Columns: Refactor: Not using statestorage lookup anymore. (#125, #1499)

This commit is contained in:
omar 2017-12-13 19:07:09 +01:00
parent 3a31a75e3b
commit b016215c80
2 changed files with 40 additions and 36 deletions

View file

@ -10847,9 +10847,9 @@ static float GetDraggedColumnOffset(ImGuiColumnsSet* columns, int column_index)
IM_ASSERT(g.ActiveId == columns->ID + ImGuiID(column_index));
float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x - window->Pos.x;
x = ImMax(x, ImGui::GetColumnOffset(column_index-1) + g.Style.ColumnsMinSpacing);
x = ImMax(x, ImGui::GetColumnOffset(column_index - 1) + g.Style.ColumnsMinSpacing);
if ((columns->Flags & ImGuiColumnsFlags_NoPreserveWidths))
x = ImMin(x, ImGui::GetColumnOffset(column_index+1) - g.Style.ColumnsMinSpacing);
x = ImMin(x, ImGui::GetColumnOffset(column_index + 1) - g.Style.ColumnsMinSpacing);
return x;
}
@ -10862,6 +10862,7 @@ float ImGui::GetColumnOffset(int column_index)
if (column_index < 0)
column_index = columns->Current;
IM_ASSERT(column_index < columns->Columns.Size);
/*
if (g.ActiveId)
@ -10873,7 +10874,6 @@ float ImGui::GetColumnOffset(int column_index)
}
*/
IM_ASSERT(column_index < columns->Columns.Size);
const float t = columns->Columns[column_index].OffsetNorm;
const float x_offset = ImLerp(columns->MinX, columns->MaxX, t);
return x_offset;
@ -10888,7 +10888,6 @@ void ImGui::SetColumnOffset(int column_index, float offset)
if (column_index < 0)
column_index = columns->Current;
IM_ASSERT(column_index < columns->Columns.Size);
const bool preserve_width = !(columns->Flags & ImGuiColumnsFlags_NoPreserveWidths) && (column_index < columns->Count-1);
@ -10896,11 +10895,7 @@ void ImGui::SetColumnOffset(int column_index, float offset)
if (!(columns->Flags & ImGuiColumnsFlags_NoForceWithinWindow))
offset = ImMin(offset, columns->MaxX - g.Style.ColumnsMinSpacing * (columns->Count - column_index));
const float offset_norm = PixelsToOffsetNorm(columns, offset);
const ImGuiID column_id = columns->ID + ImGuiID(column_index);
window->DC.StateStorage->SetFloat(column_id, offset_norm);
columns->Columns[column_index].OffsetNorm = offset_norm;
columns->Columns[column_index].OffsetNorm = PixelsToOffsetNorm(columns, offset);
if (preserve_width)
SetColumnOffset(column_index + 1, offset + ImMax(g.Style.ColumnsMinSpacing, width));
@ -10925,7 +10920,7 @@ void ImGui::SetColumnWidth(int column_index, float width)
if (column_index < 0)
column_index = columns->Current;
SetColumnOffset(column_index+1, GetColumnOffset(column_index) + width);
SetColumnOffset(column_index + 1, GetColumnOffset(column_index) + width);
}
void ImGui::PushColumnClipRect(int column_index)
@ -10964,15 +10959,15 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlag
ImGuiID id = window->GetID(str_id ? str_id : "columns");
PopID();
// Acquire storage for the columns set
ImGuiColumnsSet* columns = FindOrAddColumnsSet(window, id);
IM_ASSERT(columns->ID == id);
window->DC.ColumnsSet = columns;
// Set state for first column
columns->Current = 0;
columns->Count = columns_count;
columns->Flags = flags;
window->DC.ColumnsSet = columns;
// Set state for first column
const float content_region_width = (window->SizeContentsExplicit.x != 0.0f) ? (window->SizeContentsExplicit.x) : (window->Size.x -window->ScrollbarSizes.x);
columns->MinX = window->DC.IndentX - g.Style.ItemSpacing.x; // Lock our horizontal range
//column->ColumnsMaxX = content_region_width - window->Scroll.x -((window->Flags & ImGuiWindowFlags_NoScrollbar) ? 0 : g.Style.ScrollbarSize);// - window->WindowPadding().x;
@ -10983,26 +10978,36 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlag
window->DC.ColumnsOffsetX = 0.0f;
window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.IndentX + window->DC.ColumnsOffsetX);
// Cache column offsets
columns->Columns.resize(columns_count + 1);
for (int column_index = 0; column_index < columns_count + 1; column_index++)
// Initialize defaults
if (columns->Columns.Size == 0)
{
const ImGuiID column_id = columns->ID + ImGuiID(column_index);
KeepAliveID(column_id);
const float default_t = column_index / (float)columns_count;
float t = window->DC.StateStorage->GetFloat(column_id, default_t);
if (!(columns->Flags & ImGuiColumnsFlags_NoForceWithinWindow))
t = ImMin(t, PixelsToOffsetNorm(columns, columns->MaxX - g.Style.ColumnsMinSpacing * (columns->Count - column_index)));
columns->Columns[column_index].OffsetNorm = t;
columns->Columns.reserve(columns_count + 1);
for (int n = 0; n < columns_count + 1; n++)
{
ImGuiColumnData column;
column.OffsetNorm = n / (float)columns_count;
columns->Columns.push_back(column);
}
}
IM_ASSERT(columns->Columns.Size == columns_count + 1);
// Cache clipping rectangles
for (int column_index = 0; column_index < columns_count; column_index++)
for (int n = 0; n < columns_count + 1; n++)
{
float clip_x1 = ImFloor(0.5f + window->Pos.x + GetColumnOffset(column_index) - 1.0f);
float clip_x2 = ImFloor(0.5f + window->Pos.x + GetColumnOffset(column_index + 1) - 1.0f);
columns->Columns[column_index].ClipRect = ImRect(clip_x1, -FLT_MAX, clip_x2, +FLT_MAX);
columns->Columns[column_index].ClipRect.ClipWith(window->ClipRect);
// Clamp
ImGuiColumnData* column = &columns->Columns[n];
float t = column->OffsetNorm;
if (!(columns->Flags & ImGuiColumnsFlags_NoForceWithinWindow))
t = ImMin(t, PixelsToOffsetNorm(columns, columns->MaxX - g.Style.ColumnsMinSpacing * (columns->Count - n)));
column->OffsetNorm = t;
if (n == columns_count)
continue;
// Compute clipping rectangles
float clip_x1 = ImFloor(0.5f + window->Pos.x + GetColumnOffset(n) - 1.0f);
float clip_x2 = ImFloor(0.5f + window->Pos.x + GetColumnOffset(n + 1) - 1.0f);
column->ClipRect = ImRect(clip_x1, -FLT_MAX, clip_x2, +FLT_MAX);
column->ClipRect.ClipWith(window->ClipRect);
}
window->DrawList->ChannelsSplit(columns->Count);
@ -11038,6 +11043,7 @@ void ImGui::EndColumns()
const ImGuiID column_id = columns->ID + ImGuiID(i);
const float column_hw = 4.0f; // Half-width for interaction
const ImRect column_rect(ImVec2(x - column_hw, y1), ImVec2(x + column_hw, y2));
KeepAliveID(column_id);
if (IsClippedEx(column_rect, column_id, false))
continue;
@ -11053,8 +11059,7 @@ void ImGui::EndColumns()
dragging_column = i;
}
// Draw column
// We clip the Y boundaries CPU side because very long triangles are mishandled by some GPU drivers.
// Draw column (we clip the Y boundaries CPU side because very long triangles are mishandled by some GPU drivers.)
const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator);
const float xi = (float)(int)x;
window->DrawList->AddLine(ImVec2(xi, ImMax(y1 + 1.0f, window->ClipRect.Min.y)), ImVec2(xi, ImMin(y2, window->ClipRect.Max.y)), col);
@ -11068,18 +11073,16 @@ void ImGui::EndColumns()
}
}
columns->Columns.resize(0);
window->DC.ColumnsSet = NULL;
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]
// [2017/12: 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.ColumnsSet != NULL && window->DC.ColumnsSet->Count != columns_count)
EndColumns();

View file

@ -412,11 +412,12 @@ struct ImGuiPopupRef
ImGuiPopupRef(ImGuiID id, ImGuiWindow* parent_window, ImGuiID parent_menu_set, const ImVec2& mouse_pos) { PopupId = id; Window = NULL; ParentWindow = parent_window; ParentMenuSet = parent_menu_set; MousePosOnOpen = mouse_pos; }
};
// 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)
ImRect ClipRect;
ImGuiColumnData() { OffsetNorm = 0.0f; }
};
struct ImGuiColumnsSet