Tables: removed TableGetColumnIsVisible from public api, re-specced as TableGetColumnIsHidden() returning same flag as setter, clipper increase CurrentRow.

docking
ocornut 4 years ago
parent a70c6aae9f
commit e09454aec4

@ -2207,7 +2207,9 @@ static void SetCursorPosYAndSetupForPrevLine(float pos_y, float line_height)
if (table->IsInsideRow)
ImGui::TableEndRow(table);
table->RowPosY2 = window->DC.CursorPos.y;
table->RowBgColorCounter += (int)((off_y / line_height) + 0.5f);
const int row_increase = (int)((off_y / line_height) + 0.5f);
//table->CurrentRow += row_increase; // Can't do without fixing TableEndRow()
table->RowBgColorCounter += row_increase;
}
}

@ -682,8 +682,8 @@ namespace ImGui
IMGUI_API bool BeginTable(const char* str_id, int columns_count, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0, 0), float inner_width = 0.0f);
IMGUI_API void EndTable(); // only call EndTable() if BeginTable() returns true!
IMGUI_API void TableNextRow(ImGuiTableRowFlags row_flags = 0, float min_row_height = 0.0f); // append into the first cell of a new row.
IMGUI_API bool TableNextColumn(); // append into the next column (or first column of next row if currently in last column). Return false when column is not visible.
IMGUI_API bool TableSetColumnIndex(int column_n); // append into the specified column. Return false when column is not visible.
IMGUI_API bool TableNextColumn(); // append into the next column (or first column of next row if currently in last column). Return true when column is visible.
IMGUI_API bool TableSetColumnIndex(int column_n); // append into the specified column. Return true when column is visible.
IMGUI_API int TableGetColumnIndex(); // return current column index.
IMGUI_API int TableGetRowIndex(); // return current row index.
// Tables: Headers & Columns declaration
@ -705,7 +705,6 @@ namespace ImGui
// Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable().
IMGUI_API int TableGetColumnCount(); // return number of columns (value passed to BeginTable)
IMGUI_API const char* TableGetColumnName(int column_n = -1); // return "" if column didn't have a name declared by TableSetupColumn(). Pass -1 to use current column.
IMGUI_API bool TableGetColumnIsVisible(int column_n = -1); // return true if column is visible. Same value is also returned by TableNextColumn() and TableSetColumnIndex(). Pass -1 to use current column.
IMGUI_API bool TableGetColumnIsSorted(int column_n = -1); // return true if column is included in the sort specs. Rarely used, can be useful to tell if a data change should trigger resort. Equivalent to test ImGuiTableSortSpecs's ->ColumnsMask & (1 << column_n). Pass -1 to use current column.
IMGUI_API int TableGetHoveredColumn(); // return hovered column. return -1 when table is not hovered. return columns_count if the unused space at the right of visible columns is hovered.
IMGUI_API ImGuiTableSortSpecs* TableGetSortSpecs(); // get latest sort specs for the table (NULL if not sorting).

@ -1894,7 +1894,8 @@ struct ImGuiTabBar
#define IMGUI_TABLE_MAX_DRAW_CHANNELS (4 + 64 * 2) // See TableUpdateDrawChannels()
// [Internal] sizeof() ~ 104
// 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).
// We use the terminology "Visible" to refer to a columns that are not Hidden by user or settings. However it may still be out of view and clipped (and IsClipped would be set).
// This is in contrast with some user-facing api such as IsItemVisible() / IsRectVisible() which use "Visible" to mean "not clipped".
struct ImGuiTableColumn
{
ImRect ClipRect; // Clipping rectangle for the column
@ -2277,7 +2278,8 @@ namespace ImGui
IMGUI_API void TableUpdateLayout(ImGuiTable* table);
IMGUI_API void TableUpdateBorders(ImGuiTable* table);
IMGUI_API void TableSetColumnWidth(int column_n, float width);
IMGUI_API void TableSetColumnVisible(int column_n, bool visible);
IMGUI_API bool TableGetColumnIsHidden(int column_n);
IMGUI_API void TableSetColumnIsHidden(int column_n, bool hidden);
IMGUI_API void TableDrawBorders(ImGuiTable* table);
IMGUI_API void TableDrawContextMenu(ImGuiTable* table);
IMGUI_API void TableOpenContextMenu(int column_n = -1);

@ -200,7 +200,7 @@ bool ImGui::BeginTable(const char* str_id, int columns_count, ImGuiTableFlags
return BeginTableEx(str_id, id, columns_count, flags, outer_size, inner_width);
}
// For reference, the total _allocation count_ for a table is:
// For reference, the average 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)
@ -878,7 +878,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
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.
table->VisibleUnclippedMaskByIndex &= ~((ImU64)1 << column_n); // Columns with the _WidthAutoResize sizing policy will never be updated then.
column->IsSkipItems = !column->IsVisible || table->HostSkipItems;
@ -1386,16 +1386,6 @@ void ImGui::TableSetColumnWidth(int column_n, float width)
}
}
// 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.
@ -2038,8 +2028,8 @@ const char* ImGui::TableGetColumnName(int column_n)
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)
// FIXME-TABLE: Also expose "Visible and Unclipped" to the user, vs our internal "Visible" state which is !Hidden
bool ImGui::TableGetColumnIsHidden(int column_n)
{
ImGuiContext& g = *GImGui;
ImGuiTable* table = g.CurrentTable;
@ -2047,7 +2037,18 @@ bool ImGui::TableGetColumnIsVisible(int column_n)
return false;
if (column_n < 0)
column_n = table->CurrentColumn;
return (table->VisibleUnclippedMaskByIndex & ((ImU64)1 << column_n)) != 0;
return (table->VisibleMaskByIndex & ((ImU64)1 << column_n)) == 0;
}
void ImGui::TableSetColumnIsHidden(int column_n, bool hidden)
{
ImGuiContext& g = *GImGui;
ImGuiTable* table = g.CurrentTable;
IM_ASSERT(table != NULL && table->IsLayoutLocked == false);
if (column_n < 0)
column_n = table->CurrentColumn;
IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount);
table->Columns[column_n].IsVisibleNextFrame = !hidden;
}
int ImGui::TableGetColumnIndex()
@ -2059,6 +2060,7 @@ int ImGui::TableGetColumnIndex()
return table->CurrentColumn;
}
// Note: for row coloring we use ->RowBgColorCounter which is the same value without counting header rows
int ImGui::TableGetRowIndex()
{
ImGuiContext& g = *GImGui;
@ -2275,7 +2277,7 @@ void ImGui::TableHeadersRow()
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))
if (!TableGetColumnIsHidden(column_n))
row_height = ImMax(row_height, CalcTextSize(TableGetColumnName(column_n)).y);
row_height += style.CellPadding.y * 2.0f;
@ -3051,19 +3053,17 @@ void ImGui::DebugNodeTable(ImGuiTable* table)
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"
"Visible: %d, Clipped: %d, SkipItems: %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..",
"Sort: %d%s, 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->IsVisible, column->IsClipped, column->IsSkipItems, 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->SortOrder, (column->SortDirection == ImGuiSortDirection_Ascending) ? " (Asc)" : (column->SortDirection == ImGuiSortDirection_Descending) ? " (Des)" : "", column->UserID, column->Flags,
(column->Flags & ImGuiTableColumnFlags_WidthStretch) ? "WidthStretch " : "",
(column->Flags & ImGuiTableColumnFlags_WidthFixed) ? "WidthFixed " : "",
(column->Flags & ImGuiTableColumnFlags_WidthAutoResize) ? "WidthAutoResize " : "",

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