ASSERT(column_n < table->ColumnsCount); ImGuiID id = table->ID + (instance_no * table->ColumnsCount) + column_n; return id; } 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_n]; column->CannotSkipItemsQueue = (1 << 0); column->AutoFitQueue = (1 << 1); } void ImGui::PushTableBackground() { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; ImGuiTable* table = g.CurrentTable; // Optimization: avoid SetCurrentChannel() + PushClipRect() table->HostBackupClipRect = window->ClipRect; SetWindowClipRectBeforeSetChannel(window, table->HostClipRect); table->DrawSplitter.SetCurrentChannel(window->DrawList, 0); } void ImGui::PopTableBackground() { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; ImGuiTable* table = g.CurrentTable; ImGuiTableColumn* column = &table->Columns[table->CurrentColumn]; // Optimization: avoid PopClipRect() + SetCurrentChannel() SetWindowClipRectBeforeSetChannel(window, table->HostBackupClipRect); table->DrawSplitter.SetCurrentChannel(window->DrawList, column->DrawChannelCurrent); } // Output context menu into current window (generally a popup) // FIXME-TABLE: Ideally this should be writable by the user. Full programmatic access to that data? void ImGui::TableDrawContextMenu(ImGuiTable* table) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if (window->SkipItems) return; bool want_separator = false; const int selected_column_n = (table->ContextPopupColumn >= 0 && table->ContextPopupColumn < table->ColumnsCount) ? table->ContextPopupColumn : -1; // Sizing if (table->Flags & ImGuiTableFlags_Resizable) { if (ImGuiTableColumn* selected_column = (selected_column_n != -1) ? &table->Columns[selected_column_n] : NULL) { const bool can_resize = !(selected_column->Flags & (ImGuiTableColumnFlags_NoResize | ImGuiTableColumnFlags_WidthStretch)) && selected_column->IsVisible; if (MenuItem("Size column to fit", NULL, false, can_resize)) TableSetColumnAutofit(table, selected_column_n); } if (MenuItem("Size all columns to fit", NULL)) { for (int column_n = 0; column_n < table->ColumnsCount; column_n++) { ImGuiTableColumn* column = &table->Columns[column_n]; if (column->IsVisible) TableSetColumnAutofit(table, column_n); } } want_separator = true; } // Ordering if (table->Flags & ImGuiTableFlags_Reorderable) { if (MenuItem("Reset order", NULL, false, !table->IsDefaultDisplayOrder)) table->IsResetDisplayOrderRequest = true; want_separator = true; } // Hiding / Visibility if (table->Flags & ImGuiTableFlags_Hideable) { if (want_separator) Separator(); want_separator = false; PushItemFlag(ImGuiItemFlags_SelectableDontClosePopup, true); for (int column_n = 0; column_n < table->ColumnsCount; column_n++) { ImGuiTableColumn* column = &table->Columns[column_n]; const char* name = TableGetColumnName(table, column_n); if (name == NULL) name = ""; // Make sure we can't hide the last active column bool menu_item_active = (column->Flags & ImGuiTableColumnFlags_NoHide) ? false : true; if (column->IsVisible && table->ColumnsVisibleCount <= 1) menu_item_active = false; if (MenuItem(name, NULL, column->IsVisible, menu_item_active)) column->IsVisibleNextFrame = !column->IsVisible; } PopItemFlag(); } } // Use -1 to open menu not specific to a given column. void ImGui::TableOpenContextMenu(ImGuiTable* table, int column_n) { IM_ASSERT(column_n >= -1 && column_n < table->ColumnsCount); if (table->Flags & (ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable)) { table->IsContextPopupOpen = true; table->ContextPopupColumn = (ImS8)column_n; table->InstanceInteracted = table->InstanceCurrent; const ImGuiID context_menu_id = ImHashStr("##ContextMenu", 0, table->ID); OpenPopupEx(context_menu_id, ImGuiPopupFlags_None); } } // This is a helper to output TableHeader() calls based on the column names declared in TableSetupColumn(). // The intent is that advanced users willing to create customized headers would not need to use this helper // and can create their own! For example: TableHeader() may be preceeded by Checkbox() or other custom widgets. void ImGui::TableAutoHeaders() { ImGuiStyle& style = ImGui::GetStyle(); ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; IM_ASSERT(table != NULL && "Need to call TableAutoHeaders() after BeginTable()!"); const int columns_count = table->ColumnsCount; // Calculate row height (for the unlikely case that labels may be are multi-line) float row_y1 = GetCursorScreenPos().y; float row_height = GetTextLineHeight(); for (int column_n = 0; column_n < columns_count; column_n++) if (TableGetColumnIsVisible(column_n)) row_height = ImMax(row_height, CalcTextSize(TableGetColumnName(column_n)).y); row_height += style.CellPadding.y * 2.0f; // Open row TableNextRow(ImGuiTableRowFlags_Headers, row_height); if (table->HostSkipItems) // Merely an optimization, you may skip in your own code. return; // This for loop is constructed to not make use of internal functions, // as this is intended to be a base template to copy and build from. for (int column_n = 0; column_n < columns_count; column_n++) { if (!TableSetColumnIndex(column_n)) continue; const char* name = TableGetColumnName(column_n); // [DEBUG] Test custom user elements #if 0 if (column_n < 2) { static bool b[2] = {}; PushID(column_n); PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0)); Checkbox("##", &b[column_n]); PopStyleVar(); PopID(); SameLine(0.0f, style.ItemInnerSpacing.x); } #endif // Push an id to allow unnamed labels (generally accidental, but let's behave nicely with them) // - in your own code you may omit the PushID/PopID all-together, provided you know you know they won't collide // - table->InstanceCurrent is only >0 when we use multiple BeginTable/EndTable calls with same identifier. PushID(table->InstanceCurrent * table->ColumnsCount + column_n); TableHeader(name); PopID(); } // FIXME-TABLE: This is not user-land code any more + need to explain WHY this is here! (added in fa88f023) //window->SkipItems = table->HostSkipItems; // Allow opening popup from the right-most section after the last column. // (We don't actually need to use ImGuiHoveredFlags_AllowWhenBlockedByPopup because in reality this is generally // not required anymore.. because popup opening code tends to be reacting on IsMouseReleased() and the click would // already have closed any other popups!) // FIXME-TABLE: TableOpenContextMenu() is not public yet. if (IsMouseReleased(1) && TableGetHoveredColumn() == columns_count) if (g.IO.MousePos.y >= row_y1 && g.IO.MousePos.y < row_y1 + row_height) TableOpenContextMenu(table, -1); // Will open a non-column-specific popup. } // Emit a column header (text + optional sort order) // We cpu-clip text here so that all columns headers can be merged into a same draw call. // Note that because of how we cpu-clip and display sorting indicators, you _cannot_ use SameLine() after a TableHeader() // FIXME-TABLE: Should hold a selection state. // FIXME-TABLE: Style confusion between CellPadding.y and FramePadding.y void ImGui::TableHeader(const char* label) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if (window->SkipItems) return; ImGuiTable* table = g.CurrentTable; IM_ASSERT(table != NULL && "Need to call TableAutoHeaders() after BeginTable()!"); IM_ASSERT(table->CurrentColumn != -1); const int column_n = table->CurrentColumn; ImGuiTableColumn* column = &table->Columns[column_n]; // Label if (label == NULL) label = ""; const char* label_end = FindRenderedTextEnd(label); ImVec2 label_size = CalcTextSize(label, label_end, true); ImVec2 label_pos = window->DC.CursorPos; // If we already got a row height, there's use that. ImRect cell_r = TableGetCellRect(); cell_r.Min.x -= table->CellSpacingX; // FIXME-TABLE: TableGetCellRect() is misleading. float label_height = ImMax(label_size.y, table->RowMinHeight - g.Style.CellPadding.y * 2.0f); //GetForegroundDrawList()->AddRect(cell_r.Min, cell_r.Max, IM_COL32(255, 0, 0, 255)); // [DEBUG] // Keep header highlighted when context menu is open. // (FIXME-TABLE: however we cannot assume the ID of said popup if it has been created by the user...) const bool selected = (table->IsContextPopupOpen && table->ContextPopupColumn == column_n && table->InstanceInteracted == table->InstanceCurrent); ImGuiID id = window->GetID(label); ImRect bb(cell_r.Min.x, cell_r.Min.y, cell_r.Max.x, ImMax(cell_r.Max.y, cell_r.Min.y + label_height + g.Style.CellPadding.y * 2.0f)); if (!ItemAdd(bb, id)) return; bool hovered, held; bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_None); if (hovered || selected) { const ImU32 col = GetColorU32(held ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); RenderFrame(bb.Min, bb.Max, col, false, 0.0f); RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding); } if (held) table->HeldHeaderColumn = (ImS8)column_n; window->DC.CursorPos.y -= g.Style.ItemSpacing.y * 0.5f; // Drag and drop to re-order columns. // FIXME-TABLE: Scroll request while reordering a column and it lands out of the scrolling zone. if (held && (table->Flags & ImGuiTableFlags_Reorderable) && IsMouseDragging(0) && !g.DragDropActive) { // While moving a column it will jump on the other side of the mouse, so we also test for MouseDelta.x table->ReorderColumn = (ImS8)column_n; table->InstanceInteracted = table->InstanceCurrent; // We don't reorder: through the frozen<>unfrozen line, or through a column that is marked with ImGuiTableColumnFlags_NoReorder. if (g.IO.MouseDelta.x < 0.0f && g.IO.MousePos.x < cell_r.Min.x) if (ImGuiTableColumn* prev_column = (column->PrevVisibleColumn != -1) ? &table->Columns[column->PrevVisibleColumn] : NULL) if (!((column->Flags | prev_column->Flags) & ImGuiTableColumnFlags_NoReorder)) if ((column->IndexWithinVisibleSet < table->FreezeColumnsRequest) == (prev_column->IndexWithinVisibleSet < table->FreezeColumnsRequest)) table->ReorderColumnDir = -1; if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > cell_r.Max.x) if (ImGuiTableColumn* next_column = (column->NextVisibleColumn != -1) ? &table->Columns[column->NextVisibleColumn] : NULL) if (!((column->Flags | next_column->Flags) & ImGuiTableColumnFlags_NoReorder)) if ((column->IndexWithinVisibleSet < table->FreezeColumnsRequest) == (next_column->IndexWithinVisibleSet < table->FreezeColumnsRequest)) table->ReorderColumnDir = +1; } // Sort order arrow float w_arrow = 0.0f; float w_sort_text = 0.0f; float ellipsis_max = cell_r.Max.x; if ((table->Flags & ImGuiTableFlags_Sortable) && !(column->Flags & ImGuiTableColumnFlags_NoSort)) { const float ARROW_SCALE = 0.65f; w_arrow = ImFloor(g.FontSize * ARROW_SCALE + g.Style.FramePadding.x);// table->CellPadding.x); if (column->SortOrder != -1) { w_sort_text = 0.0f; char sort_order_suf[8]; if (column->SortOrder > 0) { ImFormatString(sort_order_suf, IM_ARRAYSIZE(sort_order_suf), "%d", column->SortOrder + 1); w_sort_text = g.Style.ItemInnerSpacing.x + CalcTextSize(sort_order_suf).x; } float x = ImMax(cell_r.Min.x, cell_r.Max.x - w_arrow - w_sort_text); ellipsis_max -= w_arrow + w_sort_text; float y = label_pos.y; ImU32 col = GetColorU32(ImGuiCol_Text); if (column->SortOrder > 0) { PushStyleColor(ImGuiCol_Text, GetColorU32(ImGuiCol_Text, 0.70f)); RenderText(ImVec2(x + g.Style.ItemInnerSpacing.x, y), sort_order_suf); PopStyleColor(); x += w_sort_text; } RenderArrow(window->DrawList, ImVec2(x, y), col, column->SortDirection == ImGuiSortDirection_Ascending ? ImGuiDir_Up : ImGuiDir_Down, ARROW_SCALE); } // Handle clicking on column header to adjust Sort Order if (pressed && table->ReorderColumn != column_n) TableSortSpecsClickColumn(table, column, g.IO.KeyShift); } // Render clipped label. Clipping here ensure that in the majority of situations, all our header cells will // be merged into a single draw call. //window->DrawList->AddCircleFilled(ImVec2(ellipsis_max, label_pos.y), 40, IM_COL32_WHITE); RenderTextEllipsis(window->DrawList, label_pos, ImVec2(ellipsis_max, label_pos.y + label_height + g.Style.FramePadding.y), ellipsis_max, ellipsis_max, label, label_end, &label_size); // We feed our unclipped width to the column without writing on CursorMaxPos, so that column is still considering // for merging. // FIXME-TABLE: Clarify policies of how label width and potential decorations (arrows) fit into auto-resize of the column float max_pos_x = label_pos.x + label_size.x + w_sort_text + w_arrow; column->ContentMaxPosHeadersUsed = ImMax(column->ContentMaxPosHeadersUsed, cell_r.Max.x);// ImMin(max_pos_x, cell_r.Max.x)); column->ContentMaxPosHeadersIdeal = ImMax(column->ContentMaxPosHeadersIdeal, max_pos_x); // We don't use BeginPopupContextItem() because we want the popup to stay up even after the column is hidden if (IsMouseReleased(1) && IsItemHovered()) TableOpenContextMenu(table, column_n); } void ImGui::TableSortSpecsClickColumn(ImGuiTable* table, ImGuiTableColumn* clicked_column, bool add_to_existing_sort_orders) { if (!(table->Flags & ImGuiTableFlags_MultiSortable)) add_to_existing_sort_orders = false; ImS8 sort_order_max = 0; if (add_to_existing_sort_orders) for (int column_n = 0; column_n < table->ColumnsCount; column_n++) sort_order_max = ImMax(sort_order_max, table->Columns[column_n].SortOrder); for (int column_n = 0; column_n < table->ColumnsCount; column_n++) { ImGuiTableColumn* column = &table->Columns[column_n]; if (column == clicked_column) { // Set new sort direction and sort order // - If the PreferSortDescending flag is set, we will default to a Descending direction on the first click. // - Note that the PreferSortAscending flag is never checked, it is essentially the default and therefore a no-op. // - Note that the NoSortAscending/NoSortDescending flags are processed in TableSortSpecsSanitize(), and they may change/revert // the value of SortDirection. We could technically also do it here but it would be unnecessary and duplicate code. if (column->SortOrder == -1) column->SortDirection = (column->Flags & ImGuiTableColumnFlags_PreferSortDescending) ? (ImS8)ImGuiSortDirection_Descending : (ImU8)(ImGuiSortDirection_Ascending); else column->SortDirection = (ImU8)((column->SortDirection == ImGuiSortDirection_Ascending) ? ImGuiSortDirection_Descending : ImGuiSortDirection_Ascending); if (column->SortOrder == -1 || !add_to_existing_sort_orders) column->SortOrder = add_to_existing_sort_orders ? sort_order_max + 1 : 0; } else if (!add_to_existing_sort_orders) { column->SortOrder = -1; } TableFixColumnSortDirection(column); } table->IsSettingsDirty = true; table->IsSortSpecsDirty = true; } // Return NULL if no sort specs (most often when ImGuiTableFlags_Sortable is not set) // You can sort your data again when 'SpecsChanged == true'. It will be true with sorting specs have changed since // last call, or the first time. // Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable()! const ImGuiTableSortSpecs* ImGui::TableGetSortSpecs() { ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; IM_ASSERT(table != NULL); if (!(table->Flags & ImGuiTableFlags_Sortable)) return NULL; if (table->IsSortSpecsDirty) TableSortSpecsBuild(table); table->SortSpecs.SpecsChanged = table->IsSortSpecsChangedForUser; table->IsSortSpecsChangedForUser = false; return table->SortSpecs.SpecsCount ? &table->SortSpecs : NULL; } bool ImGui::TableGetColumnIsSorted(int column_n) { ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; if (!table) return false; if (column_n < 0) column_n = table->CurrentColumn; ImGuiTableColumn* column = &table->Columns[column_n]; return (column->SortOrder != -1); } int ImGui::TableGetHoveredColumn() { ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; if (!table) return -1; return (int)table->HoveredColumnBody; } void ImGui::TableSortSpecsSanitize(ImGuiTable* table) { IM_ASSERT(table->Flags & ImGuiTableFlags_Sortable); // Clear SortOrder from hidden column and verify that there's no gap or duplicate. int sort_order_count = 0; ImU64 sort_order_mask = 0x00; for (int column_n = 0; column_n < table->ColumnsCount; column_n++) { ImGuiTableColumn* column = &table->Columns[column_n]; if (column->SortOrder != -1 && !column->IsVisible) column->SortOrder = -1; if (column->SortOrder == -1) continue; sort_order_count++; sort_order_mask |= ((ImU64)1 << column->SortOrder); IM_ASSERT(sort_order_count < (int)sizeof(sort_order_mask) * 8); } const bool need_fix_linearize = ((ImU64)1 << sort_order_count) != (sort_order_mask + 1); const bool need_fix_single_sort_order = (sort_order_count > 1) && !(table->Flags & ImGuiTableFlags_MultiSortable); if (need_fix_linearize || need_fix_single_sort_order) { ImU64 fixed_mask = 0x00; for (int sort_n = 0; sort_n < sort_order_count; sort_n++) { // Fix: Rewrite sort order fields if needed so they have no gap or duplicate. // (e.g. SortOrder 0 disappeared, SortOrder 1..2 exists --> rewrite then as SortOrder 0..1) int column_with_smallest_sort_order = -1; for (int column_n = 0; column_n < table->ColumnsCount; column_n++) if ((fixed_mask & ((ImU64)1 << (ImU64)column_n)) == 0 && table->Columns[column_n].SortOrder != -1) if (column_with_smallest_sort_order == -1 || table->Columns[column_n].SortOrder < table->Columns[column_with_smallest_sort_order].SortOrder) column_with_smallest_sort_order = column_n; IM_ASSERT(column_with_smallest_sort_order != -1); fixed_mask |= ((ImU64)1 << column_with_smallest_sort_order); table->Columns[column_with_smallest_sort_order].SortOrder = (ImS8)sort_n; // Fix: Make sure only one column has a SortOrder if ImGuiTableFlags_MultiSortable is not set. if (need_fix_single_sort_order) { sort_order_count = 1; for (int column_n = 0; column_n < table->ColumnsCount; column_n++) if (column_n != column_with_smallest_sort_order) table->Columns[column_n].SortOrder = -1; break; } } } // Fallback default sort order (if no column had the ImGuiTableColumnFlags_DefaultSort flag) if (sort_order_count == 0) for (int column_n = 0; column_n < table->ColumnsCount; column_n++) { ImGuiTableColumn* column = &table->Columns[column_n]; if (column->IsVisible && !(column->Flags & ImGuiTableColumnFlags_NoSort)) { sort_order_count = 1; column->SortOrder = 0; TableFixColumnSortDirection(column); break; } } table->SortSpecsCount = (ImS8)sort_order_count; } void ImGui::TableSortSpecsBuild(ImGuiTable* table) { IM_ASSERT(table->IsSortSpecsDirty); TableSortSpecsSanitize(table); // Write output table->SortSpecsData.resize(table->SortSpecsCount); table->SortSpecs.ColumnsMask = 0x00; for (int column_n = 0; column_n < table->ColumnsCount; column_n++) { ImGuiTableColumn* column = &table->Columns[column_n]; if (column->SortOrder == -1) continue; ImGuiTableSortSpecsColumn* sort_spec = &table->SortSpecsData[column->SortOrder]; sort_spec->ColumnUserID = column->UserID; sort_spec->ColumnIndex = (ImU8)column_n; sort_spec->SortOrder = (ImU8)column->SortOrder; sort_spec->SortDirection = column->SortDirection; table->SortSpecs.ColumnsMask |= (ImU64)1 << column_n; } table->SortSpecs.Specs = table->SortSpecsData.Data; table->SortSpecs.SpecsCount = table->SortSpecsData.Size; table->IsSortSpecsDirty = false; table->IsSortSpecsChangedForUser = true; } //------------------------------------------------------------------------- // TABLE - .ini settings //------------------------------------------------------------------------- // [Init] 1: TableSettingsHandler_ReadXXXX() Load and parse .ini file into TableSettings. // [Main] 2: TableLoadSettings() When table is created, bind Table to TableSettings, serialize TableSettings data into Table. // [Main] 3: TableSaveSettings() When table properties are modified, serialize Table data into bound or new TableSettings, mark .ini as dirty. // [Main] 4: TableSettingsHandler_WriteAll() When .ini file is dirty (which can come from other source), save TableSettings into .ini file. //------------------------------------------------------------------------- // Clear and initialize empty settings instance static void InitTableSettings(ImGuiTableSettings* settings, ImGuiID id, int columns_count, int columns_count_max) { IM_PLACEMENT_NEW(settings) ImGuiTableSettings(); ImGuiTableColumnSettings* settings_column = settings->GetColumnSettings(); for (int n = 0; n < columns_count_max; n++, settings_column++) IM_PLACEMENT_NEW(settings_column) ImGuiTableColumnSettings(); settings->ID = id; settings->ColumnsCount = (ImS8)columns_count; settings->ColumnsCountMax = (ImS8)columns_count_max; settings->WantApply = true; } ImGuiTableSettings* ImGui::TableSettingsCreate(ImGuiID id, int columns_count) { ImGuiContext& g = *GImGui; ImGuiTableSettings* settings = g.SettingsTables.alloc_chunk(sizeof(ImGuiTableSettings) + (size_t)columns_count * sizeof(ImGuiTableColumnSettings)); InitTableSettings(settings, id, columns_count, columns_count); return settings; } // Find existing settings ImGuiTableSettings* ImGui::TableSettingsFindByID(ImGuiID id) { // FIXME-OPT: Might want to store a lookup map for this? ImGuiContext& g = *GImGui; for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) if (settings->ID == id) return settings; return NULL; } void ImGui::TableSettingsClearByID(ImGuiID id) { if (ImGuiTableSettings* settings = TableSettingsFindByID(id)) settings->ID = 0; } // Get settings for a given table, NULL if none ImGuiTableSettings* ImGui::TableGetBoundSettings(ImGuiTable* table) { if (table->SettingsOffset != -1) { ImGuiContext& g = *GImGui; ImGuiTableSettings* settings = g.SettingsTables.ptr_from_offset(table->SettingsOffset); IM_ASSERT(settings->ID == table->ID); if (settings->ColumnsCountMax >= table->ColumnsCount) return settings; // OK settings->ID = 0; // Invalidate storage, we won't fit because of a count change } return NULL; } void ImGui::TableSaveSettings(ImGuiTable* table) { table->IsSettingsDirty = false; if (table->Flags & ImGuiTableFlags_NoSavedSettings) return; // Bind or create settings data ImGuiContext& g = *GImGui; ImGuiTableSettings* settings = TableGetBoundSettings(table); if (settings == NULL) { settings = TableSettingsCreate(table->ID, table->ColumnsCount); table->SettingsOffset = g.SettingsTables.offset_from_ptr(settings); } settings->ColumnsCount = (ImS8)table->ColumnsCount; // Serialize ImGuiTable/ImGuiTableColumn into ImGuiTableSettings/ImGuiTableColumnSettings IM_ASSERT(settings->ID == table->ID); IM_ASSERT(settings->ColumnsCount == table->ColumnsCount && settings->ColumnsCountMax >= settings->ColumnsCount); ImGuiTableColumn* column = table->Columns.Data; ImGuiTableColumnSettings* column_settings = settings->GetColumnSettings(); // FIXME-TABLE: Logic to avoid saving default widths? bool save_ref_scale = false; settings->SaveFlags = ImGuiTableFlags_Resizable; for (int n = 0; n < table->ColumnsCount; n++, column++, column_settings++) { column_settings->WidthOrWeight = (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? column->WidthStretchWeight : column->WidthRequest; column_settings->Index = (ImS8)n; column_settings->DisplayOrder = column->DisplayOrder; column_settings->SortOrder = column->SortOrder; column_settings->SortDirection = column->SortDirection; column_settings->IsVisible = column->IsVisible; column_settings->IsWeighted = (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? 1 : 0; if ((column->Flags & ImGuiTableColumnFlags_WidthStretch) == 0) save_ref_scale = true; // We skip saving some data in the .ini file when they are unnecessary to restore our state // FIXME-TABLE: We don't have logic to easily compare SortOrder to DefaultSortOrder yet so it's always saved when present. if (column->DisplayOrder != n) settings->SaveFlags |= ImGuiTableFlags_Reorderable; if (column->SortOrder != -1) settings->SaveFlags |= ImGuiTableFlags_Sortable; if (column->IsVisible != ((column->Flags & ImGuiTableColumnFlags_DefaultHide) == 0)) settings->SaveFlags |= ImGuiTableFlags_Hideable; } settings->SaveFlags &= table->Flags; settings->RefScale = save_ref_scale ? table->RefScale : 0.0f; MarkIniSettingsDirty(); } void ImGui::TableLoadSettings(ImGuiTable* table) { ImGuiContext& g = *GImGui; table->IsSettingsRequestLoad = false; if (table->Flags & ImGuiTableFlags_NoSavedSettings) return; // Bind settings ImGuiTableSettings* settings; if (table->SettingsOffset == -1) { settings = TableSettingsFindByID(table->ID); if (settings == NULL) return; table->SettingsOffset = g.SettingsTables.offset_from_ptr(settings); } else { settings = TableGetBoundSettings(table); } table->SettingsLoadedFlags = settings->SaveFlags; table->RefScale = settings->RefScale; IM_ASSERT(settings->ColumnsCount == table->ColumnsCount); // Serialize ImGuiTableSettings/ImGuiTableColumnSettings into ImGuiTable/ImGuiTableColumn ImGuiTableColumnSettings* column_settings = settings->GetColumnSettings(); for (int data_n = 0; data_n < settings->ColumnsCount; data_n++, column_settings++) { int column_n = column_settings->Index; if (column_n < 0 || column_n >= table->ColumnsCount) continue; ImGuiTableColumn* column = &table->Columns[column_n]; if (settings->SaveFlags & ImGuiTableFlags_Resizable) { if (column_settings->IsWeighted) column->WidthStretchWeight = column_settings->WidthOrWeight; else column->WidthRequest = column_settings->WidthOrWeight; column->AutoFitQueue = 0x00; } if (settings->SaveFlags & ImGuiTableFlags_Reorderable) column->DisplayOrder = column_settings->DisplayOrder; else column->DisplayOrder = (ImS8)column_n; column->IsVisible = column->IsVisibleNextFrame = column_settings->IsVisible; column->SortOrder = column_settings->SortOrder; column->SortDirection = column_settings->SortDirection; } // FIXME-TABLE: Need to validate .ini data for (int column_n = 0; column_n < table->ColumnsCount; column_n++) table->DisplayOrderToIndex[table->Columns[column_n].DisplayOrder] = (ImS8)column_n; } static void TableSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*) { ImGuiContext& g = *ctx; for (int i = 0; i != g.Tables.GetSize(); i++) g.Tables.GetByIndex(i)->SettingsOffset = -1; g.SettingsTables.clear(); } // Apply to existing windows (if any) static void TableSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*) { ImGuiContext& g = *ctx; for (int i = 0; i != g.Tables.GetSize(); i++) { ImGuiTable* table = g.Tables.GetByIndex(i); table->IsSettingsRequestLoad = true; table->SettingsOffset = -1; } } static void* TableSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name) { ImGuiID id = 0; int columns_count = 0; if (sscanf(name, "0x%08X,%d", &id, &columns_count) < 2) return NULL; if (ImGuiTableSettings* settings = ImGui::TableSettingsFindByID(id)) { if (settings->ColumnsCountMax >= columns_count) { InitTableSettings(settings, id, columns_count, settings->ColumnsCountMax); // Recycle return settings; } settings->ID = 0; // Invalidate storage if we won't fit because of a count change } return ImGui::TableSettingsCreate(id, columns_count); } static void TableSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line) { // "Column 0 UserID=0x42AD2D21 Width=100 Visible=1 Order=0 Sort=0v" ImGuiTableSettings* settings = (ImGuiTableSettings*)entry; float f = 0.0f; int column_n = 0, r = 0, n = 0; if (sscanf(line, "RefScale=%f", &f) == 1) { settings->RefScale = f; return; } if (sscanf(line, "Column %d%n", &column_n, &r) == 1) { if (column_n < 0 || column_n >= settings->ColumnsCount) return; line = ImStrSkipBlank(line + r); char c = 0; ImGuiTableColumnSettings* column = settings->GetColumnSettings() + column_n; column->Index = (ImS8)column_n; if (sscanf(line, "UserID=0x%08X%n", (ImU32*)&n, &r)==1) { line = ImStrSkipBlank(line + r); column->UserID = (ImGuiID)n; } if (sscanf(line, "Width=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); column->WidthOrWeight = (float)n; column->IsWeighted = 0; settings->SaveFlags |= ImGuiTableFlags_Resizable; } if (sscanf(line, "Weight=%f%n", &f, &r) == 1) { line = ImStrSkipBlank(line + r); column->WidthOrWeight = f; column->IsWeighted = 1; settings->SaveFlags |= ImGuiTableFlags_Resizable; } if (sscanf(line, "Visible=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); column->IsVisible = (ImU8)n; settings->SaveFlags |= ImGuiTableFlags_Hideable; } if (sscanf(line, "Order=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); column->DisplayOrder = (ImS8)n; settings->SaveFlags |= ImGuiTableFlags_Reorderable; } if (sscanf(line, "Sort=%d%c%n", &n, &c, &r) == 2) { line = ImStrSkipBlank(line + r); column->SortOrder = (ImS8)n; column->SortDirection = (c == '^') ? ImGuiSortDirection_Descending : ImGuiSortDirection_Ascending; settings->SaveFlags |= ImGuiTableFlags_Sortable; } } } static void TableSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf) { ImGuiContext& g = *ctx; for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) { if (settings->ID == 0) // Skip ditched settings continue; // TableSaveSettings() may clear some of those flags when we establish that the data can be stripped // (e.g. Order was unchanged) const bool save_size = (settings->SaveFlags & ImGuiTableFlags_Resizable) != 0; const bool save_visible = (settings->SaveFlags & ImGuiTableFlags_Hideable) != 0; const bool save_order = (settings->SaveFlags & ImGuiTableFlags_Reorderable) != 0; const bool save_sort = (settings->SaveFlags & ImGuiTableFlags_Sortable) != 0; if (!save_size && !save_visible && !save_order && !save_sort) continue; buf->reserve(buf->size() + 30 + settings->ColumnsCount * 50); // ballpark reserve buf->appendf("[%s][0x%08X,%d]\n", handler->TypeName, settings->ID, settings->ColumnsCount); if (settings->RefScale != 0.0f) buf->appendf("RefScale=%g\n", settings->RefScale); ImGuiTableColumnSettings* column = settings->GetColumnSettings(); for (int column_n = 0; column_n < settings->ColumnsCount; column_n++, column++) { // "Column 0 UserID=0x42AD2D21 Width=100 Visible=1 Order=0 Sort=0v" buf->appendf("Column %-2d", column_n); if (column->UserID != 0) buf->appendf(" UserID=%08X", column->UserID); if (save_size && column->IsWeighted) buf->appendf(" Weight=%.4f", column->WidthOrWeight); if (save_size && !column->IsWeighted) buf->appendf(" Width=%d", (int)column->WidthOrWeight); if (save_visible) buf->appendf(" Visible=%d", column->IsVisible); if (save_order) buf->appendf(" Order=%d", column->DisplayOrder); if (save_sort && column->SortOrder != -1) buf->appendf(" Sort=%d%c", column->SortOrder, (column->SortDirection == ImGuiSortDirection_Ascending) ? 'v' : '^'); buf->append("\n"); } buf->append("\n"); } } void ImGui::TableSettingsInstallHandler(ImGuiContext* context) { ImGuiContext& g = *context; ImGuiSettingsHandler ini_handler; ini_handler.TypeName = "Table"; ini_handler.TypeHash = ImHashStr("Table"); ini_handler.ClearAllFn = TableSettingsHandler_ClearAll; ini_handler.ReadOpenFn = TableSettingsHandler_ReadOpen; ini_handler.ReadLineFn = TableSettingsHandler_ReadLine; ini_handler.ApplyAllFn = TableSettingsHandler_ApplyAll; ini_handler.WriteAllFn = TableSettingsHandler_WriteAll; g.SettingsHandlers.push_back(ini_handler); } //------------------------------------------------------------------------- // TABLE - Debugging //------------------------------------------------------------------------- // - DebugNodeTable() [Internal] //------------------------------------------------------------------------- #ifndef IMGUI_DISABLE_METRICS_WINDOW void ImGui::DebugNodeTable(ImGuiTable* table) { char buf[256]; char* p = buf; const char* buf_end = buf + IM_ARRAYSIZE(buf); ImFormatString(p, buf_end - p, "Table 0x%08X (%d columns, in '%s')", table->ID, table->ColumnsCount, table->OuterWindow->Name); bool open = TreeNode(table, "%s", buf); if (IsItemHovered()) GetForegroundDrawList()->AddRect(table->OuterRect.Min, table->OuterRect.Max, IM_COL32(255, 255, 0, 255)); if (!open) return; BulletText("OuterWidth: %.1f, InnerWidth: %.1f%s", table->OuterRect.GetWidth(), table->InnerWidth, table->InnerWidth == 0.0f ? " (auto)" : ""); BulletText("ColumnsWidth: %.1f, AutoFitWidth: %.1f", table->ColumnsTotalWidth, table->ColumnsAutoFitWidth); BulletText("HoveredColumnBody: %d, HoveredColumnBorder: %d", table->HoveredColumnBody, table->HoveredColumnBorder); BulletText("ResizedColumn: %d, ReorderColumn: %d, HeldHeaderColumn: %d", table->ResizedColumn, table->ReorderColumn, table->HeldHeaderColumn); for (int n = 0; n < table->ColumnsCount; n++) { ImGuiTableColumn* column = &table->Columns[n]; const char* name = TableGetColumnName(table, n); BulletText("Column %d order %d name '%s': +%.1f to +%.1f\n" "Visible: %d, Clipped: %d, DrawChannels: %d,%d\n" "WidthGiven/Request: %.2f/%.2f, WidthWeight: %.3f\n" "ContentWidth: RowsFrozen %d, RowsUnfrozen %d, HeadersUsed/Ideal %d/%d\n" "SortOrder: %d, SortDir: %s\n" "UserID: 0x%08X, Flags: 0x%04X: %s%s%s%s..", n, column->DisplayOrder, name ? name : "NULL", column->MinX - table->WorkRect.Min.x, column->MaxX - table->WorkRect.Min.x, column->IsVisible, column->IsClipped, column->DrawChannelRowsBeforeFreeze, column->DrawChannelRowsAfterFreeze, column->WidthGiven, column->WidthRequest, column->WidthStretchWeight, column->ContentWidthRowsFrozen, column->ContentWidthRowsUnfrozen, column->ContentWidthHeadersUsed, column->ContentWidthHeadersIdeal, column->SortOrder, (column->SortDirection == ImGuiSortDirection_Ascending) ? "Ascending" : (column->SortDirection == ImGuiSortDirection_Descending) ? "Descending" : "None", column->UserID, column->Flags, (column->Flags & ImGuiTableColumnFlags_WidthFixed) ? "WidthFixed " : "", (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? "WidthStretch " : "", (column->Flags & ImGuiTableColumnFlags_WidthAlwaysAutoResize) ? "WidthAlwaysAutoResize " : "", (column->Flags & ImGuiTableColumnFlags_NoResize) ? "NoResize " : ""); } if (ImGuiTableSettings* settings = TableGetBoundSettings(table)) DebugNodeTableSettings(settings); TreePop(); } void ImGui::DebugNodeTableSettings(ImGuiTableSettings* settings) { if (!TreeNode((void*)(intptr_t)settings->ID, "Settings 0x%08X (%d columns)", settings->ID, settings->ColumnsCount)) return; BulletText("SaveFlags: 0x%08X", settings->SaveFlags); BulletText("ColumnsCount: %d (max %d)", settings->ColumnsCount, settings->ColumnsCountMax); for (int n = 0; n < settings->ColumnsCount; n++) { ImGuiTableColumnSettings* column_settings = &settings->GetColumnSettings()[n]; ImGuiSortDirection sort_dir = (column_settings->SortOrder != -1) ? (ImGuiSortDirection)column_settings->SortDirection : ImGuiSortDirection_None; BulletText("Column %d Order %d SortOrder %d %s Visible %d UserID 0x%08X WidthOrWeight %.3f", n, column_settings->DisplayOrder, column_settings->SortOrder, (sort_dir == ImGuiSortDirection_Ascending) ? "Asc" : (sort_dir == ImGuiSortDirection_Descending) ? "Des" : "---", column_settings->IsVisible, column_settings->UserID, column_settings->WidthOrWeight); } TreePop(); } #endif // #ifndef IMGUI_DISABLE_METRICS_WINDOW //------------------------------------------------------------------------- //------------------------------------------------------------------------- // [SECTION] Widgets: Columns, BeginColumns, EndColumns, etc. // (This is a legacy API, prefer using BeginTable/EndTable!) //------------------------------------------------------------------------- // - SetWindowClipRectBeforeSetChannel() [Internal] // - GetColumnIndex() // - GetColumnsCount() // - 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