ocornut/imgui

New Tables API (1.80)

ocornut opened this issue · 12 comments

This is a followup to the original Tables thread #2957
Now that Tables are merged in master and released as part of 1.80 I am republishing this in a cleaned version, without all the intermediate changes.

See release note for 1.80 !

If you have questions, bug reports, feature requests: please open a new thread!

Links

Usage, API
#3740 (comment)

Issues / Todo List:
#3740 (comment)

Features include e.g.

  • Scrolling on both axises
  • Possibility to freeze/lock rows or columns so they are always visible with scrolling
  • Headers (which can be customized)
  • Cells can contains anything (you can output multiple widgets, etc.) it's a regular canvas for your contents.
  • Various per-table sizing policy and per-column overrides.
  • Columns can be reordered
  • Columns can be hidden
  • Columns can be resized
  • Columns can be sorted (actual data sorting is done by user, api gives you the sort specs/infos you need)
  • Various bordering and padding options
  • Per-Columns flags (e.g. honor indent)
  • Borders and odd/even row background colors options
  • Clipper can be used on vertical axis (per column clipping possible as visibility is provided to user)
  • Saved settings (storage is font/dpi change friendly)
  • Context menu

image

image

image

1.90 angled headers: (#6917)
table angled headers 2

Reading list

Basic demo

// Here we will showcase three different ways to output a table.
// They are very simple variations of a same thing!

// [Method 1] Using TableNextRow() to create a new row, and TableSetColumnIndex() to select the column.
// In many situations, this is the most flexible and easy to use pattern.
if (ImGui::BeginTable("table1", 3))
{
    for (int row = 0; row < 4; row++)
    {
        ImGui::TableNextRow();
        for (int column = 0; column < 3; column++)
        {
            ImGui::TableSetColumnIndex(column);
            ImGui::Text("Row %d Column %d", row, column);
        }
    }
    ImGui::EndTable();
}

// [Method 2] Using TableNextColumn() called multiple times, instead of using a for loop + TableSetColumnIndex().
// This is generally more convenient when you have code manually submitting the contents of each columns.
if (ImGui::BeginTable("table2", 3))
{
    for (int row = 0; row < 4; row++)
    {
        ImGui::TableNextRow();
        ImGui::TableNextColumn();
        ImGui::Text("Row %d", row);
        ImGui::TableNextColumn();
        ImGui::Text("Some contents");
        ImGui::TableNextColumn();
        ImGui::Text("123.456");
    }
    ImGui::EndTable();
}

// [Method 3] We call TableNextColumn() _before_ each cell. We never call TableNextRow(),
// as TableNextColumn() will automatically wrap around and create new roes as needed.
// This is generally more convenient when your cells all contains the same type of data.
if (ImGui::BeginTable("table3", 3))
{
    for (int item = 0; item < 14; item++)
    {
        ImGui::TableNextColumn();
        ImGui::Text("Item %d", item);
    }
    ImGui::EndTable();
}

API (as of January 2021)

// Tables
// [BETA API] API may evolve slightly! If you use this, please update to the next version when it comes out!
// - Full-featured replacement for old Columns API.
// - See Demo->Tables for demo code.
// - See top of imgui_tables.cpp for general commentary.
// - See ImGuiTableFlags_ and ImGuiTableColumnFlags_ enums for a description of available flags.
// The typical call flow is:
// - 1. Call BeginTable().
// - 2. Optionally call TableSetupColumn() to submit column name/flags/defaults.
// - 3. Optionally call TableSetupScrollFreeze() to request scroll freezing of columns/rows.
// - 4. Optionally call TableHeadersRow() to submit a header row. Names are pulled from TableSetupColumn() data.
// - 5. Populate contents:
//    - In most situations you can use TableNextRow() + TableSetColumnIndex(N) to start appending into a column.
//    - If you are using tables as a sort of grid, where every columns is holding the same type of contents,
//      you may prefer using TableNextColumn() instead of TableNextRow() + TableSetColumnIndex().
//      TableNextColumn() will automatically wrap-around into the next row if needed.
//    - IMPORTANT: Comparatively to the old Columns() API, we need to call TableNextColumn() for the first column!
//    - Summary of possible call flow:
//        --------------------------------------------------------------------------------------------------------
//        TableNextRow() -> TableSetColumnIndex(0) -> Text("Hello 0") -> TableSetColumnIndex(1) -> Text("Hello 1")  // OK
//        TableNextRow() -> TableNextColumn()      -> Text("Hello 0") -> TableNextColumn()      -> Text("Hello 1")  // OK
//                          TableNextColumn()      -> Text("Hello 0") -> TableNextColumn()      -> Text("Hello 1")  // OK: TableNextColumn() automatically gets to next row!
//        TableNextRow()                           -> Text("Hello 0")                                               // Not OK! Missing TableSetColumnIndex() or TableNextColumn()! Text will not appear!
//        --------------------------------------------------------------------------------------------------------
// - 5. Call EndTable()

// Begin appending into a table. Only call EndTable() if BeginTable() returns true!
bool BeginTable(const char* str_id, int columns, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0.0f, 0.0f), float inner_width = 0.0f);
void EndTable();

// Append into the first cell of a new row.
void TableNextRow(ImGuiTableRowFlags row_flags = 0, float min_row_height = 0.0f); 

// Append into the next column (or first column of next row if currently in last column). Return true when 
bool TableNextColumn();column is visible.

// Append into the specified column. Return true when column is visible.
bool TableSetColumnIndex(int column_n);

// Tables: Headers & Columns declaration
// - Use TableSetupColumn() to specify label, resizing policy, default width/weight, id, various other flags etc.
// - Use TableHeadersRow() to create a header row and automatically submit a TableHeader() for each column.
//   Headers are required to perform: reordering, sorting, and opening the context menu.
//   The context menu can also be made available in columns body using ImGuiTableFlags_ContextMenuInBody.
// - You may manually submit headers using TableNextRow() + TableHeader() calls, but this is only useful in
//   some advanced use cases (e.g. adding custom widgets in header row).
// - Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled.
void TableSetupColumn(const char* label, ImGuiTableColumnFlags flags = 0, float init_width_or_weight = 0.0f, ImU32 user_id = 0);
void TableSetupScrollFreeze(int cols, int rows); // lock columns/rows so they stay visible when scrolled.
void TableHeadersRow();                          // submit all headers cells based on data provided to TableSetupColumn() + submit context menu
void TableHeader(const char* label);             // submit one header cell manually (rarely used)
void TableAngledHeadersRow();                    // submit a row with angled headers for every column with the ImGuiTableColumnFlags_AngledHeader flag. MUST BE FIRST ROW.

// Tables: Sorting & Miscellaneous functions
// - Sorting: call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting.
//   When 'sort_specs->SpecsDirty == true' you should sort your data. It will be true when sorting specs have
//   changed since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting,
//   else you may wastefully sort your data every frame!
// - Functions args 'int column_n' treat the default value of -1 as the same as passing the current column index.
ImGuiTableSortSpecs*  TableGetSortSpecs();                        // get latest sort specs for the table (NULL if not sorting).  Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable().
int                   TableGetColumnCount();                      // return number of columns (value passed to BeginTable)
int                   TableGetColumnIndex();                      // return current column index.
int                   TableGetRowIndex();                         // return current row index.
const char*           TableGetColumnName(int column_n = -1);      // return "" if column didn't have a name declared by TableSetupColumn(). Pass -1 to use current column.
ImGuiTableColumnFlags TableGetColumnFlags(int column_n = -1);     // return column flags so you can query their Enabled/Visible/Sorted/Hovered status flags. Pass -1 to use current column.
void                  TableSetColumnEnabled(int column_n, bool v);// change user accessible enabled/disabled state of a column. Set to false to hide the column. User can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody)
void                  TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n = -1);  // change the color of a cell, row, or column. See ImGuiTableBgTarget_ flags for details.

ImGuiTableFlags

// Flags for ImGui::BeginTable()
// [BETA API] API may evolve slightly! If you use this, please update to the next version when it comes out!
// - Important! Sizing policies have complex and subtle side effects, more so than you would expect.
//   Read comments/demos carefully + experiment with live demos to get acquainted with them.
// - The DEFAULT sizing policies are:
//    - Default to ImGuiTableFlags_SizingFixedFit    if ScrollX is on, or if host window has ImGuiWindowFlags_AlwaysAutoResize.
//    - Default to ImGuiTableFlags_SizingStretchSame if ScrollX is off.
// - When ScrollX is off:
//    - Table defaults to ImGuiTableFlags_SizingStretchSame -> all Columns defaults to ImGuiTableColumnFlags_WidthStretch with same weight.
//    - Columns sizing policy allowed: Stretch (default), Fixed/Auto.
//    - Fixed Columns will generally obtain their requested width (unless the table cannot fit them all).
//    - Stretch Columns will share the remaining width.
//    - Mixed Fixed/Stretch columns is possible but has various side-effects on resizing behaviors.
//      The typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns.
//      (this is because the visible order of columns have subtle but necessary effects on how they react to manual resizing).
// - When ScrollX is on:
//    - Table defaults to ImGuiTableFlags_SizingFixedFit -> all Columns defaults to ImGuiTableColumnFlags_WidthFixed
//    - Columns sizing policy allowed: Fixed/Auto mostly.
//    - Fixed Columns can be enlarged as needed. Table will show an horizontal scrollbar if needed.
//    - When using auto-resizing (non-resizable) fixed columns, querying the content width to use item right-alignment e.g. SetNextItemWidth(-FLT_MIN) doesn't make sense, would create a feedback loop.
//    - Using Stretch columns OFTEN DOES NOT MAKE SENSE if ScrollX is on, UNLESS you have specified a value for 'inner_width' in BeginTable().
//      If you specify a value for 'inner_width' then effectively the scrolling space is known and Stretch or mixed Fixed/Stretch columns become meaningful again.
// - Read on documentation at the top of imgui_tables.cpp for details.
enum ImGuiTableFlags_
{
    // Features
    ImGuiTableFlags_None                       = 0,
    ImGuiTableFlags_Resizable                  = 1 << 0,   // Enable resizing columns.
    ImGuiTableFlags_Reorderable                = 1 << 1,   // Enable reordering columns in header row (need calling TableSetupColumn() + TableHeadersRow() to display headers)
    ImGuiTableFlags_Hideable                   = 1 << 2,   // Enable hiding/disabling columns in context menu.
    ImGuiTableFlags_Sortable                   = 1 << 3,   // Enable sorting. Call TableGetSortSpecs() to obtain sort specs. Also see ImGuiTableFlags_SortMulti and ImGuiTableFlags_SortTristate.
    ImGuiTableFlags_NoSavedSettings            = 1 << 4,   // Disable persisting columns order, width and sort settings in the .ini file.
    ImGuiTableFlags_ContextMenuInBody          = 1 << 5,   // Right-click on columns body/contents will display table context menu. By default it is available in TableHeadersRow().

    // Decorations
    ImGuiTableFlags_RowBg                      = 1 << 6,   // Set each RowBg color with ImGuiCol_TableRowBg or ImGuiCol_TableRowBgAlt (equivalent of calling TableSetBgColor with ImGuiTableBgFlags_RowBg0 on each row manually)
    ImGuiTableFlags_BordersInnerH              = 1 << 7,   // Draw horizontal borders between rows.
    ImGuiTableFlags_BordersOuterH              = 1 << 8,   // Draw horizontal borders at the top and bottom.
    ImGuiTableFlags_BordersInnerV              = 1 << 9,   // Draw vertical borders between columns.
    ImGuiTableFlags_BordersOuterV              = 1 << 10,  // Draw vertical borders on the left and right sides.
    ImGuiTableFlags_BordersH                   = ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_BordersOuterH, // Draw horizontal borders.
    ImGuiTableFlags_BordersV                   = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersOuterV, // Draw vertical borders.
    ImGuiTableFlags_BordersInner               = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersInnerH, // Draw inner borders.
    ImGuiTableFlags_BordersOuter               = ImGuiTableFlags_BordersOuterV | ImGuiTableFlags_BordersOuterH, // Draw outer borders.
    ImGuiTableFlags_Borders                    = ImGuiTableFlags_BordersInner | ImGuiTableFlags_BordersOuter,   // Draw all borders.
    ImGuiTableFlags_NoBordersInBody            = 1 << 11,  // [ALPHA] Disable vertical borders in columns Body (borders will always appears in Headers). -> May move to style
    ImGuiTableFlags_NoBordersInBodyUntilResize = 1 << 12,  // [ALPHA] Disable vertical borders in columns Body until hovered for resize (borders will always appears in Headers). -> May move to style

    // Sizing Policy (read above for defaults)
    ImGuiTableFlags_SizingFixedFit             = 1 << 13,  // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching contents width.
    ImGuiTableFlags_SizingFixedSame            = 2 << 13,  // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching the maximum contents width of all columns. Implicitly enable ImGuiTableFlags_NoKeepColumnsVisible.
    ImGuiTableFlags_SizingStretchProp          = 3 << 13,  // Columns default to _WidthStretch with default weights proportional to each columns contents widths.
    ImGuiTableFlags_SizingStretchSame          = 4 << 13,  // Columns default to _WidthStretch with default weights all equal, unless overriden by TableSetupColumn().

    // Sizing Extra Options
    ImGuiTableFlags_NoHostExtendX              = 1 << 16,  // Make outer width auto-fit to columns, overriding outer_size.x value. Only available when ScrollX/ScrollY are disabled and Stretch columns are not used.
    ImGuiTableFlags_NoHostExtendY              = 1 << 17,  // Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit). Only available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible.
    ImGuiTableFlags_NoKeepColumnsVisible       = 1 << 18,  // Disable keeping column always minimally visible when ScrollX is off and table gets too small. Not recommended if columns are resizable.
    ImGuiTableFlags_PreciseWidths              = 1 << 19,  // Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth.

    // Clipping
    ImGuiTableFlags_NoClip                     = 1 << 20,  // Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with TableSetupScrollFreeze().

    // Padding
    ImGuiTableFlags_PadOuterX                  = 1 << 21,  // Default if BordersOuterV is on. Enable outer-most padding. Generally desirable if you have headers.
    ImGuiTableFlags_NoPadOuterX                = 1 << 22,  // Default if BordersOuterV is off. Disable outer-most padding.
    ImGuiTableFlags_NoPadInnerX                = 1 << 23,  // Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off).

    // Scrolling
    ImGuiTableFlags_ScrollX                    = 1 << 24,  // Enable horizontal scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. Changes default sizing policy. Because this create a child window, ScrollY is currently generally recommended when using ScrollX.
    ImGuiTableFlags_ScrollY                    = 1 << 25,  // Enable vertical scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size.

    // Sorting
    ImGuiTableFlags_SortMulti                  = 1 << 26,  // Hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1).
    ImGuiTableFlags_SortTristate               = 1 << 27,  // Allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0).
    // Miscellaneous
    ImGuiTableFlags_HighlightHoveredColumn     = 1 << 28,  // Highlight column headers when hovered (may evolve into a fuller highlight)
};

ImGuiTableColumnFlags

// Flags for ImGui::TableSetupColumn()
enum ImGuiTableColumnFlags_
{
    // Input configuration flags
    ImGuiTableColumnFlags_None                  = 0,
    ImGuiTableColumnFlags_Disabled              = 1 << 0,   // Overriding/master disable flag: hide column, won't show in context menu (unlike calling TableSetColumnEnabled() which manipulates the user accessible state)
    ImGuiTableColumnFlags_DefaultHide           = 1 << 1,   // Default as a hidden/disabled column.
    ImGuiTableColumnFlags_DefaultSort           = 1 << 2,   // Default as a sorting column.
    ImGuiTableColumnFlags_WidthStretch          = 1 << 3,   // Column will stretch. Preferable with horizontal scrolling disabled (default if table sizing policy is _SizingStretchSame or _SizingStretchProp).
    ImGuiTableColumnFlags_WidthFixed            = 1 << 4,   // Column will not stretch. Preferable with horizontal scrolling enabled (default if table sizing policy is _SizingFixedFit and table is resizable).
    ImGuiTableColumnFlags_NoResize              = 1 << 5,   // Disable manual resizing.
    ImGuiTableColumnFlags_NoReorder             = 1 << 6,   // Disable manual reordering this column, this will also prevent other columns from crossing over this column.
    ImGuiTableColumnFlags_NoHide                = 1 << 7,   // Disable ability to hide/disable this column.
    ImGuiTableColumnFlags_NoClip                = 1 << 8,   // Disable clipping for this column (all NoClip columns will render in a same draw command).
    ImGuiTableColumnFlags_NoSort                = 1 << 9,   // Disable ability to sort on this field (even if ImGuiTableFlags_Sortable is set on the table).
    ImGuiTableColumnFlags_NoSortAscending       = 1 << 10,  // Disable ability to sort in the ascending direction.
    ImGuiTableColumnFlags_NoSortDescending      = 1 << 11,  // Disable ability to sort in the descending direction.
    ImGuiTableColumnFlags_NoHeaderLabel         = 1 << 12,  // TableHeadersRow() will not submit horizontal label for this column. Convenient for some small columns. Name will still appear in context menu or in angled headers.
    ImGuiTableColumnFlags_NoHeaderWidth         = 1 << 13,  // Disable header text width contribution to automatic column width.
    ImGuiTableColumnFlags_PreferSortAscending   = 1 << 14,  // Make the initial sort direction Ascending when first sorting on this column (default).
    ImGuiTableColumnFlags_PreferSortDescending  = 1 << 15,  // Make the initial sort direction Descending when first sorting on this column.
    ImGuiTableColumnFlags_IndentEnable          = 1 << 16,  // Use current Indent value when entering cell (default for column 0).
    ImGuiTableColumnFlags_IndentDisable         = 1 << 17,  // Ignore current Indent value when entering cell (default for columns > 0). Indentation changes _within_ the cell will still be honored.
    ImGuiTableColumnFlags_AngledHeader          = 1 << 18,  // TableHeadersRow() will submit an angled header row for this column. Note this will add an extra row.

    // Output status flags, read-only via TableGetColumnFlags()
    ImGuiTableColumnFlags_IsEnabled             = 1 << 20,  // Status: is enabled == not hidden by user/api (referred to as "Hide" in _DefaultHide and _NoHide) flags.
    ImGuiTableColumnFlags_IsVisible             = 1 << 21,  // Status: is visible == is enabled AND not clipped by scrolling.
    ImGuiTableColumnFlags_IsSorted              = 1 << 22,  // Status: is currently part of the sort specs
    ImGuiTableColumnFlags_IsHovered             = 1 << 23,  // Status: is hovered by mouse
};

ImGuiTableRowFlags

// Flags for ImGui::TableNextRow()
enum ImGuiTableRowFlags_
{
    ImGuiTableRowFlags_None                         = 0,
    ImGuiTableRowFlags_Headers                      = 1 << 0    // Identify header row (set default background color + width of its contents accounted different for auto column width)
};

ImGuiTableBgTarget

// Enum for ImGui::TableSetBgColor()
// Background colors are rendering in 3 layers:
//  - Layer 0: draw with RowBg0 color if set, otherwise draw with ColumnBg0 if set.
//  - Layer 1: draw with RowBg1 color if set, otherwise draw with ColumnBg1 if set.
//  - Layer 2: draw with CellBg color if set.
// The purpose of the two row/columns layers is to let you decide if a background color change should override or blend with the existing color.
// When using ImGuiTableFlags_RowBg on the table, each row has the RowBg0 color automatically set for odd/even rows.
// If you set the color of RowBg0 target, your color will override the existing RowBg0 color.
// If you set the color of RowBg1 or ColumnBg1 target, your color will blend over the RowBg0 color.
enum ImGuiTableBgTarget
{
    ImGuiTableBgTarget_None                     = 0,
    ImGuiTableBgTarget_RowBg0                   = 1,        // Set row background color 0 (generally used for background, automatically set when ImGuiTableFlags_RowBg is used)
    ImGuiTableBgTarget_RowBg1                   = 2,        // Set row background color 1 (generally used for selection marking)
    ImGuiTableBgTarget_CellBg                   = 3,        // Set cell background color (top-most color)
};

Issues / Todo list

(copied from old #2957, removed all done issues)

Some of the stuff remaining in my current todo list

General

  • B. Fast path for _NoClip + minimum column size based on contents size
  • B. Detect that a cell is hovered/clicked/dragged from? How can we expose GetRectCellRect() without explicit row height? (-> #6588)
  • B. InnerWidth parameter is confusing, with ScrollX and < OuterWidth also mess up with clipping.
  • B. Spanning multiple columns and/or multiple rows. (issue 3565)
  • B. Using Separator the same way as in Columns?
  • B. Experiment with drag and drop patterns (e.g. drag row from left-most header cell)
  • B. Append in same column multiple times per row (suggestion: store BeginColumnMask in table, clear on BeginRow, store/reuse Y position on Begin/EndCell). Only init ColumnsOffset.x and column->CursorPosY on first use of column).
  • B. Visible one frame lag with Fixed columns appearing while window is still showing.
  • C. Glitch when clipped while host ScrollbarY status change (repro by toggling "Advanced->Options" and seeing the table scroll down)
  • C. Programmatic control: should be able to reorder, hide, sort, resize with public API.
  • C. Provide feedback to code on reorder (visually contiguous selection patterns may need to clear selection or rely on display order).
  • C. Support ScrollX without ScrollY while properly extending the height of the child window.
  • C. Multi/synced instances: Same frame sync issue with: Toggling visibility in context menu, Size all columns in context menu
  • C. Multi/synced instances: Validate and document possible edge cases (what happens when tables have heterogeneous widths? variable count?)

Sizing behaviors

  • B. If user outputs to clipped column (ignoring the return value) the content width should feed in size instead of being ignored.
  • B. Resize height of outer container from lower border (could also be a BeginChild feature!)
  • B. Auto-resize of a single stretch column could redistribute width to multiple siblings.
  • B. Simple non-border n-ways should aim to use matching outer cliprect for natural merge.
  • C. Sizing: api to set per-column minimum column width?

Borders

  • B. Borders: Rework borders drawing code, currently a bit too complex and brittle.
  • B. Borders: Compact table demo still have issue with vertical borders
  • B. Borders: Ideally per cell borders would allow e.g. joining columns/cells. Bit of a high-bar but could be a good reference points when redesigning borders code.
  • B. Figure out Selection patterns/features and provide a demo.
  • B. Per-column background color overrides.
  • B. NoBordersInBody and NoBordersInBodyUntilResize could be regular style variables/colors.
  • B. Style: Decide how we express border colors in the style (or if we can't infer it from Separator+WindowBg color)
  • C. Borders: configure the presence of borders over the freezing line? (e.g. _NoBordersOnFreezingLine)

Keyboard/Gamepad Navigation

  • B. Nav: Fixes for using navigation with scroll freeze (either axis). Alter InnerRect, standardize decoration size in windows?
  • B. Nav: Should be able to programmatically make a given column or row visible.
  • B. Nav: Navigation support for resizing, context menu? (can't right-click)
  • B. ImGui::ScrollToBringRectIntoView seems to ignore frozen columns/rows. A ImGui::ScrollToBringTableCellIntoView function would be even better!

Headers, context menu

  • B. Reorder: when going past mid-point of next columns + improve reorder past the scrolling view.
  • C. Headers: Using TableHeader() in any cell (generally first column)
  • B. AngledHeader: AngledHeadersExtraWidth not applied in all situations.
  • B. AngledHeader: render glitchy with FreezeColumn in Advanced demo, not in Angled Header demo. Why?

Documentation

  • B. Columns to Table conversion guide.

Demo

  • B. Demo: demonstrate filtering patterns on large tables (w/ clipping)
  • C. Demo: Virtual scrolling demo? (#543)

I was potentially interested in being an early adopter for this API, but unfortunately not interested enough that I would be able to spend time implementing something with an API that is still going to have significant breaking changes made to it.

I saw in the last issue there were breaking changes made as of this month, are there currently plans to have additional breaking changes before the API is finalized for 1.80?

I realize it's not reasonable for you to promise that you won't make any more breaking changes, but was just curious if you still had some things in mind you wanted to change.

I was potentially interested in being an early adopter for this API,

Early adopting the API was in January 2020. It's rather stable now.
The breaking changes were made before this release. 1.80 is out.

The release note state: "Please note the Tables API is still in Beta. What it means is we are sliiiightly more likely than usual to make small changes to the API. If we do they'll be cautious, documented, with redirecting helpers, as usual.".

1.80 is out.

Oops, my mistake!

I'll give this a try when I can, I've been looking forward to enhanced tables/columns support for a while now.

Several functions in the tables api can segfault if called when no table is currently being ran. those segfaults are a bit hard to debug.

two thoughts:

  1. Can we have asserts within these functions to point us to the problem? Hopefully these would also replace the dummy return false/0 in the getters too.
  2. If we can't do that, I use imgui through imgui-rs (I also maintain that shim) -- is there a way to check if there is a currently running table right now? on the rust side, I don't mind adding such a assertions, since rust developers are much more allergic (or at least, loud) about segfaults than when I'm in C++.

I can also open a separate issue if that's easier for you!

I can now make the Minecraft Inventory easily

@ocornut Is it possible to create an editable cell? (or maybe when user double clicks a normal cell, it becomes editable) where a user can make their entries.

Is there a demo for such a functionality, I didn't find it in the tables demo.

syoyo commented

@dufferzafar Table cell is just a canvas, so you can embed any GUI widgets. You can create a table with editable cells like this:

        if (ImGui::BeginTable("table1", 3))
        {
            for (int row = 0; row < 4; row++)
            {
                ImGui::TableNextRow();
                for (int column = 0; column < 3; column++)
                {
                    ImGui::TableSetColumnIndex(column);
                    //ImGui::Text("Row %d Column %d", row, column);

                    ImGui::PushID(row * 3 + column); // assign unique id
                    ImGui::InputFloat("##v", &values[row][column]);
                    ImGui::PopID();
                }
            }
            ImGui::EndTable();
        }

Screenshot from 2021-12-28 16-07-24

"Double-click, then edit a cell" feature will require an extra work.

@syoyo Thanks for your help. Will try this!

Is there a suggested way to create a sticky footer row (summary) for a table?

Is there a suggested way to create a sticky footer row (summary) for a table?

Please open new issues so we can easily refer to them.