Squashed 'external/imgui/imgui/' changes from b475309fa1e..6ccc561a2ab
6ccc561a2ab Version 1.90.6 0d483a1c89f Backends: OpenGL3: Update loader for Linux to support EGL/GLVND. (#7562) 92df32d3390 Backends: OpenGL3: minor update of generated loader to match latest downloaded glcorearb.h/khrplatform.h files. 1ab1af80c74 Backends: Win32: Facepalm revert part of d15574c + additional commentary (#6275) d15574ce2a5 Backends: Win32: Removed silent return when calling ImGui_ImplWin32_WndProcHandler() with no active context! (#6275) d4495446d53 Windows, Internal: added experimental SkipRefresh mode. (#3515, #4763, #7556, #5116 , #4076, #2749, #2268) 0b309471f2e Windows: Changed default ClipRect to extend to windows' left and right borders. (#3312, #7540, #3756, #6170, #6365) 0c9c12c1bb9 InnerClipRect use ImFloor() matching docking branch (fix c41868531 for #6861, #2884, followed by rename 94da5842) 6ebbecc6a08 Realign assignments. fc4d818e170 Tables: Angled headers: added TableAngledHeadersTextAlign, ImGuiStyleVar_TableAngledHeadersTextAlign. (#6917) 4bb75671414 Tables: Angled headers: fixed multi-line label display when angle is flipped. (#6917) b30df8890de Table: Angled Headers: internal refactor to facilitate changing angled header bg and text colors per column. (#6917) 558c57a086c Fixed static analyzer warning "Pointer to local array 'overlay_buf' is stored outside the scope". Technically not used outside that scope, but best to play nice. 50b2ff0bf03 ImGuiIO: moved IMGUI_DISABLE_OBSOLETE_KEYIO block lower in the structure so other fields layout are not affected by it (#7534) 6ef4f67fa94 ImDrawList: moved cold fields lower in the structure so hot fields are closer to each others + better packed ImGuiNavItemData a60387a3c25 Backends: GLFW: Add define guards for glfw native defines. (#7536) 913151caa89 Demo: move progress bars to their own section. c895e987adf ProgressBar: added indeterminate mode by passing an animated negative value. (#5316, #5370, #1901) b8a44b198c9 TreeNode: added ImGuiTreeNodeFlags_SpanTextWidth. (#6937) baaaaea9e91 Demo: tweak TreeNode demo. da18fcb7aed Internals: ensure ButtonBehavior() is called with non 0 id. b720c0f541c Backends: Vulkan: Added convenience support for Volk via IMGUI_IMPL_VULKAN_USE_VOLK define. (#6582, #4854) 07e8ff9a8d4 Backends: Win32: Fixed a warning + moved header cruft below Changelog. fa0120ea5ea Windows: Fixed subsequent Begin() append calls from setting last item information for title-bar. (#7506, #823) 361432a0bb2 TreeNode: fixed layout so that TreeNode("") or TreeNode("##HiddenLabel") may properly be used with SameLine(0,0). (#7505, #282) eba46cb0d22 Drag and Drop: assert when nesting BeginDragDropSource() and BeginDragDropTarget() (#7504) + update Gallery links 9ec299ebe31 Backends: OpenGL: Detect ES3 contexts on desktop based on version string, (#7447) 7b8107e7c84 Examples: GLFW+WebGPU: Rename example_emscripten_wgpu/ to example_glfw_wgpu/ (#7435, #7132) 648278cd62f Examples: GLFW+WebGPU: Amends. (#7435, #7132) 80a5fdb1089 Examples: GLFW+WebGPU: Fixed condition for when to recreate swapchain. (#7435, #7132) f9df6bf6622 Examples: GLFW+WebGPU: added support for WebGPU-native/Dawn (#7435, #7132) git-subtree-dir: external/imgui/imgui git-subtree-split: 6ccc561a2ab497ad4ae6ee1dbd3b992ffada35cb
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@@ -1,4 +1,4 @@
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// dear imgui, v1.90.6 WIP
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// dear imgui, v1.90.6
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// (tables and columns code)
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/*
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@@ -3171,15 +3171,43 @@ void ImGui::TableHeader(const char* label)
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}
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// Unlike TableHeadersRow() it is not expected that you can reimplement or customize this with custom widgets.
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// FIXME: highlight without ImGuiTableFlags_HighlightHoveredColumn
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// FIXME: No hit-testing/button on the angled header.
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void ImGui::TableAngledHeadersRow()
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{
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ImGuiContext& g = *GImGui;
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TableAngledHeadersRowEx(g.Style.TableAngledHeadersAngle, 0.0f);
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ImGuiTable* table = g.CurrentTable;
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ImGuiTableTempData* temp_data = table->TempData;
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temp_data->AngledHeadersRequests.resize(0);
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temp_data->AngledHeadersRequests.reserve(table->ColumnsEnabledCount);
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// Which column needs highlight?
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const ImGuiID row_id = GetID("##AngledHeaders");
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ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
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int highlight_column_n = table->HighlightColumnHeader;
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if (highlight_column_n == -1 && table->HoveredColumnBody != -1)
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if (table_instance->HoveredRowLast == 0 && table->HoveredColumnBorder == -1 && (g.ActiveId == 0 || g.ActiveId == row_id || (table->IsActiveIdInTable || g.DragDropActive)))
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highlight_column_n = table->HoveredColumnBody;
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// Build up request
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ImU32 col_header_bg = GetColorU32(ImGuiCol_TableHeaderBg);
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ImU32 col_text = GetColorU32(ImGuiCol_Text);
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for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
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if (IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n))
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{
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const int column_n = table->DisplayOrderToIndex[order_n];
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ImGuiTableColumn* column = &table->Columns[column_n];
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if ((column->Flags & ImGuiTableColumnFlags_AngledHeader) == 0) // Note: can't rely on ImGuiTableColumnFlags_IsVisible test here.
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continue;
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ImGuiTableHeaderData request = { (ImGuiTableColumnIdx)column_n, col_text, col_header_bg, (column_n == highlight_column_n) ? GetColorU32(ImGuiCol_Header) : 0 };
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temp_data->AngledHeadersRequests.push_back(request);
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}
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// Render row
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TableAngledHeadersRowEx(row_id, g.Style.TableAngledHeadersAngle, 0.0f, temp_data->AngledHeadersRequests.Data, temp_data->AngledHeadersRequests.Size);
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}
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void ImGui::TableAngledHeadersRowEx(float angle, float max_label_width)
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// Important: data must be fed left to right
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void ImGui::TableAngledHeadersRowEx(ImGuiID row_id, float angle, float max_label_width, const ImGuiTableHeaderData* data, int data_count)
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{
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ImGuiContext& g = *GImGui;
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ImGuiTable* table = g.CurrentTable;
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@@ -3221,28 +3249,22 @@ void ImGui::TableAngledHeadersRowEx(float angle, float max_label_width)
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draw_list->AddRectFilled(ImVec2(table->BgClipRect.Min.x, row_r.Min.y), ImVec2(table->BgClipRect.Max.x, row_r.Max.y), GetColorU32(ImGuiCol_TableHeaderBg, 0.25f)); // FIXME-STYLE: Change row background with an arbitrary color.
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PushClipRect(ImVec2(clip_rect_min_x, table->BgClipRect.Min.y), table->BgClipRect.Max, true); // Span all columns
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const ImGuiID row_id = GetID("##AngledHeaders");
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ButtonBehavior(row_r, row_id, NULL, NULL);
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KeepAliveID(row_id);
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ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
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int highlight_column_n = table->HighlightColumnHeader;
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if (highlight_column_n == -1 && table->HoveredColumnBody != -1)
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if (table_instance->HoveredRowLast == 0 && table->HoveredColumnBorder == -1 && (g.ActiveId == 0 || g.ActiveId == row_id || (table->IsActiveIdInTable || g.DragDropActive)))
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highlight_column_n = table->HoveredColumnBody;
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const float ascent_scaled = g.Font->Ascent * (g.FontSize / g.Font->FontSize); // FIXME: Standardize those scaling factors better
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const float line_off_for_ascent_x = (ImMax((g.FontSize - ascent_scaled) * 0.5f, 0.0f) / -sin_a) * (flip_label ? -1.0f : 1.0f);
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const ImVec2 padding = g.Style.CellPadding; // We will always use swapped component
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const ImVec2 align = g.Style.TableAngledHeadersTextAlign;
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// Draw background and labels in first pass, then all borders.
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float max_x = 0.0f;
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ImVec2 padding = g.Style.CellPadding; // We will always use swapped component
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for (int pass = 0; pass < 2; pass++)
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for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
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for (int order_n = 0; order_n < data_count; order_n++)
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{
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if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n))
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continue;
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const int column_n = table->DisplayOrderToIndex[order_n];
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const ImGuiTableHeaderData* request = &data[order_n];
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const int column_n = request->Index;
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ImGuiTableColumn* column = &table->Columns[column_n];
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if ((column->Flags & ImGuiTableColumnFlags_AngledHeader) == 0) // Note: can't rely on ImGuiTableColumnFlags_IsVisible test here.
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continue;
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ImVec2 bg_shape[4];
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bg_shape[0] = ImVec2(column->MaxX, row_r.Max.y);
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@@ -3252,9 +3274,8 @@ void ImGui::TableAngledHeadersRowEx(float angle, float max_label_width)
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if (pass == 0)
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{
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// Draw shape
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draw_list->AddQuadFilled(bg_shape[0], bg_shape[1], bg_shape[2], bg_shape[3], GetColorU32(ImGuiCol_TableHeaderBg));
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if (column_n == highlight_column_n)
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draw_list->AddQuadFilled(bg_shape[0], bg_shape[1], bg_shape[2], bg_shape[3], GetColorU32(ImGuiCol_Header)); // Highlight on hover
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draw_list->AddQuadFilled(bg_shape[0], bg_shape[1], bg_shape[2], bg_shape[3], request->BgColor0);
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draw_list->AddQuadFilled(bg_shape[0], bg_shape[1], bg_shape[2], bg_shape[3], request->BgColor1); // Optional highlight
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max_x = ImMax(max_x, bg_shape[3].x);
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// Draw label
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@@ -3262,8 +3283,17 @@ void ImGui::TableAngledHeadersRowEx(float angle, float max_label_width)
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// - Handle multiple lines manually, as we want each lines to follow on the horizontal border, rather than see a whole block rotated.
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const char* label_name = TableGetColumnName(table, column_n);
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const char* label_name_end = FindRenderedTextEnd(label_name);
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const float line_off_step_x = g.FontSize / -sin_a;
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float line_off_curr_x = 0.0f;
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const float line_off_step_x = (g.FontSize / -sin_a);
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const int label_lines = ImTextCountLines(label_name, label_name_end);
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// Left<>Right alignment
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float line_off_curr_x = flip_label ? (label_lines - 1) * line_off_step_x : 0.0f;
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float line_off_for_align_x = ImMax((((column->MaxX - column->MinX) - padding.x * 2.0f) - (label_lines * line_off_step_x)), 0.0f) * align.x;
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line_off_curr_x += line_off_for_align_x - line_off_for_ascent_x;
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// Register header width
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column->ContentMaxXHeadersUsed = column->ContentMaxXHeadersIdeal = column->WorkMinX + ImCeil(label_lines * line_off_step_x - line_off_for_align_x);
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while (label_name < label_name_end)
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{
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const char* label_name_eol = strchr(label_name, '\n');
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@@ -3276,22 +3306,26 @@ void ImGui::TableAngledHeadersRowEx(float angle, float max_label_width)
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float clip_height = ImMin(label_size.y, column->ClipRect.Max.x - column->WorkMinX - line_off_curr_x);
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ImRect clip_r(window->ClipRect.Min, window->ClipRect.Min + ImVec2(clip_width, clip_height));
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int vtx_idx_begin = draw_list->_VtxCurrentIdx;
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PushStyleColor(ImGuiCol_Text, request->TextColor);
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RenderTextEllipsis(draw_list, clip_r.Min, clip_r.Max, clip_r.Max.x, clip_r.Max.x, label_name, label_name_eol, &label_size);
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PopStyleColor();
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int vtx_idx_end = draw_list->_VtxCurrentIdx;
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// Up<>Down alignment
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const float available_space = ImMax(clip_width - label_size.x + ImAbs(padding.x * cos_a) * 2.0f - ImAbs(padding.y * sin_a) * 2.0f, 0.0f);
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const float vertical_offset = available_space * align.y * (flip_label ? -1.0f : 1.0f);
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// Rotate and offset label
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ImVec2 pivot_in = ImVec2(window->ClipRect.Min.x, window->ClipRect.Min.y + label_size.y);
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ImVec2 pivot_in = ImVec2(window->ClipRect.Min.x - vertical_offset, window->ClipRect.Min.y + label_size.y);
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ImVec2 pivot_out = ImVec2(column->WorkMinX, row_r.Max.y);
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line_off_curr_x += line_off_step_x;
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line_off_curr_x += flip_label ? -line_off_step_x : line_off_step_x;
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pivot_out += unit_right * padding.y;
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if (flip_label)
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pivot_out += unit_right * (clip_width - ImMax(0.0f, clip_width - label_size.x));
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pivot_out.x += flip_label ? line_off_curr_x - line_off_step_x : line_off_curr_x;
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pivot_out.x += flip_label ? line_off_curr_x + line_off_step_x : line_off_curr_x;
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ShadeVertsTransformPos(draw_list, vtx_idx_begin, vtx_idx_end, pivot_in, label_cos_a, label_sin_a, pivot_out); // Rotate and offset
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//if (g.IO.KeyShift) { ImDrawList* fg_dl = GetForegroundDrawList(); vtx_idx_begin = fg_dl->_VtxCurrentIdx; fg_dl->AddRect(clip_r.Min, clip_r.Max, IM_COL32(0, 255, 0, 255), 0.0f, 0, 2.0f); ShadeVertsTransformPos(fg_dl, vtx_idx_begin, fg_dl->_VtxCurrentIdx, pivot_in, label_cos_a, label_sin_a, pivot_out); }
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//if (g.IO.KeyShift) { ImDrawList* fg_dl = GetForegroundDrawList(); vtx_idx_begin = fg_dl->_VtxCurrentIdx; fg_dl->AddRect(clip_r.Min, clip_r.Max, IM_COL32(0, 255, 0, 255), 0.0f, 0, 1.0f); ShadeVertsTransformPos(fg_dl, vtx_idx_begin, fg_dl->_VtxCurrentIdx, pivot_in, label_cos_a, label_sin_a, pivot_out); }
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// Register header width
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column->ContentMaxXHeadersUsed = column->ContentMaxXHeadersIdeal = column->WorkMinX + ImCeil(line_off_curr_x);
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label_name = label_name_eol + 1;
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}
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}
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