Merge branch 'ggtucker-master'

docking
omar 7 years ago
commit ea493fd8da

@ -3542,7 +3542,7 @@ static bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags)
bool ImGui::BeginPopup(const char* str_id)
{
ImGuiContext& g = *GImGui;
if (g.OpenPopupStack.Size <= g.CurrentPopupStack.Size) // Early out for performance
if (g.OpenPopupStack.Size <= g.CurrentPopupStack.Size) // Early out for performance
{
ClearSetNextWindowData(); // We behave like Begin() and need to consume those values
return false;
@ -4345,6 +4345,7 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us
window->DC.ColumnsCurrent = 0;
window->DC.ColumnsCount = 1;
window->DC.ColumnsStartPosY = window->DC.CursorPos.y;
window->DC.ColumnsStartMaxPosX = window->DC.CursorMaxPos.x;
window->DC.ColumnsCellMinY = window->DC.ColumnsCellMaxY = window->DC.ColumnsStartPosY;
window->DC.TreeDepth = 0;
window->DC.StateStorage = &window->StateStorage;
@ -4450,7 +4451,7 @@ void ImGui::End()
ImGuiWindow* window = g.CurrentWindow;
if (window->DC.ColumnsCount != 1) // close columns set if any is open
Columns(1, "#CLOSECOLUMNS");
EndColumns();
PopClipRect(); // inner window clip rectangle
// Stop logging
@ -9808,7 +9809,7 @@ void ImGui::EndGroup()
ImGuiContext& g = *GImGui;
ImGuiWindow* window = GetCurrentWindow();
IM_ASSERT(!window->DC.GroupStack.empty()); // Mismatched BeginGroup()/EndGroup() calls
IM_ASSERT(!window->DC.GroupStack.empty()); // Mismatched BeginGroup()/EndGroup() calls
ImGuiGroupData& group_data = window->DC.GroupStack.back();
@ -9928,6 +9929,16 @@ int ImGui::GetColumnsCount()
return window->DC.ColumnsCount;
}
static float OffsetNormToPixels(ImGuiWindow* window, float offset_norm)
{
return offset_norm * (window->DC.ColumnsMaxX - window->DC.ColumnsMinX);
}
static float PixelsToOffsetNorm(ImGuiWindow* window, float offset)
{
return (offset - window->DC.ColumnsMinX) / (window->DC.ColumnsMaxX - window->DC.ColumnsMinX);
}
static float GetDraggedColumnOffset(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
@ -9938,43 +9949,57 @@ static float GetDraggedColumnOffset(int column_index)
IM_ASSERT(g.ActiveId == window->DC.ColumnsSetId + ImGuiID(column_index));
float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x - window->Pos.x;
x = ImClamp(x, ImGui::GetColumnOffset(column_index-1)+g.Style.ColumnsMinSpacing, ImGui::GetColumnOffset(column_index+1)-g.Style.ColumnsMinSpacing);
x = ImMax(x, ImGui::GetColumnOffset(column_index-1) + g.Style.ColumnsMinSpacing);
if ((window->DC.ColumnsFlags & ImGuiColumnsFlags_NoPreserveWidths))
x = ImMin(x, ImGui::GetColumnOffset(column_index+1) - g.Style.ColumnsMinSpacing);
return (float)(int)x;
return x;
}
float ImGui::GetColumnOffset(int column_index)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = GetCurrentWindowRead();
if (column_index < 0)
column_index = window->DC.ColumnsCurrent;
/*
if (g.ActiveId)
{
ImGuiContext& g = *GImGui;
const ImGuiID column_id = window->DC.ColumnsSetId + ImGuiID(column_index);
if (g.ActiveId == column_id)
return GetDraggedColumnOffset(column_index);
}
*/
IM_ASSERT(column_index < window->DC.ColumnsData.Size);
const float t = window->DC.ColumnsData[column_index].OffsetNorm;
const float x_offset = ImLerp(window->DC.ColumnsMinX, window->DC.ColumnsMaxX, t);
return (float)(int)x_offset;
return x_offset;
}
void ImGui::SetColumnOffset(int column_index, float offset)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = GetCurrentWindow();
if (column_index < 0)
column_index = window->DC.ColumnsCurrent;
IM_ASSERT(column_index < window->DC.ColumnsData.Size);
const float t = (offset - window->DC.ColumnsMinX) / (window->DC.ColumnsMaxX - window->DC.ColumnsMinX);
window->DC.ColumnsData[column_index].OffsetNorm = t;
const bool preserve_width = !(window->DC.ColumnsFlags & ImGuiColumnsFlags_NoPreserveWidths) && (column_index < window->DC.ColumnsCount-1);
const float width = preserve_width ? GetColumnWidth(column_index) : 0.0f;
if (!(window->DC.ColumnsFlags & ImGuiColumnsFlags_NoForceWithinWindow))
offset = ImMin(offset, window->DC.ColumnsMaxX - g.Style.ColumnsMinSpacing * (window->DC.ColumnsCount - column_index));
const float offset_norm = PixelsToOffsetNorm(window, offset);
const ImGuiID column_id = window->DC.ColumnsSetId + ImGuiID(column_index);
window->DC.StateStorage->SetFloat(column_id, t);
window->DC.StateStorage->SetFloat(column_id, offset_norm);
window->DC.ColumnsData[column_index].OffsetNorm = offset_norm;
if (preserve_width)
SetColumnOffset(column_index + 1, offset + ImMax(g.Style.ColumnsMinSpacing, width));
}
float ImGui::GetColumnWidth(int column_index)
@ -9983,8 +10008,16 @@ float ImGui::GetColumnWidth(int column_index)
if (column_index < 0)
column_index = window->DC.ColumnsCurrent;
float w = GetColumnOffset(column_index+1) - GetColumnOffset(column_index);
return w;
return OffsetNormToPixels(window, window->DC.ColumnsData[column_index+1].OffsetNorm - window->DC.ColumnsData[column_index].OffsetNorm);
}
void ImGui::SetColumnWidth(int column_index, float width)
{
ImGuiWindow* window = GetCurrentWindowRead();
if (column_index < 0)
column_index = window->DC.ColumnsCurrent;
SetColumnOffset(column_index+1, GetColumnOffset(column_index) + width);
}
static void PushColumnClipRect(int column_index)
@ -9998,57 +10031,13 @@ static void PushColumnClipRect(int column_index)
ImGui::PushClipRect(ImVec2(x1,-FLT_MAX), ImVec2(x2,+FLT_MAX), true);
}
void ImGui::Columns(int columns_count, const char* id, bool border)
void ImGui::BeginColumns(const char* id, int columns_count, ImGuiColumnsFlags flags)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = GetCurrentWindow();
IM_ASSERT(columns_count >= 1);
if (window->DC.ColumnsCount != 1)
{
if (window->DC.ColumnsCurrent != 0)
ItemSize(ImVec2(0,0)); // Advance to column 0
PopItemWidth();
PopClipRect();
window->DrawList->ChannelsMerge();
window->DC.ColumnsCellMaxY = ImMax(window->DC.ColumnsCellMaxY, window->DC.CursorPos.y);
window->DC.CursorPos.y = window->DC.ColumnsCellMaxY;
}
// Draw columns borders and handle resize at the time of "closing" a columns set
if (window->DC.ColumnsCount != columns_count && window->DC.ColumnsCount != 1 && window->DC.ColumnsShowBorders && !window->SkipItems)
{
const float y1 = window->DC.ColumnsStartPosY;
const float y2 = window->DC.CursorPos.y;
for (int i = 1; i < window->DC.ColumnsCount; i++)
{
float x = window->Pos.x + GetColumnOffset(i);
const ImGuiID column_id = window->DC.ColumnsSetId + ImGuiID(i);
const float column_w = 4.0f;
const ImRect column_rect(ImVec2(x - column_w, y1), ImVec2(x + column_w, y2));
if (IsClippedEx(column_rect, &column_id, false))
continue;
bool hovered, held;
ButtonBehavior(column_rect, column_id, &hovered, &held);
if (hovered || held)
g.MouseCursor = ImGuiMouseCursor_ResizeEW;
// Draw before resize so our items positioning are in sync with the line being drawn
const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator);
const float xi = (float)(int)x;
window->DrawList->AddLine(ImVec2(xi, y1+1.0f), ImVec2(xi, y2), col);
if (held)
{
if (g.ActiveIdIsJustActivated)
g.ActiveIdClickOffset.x -= column_w; // Store from center of column line (we used a 8 wide rect for columns clicking)
x = GetDraggedColumnOffset(i);
SetColumnOffset(i, x);
}
}
}
IM_ASSERT(columns_count > 1);
IM_ASSERT(window->DC.ColumnsCount == 1); // Nested columns are currently not supported
// 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.
@ -10059,36 +10048,112 @@ void ImGui::Columns(int columns_count, const char* id, bool border)
// Set state for first column
window->DC.ColumnsCurrent = 0;
window->DC.ColumnsCount = columns_count;
window->DC.ColumnsShowBorders = border;
window->DC.ColumnsFlags = flags;
const float content_region_width = (window->SizeContentsExplicit.x != 0.0f) ? window->SizeContentsExplicit.x : window->Size.x;
window->DC.ColumnsMinX = window->DC.IndentX - g.Style.ItemSpacing.x; // Lock our horizontal range
window->DC.ColumnsMaxX = content_region_width - window->Scroll.x - ((window->Flags & ImGuiWindowFlags_NoScrollbar) ? 0 : g.Style.ScrollbarSize);// - window->WindowPadding().x;
//window->DC.ColumnsMaxX = content_region_width - window->Scroll.x -((window->Flags & ImGuiWindowFlags_NoScrollbar) ? 0 : g.Style.ScrollbarSize);// - window->WindowPadding().x;
window->DC.ColumnsMaxX = content_region_width - window->Scroll.x - window->ScrollbarSizes.x;
window->DC.ColumnsStartPosY = window->DC.CursorPos.y;
window->DC.ColumnsStartMaxPosX = window->DC.CursorMaxPos.x;
window->DC.ColumnsCellMinY = window->DC.ColumnsCellMaxY = window->DC.CursorPos.y;
window->DC.ColumnsOffsetX = 0.0f;
window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.IndentX + window->DC.ColumnsOffsetX);
if (window->DC.ColumnsCount != 1)
// Cache column offsets
window->DC.ColumnsData.resize(columns_count + 1);
for (int column_index = 0; column_index < columns_count + 1; column_index++)
{
// Cache column offsets
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;
float t = window->DC.StateStorage->GetFloat(column_id, default_t); // Cheaply store our floating point value inside the integer (could store a union into the map?)
if (!(window->DC.ColumnsFlags & ImGuiColumnsFlags_NoForceWithinWindow))
t = ImMin(t, PixelsToOffsetNorm(window, window->DC.ColumnsMaxX - g.Style.ColumnsMinSpacing * (window->DC.ColumnsCount - column_index)));
window->DC.ColumnsData[column_index].OffsetNorm = t;
}
window->DrawList->ChannelsSplit(window->DC.ColumnsCount);
PushColumnClipRect();
PushItemWidth(GetColumnWidth() * 0.65f);
}
void ImGui::EndColumns()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = GetCurrentWindow();
IM_ASSERT(window->DC.ColumnsCount > 1);
PopItemWidth();
PopClipRect();
window->DrawList->ChannelsMerge();
window->DC.ColumnsCellMaxY = ImMax(window->DC.ColumnsCellMaxY, window->DC.CursorPos.y);
window->DC.CursorPos.y = window->DC.ColumnsCellMaxY;
window->DC.CursorMaxPos.x = ImMax(window->DC.ColumnsStartMaxPosX, window->DC.ColumnsMaxX); // Columns don't grow parent
// Draw columns borders and handle resize
if (!(window->DC.ColumnsFlags & ImGuiColumnsFlags_NoBorder) && !window->SkipItems)
{
const float y1 = window->DC.ColumnsStartPosY;
const float y2 = window->DC.CursorPos.y;
int dragging_column = -1;
for (int i = 1; i < window->DC.ColumnsCount; i++)
{
float x = window->Pos.x + GetColumnOffset(i);
const ImGuiID column_id = window->DC.ColumnsSetId + ImGuiID(i);
const float column_w = 4.0f; // Width for interaction
const ImRect column_rect(ImVec2(x - column_w, y1), ImVec2(x + column_w, y2));
if (IsClippedEx(column_rect, &column_id, false))
continue;
bool hovered = false, held = false;
if (!(window->DC.ColumnsFlags & ImGuiColumnsFlags_NoResize))
{
ButtonBehavior(column_rect, column_id, &hovered, &held);
if (hovered || held)
g.MouseCursor = ImGuiMouseCursor_ResizeEW;
if (held && g.ActiveIdIsJustActivated)
g.ActiveIdClickOffset.x -= column_w; // Store from center of column line (we used a 8 wide rect for columns clicking). This is used by GetDraggedColumnOffset().
if (held)
dragging_column = i;
}
// Draw column
const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator);
const float xi = (float)(int)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)
{
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 a union into the map?)
window->DC.ColumnsData[column_index].OffsetNorm = t;
float x = GetDraggedColumnOffset(dragging_column);
SetColumnOffset(dragging_column, x);
}
window->DrawList->ChannelsSplit(window->DC.ColumnsCount);
PushColumnClipRect();
PushItemWidth(GetColumnWidth() * 0.65f);
}
else
{
window->DC.ColumnsData.resize(0);
}
}
window->DC.ColumnsSetId = 0;
window->DC.ColumnsCurrent = 0;
window->DC.ColumnsCount = 1;
window->DC.ColumnsFlags = 0;
window->DC.ColumnsData.resize(0);
window->DC.ColumnsOffsetX = 0.0f;
window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.IndentX + window->DC.ColumnsOffsetX);
}
// [2017/08: This is currently the only public API, while we are working on making BeginColumns/EndColumns user-facing]
void ImGui::Columns(int columns_count, const char* id, bool border)
{
ImGuiWindow* window = GetCurrentWindow();
IM_ASSERT(columns_count >= 1);
if (window->DC.ColumnsCount != columns_count && window->DC.ColumnsCount != 1)
EndColumns();
ImGuiColumnsFlags flags = (border ? 0 : ImGuiColumnsFlags_NoBorder);
//flags |= ImGuiColumnsFlags_NoPreserveWidths; // NB: Legacy behavior
if (columns_count != 1)
BeginColumns(id, columns_count, flags);
}
void ImGui::Indent(float indent_w)

@ -74,6 +74,7 @@ typedef int ImGuiColorEditFlags; // color edit flags for Color*() // e
typedef int ImGuiMouseCursor; // a mouse cursor identifier // enum ImGuiMouseCursor_
typedef int ImGuiWindowFlags; // window flags for Begin*() // enum ImGuiWindowFlags_
typedef int ImGuiCond; // condition flags for Set*() // enum ImGuiCond_
typedef int ImGuiColumnsFlags; // flags for *Columns*() // enum ImGuiColumnsFlags_
typedef int ImGuiInputTextFlags; // flags for InputText*() // enum ImGuiInputTextFlags_
typedef int ImGuiSelectableFlags; // flags for Selectable() // enum ImGuiSelectableFlags_
typedef int ImGuiTreeNodeFlags; // flags for TreeNode*(), Collapsing*() // enum ImGuiTreeNodeFlags_
@ -230,14 +231,15 @@ namespace ImGui
IMGUI_API float GetItemsLineHeightWithSpacing(); // distance (in pixels) between 2 consecutive lines of standard height widgets == GetWindowFontSize() + GetStyle().FramePadding.y*2 + GetStyle().ItemSpacing.y
// Columns
// You can also use SameLine(pos_x) for simplified columning. The columns API is still work-in-progress and rather lacking.
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
IMGUI_API void SetColumnOffset(int column_index, float offset_x); // set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column
IMGUI_API float GetColumnWidth(int column_index = -1); // column width (== GetColumnOffset(GetColumnIndex()+1) - GetColumnOffset(GetColumnOffset())
IMGUI_API int GetColumnsCount(); // number of columns (what was passed to Columns())
// You can also use SameLine(pos_x) for simplified columns. The columns API is still work-in-progress and rather lacking.
IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true);
IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished
IMGUI_API int GetColumnIndex(); // get current column index
IMGUI_API float GetColumnWidth(int column_index = -1); // get column width (in pixels). pass -1 to use current column
IMGUI_API void SetColumnWidth(int column_index, float width); // set column width (in pixels). pass -1 to use current column
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 typically 0.0f
IMGUI_API void SetColumnOffset(int column_index, float offset_x); // set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column
IMGUI_API int GetColumnsCount();
// ID scopes
// If you are creating widgets in a loop you most likely want to push a unique identifier so ImGui can differentiate them.
@ -431,7 +433,7 @@ namespace ImGui
IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);
IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // calculate coarse clipping for large list of evenly sized items. Prefer using the ImGuiListClipper higher-level helper if you can.
IMGUI_API bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags extra_flags = 0); // helper to create a child window / scrolling region that looks like a normal widget frame
IMGUI_API bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags extra_flags = 0); // helper to create a child window / scrolling region that looks like a normal widget frame
IMGUI_API void EndChildFrame();
IMGUI_API ImVec4 ColorConvertU32ToFloat4(ImU32 in);
@ -1071,8 +1073,8 @@ struct ImGuiTextEditCallbackData
struct ImGuiSizeConstraintCallbackData
{
void* UserData; // Read-only. What user passed to SetNextWindowSizeConstraints()
ImVec2 Pos; // Read-only. Window position, for reference.
ImVec2 CurrentSize; // Read-only. Current window size.
ImVec2 Pos; // Read-only. Window position, for reference.
ImVec2 CurrentSize; // Read-only. Current window size.
ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing.
};

@ -1527,32 +1527,6 @@ void ImGui::ShowTestWindow(bool* p_open)
ImGui::TreePop();
}
// Scrolling columns
/*
if (ImGui::TreeNode("Scrolling"))
{
ImGui::BeginChild("##header", ImVec2(0, ImGui::GetTextLineHeightWithSpacing()+ImGui::GetStyle().ItemSpacing.y));
ImGui::Columns(3);
ImGui::Text("ID"); ImGui::NextColumn();
ImGui::Text("Name"); ImGui::NextColumn();
ImGui::Text("Path"); ImGui::NextColumn();
ImGui::Columns(1);
ImGui::Separator();
ImGui::EndChild();
ImGui::BeginChild("##scrollingregion", ImVec2(0, 60));
ImGui::Columns(3);
for (int i = 0; i < 10; i++)
{
ImGui::Text("%04d", i); ImGui::NextColumn();
ImGui::Text("Foobar"); ImGui::NextColumn();
ImGui::Text("/path/foobar/%04d/", i); ImGui::NextColumn();
}
ImGui::Columns(1);
ImGui::EndChild();
ImGui::TreePop();
}
*/
// Create multiple items in a same cell before switching to next column
if (ImGui::TreeNode("Mixed items"))
{
@ -1570,7 +1544,7 @@ void ImGui::ShowTestWindow(bool* p_open)
ImGui::Text("An extra line here.");
ImGui::NextColumn();
ImGui::Text("Sailor");
ImGui::Text("Sailor");
ImGui::Button("Corniflower");
static float bar = 1.0f;
ImGui::InputFloat("blue", &bar, 0.05f, 0, 3);
@ -1607,14 +1581,59 @@ void ImGui::ShowTestWindow(bool* p_open)
ImGui::SameLine();
ImGui::Checkbox("vertical", &v_borders);
ImGui::Columns(4, NULL, v_borders);
if (h_borders) ImGui::Separator();
for (int i = 0; i < 8; i++)
for (int i = 0; i < 4*3; i++)
{
if (h_borders && ImGui::GetColumnIndex() == 0)
ImGui::Separator();
ImGui::Text("%c%c%c", 'a'+i, 'a'+i, 'a'+i);
ImGui::Text("Width %.2f\nOffset %.2f", ImGui::GetColumnWidth(), ImGui::GetColumnOffset());
ImGui::NextColumn();
}
ImGui::Columns(1);
if (h_borders) ImGui::Separator();
if (h_borders)
ImGui::Separator();
ImGui::TreePop();
}
// Scrolling columns
/*
if (ImGui::TreeNode("Vertical Scrolling"))
{
ImGui::BeginChild("##header", ImVec2(0, ImGui::GetTextLineHeightWithSpacing()+ImGui::GetStyle().ItemSpacing.y));
ImGui::Columns(3);
ImGui::Text("ID"); ImGui::NextColumn();
ImGui::Text("Name"); ImGui::NextColumn();
ImGui::Text("Path"); ImGui::NextColumn();
ImGui::Columns(1);
ImGui::Separator();
ImGui::EndChild();
ImGui::BeginChild("##scrollingregion", ImVec2(0, 60));
ImGui::Columns(3);
for (int i = 0; i < 10; i++)
{
ImGui::Text("%04d", i); ImGui::NextColumn();
ImGui::Text("Foobar"); ImGui::NextColumn();
ImGui::Text("/path/foobar/%04d/", i); ImGui::NextColumn();
}
ImGui::Columns(1);
ImGui::EndChild();
ImGui::TreePop();
}
*/
if (ImGui::TreeNode("Horizontal Scrolling"))
{
ImGui::SetNextWindowContentWidth(2000);
ImGui::BeginChild("##scrollingregion", ImVec2(0, 120), false, ImGuiWindowFlags_HorizontalScrollbar);
ImGui::Columns(10);
for (int i = 0; i < 20; i++)
for (int j = 0; j < 10; j++)
{
ImGui::Text("Line %d Column %d", i, j);
ImGui::NextColumn();
}
ImGui::Columns(1);
ImGui::EndChild();
ImGui::TreePop();
}

@ -1213,8 +1213,8 @@ ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg)
ConfigData.push_back(*font_cfg);
ImFontConfig& new_font_cfg = ConfigData.back();
if (!new_font_cfg.DstFont)
new_font_cfg.DstFont = Fonts.back();
if (!new_font_cfg.DstFont)
new_font_cfg.DstFont = Fonts.back();
if (!new_font_cfg.FontDataOwnedByAtlas)
{
new_font_cfg.FontData = ImGui::MemAlloc(new_font_cfg.FontDataSize);

@ -183,6 +183,15 @@ enum ImGuiSliderFlags_
ImGuiSliderFlags_Vertical = 1 << 0
};
enum ImGuiColumnsFlags_
{
// Default: 0
ImGuiColumnsFlags_NoBorder = 1 << 0, // Disable column dividers
ImGuiColumnsFlags_NoResize = 1 << 1, // Disable resizing columns when clicking on the dividers
ImGuiColumnsFlags_NoPreserveWidths = 1 << 2, // Disable column width preservation when adjusting columns
ImGuiColumnsFlags_NoForceWithinWindow = 1 << 3 // Disable forcing columns to fit within window
};
enum ImGuiSelectableFlagsPrivate_
{
// NB: need to be in sync with last value of ImGuiSelectableFlags_
@ -306,7 +315,7 @@ struct ImGuiGroupData
// Per column data for Columns()
struct ImGuiColumnData
{
float OffsetNorm; // Column start offset, normalized 0.0 (far left) -> 1.0 (far right)
float OffsetNorm; // Column start offset, normalized 0.0 (far left) -> 1.0 (far right)
//float IndentX;
};
@ -596,9 +605,10 @@ struct IMGUI_API ImGuiDrawContext
float ColumnsMinX;
float ColumnsMaxX;
float ColumnsStartPosY;
float ColumnsStartMaxPosX; // Backup of CursorMaxPos
float ColumnsCellMinY;
float ColumnsCellMaxY;
bool ColumnsShowBorders;
ImGuiColumnsFlags ColumnsFlags;
ImGuiID ColumnsSetId;
ImVector<ImGuiColumnData> ColumnsData;
@ -629,8 +639,9 @@ struct IMGUI_API ImGuiDrawContext
ColumnsCount = 1;
ColumnsMinX = ColumnsMaxX = 0.0f;
ColumnsStartPosY = 0.0f;
ColumnsStartMaxPosX = 0.0f;
ColumnsCellMinY = ColumnsCellMaxY = 0.0f;
ColumnsShowBorders = true;
ColumnsFlags = 0;
ColumnsSetId = 0;
}
};
@ -748,6 +759,10 @@ namespace ImGui
IMGUI_API void OpenPopupEx(ImGuiID id, bool reopen_existing);
IMGUI_API bool IsPopupOpen(ImGuiID id);
// New Columns API
IMGUI_API void BeginColumns(const char* id, int count, ImGuiColumnsFlags flags = 0); // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns().
IMGUI_API void EndColumns(); // close columns
// NB: All position are in absolute pixels coordinates (never using window coordinates internally)
// AVOID USING OUTSIDE OF IMGUI.CPP! NOT FOR PUBLIC CONSUMPTION. THOSE FUNCTIONS ARE A MESS. THEIR SIGNATURE AND BEHAVIOR WILL CHANGE, THEY NEED TO BE REFACTORED INTO SOMETHING DECENT.
IMGUI_API void RenderText(ImVec2 pos, const char* text, const char* text_end = NULL, bool hide_text_after_hash = true);

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