diff --git a/imgui_internal.h b/imgui_internal.h index 6517a4f4..a5d467f2 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1888,7 +1888,7 @@ struct ImGuiTabBar #define IM_COL32_DISABLE IM_COL32(0,0,0,1) // Special sentinel code which cannot be used as a regular color. #define IMGUI_TABLE_MAX_COLUMNS 64 // sizeof(ImU64) * 8. This is solely because we frequently encode columns set in a ImU64. -#define IMGUI_TABLE_MAX_DRAW_CHANNELS (2 + 64 * 2) // See TableUpdateDrawChannels() +#define IMGUI_TABLE_MAX_DRAW_CHANNELS (1 + 2 + 64 * 2) // See TableUpdateDrawChannels() // [Internal] sizeof() ~ 100 // We use the terminology "Visible" to refer to a column that is not Hidden by user or settings. However it may still be out of view and clipped (see IsClipped). @@ -1918,15 +1918,15 @@ struct ImGuiTableColumn ImGuiNavLayer NavLayerCurrent; ImS8 DisplayOrder; // Index within Table's IndexToDisplayOrder[] (column may be reordered by users) ImS8 IndexWithinVisibleSet; // Index within visible set (<= IndexToDisplayOrder) - ImS8 DrawChannelCurrent; // Index within DrawSplitter.Channels[] - ImS8 DrawChannelFrozen; - ImS8 DrawChannelUnfrozen; ImS8 PrevVisibleColumn; // Index of prev visible column within Columns[], -1 if first visible column ImS8 NextVisibleColumn; // Index of next visible column within Columns[], -1 if last visible column - ImS8 AutoFitQueue; // Queue of 8 values for the next 8 frames to request auto-fit - ImS8 CannotSkipItemsQueue; // Queue of 8 values for the next 8 frames to disable Clipped/SkipItem ImS8 SortOrder; // -1: Not sorting on this column ImS8 SortDirection; // enum ImGuiSortDirection_ + ImU8 AutoFitQueue; // Queue of 8 values for the next 8 frames to request auto-fit + ImU8 CannotSkipItemsQueue; // Queue of 8 values for the next 8 frames to disable Clipped/SkipItem + ImU8 DrawChannelCurrent; // Index within DrawSplitter.Channels[] + ImU8 DrawChannelFrozen; + ImU8 DrawChannelUnfrozen; ImGuiTableColumn() { @@ -1935,11 +1935,11 @@ struct ImGuiTableColumn NameOffset = -1; IsVisible = IsVisibleNextFrame = true; DisplayOrder = IndexWithinVisibleSet = -1; - DrawChannelCurrent = DrawChannelFrozen = DrawChannelUnfrozen = -1; PrevVisibleColumn = NextVisibleColumn = -1; - AutoFitQueue = CannotSkipItemsQueue = (1 << 3) - 1; // Skip for three frames SortOrder = -1; SortDirection = ImGuiSortDirection_None; + AutoFitQueue = CannotSkipItemsQueue = (1 << 3) - 1; // Skip for three frames + DrawChannelCurrent = DrawChannelFrozen = DrawChannelUnfrozen = (ImU8)-1; } }; @@ -2025,13 +2025,13 @@ struct ImGuiTable ImS8 RightMostVisibleColumn; // Index of right-most non-hidden column. ImS8 LeftMostStretchedColumnDisplayOrder; // Display order of left-most stretched column. ImS8 ContextPopupColumn; // Column right-clicked on, of -1 if opening context menu from a neutral/empty spot - ImS8 DummyDrawChannel; // Redirect non-visible columns here. - ImS8 BgDrawChannelUnfrozen; // Index within DrawSplitter.Channels[] ImS8 FreezeRowsRequest; // Requested frozen rows count ImS8 FreezeRowsCount; // Actual frozen row count (== FreezeRowsRequest, or == 0 when no scrolling offset) ImS8 FreezeColumnsRequest; // Requested frozen columns count ImS8 FreezeColumnsCount; // Actual frozen columns count (== FreezeColumnsRequest, or == 0 when no scrolling offset) ImS8 RowCellDataCurrent; // Index of current RowCellData[] entry in current row + ImU8 DummyDrawChannel; // Redirect non-visible columns here. + ImU8 BgDrawChannelUnfrozen; // Index within DrawSplitter.Channels[] bool IsLayoutLocked; // Set by TableUpdateLayout() which is called when beginning the first row. bool IsInsideRow; // Set when inside TableBeginRow()/TableEndRow(). bool IsInitializing; diff --git a/imgui_tables.cpp b/imgui_tables.cpp index dd0b421d..71500a48 100644 --- a/imgui_tables.cpp +++ b/imgui_tables.cpp @@ -544,7 +544,7 @@ static void TableFixColumnSortDirection(ImGuiTableColumn* column) { // Initial sort state if (column->SortDirection == ImGuiSortDirection_None) - column->SortDirection = (column->Flags & ImGuiTableColumnFlags_PreferSortDescending) ? (ImS8)ImGuiSortDirection_Descending : (ImU8)(ImGuiSortDirection_Ascending); + column->SortDirection = (column->Flags & ImGuiTableColumnFlags_PreferSortDescending) ? (ImS8)ImGuiSortDirection_Descending : (ImS8)(ImGuiSortDirection_Ascending); // Handle NoSortAscending/NoSortDescending if (column->SortDirection == ImGuiSortDirection_Ascending && (column->Flags & ImGuiTableColumnFlags_NoSortAscending)) @@ -1340,8 +1340,8 @@ void ImGui::TableUpdateDrawChannels(ImGuiTable* table) 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 = (channels_for_dummy > 0) ? (ImS8)(channels_total - 1) : -1; - table->BgDrawChannelUnfrozen = (ImS8)((table->FreezeRowsCount > 0) ? channels_for_row + 1 : 0); + table->DummyDrawChannel = (channels_for_dummy > 0) ? (ImU8)(channels_total - 1) : -1; + table->BgDrawChannelUnfrozen = (ImU8)((table->FreezeRowsCount > 0) ? channels_for_row + 1 : 0); int draw_channel_current = 1; for (int column_n = 0; column_n < table->ColumnsCount; column_n++) @@ -1349,8 +1349,8 @@ void ImGui::TableUpdateDrawChannels(ImGuiTable* table) ImGuiTableColumn* column = &table->Columns[column_n]; if (!column->IsClipped) { - column->DrawChannelFrozen = (ImS8)(draw_channel_current); - column->DrawChannelUnfrozen = (ImS8)(draw_channel_current + (table->FreezeRowsCount > 0 ? channels_for_row + 1 : 0)); + 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++; } @@ -1456,8 +1456,8 @@ void ImGui::TableReorderDrawChannelsForMerge(ImGuiTable* table) } // Invalidate current draw channel - // (we don't clear DrawChannelBeforeRowFreeze/DrawChannelAfterRowFreeze solely to facilitate debugging/later inspection of data) - column->DrawChannelCurrent = -1; + // (we don't clear DrawChannelFrozen/DrawChannelUnfrozen solely to facilitate debugging/later inspection of data) + column->DrawChannelCurrent = (ImU8)-1; } // [DEBUG] Display merge groups