update Dear ImGui to 1.90.5
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17 changed files with 618 additions and 199 deletions
33
extern/imgui_patched/imgui_tables.cpp
vendored
33
extern/imgui_patched/imgui_tables.cpp
vendored
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@ -1,4 +1,4 @@
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// dear imgui, v1.90.4
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// dear imgui, v1.90.5
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// (tables and columns code)
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/*
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@ -24,8 +24,9 @@ Index of this file:
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*/
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// Navigating this file:
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// - In Visual Studio IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
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// - With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments.
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// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
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// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
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// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments.
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//-----------------------------------------------------------------------------
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// [SECTION] Commentary
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@ -501,6 +502,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
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table->DeclColumnsCount = table->AngledHeadersCount = 0;
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if (previous_frame_active + 1 < g.FrameCount)
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table->IsActiveIdInTable = false;
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table->AngledHeadersHeight = 0.0f;
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temp_data->AngledHeadersExtraWidth = 0.0f;
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// Using opaque colors facilitate overlapping lines of the grid, otherwise we'd need to improve TableDrawBorders()
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@ -1069,6 +1071,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
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// - ClipRect.Max.x: using WorkMaxX instead of MaxX (aka including padding) makes things more consistent when resizing down, tho slightly detrimental to visibility in very-small column.
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// - ClipRect.Max.x: using MaxX makes it easier for header to receive hover highlight with no discontinuity and display sorting arrow.
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// - FIXME-TABLE: We want equal width columns to have equal (ClipRect.Max.x - WorkMinX) width, which means ClipRect.max.x cannot stray off host_clip_rect.Max.x else right-most column may appear shorter.
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const float previous_instance_work_min_x = column->WorkMinX;
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column->WorkMinX = column->MinX + table->CellPaddingX + table->CellSpacingX1;
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column->WorkMaxX = column->MaxX - table->CellPaddingX - table->CellSpacingX2; // Expected max
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column->ItemWidth = ImTrunc(column->WidthGiven * 0.65f);
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@ -1121,8 +1124,22 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
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// column->WorkMinX = ImLerp(column->WorkMinX, ImMax(column->StartX, column->MaxX - column->ContentWidthRowsUnfrozen), 0.5f);
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// Reset content width variables
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column->ContentMaxXFrozen = column->ContentMaxXUnfrozen = column->WorkMinX;
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column->ContentMaxXHeadersUsed = column->ContentMaxXHeadersIdeal = column->WorkMinX;
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if (table->InstanceCurrent == 0)
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{
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column->ContentMaxXFrozen = column->WorkMinX;
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column->ContentMaxXUnfrozen = column->WorkMinX;
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column->ContentMaxXHeadersUsed = column->WorkMinX;
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column->ContentMaxXHeadersIdeal = column->WorkMinX;
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}
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else
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{
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// As we store an absolute value to make per-cell updates faster, we need to offset values used for width computation.
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const float offset_from_previous_instance = column->WorkMinX - previous_instance_work_min_x;
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column->ContentMaxXFrozen += offset_from_previous_instance;
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column->ContentMaxXUnfrozen += offset_from_previous_instance;
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column->ContentMaxXHeadersUsed += offset_from_previous_instance;
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column->ContentMaxXHeadersIdeal += offset_from_previous_instance;
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}
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// Don't decrement auto-fit counters until container window got a chance to submit its items
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if (table->HostSkipItems == false)
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@ -1243,7 +1260,7 @@ void ImGui::TableUpdateBorders(ImGuiTable* table)
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ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
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const float hit_half_width = TABLE_RESIZE_SEPARATOR_HALF_THICKNESS;
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const float hit_y1 = (table->FreezeRowsCount >= 1 ? table->OuterRect.Min.y : table->WorkRect.Min.y) + table->AngledHeadersHeight;
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const float hit_y2_body = ImMax(table->OuterRect.Max.y, hit_y1 + table_instance->LastOuterHeight);
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const float hit_y2_body = ImMax(table->OuterRect.Max.y, hit_y1 + table_instance->LastOuterHeight - table->AngledHeadersHeight);
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const float hit_y2_head = hit_y1 + table_instance->LastTopHeadersRowHeight;
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for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
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@ -1893,7 +1910,7 @@ void ImGui::TableEndRow(ImGuiTable* table)
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if (is_visible)
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{
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// Update data for TableGetHoveredRow()
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if (table->HoveredColumnBody != -1 && g.IO.MousePos.y >= bg_y1 && g.IO.MousePos.y < bg_y2)
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if (table->HoveredColumnBody != -1 && g.IO.MousePos.y >= bg_y1 && g.IO.MousePos.y < bg_y2 && table_instance->HoveredRowNext < 0)
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table_instance->HoveredRowNext = table->CurrentRow;
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// Decide of background color for the row
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@ -3188,7 +3205,7 @@ void ImGui::TableAngledHeadersRowEx(float angle, float max_label_width)
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// Calculate our base metrics and set angled headers data _before_ the first call to TableNextRow()
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// FIXME-STYLE: Would it be better for user to submit 'max_label_width' or 'row_height' ? One can be derived from the other.
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const float header_height = g.FontSize + g.Style.CellPadding.x * 2.0f;
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const float row_height = ImFabs(ImRotate(ImVec2(max_label_width, flip_label ? +header_height : -header_height), cos_a, sin_a).y);
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const float row_height = ImTrunc(ImFabs(ImRotate(ImVec2(max_label_width, flip_label ? +header_height : -header_height), cos_a, sin_a).y));
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table->AngledHeadersHeight = row_height;
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table->AngledHeadersSlope = (sin_a != 0.0f) ? (cos_a / sin_a) : 0.0f;
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const ImVec2 header_angled_vector = unit_right * (row_height / -sin_a); // vector from bottom-left to top-left, and from bottom-right to top-right
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