Columns: tidying up, moving OffsetT to a ImGuiColumnData structure

docking
ocornut 9 years ago
parent 95138fa8d6
commit 1aac69c937

@ -8779,8 +8779,8 @@ float ImGui::GetColumnOffset(int column_index)
}
// Read from cache
IM_ASSERT(column_index < window->DC.ColumnsOffsetsT.Size);
const float t = window->DC.ColumnsOffsetsT[column_index];
IM_ASSERT(column_index < window->DC.ColumnsData.Size);
const float t = window->DC.ColumnsData[column_index].OffsetNorm;
const float content_region_width = window->SizeContentsExplicit.x ? window->SizeContentsExplicit.x : window->Size.x;
const float min_x = window->DC.IndentX;
@ -8796,7 +8796,7 @@ void ImGui::SetColumnOffset(int column_index, float offset)
if (column_index < 0)
column_index = window->DC.ColumnsCurrent;
IM_ASSERT(column_index < window->DC.ColumnsOffsetsT.Size);
IM_ASSERT(column_index < window->DC.ColumnsData.Size);
const ImGuiID column_id = window->DC.ColumnsSetID + ImGuiID(column_index);
const float content_region_width = window->SizeContentsExplicit.x ? window->SizeContentsExplicit.x : window->Size.x;
@ -8804,7 +8804,7 @@ void ImGui::SetColumnOffset(int column_index, float offset)
const float max_x = content_region_width - window->Scroll.x - ((window->Flags & ImGuiWindowFlags_NoScrollbar) ? 0 : g.Style.ScrollbarSize);// - window->WindowPadding().x;
const float t = (offset - min_x) / (max_x - min_x);
window->DC.StateStorage->SetFloat(column_id, t);
window->DC.ColumnsOffsetsT[column_index] = t;
window->DC.ColumnsData[column_index].OffsetNorm = t;
}
float ImGui::GetColumnWidth(int column_index)
@ -8832,6 +8832,7 @@ void ImGui::Columns(int columns_count, const char* id, bool border)
{
ImGuiState& g = *GImGui;
ImGuiWindow* window = GetCurrentWindow();
IM_ASSERT(columns_count >= 1);
if (window->DC.ColumnsCount != 1)
{
@ -8894,14 +8895,14 @@ void ImGui::Columns(int columns_count, const char* id, bool border)
if (window->DC.ColumnsCount != 1)
{
// Cache column offsets
window->DC.ColumnsOffsetsT.resize(columns_count + 1);
window->DC.ColumnsData.resize(columns_count + 1);
for (int column_index = 0; column_index < columns_count + 1; column_index++)
{
const ImGuiID column_id = window->DC.ColumnsSetID + ImGuiID(column_index);
KeepAliveID(column_id);
const float default_t = column_index / (float)window->DC.ColumnsCount;
const float t = window->DC.StateStorage->GetFloat(column_id, default_t); // Cheaply store our floating point value inside the integer (could store an union into the map?)
window->DC.ColumnsOffsetsT[column_index] = t;
window->DC.ColumnsData[column_index].OffsetNorm = t;
}
window->DrawList->ChannelsSplit(window->DC.ColumnsCount);
PushColumnClipRect();
@ -8909,9 +8910,9 @@ void ImGui::Columns(int columns_count, const char* id, bool border)
}
else
{
window->DC.ColumnsOffsetsT.resize(2);
window->DC.ColumnsOffsetsT[0] = 0.0f;
window->DC.ColumnsOffsetsT[1] = 1.0f;
window->DC.ColumnsData.resize(2);
window->DC.ColumnsData[0].OffsetNorm = 0.0f;
window->DC.ColumnsData[1].OffsetNorm = 1.0f;
}
}

@ -193,7 +193,7 @@ namespace ImGui
IMGUI_API void Dummy(const ImVec2& size); // add a dummy item of given size
IMGUI_API void Indent(); // move content position toward the right by style.IndentSpacing pixels
IMGUI_API void Unindent(); // move content position back to the left (cancel Indent)
IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border=true); // setup number of columns. use an identifier to distinguish multiple column sets. close with Columns(1).
IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true); // setup number of columns. use an identifier to distinguish multiple column sets. close with Columns(1).
IMGUI_API void NextColumn(); // next column
IMGUI_API int GetColumnIndex(); // get current column index
IMGUI_API float GetColumnOffset(int column_index = -1); // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetcolumnsCount() inclusive. column 0 is usually 0.0f and not resizable unless you call this

@ -260,7 +260,14 @@ struct ImGuiGroupData
bool AdvanceCursor;
};
// Simple column measurement currently used for MenuItem() only. This is very short-sighted for now and not a generic helper.
// Per column data for Columns()
struct ImGuiColumnData
{
float OffsetNorm; // Column start offset, normalized 0.0 (far left) -> 1.0 (far right)
//float IndentX;
};
// Simple column measurement currently used for MenuItem() only. This is very short-sighted for now and NOT a generic helper.
struct IMGUI_API ImGuiSimpleColumns
{
int Count;
@ -534,7 +541,7 @@ struct IMGUI_API ImGuiDrawContext
float ColumnsCellMaxY;
bool ColumnsShowBorders;
ImGuiID ColumnsSetID;
ImVector<float> ColumnsOffsetsT; // Columns offset normalized 0.0 (far left) -> 1.0 (far right)
ImVector<ImGuiColumnData> ColumnsData;
ImGuiDrawContext()
{

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