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Tables: Angled headers: fixed table contents overflowing when a list clipper is used. (#7416)
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@@ -59,6 +59,8 @@ Other changes:
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non-scrollable tables. (#7416) [@cfillion]
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non-scrollable tables. (#7416) [@cfillion]
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- Tables: Angled headers: fixed borders not moving back up after TableAngleHeadersRow()
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- Tables: Angled headers: fixed borders not moving back up after TableAngleHeadersRow()
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stops being called. (#7416) [@cfillion]
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stops being called. (#7416) [@cfillion]
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- Tables: Angled headers: rounding header size to nearest integers, fixes some issues
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when using clipper.
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- Menus, Popups: Fixed an issue where sibling menu popups re-opening in successive
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- Menus, Popups: Fixed an issue where sibling menu popups re-opening in successive
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frames would erroneously close the window. While it is technically a popup issue
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frames would erroneously close the window. While it is technically a popup issue
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it would generally manifest when fast moving the mouse bottom to top in a sub-menu.
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it would generally manifest when fast moving the mouse bottom to top in a sub-menu.
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@@ -3186,7 +3186,7 @@ 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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// 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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// 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 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->AngledHeadersHeight = row_height;
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table->AngledHeadersSlope = (sin_a != 0.0f) ? (cos_a / sin_a) : 0.0f;
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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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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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