// 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 stretch columns) from their respective width // - TableSetupColumn() user submit columns details (optional) // - TableSetupScrollFreeze() user submit scroll freeze information (optional) // - TableUpdateLayout() [Internal] automatically called by the FIRST call to TableNextRow() or TableHeadersRow(): lock all widths, columns positions, clipping rectangles // | TableUpdateDrawChannels() - setup ImDrawList channels // | TableUpdateBorders() - detect hovering columns for resize, ahead of contents submission // | TableDrawContextMenu() - draw right-click context menu //----------------------------------------------------------------------------- // - TableHeadersRow() 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() user begin into a new row (also automatically called by TableHeadersRow()) // | TableEndRow() - finish existing row // | TableBeginRow() - add a new row // - TableSetColumnIndex() / TableNextColumn() user begin into a cell // | TableEndCell() - close existing cell // | 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 int TABLE_DRAW_CHANNEL_BG0 = 0; static const int TABLE_DRAW_CHANNEL_BG1_FROZEN = 1; static const int TABLE_DRAW_CHANNEL_UNCLIPPED = 2; // When using ImGuiTableFlags_NoClip static const float TABLE_BORDER_SIZE = 1.0f; // FIXME-TABLE: Currently hard-coded because of clipping assumptions with outer borders rendering. 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, ImGuiWindow* outer_window) { // Adjust flags: set default sizing policy if ((flags & (ImGuiTableFlags_ColumnsWidthStretch | ImGuiTableFlags_ColumnsWidthFixed)) == 0) flags |= (flags & ImGuiTableFlags_ScrollX) ? ImGuiTableFlags_ColumnsWidthFixed : ImGuiTableFlags_ColumnsWidthStretch; // Adjust flags: MultiSortable automatically enable Sortable if (flags & ImGuiTableFlags_MultiSortable) flags |= ImGuiTableFlags_Sortable; // Adjust flags: disable Resizable when using SameWidths (done above enforcing BordersInnerV) if (flags & ImGuiTableFlags_SameWidths) flags = (flags & ~ImGuiTableFlags_Resizable) | ImGuiTableFlags_NoKeepColumnsVisible; // Adjust flags: enforce borders when resizable if (flags & ImGuiTableFlags_Resizable) flags |= ImGuiTableFlags_BordersInnerV; // 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: NoBordersInBodyUntilResize takes priority over NoBordersInBody if (flags & ImGuiTableFlags_NoBordersInBodyUntilResize) flags &= ~ImGuiTableFlags_NoBordersInBody; // 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; // Inherit _NoSavedSettings from top-level window (child windows always have _NoSavedSettings set) #ifdef IMGUI_HAS_DOCK ImGuiWindow* window_for_settings = outer_window->RootWindowDockStop; #else ImGuiWindow* window_for_settings = outer_window->RootWindow; #endif if (window_for_settings->Flags & ImGuiWindowFlags_NoSavedSettings) flags |= ImGuiTableFlags_NoSavedSettings; return flags; } ImGuiTable* ImGui::TableFindByID(ImGuiID id) { ImGuiContext& g = *GImGui; return g.Tables.GetByKey(id); } ImGuiTable::ImGuiTable() { memset(this, 0, sizeof(*this)); SettingsOffset = -1; InstanceInteracted = -1; LastFrameActive = -1; LastResizedColumn = -1; ContextPopupColumn = -1; ReorderColumn = -1; ResizedColumn = -1; AutoFitSingleStretchColumn = -1; HoveredColumnBody = HoveredColumnBorder = -1; } ImGuiTable::~ImGuiTable() { IM_FREE(RawData); } // (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); } // For reference, the total _allocation count_ for a table is: // + 0 (for ImGuiTable instance, we are pooling allocations in g.Tables) // + 1 (for table->RawData allocated below) // + 1 (for table->ColumnsNames, if names are used) // + 1 (for table->Splitter._Channels) // + 2 * active_channels_count (for ImDrawCmd and ImDrawIdx buffers inside channels) // Where active_channels_count is variable but often == columns_count or columns_count + 1, see TableUpdateDrawChannels() for details. // Unused channels don't perform their +2 allocations. static void TableBeginInitMemory(ImGuiTable* table, int columns_count) { // Allocate single buffer for our arrays ImSpanAllocator<3> span_allocator; span_allocator.ReserveBytes(0, columns_count * sizeof(ImGuiTableColumn)); span_allocator.ReserveBytes(1, columns_count * sizeof(ImS8)); span_allocator.ReserveBytes(2, columns_count * sizeof(ImGuiTableCellData)); table->RawData = IM_ALLOC(span_allocator.GetArenaSizeInBytes()); span_allocator.SetArenaBasePtr(table->RawData); span_allocator.GetSpan(0, &table->Columns); span_allocator.GetSpan(1, &table->DisplayOrderToIndex); span_allocator.GetSpan(2, &table->RowCellData); memset(table->RowCellData.Data, 0, table->RowCellData.size_in_bytes()); for (int n = 0; n < columns_count; n++) { ImGuiTableColumn* column = &table->Columns[n]; *column = ImGuiTableColumn(); column->DisplayOrder = table->DisplayOrderToIndex[n] = (ImS8)n; column->AutoFitQueue = column->CannotSkipItemsQueue = (1 << 3) - 1; // Fit for three frames } } 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); // If an outer size is specified ahead we will be able to early out when not visible. Exact clipping rules may evolve. 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 (use_child_window && IsClippedEx(outer_rect, 0, false)) { ItemSize(outer_rect); return false; } // Acquire storage for the table ImGuiTable* table = g.Tables.GetOrAddByKey(id); const bool table_is_new = (table->ID == 0); const int instance_no = (table->LastFrameActive != g.FrameCount) ? 0 : table->InstanceCurrent + 1; const ImGuiID instance_id = id + instance_no; const ImGuiTableFlags table_last_flags = table->Flags; if (instance_no > 0) IM_ASSERT(table->ColumnsCount == columns_count && "BeginTable(): Cannot change columns count mid-frame while preserving same ID"); // Fix flags flags = TableFixFlags(flags, outer_window); // 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 and 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(); IM_ASSERT(table->InnerWindow->WindowPadding.x == 0.0f && table->InnerWindow->WindowPadding.y == 0.0f && table->InnerWindow->WindowBorderSize == 0.0f); } // Push a standardized ID for both child-using and not-child-using tables 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->HostBackupWorkRect = inner_window->WorkRect; table->HostBackupParentWorkRect = inner_window->ParentWorkRect; table->HostBackupColumnsOffset = outer_window->DC.ColumnsOffset; table->HostBackupCursorMaxPos = inner_window->DC.CursorMaxPos; inner_window->ParentWorkRect = table->WorkRect; // Padding and Spacing // - None ........Content..... Pad .....Content........ // - PadOuter | Pad ..Content..... Pad .....Content.. Pad | // - PadInner ........Content.. Pad | Pad ..Content........ // - PadOuter+PadInner | Pad ..Content.. Pad | Pad ..Content.. Pad | const bool pad_outer_x = (flags & ImGuiTableFlags_NoPadOuterX) ? false : (flags & ImGuiTableFlags_PadOuterX) ? true : (flags & ImGuiTableFlags_BordersOuterV) != 0; const bool pad_inner_x = (flags & ImGuiTableFlags_NoPadInnerX) ? false : true; const float inner_spacing_for_border = (flags & ImGuiTableFlags_BordersInnerV) ? TABLE_BORDER_SIZE : 0.0f; const float inner_spacing_explicit = (pad_inner_x && (flags & ImGuiTableFlags_BordersInnerV) == 0) ? g.Style.CellPadding.x : 0.0f; const float inner_padding_explicit = (pad_inner_x && (flags & ImGuiTableFlags_BordersInnerV) != 0) ? g.Style.CellPadding.x : 0.0f; const float inner_spacing = inner_spacing_for_border + inner_spacing_explicit; table->CellSpacingX1 = ImCeil(inner_spacing * 0.5f); table->CellSpacingX2 = inner_spacing - table->CellSpacingX1; table->CellPaddingX = inner_padding_explicit; table->CellPaddingY = g.Style.CellPadding.y; const float outer_padding_for_border = (flags & ImGuiTableFlags_BordersOuterV) ? TABLE_BORDER_SIZE : 0.0f; const float outer_padding_explicit = pad_outer_x ? g.Style.CellPadding.x : 0.0f; table->OuterPaddingX = (outer_padding_for_border + outer_padding_explicit) - table->CellPaddingX; 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.ClipWithFull(table->HostClipRect); table->InnerClipRect.Max.y = (flags & ImGuiTableFlags_NoHostExtendY) ? ImMin(table->InnerClipRect.Max.y, inner_window->WorkRect.Max.y) : inner_window->ClipRect.Max.y; // Initial draw cmd starts with a BgClipRect that matches the one of its host, to facilitate merge draw commands by default. // This is because all our cell highlight are manually clipped with BgClipRect // Larger at first, if/after unfreezing will become same as tight table->BgClipRect = table->InnerClipRect; table->BgClipRectForDrawCmd = table->HostClipRect; IM_ASSERT(table->BgClipRect.Min.y <= table->BgClipRect.Max.y); 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 = table->FreezeRowsCount = 0; // This will be setup by TableSetupScrollFreeze(), if any table->FreezeColumnsRequest = table->FreezeColumnsCount = 0; table->IsUnfrozen = true; 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 const int table_idx = g.Tables.GetIndex(table); g.CurrentTableStack.push_back(ImGuiPtrOrIndex(table_idx)); g.CurrentTable = table; outer_window->DC.CurrentTableIdx = table_idx; if (inner_window != outer_window) // So EndChild() within the inner window can restore the table properly. inner_window->DC.CurrentTableIdx = table_idx; if ((table_last_flags & ImGuiTableFlags_Reorderable) && (flags & ImGuiTableFlags_Reorderable) == 0) table->IsResetDisplayOrderRequest = true; // Mark as used if (table_idx >= g.TablesLastTimeActive.Size) g.TablesLastTimeActive.resize(table_idx + 1, -1.0f); g.TablesLastTimeActive[table_idx] = (float)g.Time; table->MemoryCompacted = false; // Setup memory buffer (clear data if columns count changed) const int stored_size = table->Columns.size(); if (stored_size != 0 && stored_size != columns_count) { IM_FREE(table->RawData); table->RawData = NULL; } if (table->RawData == NULL) { TableBeginInitMemory(table, columns_count); if (table_is_new) table->IsInitializing = true; table->IsSortSpecsDirty = table->IsSettingsRequestLoad = true; table->SettingsOffset = -1; } // 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 TableNextColumn() 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->ResizedColumn, table->ResizedColumnNextWidth); table->LastResizedColumn = table->ResizedColumn; table->ResizedColumnNextWidth = FLT_MAX; table->ResizedColumn = -1; // Process auto-fit for single stretch column, which is a special case // FIXME-TABLE: Would be nice to redistribute available stretch space accordingly to other weights, instead of giving it all to siblings. if (table->AutoFitSingleStretchColumn != -1) { table->Columns[table->AutoFitSingleStretchColumn].AutoFitQueue = 0x00; TableSetColumnWidth(table->AutoFitSingleStretchColumn, table->Columns[table->AutoFitSingleStretchColumn].WidthAuto); table->AutoFitSingleStretchColumn = -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; } // 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 = 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; if (want_column_auto_fit) table->IsSettingsDirty = true; } // Adjust flags: default width mode + stretch 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 WidthAutoResize if (table->Flags & ImGuiTableFlags_ColumnsWidthFixed) flags |= ((table->Flags & ImGuiTableFlags_Resizable) && !(flags & ImGuiTableColumnFlags_NoResize)) ? ImGuiTableColumnFlags_WidthFixed : ImGuiTableColumnFlags_WidthAutoResize; else flags |= ImGuiTableColumnFlags_WidthStretch; } IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiTableColumnFlags_WidthMask_)); // Check that only 1 of each set is used. if (flags & ImGuiTableColumnFlags_WidthAutoResize) flags |= ImGuiTableColumnFlags_NoResize; // 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 : (ImS8)(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; } // Minimum column content width (without padding) static float TableGetMinColumnWidth() { ImGuiContext& g = *GImGui; //return g.Style.ColumnsMinSpacing; // FIXME-TABLE return g.Style.FramePadding.x * 1.0f; } // 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 WidthAutoResize // columns, increase feedback side-effect with widgets relying on WorkRect.Max.x. Maybe provide a default distribution // for WidthAutoResize 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 min_column_width = TableGetMinColumnWidth(); const float min_column_distance = min_column_width + table->CellPaddingX * 2.0f + table->CellSpacingX1 + table->CellSpacingX2; 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. float max_width_auto = 0.0f; table->LeftMostStretchedColumnDisplayOrder = -1; for (int column_n = 0; column_n < table->ColumnsCount; column_n++) { if (!(table->VisibleMaskByIndex & ((ImU64)1 << column_n))) continue; 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 content_width_body = (float)ImMax(column->ContentMaxXFrozen, column->ContentMaxXUnfrozen) - column->WorkMinX; const float content_width_headers = (float)column->ContentMaxXHeadersIdeal - column->WorkMinX; float width_auto = content_width_body; if (!(table->Flags & ImGuiTableFlags_NoHeadersWidth) && !(column->Flags & ImGuiTableColumnFlags_NoHeaderWidth)) width_auto = ImMax(width_auto, content_width_headers); width_auto = ImMax(width_auto, min_column_width); // Non-resizable columns also submit their requested width if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && column->InitStretchWeightOrWidth > 0.0f) if (!(table->Flags & ImGuiTableFlags_Resizable) || !(column->Flags & ImGuiTableColumnFlags_NoResize)) width_auto = ImMax(width_auto, column->InitStretchWeightOrWidth); column->WidthAuto = width_auto; if (column->Flags & (ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_WidthAutoResize)) { // Process auto-fit for non-stretched columns // Latch initial size for fixed columns and update it constantly for auto-resizing column (unless clipped!) if ((column->AutoFitQueue != 0x00) || ((column->Flags & ImGuiTableColumnFlags_WidthAutoResize) && !column->IsClipped)) column->WidthRequest = width_auto; // 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); // FIXME-TABLE: Another constant/scale? count_fixed += 1; sum_width_fixed_requests += column->WidthRequest; } else { IM_ASSERT(column->Flags & ImGuiTableColumnFlags_WidthStretch); const float default_weight = (column->InitStretchWeightOrWidth > 0.0f) ? column->InitStretchWeightOrWidth : 1.0f; if (column->AutoFitQueue != 0x00) column->StretchWeight = default_weight; sum_weights_stretched += column->StretchWeight; if (table->LeftMostStretchedColumnDisplayOrder == -1 || table->LeftMostStretchedColumnDisplayOrder > column->DisplayOrder) table->LeftMostStretchedColumnDisplayOrder = (ImS8)column->DisplayOrder; } max_width_auto = ImMax(max_width_auto, width_auto); sum_width_fixed_requests += table->CellPaddingX * 2.0f; } table->ColumnsVisibleFixedCount = (ImS8)count_fixed; // Apply "same widths" // - When all columns are fixed or columns are of mixed type: use the maximum auto width // - When all columns are stretch: use same weight const bool mixed_same_widths = (table->Flags & ImGuiTableFlags_SameWidths) && count_fixed > 0; if (table->Flags & ImGuiTableFlags_SameWidths) { for (int column_n = 0; column_n < table->ColumnsCount; column_n++) if (table->VisibleMaskByIndex & ((ImU64)1 << column_n)) { ImGuiTableColumn* column = &table->Columns[column_n]; if (column->Flags & (ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_WidthAutoResize)) { sum_width_fixed_requests += max_width_auto - column->WidthRequest; // Update old sum column->WidthRequest = max_width_auto; } else { sum_weights_stretched += 1.0f - column->StretchWeight; // Update old sum column->StretchWeight = 1.0f; if (count_fixed > 0) column->WidthRequest = max_width_auto; } } } // Layout const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsVisibleCount - 1); const float width_avail = ((table->Flags & ImGuiTableFlags_ScrollX) && table->InnerWidth == 0.0f) ? table->InnerClipRect.GetWidth() : work_rect.GetWidth(); const float width_avail_for_stretched_columns = mixed_same_widths ? 0.0f : width_avail - width_spacings - 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; table->ColumnsAutoFitWidth = 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) { // StretchWeight gets converted into WidthRequest if (!mixed_same_widths) { float weight_ratio = column->StretchWeight / 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 stretch 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 + table->CellPaddingX * 2.0f; table->ColumnsAutoFitWidth += column->WidthAuto + table->CellPaddingX * 2.0f; } // 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. if (width_remaining_for_stretched_columns >= 1.0f && !(table->Flags & ImGuiTableFlags_PreciseWidths)) 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; offset_x += table->OuterPaddingX; offset_x -= table->CellSpacingX1; ImRect host_clip_rect = table->InnerClipRect; //host_clip_rect.Max.x += table->CellPaddingX + table->CellSpacingX2; 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]; column->NavLayerCurrent = (ImS8)((table->FreezeRowsCount > 0 || column_n < table->FreezeColumnsCount) ? ImGuiNavLayer_Menu : ImGuiNavLayer_Main); 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 = column->WorkMinX = column->ClipRect.Min.x = column->ClipRect.Max.x = offset_x; column->WidthGiven = 0.0f; column->ClipRect.Min.y = work_rect.Min.y; column->ClipRect.Max.y = FLT_MAX; column->ClipRect.ClipWithFull(host_clip_rect); column->IsClipped = column->IsSkipItems = true; continue; } // Maximum width float max_width = 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_width = (table->InnerClipRect.Max.x - (table->FreezeColumnsRequest - order_n) * min_column_distance) - offset_x; max_width = max_width - table->OuterPaddingX - table->CellPaddingX - table->CellSpacingX2; } } else if ((table->Flags & ImGuiTableFlags_NoKeepColumnsVisible) == 0) { // 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) // FIXME-TABLE: This is solved incorrectly but also quite a difficult problem to fix as we also want ClipRect width to match. // See "table_width_distrib" and "table_width_keep_visible" tests max_width = table->WorkRect.Max.x - (table->ColumnsVisibleCount - column->IndexWithinVisibleSet - 1) * min_column_distance - offset_x; //max_width -= table->CellSpacingX1; max_width -= table->CellSpacingX2; max_width -= table->CellPaddingX * 2.0f; max_width -= table->OuterPaddingX; } column->WidthGiven = ImMin(column->WidthGiven, max_width); // Minimum width column->WidthGiven = ImMax(column->WidthGiven, ImMin(column->WidthRequest, min_column_width)); // Lock all our positions // - ClipRect.Min.x: Because merging draw commands doesn't compare min boundaries, we make ClipRect.Min.x match left bounds to be consistent regardless of merging. // - ClipRect.Max.x: using WorkMaxX instead of MaxX (aka including padding) is detrimental to visibility in very-small column. // - FIXME-TABLE: We want equal width columns to have equal (ClipRect.Max.x - WorkMinX) width, which means ClipRect.max.x cannot stray off host_clip_rect.Max.x else right-most column may appear shorter. column->MinX = offset_x; column->MaxX = offset_x + column->WidthGiven + table->CellSpacingX1 + table->CellSpacingX2 + table->CellPaddingX * 2.0f; column->WorkMinX = column->MinX + table->CellPaddingX + table->CellSpacingX1; column->WorkMaxX = column->MaxX - table->CellPaddingX - table->CellSpacingX2; // Expected max column->ClipRect.Min.x = column->MinX; column->ClipRect.Min.y = work_rect.Min.y; column->ClipRect.Max.x = column->MaxX; // column->WorkMaxX; 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 _WidthAutoResize sizing policy will never be updated then. column->IsSkipItems = !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; // 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->WorkMinX = ImMax(column->WorkMinX, column->MaxX - column->ContentWidthRowsUnfrozen); //else if (column->Flags & ImGuiTableColumnFlags_AlignCenter) // column->WorkMinX = ImLerp(column->WorkMinX, ImMax(column->StartX, column->MaxX - column->ContentWidthRowsUnfrozen), 0.5f); // Reset content width variables column->ContentMaxXFrozen = column->ContentMaxXUnfrozen = column->WorkMinX; column->ContentMaxXHeadersUsed = column->ContentMaxXHeadersIdeal = column->WorkMinX; // 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 + TABLE_BORDER_SIZE); offset_x += column->WidthGiven + table->CellSpacingX1 + table->CellSpacingX2 + table->CellPaddingX * 2.0f; 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 _WidthAutoResize/_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_NoClip) table->DrawSplitter.SetCurrentChannel(inner_window->DrawList, TABLE_DRAW_CHANNEL_UNCLIPPED); 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 float hit_half_width = TABLE_RESIZE_SEPARATOR_HALF_THICKNESS; const float hit_y1 = table->OuterRect.Min.y; const float hit_y2_body = ImMax(table->OuterRect.Max.y, hit_y1 + table->LastOuterHeight); const float hit_y2_head = 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; // ImGuiTableFlags_NoBordersInBodyUntilResize will be honored in TableDrawBorders() const float border_y2_hit = (table->Flags & ImGuiTableFlags_NoBordersInBody) ? hit_y2_head : hit_y2_body; if ((table->Flags & ImGuiTableFlags_NoBordersInBody) && table->IsUsingHeaders == false) 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, border_y2_hit); //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)) { TableSetColumnWidthAutoSingle(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 TableNextColumn(), 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); // Context menu in columns body if (flags & ImGuiTableFlags_ContextMenuInBody) if (table->HoveredColumnBody != -1 && !ImGui::IsAnyItemHovered() && ImGui::IsMouseReleased(ImGuiMouseButton_Right)) TableOpenContextMenu((int)table->HoveredColumnBody); // Finalize table height inner_window->DC.CursorMaxPos = table->HostBackupCursorMaxPos; 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_NoClip)) inner_window->DrawList->PopClipRect(); inner_window->ClipRect = inner_window->DrawList->_ClipRectStack.back(); // Draw borders if ((flags & ImGuiTableFlags_Borders) != 0) TableDrawBorders(table); table->DrawSplitter.SetCurrentChannel(inner_window->DrawList, 0); // 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; if (table->RightMostVisibleColumn != -1) max_pos_x = ImMax(max_pos_x, table->Columns[table->RightMostVisibleColumn].MaxX); #if 0 // Strip out dummy channel draw calls // We have no way to prevent user submitting direct ImDrawList calls into a hidden column (but ImGui:: calls will be clipped out) // (The problem with this approach is we are effectively making it harder for users watching metrics to spot wasted vertices) if (table->DummyDrawChannel != (ImU8)-1) { ImDrawChannel* dummy_channel = &table->DrawSplitter._Channels[table->DummyDrawChannel]; dummy_channel->_CmdBuffer.resize(0); dummy_channel->_IdxBuffer.resize(0); } #endif // Flatten channels and merge draw calls if ((table->Flags & ImGuiTableFlags_NoClip) == 0) TableReorderDrawChannelsForMerge(table); table->DrawSplitter.Merge(inner_window->DrawList); 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) { // When releasing a column being resized, scroll to keep the resulting column in sight const float neighbor_width_to_keep_visible = TableGetMinColumnWidth() + table->CellPaddingX * 2.0f; ImGuiTableColumn* column = &table->Columns[table->LastResizedColumn]; if (column->MaxX < table->InnerClipRect.Min.x) SetScrollFromPosX(inner_window, column->MaxX - inner_window->Pos.x - neighbor_width_to_keep_visible, 1.0f); else if (column->MaxX > table->InnerClipRect.Max.x) SetScrollFromPosX(inner_window, column->MaxX - inner_window->Pos.x + neighbor_width_to_keep_visible, 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->CellSpacingX1 - table->CellPaddingX * 2.0f); 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->HostBackupWorkRect; inner_window->ParentWorkRect = table->HostBackupParentWorkRect; inner_window->SkipItems = table->HostSkipItems; outer_window->DC.CursorPos = table->OuterRect.Min; outer_window->DC.ColumnsOffset = table->HostBackupColumnsOffset; 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 && g.CurrentTable == table); g.CurrentTableStack.pop_back(); g.CurrentTable = g.CurrentTableStack.Size ? g.Tables.GetByIndex(g.CurrentTableStack.back().Index) : NULL; outer_window->DC.CurrentTableIdx = g.CurrentTable ? g.Tables.GetIndex(g.CurrentTable) : -1; } // 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, TABLE_DRAW_CHANNEL_BG0); 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; const float draw_y2_body = table->OuterRect.Max.y; const float draw_y2_head = table->IsUsingHeaders ? ((table->FreezeRowsCount >= 1 ? table->OuterRect.Min.y : table->WorkRect.Min.y) + table->LastFirstRowHeight) : draw_y1; if (table->Flags & ImGuiTableFlags_BordersInnerV) { 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; if (column->MaxX > table->InnerClipRect.Max.x && !is_resized)// && is_hovered) continue; if (column->NextVisibleColumn == -1 && !is_resizable) continue; if (column->MaxX <= column->ClipRect.Min.x) // FIXME-TABLE FIXME-STYLE: Assume BorderSize==1, this is problematic if we want to increase the border size.. continue; // Draw in outer window so right-most column won't be clipped // Always draw full height border when being resized/hovered, or on the delimitation of frozen column scrolling. ImU32 col; float draw_y2; if (is_hovered || is_resized || (table->FreezeColumnsCount != -1 && table->FreezeColumnsCount == order_n + 1)) { draw_y2 = draw_y2_body; col = is_resized ? GetColorU32(ImGuiCol_SeparatorActive) : is_hovered ? GetColorU32(ImGuiCol_SeparatorHovered) : table->BorderColorStrong; } else { draw_y2 = (table->Flags & (ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_NoBordersInBodyUntilResize)) ? draw_y2_head : draw_y2_body; col = (table->Flags & (ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_NoBordersInBodyUntilResize)) ? table->BorderColorStrong : table->BorderColorLight; } if (draw_y2 > draw_y1) inner_drawlist->AddLine(ImVec2(column->MaxX, draw_y1), ImVec2(column->MaxX, draw_y2), col, border_size); } } // Draw outer border // FIXME-TABLE: could use AddRect or explicit VLine/HLine helper? 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) // FIXME-TABLE 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_BordersOuterV) { 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_BordersOuterH) { 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_BordersInnerH) && table->RowPosY2 < table->OuterRect.Max.y) { // Draw bottom-most row border const float border_y = table->RowPosY2; if (border_y >= table->BgClipRect.Min.y && border_y < table->BgClipRect.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->StretchWeight; 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->StretchWeight = ((column->WidthRequest + 0.0f) / visible_width) * visible_weight; } } // 'width' = inner column width, without padding void ImGui::TableSetColumnWidth(int column_n, float width) { ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; IM_ASSERT(table != NULL && table->IsLayoutLocked == false); IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount); ImGuiTableColumn* column_0 = &table->Columns[column_n]; float column_0_width = width; // Constraints const 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 Stretch 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) { // We can also use previous column if there's no next one if (column_1 == NULL) column_1 = (column_0->PrevVisibleColumn != -1) ? &table->Columns[column_0->PrevVisibleColumn] : NULL; if (column_1 == NULL) return; if (column_1->Flags & ImGuiTableColumnFlags_WidthFixed) { // [Resize Rule 2] 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); } else { // (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); } } } // Public wrapper void ImGui::TableSetColumnVisible(int column_n, bool visible) { ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; IM_ASSERT(table != NULL && table->IsLayoutLocked == false); IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount); table->Columns[column_n].IsVisibleNextFrame = visible; } // Allocate draw channels. Called by TableUpdateLayout() // - 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. // - We allocate 1 or 2 background draw channels. This is because we know PushTableBackground() is only used for // horizontal spanning. If we allowed vertical spanning we'd need one background draw channel per merge group (1-4). // Draw channel allocation (before merging): // - NoClip --> 2+D+1 channels: bg0 + bg1 + foreground (same clip rect == 1 draw call) (FIXME-TABLE: could merge bg1 and foreground?) // - Clip --> 2+D+N channels // - FreezeRows --> 2+D+N*2 (unless scrolling value is zero) // - FreezeRows || FreezeColunns --> 3+D+N*2 (unless scrolling value is zero) // Where D is 1 if any column is clipped or hidden (dummy channel) otherwise 0. void ImGui::TableUpdateDrawChannels(ImGuiTable* table) { const int freeze_row_multiplier = (table->FreezeRowsCount > 0) ? 2 : 1; const int channels_for_row = (table->Flags & ImGuiTableFlags_NoClip) ? 1 : table->ColumnsVisibleCount; const int channels_for_bg = 1 + 1 * freeze_row_multiplier; const int channels_for_dummy = (table->ColumnsVisibleCount < table->ColumnsCount || table->VisibleUnclippedMaskByIndex != table->VisibleMaskByIndex) ? +1 : 0; const int channels_total = channels_for_bg + (channels_for_row * freeze_row_multiplier) + channels_for_dummy; table->DrawSplitter.Split(table->InnerWindow->DrawList, channels_total); table->DummyDrawChannel = (ImU8)((channels_for_dummy > 0) ? channels_total - 1 : -1); table->Bg1DrawChannelCurrent = TABLE_DRAW_CHANNEL_BG1_FROZEN; table->Bg1DrawChannelUnfrozen = (ImU8)((table->FreezeRowsCount > 0) ? 2 + channels_for_row : TABLE_DRAW_CHANNEL_BG1_FROZEN); int draw_channel_current = 2; for (int column_n = 0; column_n < table->ColumnsCount; column_n++) { ImGuiTableColumn* column = &table->Columns[column_n]; if (!column->IsClipped) { column->DrawChannelFrozen = (ImU8)(draw_channel_current); column->DrawChannelUnfrozen = (ImU8)(draw_channel_current + (table->FreezeRowsCount > 0 ? channels_for_row + 1 : 0)); if (!(table->Flags & ImGuiTableFlags_NoClip)) draw_channel_current++; } else { column->DrawChannelFrozen = column->DrawChannelUnfrozen = table->DummyDrawChannel; } column->DrawChannelCurrent = column->DrawChannelFrozen; } } // This function reorder draw channels based on matching clip rectangle, to facilitate merging them. Called by EndTable(). // // 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 [ 01 ] row+col freeze // [ .. ] or no scroll [ 2. ] and v-scroll [ .. ] and h-scroll [ 23 ] 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 has_freeze_v = (table->FreezeRowsCount > 0); const bool has_freeze_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)); // 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 = has_freeze_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->DrawChannelFrozen : column->DrawChannelUnfrozen; // 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 // (note that we assume that rendering didn't stray on the left direction. we should need a CursorMinPos to detect it) if (!(column->Flags & ImGuiTableColumnFlags_NoClip)) { float content_max_x; if (!has_freeze_v) content_max_x = ImMax(column->ContentMaxXUnfrozen, column->ContentMaxXHeadersUsed); // No row freeze else if (merge_group_sub_n == 0) content_max_x = ImMax(column->ContentMaxXFrozen, column->ContentMaxXHeadersUsed); // Row freeze: use width before freeze else content_max_x = column->ContentMaxXUnfrozen; // Row freeze: use width after freeze if (content_max_x > column->ClipRect.Max.x) continue; } const int merge_group_n = (has_freeze_h && column_n < table->FreezeColumnsCount ? 0 : 1) + (has_freeze_v && merge_group_sub_n == 0 ? 0 : 2); IM_ASSERT(channel_no < IMGUI_TABLE_MAX_DRAW_CHANNELS); MergeGroup* merge_group = &merge_groups[merge_group_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_n); } // Invalidate current draw channel // (we don't clear DrawChannelFrozen/DrawChannelUnfrozen solely to facilitate debugging/later inspection of data) column->DrawChannelCurrent = (ImU8)-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) { // We skip channel 0 (Bg0) and 1 (Bg1 frozen) from the shuffling since they won't move - see channels allocation in TableUpdateDrawChannels(). const int LEADING_DRAW_CHANNELS = 2; g.DrawChannelsTempMergeBuffer.resize(splitter->_Count - LEADING_DRAW_CHANNELS); // Use shared temporary storage so the allocation gets amortized ImDrawChannel* dst_tmp = g.DrawChannelsTempMergeBuffer.Data; ImBitArray remaining_mask; // We need 132-bit of storage remaining_mask.ClearBits(); remaining_mask.SetBitRange(LEADING_DRAW_CHANNELS, splitter->_Count - 1); remaining_mask.ClearBit(table->Bg1DrawChannelUnfrozen); IM_ASSERT(has_freeze_v == false || table->Bg1DrawChannelUnfrozen != TABLE_DRAW_CHANNEL_BG1_FROZEN); int remaining_count = splitter->_Count - (has_freeze_v ? LEADING_DRAW_CHANNELS + 1 : LEADING_DRAW_CHANNELS); //ImRect host_rect = (table->InnerWindow == table->OuterWindow) ? table->InnerClipRect : table->HostClipRect; ImRect host_rect = table->HostClipRect; 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_group->ClipRect; // Extend outer-most clip limits to match those of host, so draw calls can be merged even if // outer-most columns have some outer padding offsetting them from their parent ClipRect. // The principal cases this is dealing with are: // - On a same-window table (not scrolling = single group), all fitting columns ClipRect -> will extend and match host ClipRect -> will merge // - Columns can use padding and have left-most ClipRect.Min.x and right-most ClipRect.Max.x != from host ClipRect -> will extend and match host ClipRect -> will merge // FIXME-TABLE FIXME-WORKRECT: We are wasting a merge opportunity on tables without scrolling if column doesn't fit // within host clip rect, solely because of the half-padding difference between window->WorkRect and window->InnerClipRect. if ((merge_group_n & 1) == 0 || !has_freeze_h) merge_clip_rect.Min.x = ImMin(merge_clip_rect.Min.x, host_rect.Min.x); if ((merge_group_n & 2) == 0 || !has_freeze_v) merge_clip_rect.Min.y = ImMin(merge_clip_rect.Min.y, host_rect.Min.y); if ((merge_group_n & 1) != 0) merge_clip_rect.Max.x = ImMax(merge_clip_rect.Max.x, host_rect.Max.x); if ((merge_group_n & 2) != 0 && (table->Flags & ImGuiTableFlags_NoHostExtendY) == 0) merge_clip_rect.Max.y = ImMax(merge_clip_rect.Max.y, host_rect.Max.y); #if 0 GetOverlayDrawList()->AddRect(merge_group->ClipRect.Min, merge_group->ClipRect.Max, IM_COL32(255, 0, 0, 200), 0.0f, ~0, 1.0f); GetOverlayDrawList()->AddLine(merge_group->ClipRect.Min, merge_clip_rect.Min, IM_COL32(255, 100, 0, 200)); GetOverlayDrawList()->AddLine(merge_group->ClipRect.Max, merge_clip_rect.Max, IM_COL32(255, 100, 0, 200)); #endif 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)); } } // Make sure Bg1DrawChannelUnfrozen appears in the middle of our groups (whereas Bg0 and Bg1 frozen are fixed to 0 and 1) if (merge_group_n == 1 && has_freeze_v) memcpy(dst_tmp++, &splitter->_Channels[table->Bg1DrawChannelUnfrozen], 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 + LEADING_DRAW_CHANNELS, g.DrawChannelsTempMergeBuffer.Data, (splitter->_Count - LEADING_DRAW_CHANNELS) * sizeof(ImDrawChannel)); } } // We use a default parameter of 'init_width_or_weight == -1', // - with ImGuiTableColumnFlags_WidthFixed, width <= 0 --> init width == auto // - with ImGuiTableColumnFlags_WidthFixed, width > 0 --> init width == manual // - with ImGuiTableColumnFlags_WidthStretch, weight < 0 --> init weight == 1.0f // - with ImGuiTableColumnFlags_WidthStretch, weight >= 0 --> init weight == custom // Widths are specified _without_ CellPadding. So if you specify a width of 100.0f the column will be 100.0f+Padding*2.0f and you can fit a 100.0-wide item in it. 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 == false && "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 WidthAutoResize) // (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_ColumnsWidthFixed) && (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 if (flags & ImGuiTableColumnFlags_WidthStretch) IM_ASSERT(init_width_or_weight != 0.0f && "Need to provide a valid weight!"); column->InitStretchWeightOrWidth = init_width_or_weight; if (table->IsInitializing && column->WidthRequest < 0.0f && column->StretchWeight < 0.0f) { // Init width or weight if ((flags & ImGuiTableColumnFlags_WidthFixed) && init_width_or_weight > 0.0f) column->WidthRequest = init_width_or_weight; if (flags & ImGuiTableColumnFlags_WidthStretch) column->StretchWeight = (init_width_or_weight > 0.0f) ? init_width_or_weight : 1.0f; // Disable auto-fit if an explicit fixed width has been specified if (init_width_or_weight > 0.0f) column->AutoFitQueue = 0x00; } 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 && label[0] != 0) { column->NameOffset = (ImS16)table->ColumnsNames.size(); table->ColumnsNames.append(label, label + strlen(label) + 1); } } void ImGui::TableSetupScrollFreeze(int columns, int rows) { ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; IM_ASSERT(table != NULL && "Need to call TableSetupColumn() after BeginTable()!"); IM_ASSERT(table->IsLayoutLocked == false && "Need to call TableSetupColumn() before first row!"); IM_ASSERT(columns >= 0 && columns < IMGUI_TABLE_MAX_COLUMNS); IM_ASSERT(rows >= 0 && rows < 128); // Arbitrary limit table->FreezeColumnsRequest = (table->Flags & ImGuiTableFlags_ScrollX) ? (ImS8)columns : 0; table->FreezeColumnsCount = (table->InnerWindow->Scroll.x != 0.0f) ? table->FreezeColumnsRequest : 0; table->FreezeRowsRequest = (table->Flags & ImGuiTableFlags_ScrollY) ? (ImS8)rows : 0; table->FreezeRowsCount = (table->InnerWindow->Scroll.y != 0.0f) ? table->FreezeRowsRequest : 0; table->IsUnfrozen = (table->FreezeRowsCount == 0); // Make sure this is set before TableUpdateLayout() so ImGuiListClipper can benefit from it.b } // 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); 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); // Disable output until user calls TableNextColumn() table->InnerWindow->SkipItems = true; } // [Internal] void ImGui::TableBeginRow(ImGuiTable* table) { ImGuiWindow* window = table->InnerWindow; IM_ASSERT(!table->IsInsideRow); // New row table->CurrentRow++; table->CurrentColumn = -1; table->RowBgColor[0] = table->RowBgColor[1] = IM_COL32_DISABLE; table->RowCellDataCurrent = -1; 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) { TableSetBgColor(ImGuiTableBgTarget_RowBg0, 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); if (table->CurrentColumn != -1) 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_actual = (table->CurrentRow + 1 == table->FreezeRowsCount); const bool unfreeze_rows_request = (table->CurrentRow + 1 == table->FreezeRowsRequest); if (table->CurrentRow == 0) table->LastFirstRowHeight = bg_y2 - bg_y1; const bool is_visible = (bg_y2 >= table->InnerClipRect.Min.y && bg_y1 <= table->InnerClipRect.Max.y); if (is_visible) { // Decide of background color for the row ImU32 bg_col0 = 0; ImU32 bg_col1 = 0; if (table->RowBgColor[0] != IM_COL32_DISABLE) bg_col0 = table->RowBgColor[0]; else if (table->Flags & ImGuiTableFlags_RowBg) bg_col0 = GetColorU32((table->RowBgColorCounter & 1) ? ImGuiCol_TableRowBgAlt : ImGuiCol_TableRowBg); if (table->RowBgColor[1] != IM_COL32_DISABLE) bg_col1 = table->RowBgColor[1]; // 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_BordersInnerH) border_col = (table->LastRowFlags & ImGuiTableRowFlags_Headers) ? table->BorderColorStrong : table->BorderColorLight; const bool draw_cell_bg_color = table->RowCellDataCurrent >= 0; const bool draw_strong_bottom_border = unfreeze_rows_actual; if ((bg_col0 | bg_col1 | border_col) != 0 || draw_strong_bottom_border || draw_cell_bg_color) { // In theory we could call SetWindowClipRectBeforeSetChannel() but since we know TableEndRow() is // always followed by a change of clipping rectangle we perform the smallest overwrite possible here. if ((table->Flags & ImGuiTableFlags_NoClip) == 0) window->DrawList->_CmdHeader.ClipRect = table->BgClipRectForDrawCmd.ToVec4(); table->DrawSplitter.SetCurrentChannel(window->DrawList, TABLE_DRAW_CHANNEL_BG0); } // Draw row background // We soft/cpu clip this so all backgrounds and borders can share the same clipping rectangle if (bg_col0 || bg_col1) { ImRect row_rect(table->WorkRect.Min.x, bg_y1, table->WorkRect.Max.x, bg_y2); row_rect.ClipWith(table->BgClipRect); if (bg_col0 != 0 && row_rect.Min.y < row_rect.Max.y) window->DrawList->AddRectFilled(row_rect.Min, row_rect.Max, bg_col0); if (bg_col1 != 0 && row_rect.Min.y < row_rect.Max.y) window->DrawList->AddRectFilled(row_rect.Min, row_rect.Max, bg_col1); } // Draw cell background color if (draw_cell_bg_color) { ImGuiTableCellData* cell_data_end = &table->RowCellData[table->RowCellDataCurrent]; for (ImGuiTableCellData* cell_data = &table->RowCellData[0]; cell_data <= cell_data_end; cell_data++) { const ImGuiTableColumn* column = &table->Columns[cell_data->Column]; ImRect cell_bg_rect = TableGetCellBgRect(table, cell_data->Column); cell_bg_rect.ClipWith(table->BgClipRect); cell_bg_rect.Min.x = ImMax(cell_bg_rect.Min.x, column->ClipRect.Min.x); // So that first column after frozen one gets clipped cell_bg_rect.Max.x = ImMin(cell_bg_rect.Max.x, column->MaxX); window->DrawList->AddRectFilled(cell_bg_rect.Min, cell_bg_rect.Max, cell_data->BgColor); } } // Draw top border if (border_col && bg_y1 >= table->BgClipRect.Min.y && bg_y1 < table->BgClipRect.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_strong_bottom_border && bg_y2 >= table->BgClipRect.Min.y && bg_y2 < table->BgClipRect.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_request) for (int column_n = 0; column_n < table->ColumnsCount; column_n++) { ImGuiTableColumn* column = &table->Columns[column_n]; column->NavLayerCurrent = (ImS8)((column_n < table->FreezeColumnsCount) ? ImGuiNavLayer_Menu : ImGuiNavLayer_Main); } if (unfreeze_rows_actual) { IM_ASSERT(table->IsUnfrozen == false); table->IsUnfrozen = true; // BgClipRect starts as table->InnerClipRect, reduce it now and make BgClipRectForDrawCmd == BgClipRect float y0 = ImMax(table->RowPosY2 + 1, window->InnerClipRect.Min.y); table->BgClipRect.Min.y = table->BgClipRectForDrawCmd.Min.y = ImMin(y0, window->InnerClipRect.Max.y); table->BgClipRect.Max.y = table->BgClipRectForDrawCmd.Max.y = window->InnerClipRect.Max.y; table->Bg1DrawChannelCurrent = table->Bg1DrawChannelUnfrozen; IM_ASSERT(table->BgClipRectForDrawCmd.Min.y <= table->BgClipRectForDrawCmd.Max.y); 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->DrawChannelUnfrozen; column->ClipRect.Min.y = table->BgClipRectForDrawCmd.Min.y; } // Update cliprect ahead of TableBeginCell() so clipper can access to new ClipRect->Min.y SetWindowClipRectBeforeSetChannel(window, table->Columns[0].ClipRect); table->DrawSplitter.SetCurrentChannel(window->DrawList, table->Columns[0].DrawChannelCurrent); } if (!(table->RowFlags & ImGuiTableRowFlags_Headers)) table->RowBgColorCounter++; table->IsInsideRow = false; } // [Internal] Called by TableNextColumn()! // 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) { ImGuiTableColumn* column = &table->Columns[column_n]; ImGuiWindow* window = table->InnerWindow; table->CurrentColumn = column_n; // Start position is roughly ~~ CellRect.Min + CellPadding + Indent float start_x = column->WorkMinX; 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->DC.NavLayerCurrent = (ImGuiNavLayer)column->NavLayerCurrent; window->WorkRect.Min.y = window->DC.CursorPos.y; window->WorkRect.Min.x = column->WorkMinX; window->WorkRect.Max.x = column->WorkMaxX; // 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->IsSkipItems; if (table->Flags & ImGuiTableFlags_NoClip) { // FIXME: if we end up drawing all borders/bg in EndTable, could remove this and just assert that channel hasn't changed. table->DrawSplitter.SetCurrentChannel(window->DrawList, TABLE_DRAW_CHANNEL_UNCLIPPED); //IM_ASSERT(table->DrawSplitter._Current == TABLE_DRAW_CHANNEL_UNCLIPPED); } else { // FIXME-TABLE: Could avoid this if draw channel is dummy channel? SetWindowClipRectBeforeSetChannel(window, column->ClipRect); table->DrawSplitter.SetCurrentChannel(window->DrawList, column->DrawChannelCurrent); } } // [Internal] Called by TableNextRow()/TableNextColumn()! 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->ContentMaxXHeadersUsed; // Useful in case user submit contents in header row that is not a TableHeader() call else p_max_pos_x = table->IsUnfrozen ? &column->ContentMaxXUnfrozen : &column->ContentMaxXFrozen; *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 column/cell bool ImGui::TableNextColumn() { ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; if (!table) return false; if (table->IsInsideRow && table->CurrentColumn + 1 < table->ColumnsCount) { if (table->CurrentColumn != -1) TableEndCell(table); TableBeginCell(table, table->CurrentColumn + 1); } else { TableNextRow(); TableBeginCell(table, 0); } // FIXME-TABLE: it is likely to alter layout if user skips a columns contents based on clipping. int column_n = table->CurrentColumn; return (table->VisibleUnclippedMaskByIndex & ((ImU64)1 << column_n)) != 0; } bool ImGui::TableSetColumnIndex(int column_n) { ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; if (!table) return false; if (table->CurrentColumn != column_n) { if (table->CurrentColumn != -1) TableEndCell(table); IM_ASSERT(column_n >= 0 && table->ColumnsCount); TableBeginCell(table, column_n); } // 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; } int ImGui::TableGetColumnCount() { ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; return table ? table->ColumnsCount : 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; } int ImGui::TableGetRowIndex() { ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; if (!table) return 0; return table->CurrentRow; } // 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. // - Important: if ImGuiTableFlags_PadOuterX is set but ImGuiTableFlags_PadInnerX is not set, the outer-most left and right // columns report a small offset so their CellBgRect can extend up to the outer border. ImRect ImGui::TableGetCellBgRect(const ImGuiTable* table, int column_n) { const ImGuiTableColumn* column = &table->Columns[column_n]; float x1 = column->MinX; float x2 = column->MaxX; if (column->PrevVisibleColumn == -1) x1 -= table->CellSpacingX1; if (column->NextVisibleColumn == -1) x2 += table->CellSpacingX2; return ImRect(x1, table->RowPosY1, x2, table->RowPosY2); } const char* ImGui::TableGetColumnName(const ImGuiTable* table, int column_n) { const ImGuiTableColumn* column = &table->Columns[column_n]; if (column->NameOffset == -1) return ""; 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 + 1 + (instance_no * table->ColumnsCount) + column_n; return id; } // 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) void ImGui::TableSetColumnWidthAutoSingle(ImGuiTable* table, int column_n) { // Single auto width uses auto-fit ImGuiTableColumn* column = &table->Columns[column_n]; if (!column->IsVisible) return; column->CannotSkipItemsQueue = (1 << 0); column->AutoFitQueue = (1 << 1); if (column->Flags & ImGuiTableColumnFlags_WidthStretch) table->AutoFitSingleStretchColumn = (ImS8)column_n; } void ImGui::TableSetColumnWidthAutoAll(ImGuiTable* table) { for (int column_n = 0; column_n < table->ColumnsCount; column_n++) { ImGuiTableColumn* column = &table->Columns[column_n]; if (!column->IsVisible) continue; 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->BgClipRectForDrawCmd); table->DrawSplitter.SetCurrentChannel(window->DrawList, table->Bg1DrawChannelCurrent); } 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 column_n = (table->ContextPopupColumn >= 0 && table->ContextPopupColumn < table->ColumnsCount) ? table->ContextPopupColumn : -1; ImGuiTableColumn* column = (column_n != -1) ? &table->Columns[column_n] : NULL; // Sizing if (table->Flags & ImGuiTableFlags_Resizable) { if (column != NULL) { const bool can_resize = !(column->Flags & ImGuiTableColumnFlags_NoResize) && column->IsVisible; if (MenuItem("Size column to fit", NULL, false, can_resize)) TableSetColumnWidthAutoSingle(table, column_n); } const char* size_all_desc; if (table->ColumnsVisibleFixedCount == table->ColumnsVisibleCount) size_all_desc = "Size all columns to fit"; // All fixed else if (table->ColumnsVisibleFixedCount == 0) size_all_desc = "Size all columns to default"; // All stretch else size_all_desc = "Size all columns to fit/default"; // Mixed if (MenuItem(size_all_desc, NULL)) TableSetColumnWidthAutoAll(table); want_separator = true; } // Ordering if (table->Flags & ImGuiTableFlags_Reorderable) { if (MenuItem("Reset order", NULL, false, !table->IsDefaultDisplayOrder)) table->IsResetDisplayOrderRequest = true; want_separator = true; } // Sorting // (modify TableOpenContextMenu() to add _Sortable flag if enabling this) #if 0 if ((table->Flags & ImGuiTableFlags_Sortable) && column != NULL && (column->Flags & ImGuiTableColumnFlags_NoSort) == 0) { if (want_separator) Separator(); want_separator = true; bool append_to_sort_specs = g.IO.KeyShift; if (MenuItem("Sort in Ascending Order", NULL, column->SortOrder != -1 && column->SortDirection == ImGuiSortDirection_Ascending, (column->Flags & ImGuiTableColumnFlags_NoSortAscending) == 0)) TableSetColumnSortDirection(table, column_n, ImGuiSortDirection_Ascending, append_to_sort_specs); if (MenuItem("Sort in Descending Order", NULL, column->SortOrder != -1 && column->SortDirection == ImGuiSortDirection_Descending, (column->Flags & ImGuiTableColumnFlags_NoSortDescending) == 0)) TableSetColumnSortDirection(table, column_n, ImGuiSortDirection_Descending, append_to_sort_specs); } #endif // Hiding / Visibility if (table->Flags & ImGuiTableFlags_Hideable) { if (want_separator) Separator(); want_separator = true; PushItemFlag(ImGuiItemFlags_SelectableDontClosePopup, true); for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++) { ImGuiTableColumn* other_column = &table->Columns[other_column_n]; const char* name = TableGetColumnName(table, other_column_n); if (name == NULL || name[0] == 0) name = ""; // Make sure we can't hide the last active column bool menu_item_active = (other_column->Flags & ImGuiTableColumnFlags_NoHide) ? false : true; if (other_column->IsVisible && table->ColumnsVisibleCount <= 1) menu_item_active = false; if (MenuItem(name, NULL, other_column->IsVisible, menu_item_active)) other_column->IsVisibleNextFrame = !other_column->IsVisible; } PopItemFlag(); } } // Use -1 to open menu not specific to a given column. void ImGui::TableOpenContextMenu(int column_n) { ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; if (column_n == -1 && table->CurrentColumn != -1) // When called within a column automatically use this one (for consistency) column_n = table->CurrentColumn; if (column_n == table->ColumnsCount) // To facilitate using with TableGetHoveredColumn() column_n = -1; 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. // See 'Demo->Tables->Custom headers' for a demonstration of implementing a custom version of this. void ImGui::TableHeadersRow() { ImGuiStyle& style = ImGui::GetStyle(); ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; IM_ASSERT(table != NULL && "Need to call TableHeadersRow() after BeginTable()!"); // Calculate row height (for the unlikely case that labels may be are multi-line) // If we didn't do that, uneven header height would work but their highlight won't cover the full row height. float row_height = GetTextLineHeight(); const float row_y1 = GetCursorScreenPos().y; const int columns_count = TableGetColumnCount(); 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; // [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 they won't collide // - table->InstanceCurrent is only >0 when we use multiple BeginTable/EndTable calls with same identifier. const char* name = TableGetColumnName(column_n); PushID(table->InstanceCurrent * table->ColumnsCount + column_n); TableHeader(name); PopID(); } // Allow opening popup from the right-most section after the last column. // FIXME-TABLE: TableOpenContextMenu() is not public yet. ImVec2 mouse_pos = ImGui::GetMousePos(); if (IsMouseReleased(1) && TableGetHoveredColumn() == columns_count) if (mouse_pos.y >= row_y1 && mouse_pos.y < row_y1 + row_height) TableOpenContextMenu(-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: 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 TableHeader() 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. // FIXME-TABLE-PADDING: Problem if the correct outer-padding CellBgRect strays off our ClipRect ImRect cell_r = TableGetCellBgRect(table, column_n); float label_height = ImMax(label_size.y, table->RowMinHeight - table->CellPaddingY * 2.0f); // Keep header highlighted when context menu is open. 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)); ItemSize(ImVec2(0.0f, label_height)); // Don't declare unclipped width, it'll be fed ContentMaxPosHeadersIdeal if (!ItemAdd(bb, id)) return; //GetForegroundDrawList()->AddRect(cell_r.Min, cell_r.Max, IM_COL32(255, 0, 0, 255)); // [DEBUG] //GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 0, 0, 255)); // [DEBUG] 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); TableSetBgColor(ImGuiTableBgTarget_CellBg, col, table->CurrentColumn); 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) { // Set new sort direction // - 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. ImGuiSortDirection sort_direction; if (column->SortOrder == -1) sort_direction = (column->Flags & ImGuiTableColumnFlags_PreferSortDescending) ? ImGuiSortDirection_Descending : ImGuiSortDirection_Ascending; else sort_direction = (column->SortDirection == ImGuiSortDirection_Ascending) ? ImGuiSortDirection_Descending : ImGuiSortDirection_Ascending; TableSetColumnSortDirection(column_n, sort_direction, 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); const bool text_clipped = label_size.x > (ellipsis_max - label_pos.x); if (text_clipped && hovered && g.HoveredIdNotActiveTimer > g.TooltipSlowDelay) SetTooltip("%.*s", (int)(label_end - label), label); // We feed our unclipped width to the column without writing on CursorMaxPos, so that column is still considering for merging. float max_pos_x = label_pos.x + label_size.x + w_sort_text + w_arrow; column->ContentMaxXHeadersUsed = ImMax(column->ContentMaxXHeadersUsed, column->WorkMaxX); column->ContentMaxXHeadersIdeal = ImMax(column->ContentMaxXHeadersIdeal, 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(column_n); } // 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. void ImGui::TableSetColumnSortDirection(int column_n, ImGuiSortDirection sort_direction, bool append_to_sort_specs) { ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; if (!(table->Flags & ImGuiTableFlags_MultiSortable)) append_to_sort_specs = false; ImS8 sort_order_max = 0; if (append_to_sort_specs) for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++) sort_order_max = ImMax(sort_order_max, table->Columns[other_column_n].SortOrder); ImGuiTableColumn* column = &table->Columns[column_n]; column->SortDirection = (ImS8)sort_direction; if (column->SortOrder == -1 || !append_to_sort_specs) column->SortOrder = append_to_sort_specs ? sort_order_max + 1 : 0; for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++) { ImGuiTableColumn* other_column = &table->Columns[other_column_n]; if (other_column != column && !append_to_sort_specs) other_column->SortOrder = -1; TableFixColumnSortDirection(other_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()! 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); 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); } // Return -1 when table is not hovered. return columns_count if the unused space at the right of visible columns is hovered. int ImGui::TableGetHoveredColumn() { ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; if (!table) return -1; return (int)table->HoveredColumnBody; } void ImGui::TableSetBgColor(ImGuiTableBgTarget bg_target, ImU32 color, int column_n) { ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; IM_ASSERT(bg_target != ImGuiTableBgTarget_None); if (color == IM_COL32_DISABLE) color = 0; // We cannot draw neither the cell or row background immediately as we don't know the row height at this point in time. switch (bg_target) { case ImGuiTableBgTarget_CellBg: { if (table->RowPosY1 > table->InnerClipRect.Max.y) // Discard return; if (column_n == -1) column_n = table->CurrentColumn; if ((table->VisibleUnclippedMaskByIndex & ((ImU64)1 << column_n)) == 0) return; if (table->RowCellDataCurrent < 0 || table->RowCellData[table->RowCellDataCurrent].Column != column_n) table->RowCellDataCurrent++; ImGuiTableCellData* cell_data = &table->RowCellData[table->RowCellDataCurrent]; cell_data->BgColor = color; cell_data->Column = (ImS8)column_n; break; } case ImGuiTableBgTarget_RowBg0: case ImGuiTableBgTarget_RowBg1: { if (table->RowPosY1 > table->InnerClipRect.Max.y) // Discard return; IM_ASSERT(column_n == -1); int bg_idx = (bg_target == ImGuiTableBgTarget_RowBg1) ? 1 : 0; table->RowBgColor[bg_idx] = color; break; } default: IM_ASSERT(0); } } 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->SortSpecs.SpecsDirty = true; // Mark as dirty for user table->IsSortSpecsDirty = false; // Mark as not dirty for us } //------------------------------------------------------------------------- // 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; } static size_t TableSettingsCalcChunkSize(int columns_count) { return sizeof(ImGuiTableSettings) + (size_t)columns_count * sizeof(ImGuiTableColumnSettings); } ImGuiTableSettings* ImGui::TableSettingsCreate(ImGuiID id, int columns_count) { ImGuiContext& g = *GImGui; ImGuiTableSettings* settings = g.SettingsTables.alloc_chunk(TableSettingsCalcChunkSize(columns_count)); 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(); bool save_ref_scale = false; settings->SaveFlags = ImGuiTableFlags_None; for (int n = 0; n < table->ColumnsCount; n++, column++, column_settings++) { const float width_or_weight = (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? column->StretchWeight : column->WidthRequest; column_settings->WidthOrWeight = width_or_weight; 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->IsStretch = (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. // Note that fixed width where initial width was derived from auto-fit will always be saved as InitStretchWeightOrWidth will be 0.0f. // FIXME-TABLE: We don't have logic to easily compare SortOrder to DefaultSortOrder yet so it's always saved when present. if (width_or_weight != column->InitStretchWeightOrWidth) settings->SaveFlags |= ImGuiTableFlags_Resizable; 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; if (settings->ColumnsCount != table->ColumnsCount) // Allow settings if columns count changed. We could otherwise decide to return... table->IsSettingsDirty = true; table->SettingsOffset = g.SettingsTables.offset_from_ptr(settings); } else { settings = TableGetBoundSettings(table); } table->SettingsLoadedFlags = settings->SaveFlags; table->RefScale = settings->RefScale; // 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->IsStretch) column->StretchWeight = 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, 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->IsStretch = 0; settings->SaveFlags |= ImGuiTableFlags_Resizable; } if (sscanf(line, "Weight=%f%n", &f, &r) == 1) { line = ImStrSkipBlank(line + r); column->WidthOrWeight = f; column->IsStretch = 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->IsStretch) buf->appendf(" Weight=%.4f", column->WidthOrWeight); if (save_size && !column->IsStretch) 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 - Garbage Collection //------------------------------------------------------------------------- // Remove Table (currently only used by TestEngine) void ImGui::TableRemove(ImGuiTable* table) { //IMGUI_DEBUG_LOG("TableRemove() id=0x%08X\n", table->ID); ImGuiContext& g = *GImGui; int table_idx = g.Tables.GetIndex(table); //memset(table->RawData.Data, 0, table->RawData.size_in_bytes()); //memset(table, 0, sizeof(ImGuiTable)); g.Tables.Remove(table->ID, table); g.TablesLastTimeActive[table_idx] = -1.0f; } // Free up/compact internal Table buffers for when it gets unused void ImGui::TableGcCompactTransientBuffers(ImGuiTable* table) { //IMGUI_DEBUG_LOG("TableGcCompactTransientBuffers() id=0x%08X\n", table->ID); ImGuiContext& g = *GImGui; IM_ASSERT(table->MemoryCompacted == false); table->DrawSplitter.ClearFreeMemory(); table->SortSpecsData.clear(); table->SortSpecs.Specs = NULL; table->IsSortSpecsDirty = true; table->ColumnsNames.clear(); table->MemoryCompacted = true; for (int n = 0; n < table->ColumnsCount; n++) table->Columns[n].NameOffset = -1; g.TablesLastTimeActive[g.Tables.GetIndex(table)] = -1.0f; } // Compact and remove unused settings data (currently only used by TestEngine) void ImGui::TableGcCompactSettings() { ImGuiContext& g = *GImGui; int required_memory = 0; for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) if (settings->ID != 0) required_memory += (int)TableSettingsCalcChunkSize(settings->ColumnsCount); if (required_memory == g.SettingsTables.Buf.Size) return; ImChunkStream new_chunk_stream; new_chunk_stream.Buf.reserve(required_memory); for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) if (settings->ID != 0) memcpy(new_chunk_stream.alloc_chunk(TableSettingsCalcChunkSize(settings->ColumnsCount)), settings, TableSettingsCalcChunkSize(settings->ColumnsCount)); g.SettingsTables.swap(new_chunk_stream); } //------------------------------------------------------------------------- // TABLE - Debugging //------------------------------------------------------------------------- // - DebugNodeTable() [Internal] //------------------------------------------------------------------------- #ifndef IMGUI_DISABLE_METRICS_WINDOW void ImGui::DebugNodeTable(ImGuiTable* table) { char buf[512]; char* p = buf; const char* buf_end = buf + IM_ARRAYSIZE(buf); const bool is_active = (table->LastFrameActive >= ImGui::GetFrameCount() - 2); ImFormatString(p, buf_end - p, "Table 0x%08X (%d columns, in '%s')%s", table->ID, table->ColumnsCount, table->OuterWindow->Name, is_active ? "" : " *Inactive*"); if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } bool open = TreeNode(table, "%s", buf); if (!is_active) { PopStyleColor(); } if (IsItemHovered()) GetForegroundDrawList()->AddRect(table->OuterRect.Min, table->OuterRect.Max, IM_COL32(255, 255, 0, 255)); if (!open) return; BulletText("OuterRect: Pos: (%.1f,%.1f) Size: (%.1f,%.1f)", table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.GetWidth(), table->OuterRect.GetHeight()); BulletText("ColumnsWidth: %.1f, AutoFitWidth: %.1f, InnerWidth: %.1f%s", table->ColumnsTotalWidth, table->ColumnsAutoFitWidth, table->InnerWidth, table->InnerWidth == 0.0f ? " (auto)" : ""); BulletText("CellPaddingX: %.1f, CellSpacingX: %.1f/%.1f, OuterPaddingX: %.1f", table->CellPaddingX, table->CellSpacingX1, table->CellSpacingX2, table->OuterPaddingX); BulletText("HoveredColumnBody: %d, HoveredColumnBorder: %d", table->HoveredColumnBody, table->HoveredColumnBorder); BulletText("ResizedColumn: %d, ReorderColumn: %d, HeldHeaderColumn: %d", table->ResizedColumn, table->ReorderColumn, table->HeldHeaderColumn); //BulletText("BgDrawChannels: %d/%d", 0, table->BgDrawChannelUnfrozen); for (int n = 0; n < table->ColumnsCount; n++) { ImGuiTableColumn* column = &table->Columns[n]; const char* name = TableGetColumnName(table, n); ImFormatString(buf, IM_ARRAYSIZE(buf), "Column %d order %d name '%s': offset %+.2f to %+.2f\n" "Visible: %d, Clipped: %d, DrawChannels: %d,%d\n" "WidthGiven: %.1f, Request/Auto: %.1f/%.1f, StretchWeight: %.3f\n" "MinX: %.1f, MaxX: %.1f (%+.1f), ClipRect: %.1f to %.1f (+%.1f)\n" "ContentWidth: %.1f,%.1f, HeadersUsed/Ideal %.1f/%.1f\n" "SortOrder: %d, SortDir: %s\n" "UserID: 0x%08X, Flags: 0x%04X: %s%s%s%s..", n, column->DisplayOrder, name, column->MinX - table->WorkRect.Min.x, column->MaxX - table->WorkRect.Min.x, column->IsVisible, column->IsClipped, column->DrawChannelFrozen, column->DrawChannelUnfrozen, column->WidthGiven, column->WidthRequest, column->WidthAuto, column->StretchWeight, column->MinX, column->MaxX, column->MaxX - column->MinX, column->ClipRect.Min.x, column->ClipRect.Max.x, column->ClipRect.Max.x - column->ClipRect.Min.x, column->ContentMaxXFrozen - column->WorkMinX, column->ContentMaxXUnfrozen - column->WorkMinX, column->ContentMaxXHeadersUsed - column->WorkMinX, column->ContentMaxXHeadersIdeal - column->WorkMinX, column->SortOrder, (column->SortDirection == ImGuiSortDirection_Ascending) ? "Ascending" : (column->SortDirection == ImGuiSortDirection_Descending) ? "Descending" : "None", column->UserID, column->Flags, (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? "WidthStretch " : "", (column->Flags & ImGuiTableColumnFlags_WidthFixed) ? "WidthFixed " : "", (column->Flags & ImGuiTableColumnFlags_WidthAutoResize) ? "WidthAutoResize " : "", (column->Flags & ImGuiTableColumnFlags_NoResize) ? "NoResize " : ""); Bullet(); Selectable(buf); if (IsItemHovered()) { ImRect r(column->MinX, table->OuterRect.Min.y, column->MaxX, table->OuterRect.Max.y); GetForegroundDrawList()->AddRect(r.Min, r.Max, IM_COL32(255, 255, 0, 255)); } } 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 Vis %d %s %7.3f UserID 0x%08X", n, column_settings->DisplayOrder, column_settings->SortOrder, (sort_dir == ImGuiSortDirection_Ascending) ? "Asc" : (sort_dir == ImGuiSortDirection_Descending) ? "Des" : "---", column_settings->IsVisible, column_settings->IsStretch ? "Weight" : "Width ", column_settings->WidthOrWeight, column_settings->UserID); } 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