Tables: Disable initial output prior to NextRow call to avoid misleading users.

Fixed some inconsistency with BeginTable/EndTable without row.
Move some of the TableBegin() code in TableBeginUpdateColumns().
Allow to submit multiple header lines.
docking
omar 5 years ago committed by ocornut
parent 046fad01f1
commit 78b12068d9

@ -2183,7 +2183,7 @@ namespace ImGui
//IMGUI_API int GetTableLineNo();
IMGUI_API bool BeginTableEx(const char* name, ImGuiID id, int columns_count, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0, 0), float inner_width = 0.0f);
IMGUI_API void TableBeginInitVisibility(ImGuiTable* table);
IMGUI_API void TableBeginUpdateColumns(ImGuiTable* table);
IMGUI_API void TableUpdateDrawChannels(ImGuiTable* table);
IMGUI_API void TableUpdateLayout(ImGuiTable* table);
IMGUI_API void TableUpdateBorders(ImGuiTable* table);

@ -64,7 +64,7 @@
// Typical call flow: (root level is public API):
// - BeginTable() user begin into a table
// - BeginChild() - (if ScrollX/ScrollY is set)
// - TableBeginInitVisibility() - lock columns visibility
// - TableBeginUpdateColumns() - apply resize/order requests, lock columns active state, order
// - TableSetupColumn() user submit columns details (optional)
// - TableAutoHeaders() or TableHeader() user submit a headers row (optional)
// - TableSortSpecsClickColumn()
@ -306,8 +306,26 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
if (table->IsFirstFrame || table->IsSettingsRequestLoad)
TableLoadSettings(table);
// Grab a copy of window fields we will modify
table->BackupSkipItems = inner_window->SkipItems;
table->BackupWorkRect = inner_window->WorkRect;
table->BackupCursorMaxPos = inner_window->DC.CursorMaxPos;
// Disable output until user calls TableNextRow() or TableNextCell() leading to the TableUpdateLayout() call..
// This is not strictly necessary but will reduce cases were misleading "out of table" output will be confusing 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 Active for the frame
TableBeginUpdateColumns(table);
return true;
}
void ImGui::TableBeginUpdateColumns(ImGuiTable* table)
{
// Handle resizing request
// (We process this at the first beginning of the frame)
// (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->InstanceNo == 0)
@ -341,29 +359,12 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
// Handle display order reset request
if (table->IsResetDisplayOrderRequest)
{
for (int n = 0; n < columns_count; n++)
for (int n = 0; n < table->ColumnsCount; n++)
table->DisplayOrder[n] = table->Columns[n].IndexDisplayOrder = (ImU8)n;
table->IsResetDisplayOrderRequest = false;
table->IsSettingsDirty = true;
}
TableBeginInitVisibility(table);
// Grab a copy of window fields we will modify
table->BackupSkipItems = inner_window->SkipItems;
table->BackupWorkRect = inner_window->WorkRect;
table->BackupCursorMaxPos = inner_window->DC.CursorMaxPos;
if (flags & ImGuiTableFlags_NoClipX)
table->DrawSplitter.SetCurrentChannel(inner_window->DrawList, 1);
else
inner_window->DrawList->PushClipRect(inner_window->ClipRect.Min, inner_window->ClipRect.Max, false);
return true;
}
void ImGui::TableBeginInitVisibility(ImGuiTable* table)
{
// Setup and lock Active state and order
table->ColumnsActiveCount = 0;
table->IsDefaultDisplayOrder = true;
@ -706,7 +707,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
column->ClipRect.Max.x = column->MaxX;// -1.0f;
column->ClipRect.Max.y = FLT_MAX;
column->ClipRect.ClipWithFull(host_clip_rect);
column->IsClipped = (column->ClipRect.Max.x <= column->ClipRect.Min.x) && (column->AutoFitQueue & 1) == 0 && (column->CannotSkipItemsQueue & 1) == 0;
if (column->IsClipped)
{
@ -776,6 +777,13 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
table->IsContextPopupOpen = false;
}
}
// Initial state
ImGuiWindow* inner_window = table->InnerWindow;
if (table->Flags & ImGuiTableFlags_NoClipX)
table->DrawSplitter.SetCurrentChannel(inner_window->DrawList, 1);
else
inner_window->DrawList->PushClipRect(inner_window->ClipRect.Min, inner_window->ClipRect.Max, false);
}
// Process interaction on resizing borders. Actual size change will be applied in EndTable()
@ -847,6 +855,15 @@ void ImGui::EndTable()
ImGuiTable* table = g.CurrentTable;
IM_ASSERT(table != NULL && "Only call EndTable() is BeginTable() returns true!");
// This assert would be very useful to catch a common error... unfortunately it would probably trigger in some cases,
// and for consistency user may sometimes output empty tables (and still benefit from e.g. outer border)
//IM_ASSERT(table->IsLayoutLocked && "Table unused: never called TableNextRow(), is that the intent?");
// If the user never got to call TableNextRow() or TableNextCell(), we call layout ourselves to ensure all our
// code paths are consistent (instead of just hoping that TableBegin/TableEnd will work), get borders drawn, etc.
if (!table->IsLayoutLocked)
TableUpdateLayout(table);
const ImGuiTableFlags flags = table->Flags;
ImGuiWindow* inner_window = table->InnerWindow;
ImGuiWindow* outer_window = table->OuterWindow;
@ -1664,7 +1681,7 @@ const char* ImGui::TableGetColumnName(ImGuiTable* table, int column_no)
void ImGui::TableSetColumnAutofit(ImGuiTable* table, int column_no)
{
// Disable clipping then auto-fit, will take 2 frames
// Disable clipping then auto-fit, will take 2 frames
// (we don't take a shortcut for unclipped columns to reduce inconsistencies when e.g. resizing multiple columns)
ImGuiTableColumn* column = &table->Columns[column_no];
column->CannotSkipItemsQueue = (1 << 0);
@ -1759,23 +1776,23 @@ void ImGui::TableDrawContextMenu(ImGuiTable* table, int selected_column_n)
}
// This is a helper to output TableHeader() calls based on the column names declared in TableSetupColumn().
// The intent is that advanced users would not need to use this helper and may create their own.
// The intent is that advanced users willing to create customized headers would not need to use this helper and may create their own.
// However presently this function uses too many internal structures/calls.
void ImGui::TableAutoHeaders()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
if (window->SkipItems)
return;
ImGuiTable* table = g.CurrentTable;
IM_ASSERT(table != NULL && "Need to call TableAutoHeaders() after BeginTable()!");
IM_ASSERT(table->CurrentRow == -1);
int open_context_popup = INT_MAX;
TableNextRow(ImGuiTableRowFlags_Headers, GetTextLineHeight());
if (window->SkipItems)
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.
TableNextRow(ImGuiTableRowFlags_Headers, GetTextLineHeight());
int open_context_popup = INT_MAX;
const int columns_count = table->ColumnsCount;
for (int column_n = 0; column_n < columns_count; column_n++)
{
@ -1788,7 +1805,7 @@ void ImGui::TableAutoHeaders()
#if 0
if (column_n < 2)
{
static bool b[10] = {};
static bool b[2] = {};
PushID(column_n);
PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0));
Checkbox("##", &b[column_n]);
@ -1801,7 +1818,8 @@ void ImGui::TableAutoHeaders()
// [DEBUG]
//if (g.IO.KeyCtrl) { static char buf[32]; name = buf; ImGuiTableColumn* c = &table->Columns[column_n]; if (c->Flags & ImGuiTableColumnFlags_WidthStretch) ImFormatString(buf, 32, "%.3f>%.1f", c->ResizeWeight, c->WidthGiven); else ImFormatString(buf, 32, "%.1f", c->WidthGiven); }
PushID(table->InstanceNo * table->ColumnsCount + column_n); // Allow unnamed labels (generally accidental, but let's behave nicely with them)
// Push an id to allow unnamed labels (generally accidental, but let's behave nicely with them)
PushID(table->InstanceNo * table->ColumnsCount + column_n);
TableHeader(name);
PopID();
@ -1811,15 +1829,19 @@ void ImGui::TableAutoHeaders()
}
// FIXME-TABLE: This is not user-land code any more...
// FIXME-TABLE: Need to explain why this is here!
window->SkipItems = table->BackupSkipItems;
// Allow opening popup from the right-most section after the last column
// FIXME-TABLE: This is not user-land code any more... perhaps instead we should expose hovered column.
// and allow some sort of row-centric IsItemHovered() for full flexibility?
const float unused_x1 = (table->RightMostActiveColumn != -1) ? table->Columns[table->RightMostActiveColumn].MaxX : table->WorkRect.Min.x;
float unused_x1 = table->WorkRect.Min.x;
if (table->RightMostActiveColumn != -1)
unused_x1 = ImMax(unused_x1, table->Columns[table->RightMostActiveColumn].MaxX);
if (unused_x1 < table->WorkRect.Max.x)
{
// FIXME: We inherit ClipRect/SkipItem from last submitted column (active or not), let's override
// FIXME: We inherit ClipRect/SkipItem from last submitted column (active or not), let's temporarily override it.
// Because we don't perform any rendering here we just overwrite window->ClipRect used by logic.
window->ClipRect = table->InnerClipRect;
ImVec2 backup_cursor_max_pos = window->DC.CursorMaxPos;
@ -1839,7 +1861,7 @@ void ImGui::TableAutoHeaders()
window->ClipRect = window->DrawList->_ClipRectStack.back();
}
// Context Menu
// Open Context Menu
if (open_context_popup != INT_MAX)
if (table->Flags & (ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable))
{

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