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Tables: Added ImGuiTableColumnFlags_NoReorder.
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imgui.h
1
imgui.h
@ -1081,6 +1081,7 @@ enum ImGuiTableColumnFlags_
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ImGuiTableColumnFlags_PreferSortDescending = 1 << 13, // Make the initial sort direction Descending when first sorting on this column.
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ImGuiTableColumnFlags_IndentEnable = 1 << 14, // Use current Indent value when entering cell (default for 1st column).
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ImGuiTableColumnFlags_IndentDisable = 1 << 15, // Ignore current Indent value when entering cell (default for columns after the 1st one). Indentation changes _within_ the cell will still be honored.
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ImGuiTableColumnFlags_NoReorder = 1 << 16, // Disable reordering this column, this will also prevent other columns from crossing over this column.
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// [Internal] Combinations and masks
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ImGuiTableColumnFlags_WidthMask_ = ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_WidthAlwaysAutoResize,
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@ -3672,6 +3672,7 @@ static void ShowDemoWindowTables()
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ImGui::CheckboxFlags("_NoResize", (unsigned int*)&column_flags[column], ImGuiTableColumnFlags_NoResize);
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ImGui::CheckboxFlags("_NoClipX", (unsigned int*)&column_flags[column], ImGuiTableColumnFlags_NoClipX);
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ImGui::CheckboxFlags("_NoHide", (unsigned int*)&column_flags[column], ImGuiTableColumnFlags_NoHide);
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ImGui::CheckboxFlags("_NoReorder", (unsigned int*)&column_flags[column], ImGuiTableColumnFlags_NoReorder);
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ImGui::CheckboxFlags("_DefaultSort", (unsigned int*)&column_flags[column], ImGuiTableColumnFlags_DefaultSort);
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ImGui::CheckboxFlags("_DefaultHide", (unsigned int*)&column_flags[column], ImGuiTableColumnFlags_DefaultHide);
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ImGui::CheckboxFlags("_NoSort", (unsigned int*)&column_flags[column], ImGuiTableColumnFlags_NoSort);
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@ -4213,7 +4214,7 @@ static void ShowDemoWindowTables()
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const ImDrawList* table_draw_list = NULL; // "
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const float inner_width_to_use = (flags & ImGuiTableFlags_ScrollX) ? inner_width_with_scroll : inner_width_without_scroll;
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if (ImGui::BeginTable("##table", 5, flags, outer_size_enabled ? outer_size_value : ImVec2(0, 0), inner_width_to_use))
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if (ImGui::BeginTable("##table", 6, flags, outer_size_enabled ? outer_size_value : ImVec2(0, 0), inner_width_to_use))
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{
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// Declare columns
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// We use the "user_id" parameter of TableSetupColumn() to specify a user id that will be stored in the sort specifications.
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@ -4223,6 +4224,7 @@ static void ShowDemoWindowTables()
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ImGui::TableSetupColumn("Action", ImGuiTableColumnFlags_NoSort | ImGuiTableColumnFlags_WidthFixed, -1.0f, MyItemColumnID_Action);
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ImGui::TableSetupColumn("Quantity Long Label", ImGuiTableColumnFlags_PreferSortDescending | ImGuiTableColumnFlags_WidthStretch, 1.0f, MyItemColumnID_Quantity);// , ImGuiTableColumnFlags_None | ImGuiTableColumnFlags_WidthAlwaysAutoResize);
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ImGui::TableSetupColumn("Description", ImGuiTableColumnFlags_WidthStretch, 1.0f, MyItemColumnID_Description);// , ImGuiTableColumnFlags_WidthAlwaysAutoResize);
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ImGui::TableSetupColumn("Hidden", ImGuiTableColumnFlags_DefaultHide | ImGuiTableColumnFlags_NoSort);
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// Sort our data if sort specs have been changed!
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const ImGuiTableSortSpecs* sorts_specs = ImGui::TableGetSortSpecs();
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@ -4319,6 +4321,9 @@ static void ShowDemoWindowTables()
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else
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ImGui::Text("Lorem ipsum dolor sit amet");
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ImGui::TableNextCell();
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ImGui::Text("1234");
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ImGui::PopID();
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}
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}
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@ -1888,6 +1888,7 @@ struct ImGuiTabBar
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#define IMGUI_TABLE_MAX_DRAW_CHANNELS (2 + 64 * 2) // See TableUpdateDrawChannels()
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// [Internal] sizeof() ~ 100
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// We use the terminology "Active" to refer to a column that is not Hidden by user or programmatically. We don't use the term "Visible" because it is ambiguous since an Active column can be non-visible because of scrolling.
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struct ImGuiTableColumn
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{
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ImRect ClipRect; // Clipping rectangle for the column
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@ -1911,11 +1912,11 @@ struct ImGuiTableColumn
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ImS16 ContentWidthHeadersDesired;
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ImS16 NameOffset; // Offset into parent ColumnsNames[]
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bool IsActive; // Is the column not marked Hidden by the user (regardless of clipping). We're not calling this "Visible" here because visibility also depends on clipping.
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bool NextIsActive;
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bool IsActiveNextFrame;
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bool IsClipped; // Set when not overlapping the host window clipping rectangle. We don't use the opposite "!Visible" name because Clipped can be altered by events.
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bool SkipItems;
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ImS8 DisplayOrder; // Index within Table's IndexToDisplayOrder[] (column may be reordered by users)
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ImS8 IndexWithinActiveSet; // Index within active set (<= IndexOrder)
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ImS8 IndexWithinActiveSet; // Index within active/visible set (<= IndexToDisplayOrder)
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ImS8 DrawChannelCurrent; // Index within DrawSplitter.Channels[]
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ImS8 DrawChannelRowsBeforeFreeze;
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ImS8 DrawChannelRowsAfterFreeze;
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@ -1931,7 +1932,7 @@ struct ImGuiTableColumn
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memset(this, 0, sizeof(*this));
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ResizeWeight = WidthRequested = WidthGiven = -1.0f;
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NameOffset = -1;
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IsActive = NextIsActive = true;
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IsActive = IsActiveNextFrame = true;
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DisplayOrder = IndexWithinActiveSet = -1;
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DrawChannelCurrent = DrawChannelRowsBeforeFreeze = DrawChannelRowsAfterFreeze = -1;
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PrevActiveColumn = NextActiveColumn = -1;
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@ -397,10 +397,10 @@ void ImGui::TableBeginUpdateColumns(ImGuiTable* table)
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ImGuiTableColumn* column = &table->Columns[column_n];
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column->NameOffset = -1;
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if (!(table->Flags & ImGuiTableFlags_Hideable) || (column->Flags & ImGuiTableColumnFlags_NoHide))
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column->NextIsActive = true;
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if (column->IsActive != column->NextIsActive)
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column->IsActiveNextFrame = true;
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if (column->IsActive != column->IsActiveNextFrame)
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{
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column->IsActive = column->NextIsActive;
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column->IsActive = column->IsActiveNextFrame;
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table->IsSettingsDirty = true;
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if (!column->IsActive && column->SortOrder != -1)
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table->IsSortSpecsDirty = true;
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@ -1432,7 +1432,7 @@ void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags,
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{
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// Init default visibility/sort state
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if (flags & ImGuiTableColumnFlags_DefaultHide)
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column->IsActive = column->NextIsActive = false;
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column->IsActive = column->IsActiveNextFrame = false;
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if (flags & ImGuiTableColumnFlags_DefaultSort)
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{
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column->SortOrder = 0; // Multiple columns using _DefaultSort will be reordered when building the sort specs.
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@ -1859,7 +1859,7 @@ void ImGui::TableDrawContextMenu(ImGuiTable* table, int selected_column_n)
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if (column->IsActive && table->ColumnsActiveCount <= 1)
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menu_item_active = false;
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if (MenuItem(name, NULL, column->IsActive, menu_item_active))
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column->NextIsActive = !column->IsActive;
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column->IsActiveNextFrame = !column->IsActive;
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}
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PopItemFlag();
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}
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@ -2018,19 +2018,25 @@ void ImGui::TableHeader(const char* label)
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table->HeldHeaderColumn = (ImS8)column_n;
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window->DC.CursorPos.y -= g.Style.ItemSpacing.y * 0.5f;
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// Drag and drop: re-order columns. Frozen columns are not reorderable.
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// Drag and drop to re-order columns.
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// FIXME-TABLE: Scroll request while reordering a column and it lands out of the scrolling zone.
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if (held && (table->Flags & ImGuiTableFlags_Reorderable) && IsMouseDragging(0) && !g.DragDropActive)
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{
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// While moving a column it will jump on the other side of the mouse, so we also test for MouseDelta.x
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table->ReorderColumn = (ImS8)column_n;
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table->InstanceInteracted = table->InstanceNo;
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// We don't reorder: through the frozen<>unfrozen line, or through a column that is marked with ImGuiTableColumnFlags_NoReorder.
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if (g.IO.MouseDelta.x < 0.0f && g.IO.MousePos.x < cell_r.Min.x)
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if (column->PrevActiveColumn != -1 && (column->IndexWithinActiveSet < table->FreezeColumnsRequest) == (table->Columns[column->PrevActiveColumn].IndexWithinActiveSet < table->FreezeColumnsRequest))
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table->ReorderColumnDir = -1;
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if (ImGuiTableColumn* prev_column = (column->PrevActiveColumn != -1) ? &table->Columns[column->PrevActiveColumn] : NULL)
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if (!((column->Flags | prev_column->Flags) & ImGuiTableColumnFlags_NoReorder))
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if ((column->IndexWithinActiveSet < table->FreezeColumnsRequest) == (prev_column->IndexWithinActiveSet < table->FreezeColumnsRequest))
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table->ReorderColumnDir = -1;
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if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > cell_r.Max.x)
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if (column->NextActiveColumn != -1 && (column->IndexWithinActiveSet < table->FreezeColumnsRequest) == (table->Columns[column->NextActiveColumn].IndexWithinActiveSet < table->FreezeColumnsRequest))
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table->ReorderColumnDir = +1;
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if (ImGuiTableColumn* next_column = (column->NextActiveColumn != -1) ? &table->Columns[column->NextActiveColumn] : NULL)
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if (!((column->Flags | next_column->Flags) & ImGuiTableColumnFlags_NoReorder))
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if ((column->IndexWithinActiveSet < table->FreezeColumnsRequest) == (next_column->IndexWithinActiveSet < table->FreezeColumnsRequest))
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table->ReorderColumnDir = +1;
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}
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// Sort order arrow
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@ -2374,7 +2380,7 @@ void ImGui::TableLoadSettings(ImGuiTable* table)
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column->SortOrder = column_settings->SortOrder;
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column->SortDirection = column_settings->SortDirection;
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}
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column->IsActive = column->NextIsActive = column_settings->Visible;
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column->IsActive = column->IsActiveNextFrame = column_settings->Visible;
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}
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// FIXME-TABLE: Need to validate .ini data
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