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Tables: Angled Headers: fixed support for multi-line labels. various padding/layout fixes. (#6917)
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@@ -2962,7 +2962,7 @@ float ImGui::TableGetHeaderAngledMaxLabelWidth()
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if (IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n))
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if (table->Columns[column_n].Flags & ImGuiTableColumnFlags_AngledHeader)
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width = ImMax(width, CalcTextSize(TableGetColumnName(table, column_n), NULL, true).x);
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return width + g.Style.CellPadding.x * 2.0f;
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return width + g.Style.CellPadding.y * 2.0f; // Swap padding
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}
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// [Public] This is a helper to output TableHeader() calls based on the column names declared in TableSetupColumn().
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@@ -3215,6 +3215,7 @@ void ImGui::TableAngledHeadersRowEx(float angle, float max_label_width)
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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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{
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@@ -3236,33 +3237,43 @@ void ImGui::TableAngledHeadersRowEx(float angle, float max_label_width)
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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->AddQuad(bg_shape[0], bg_shape[1], bg_shape[2], bg_shape[3], GetColorU32(ImGuiCol_TableBorderLight), 1.0f);
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max_x = ImMax(max_x, bg_shape[3].x);
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// Draw label (first draw at an offset where RenderTextXXX() function won't meddle with applying current ClipRect, then transform to final offset)
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// FIXME: May be worth tidying up all those operations to make them easier to understand.
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// Draw label
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// - First draw at an offset where RenderTextXXX() function won't meddle with applying current ClipRect, then transform to final offset.
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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 float clip_width = max_label_width - (sin_a * table->RowCellPaddingY);
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ImRect label_r(window->ClipRect.Min, window->ClipRect.Min + ImVec2(clip_width + (flip_label ? 0.0f : table->CellPaddingX), header_height + table->RowCellPaddingY));
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ImVec2 label_size = CalcTextSize(label_name, NULL, true);
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ImVec2 label_off = ImVec2(flip_label ? ImMax(0.0f, max_label_width - label_size.x - table->CellPaddingX) : table->CellPaddingX, table->RowCellPaddingY);
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int vtx_idx_begin = draw_list->_VtxCurrentIdx;
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RenderTextEllipsis(draw_list, label_r.Min + label_off, label_r.Max, label_r.Max.x, label_r.Max.x, label_name, NULL, &label_size);
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int vtx_idx_end = draw_list->_VtxCurrentIdx;
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// Rotate and offset label
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ImVec2 pivot_in = label_r.GetBL();
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ImVec2 pivot_out = ImVec2(column->WorkMinX, row_r.Max.y) + (flip_label ? (unit_right * clip_width) : ImVec2(header_height, 0.0f));
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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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// Debug draw
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/*if (g.IO.KeyShift)
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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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while (label_name < label_name_end)
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{
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vtx_idx_begin = GetForegroundDrawList()->_VtxCurrentIdx;
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GetForegroundDrawList()->AddRect(label_r.Min, label_r.Max, IM_COL32(0, 255, 0, 255), 0.0f, 0, 2.0f);
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vtx_idx_end = GetForegroundDrawList()->_VtxCurrentIdx;
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ShadeVertsTransformPos(GetForegroundDrawList(), vtx_idx_begin, vtx_idx_end, pivot_in, label_cos_a, label_sin_a, pivot_out); // Rotate and offset
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}*/
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const char* label_name_eol = strchr(label_name, '\n');
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if (label_name_eol == NULL)
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label_name_eol = label_name_end;
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ImVec2 label_size = CalcTextSize(label_name, label_name_eol);
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float clip_width = max_label_width - padding.y; // Using padding.y*2.0f would be symetrical but hide more text.
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ImRect clip_r(window->ClipRect.Min, window->ClipRect.Min + ImVec2(clip_width, label_size.y));
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int vtx_idx_begin = draw_list->_VtxCurrentIdx;
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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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int vtx_idx_end = draw_list->_VtxCurrentIdx;
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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_out = ImVec2(column->WorkMinX, row_r.Max.y);
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line_off_curr_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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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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// 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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if (pass == 1)
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{
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