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//! Table view with (optional) fixed header and scrolling body.
//! Cell widths are precalculated with given size hints so we can have tables like this:
//! | fixed size | all available space/minimum | 30% of available width | fixed size |
//! Takes all available height, so if you want something below the table, put it in a strip.
use egui::{
scroll_area::ScrollBarVisibility, Align, NumExt as _, Rangef, Rect, Response, ScrollArea, Ui,
Vec2, Vec2b,
};
use crate::{
layout::{CellDirection, CellSize, StripLayoutFlags},
StripLayout,
};
// -----------------------------------------------------------------=----------
#[derive(Clone, Copy, Debug, PartialEq)]
enum InitialColumnSize {
/// Absolute size in points
Absolute(f32),
/// Base on content
Automatic(f32),
/// Take all available space
Remainder,
}
/// Specifies the properties of a column, like its width range.
#[derive(Clone, Copy, Debug, PartialEq)]
pub struct Column {
initial_width: InitialColumnSize,
width_range: Rangef,
/// Clip contents if too narrow?
clip: bool,
resizable: Option<bool>,
}
impl Column {
/// Automatically sized based on content.
///
/// If you have many thousands of rows and are therefore using [`TableBody::rows`]
/// or [`TableBody::heterogeneous_rows`], then the automatic size will only be based
/// on the currently visible rows.
pub fn auto() -> Self {
Self::auto_with_initial_suggestion(100.0)
}
/// Automatically sized.
///
/// The given fallback is a loose suggestion, that may be used to wrap
/// cell contents, if they contain a wrapping layout.
/// In most cases though, the given value is ignored.
pub fn auto_with_initial_suggestion(suggested_width: f32) -> Self {
Self::new(InitialColumnSize::Automatic(suggested_width))
}
/// With this initial width.
pub fn initial(width: f32) -> Self {
Self::new(InitialColumnSize::Absolute(width))
}
/// Always this exact width, never shrink or grow.
pub fn exact(width: f32) -> Self {
Self::new(InitialColumnSize::Absolute(width))
.range(width..=width)
.clip(true)
}
/// Take all the space remaining after the other columns have
/// been sized.
///
/// If you have multiple [`Column::remainder`] they all
/// share the remaining space equally.
pub fn remainder() -> Self {
Self::new(InitialColumnSize::Remainder)
}
fn new(initial_width: InitialColumnSize) -> Self {
Self {
initial_width,
width_range: Rangef::new(0.0, f32::INFINITY),
resizable: None,
clip: false,
}
}
/// Can this column be resized by dragging the column separator?
///
/// If you don't call this, the fallback value of
/// [`TableBuilder::resizable`] is used (which by default is `false`).
#[inline]
pub fn resizable(mut self, resizable: bool) -> Self {
self.resizable = Some(resizable);
self
}
/// If `true`: Allow the column to shrink enough to clip the contents.
/// If `false`: The column will always be wide enough to contain all its content.
///
/// Clipping can make sense if you expect a column to contain a lot of things,
/// and you don't want it too take up too much space.
/// If you turn on clipping you should also consider calling [`Self::at_least`].
///
/// Default: `false`.
#[inline]
pub fn clip(mut self, clip: bool) -> Self {
self.clip = clip;
self
}
/// Won't shrink below this width (in points).
///
/// Default: 0.0
#[inline]
pub fn at_least(mut self, minimum: f32) -> Self {
self.width_range.min = minimum;
self
}
/// Won't grow above this width (in points).
///
/// Default: [`f32::INFINITY`]
#[inline]
pub fn at_most(mut self, maximum: f32) -> Self {
self.width_range.max = maximum;
self
}
/// Allowed range of movement (in points), if in a resizable [`Table`](crate::table::Table).
#[inline]
pub fn range(mut self, range: impl Into<Rangef>) -> Self {
self.width_range = range.into();
self
}
fn is_auto(&self) -> bool {
match self.initial_width {
InitialColumnSize::Automatic(_) => true,
InitialColumnSize::Absolute(_) | InitialColumnSize::Remainder => false,
}
}
}
fn to_sizing(columns: &[Column]) -> crate::sizing::Sizing {
use crate::Size;
let mut sizing = crate::sizing::Sizing::default();
for column in columns {
let size = match column.initial_width {
InitialColumnSize::Absolute(width) => Size::exact(width),
InitialColumnSize::Automatic(suggested_width) => Size::initial(suggested_width),
InitialColumnSize::Remainder => Size::remainder(),
}
.at_least(column.width_range.min)
.at_most(column.width_range.max);
sizing.add(size);
}
sizing
}
// -----------------------------------------------------------------=----------
struct TableScrollOptions {
vscroll: bool,
drag_to_scroll: bool,
stick_to_bottom: bool,
scroll_to_row: Option<(usize, Option<Align>)>,
scroll_offset_y: Option<f32>,
min_scrolled_height: f32,
max_scroll_height: f32,
auto_shrink: Vec2b,
scroll_bar_visibility: ScrollBarVisibility,
}
impl Default for TableScrollOptions {
fn default() -> Self {
Self {
vscroll: true,
drag_to_scroll: true,
stick_to_bottom: false,
scroll_to_row: None,
scroll_offset_y: None,
min_scrolled_height: 200.0,
max_scroll_height: 800.0,
auto_shrink: Vec2b::TRUE,
scroll_bar_visibility: ScrollBarVisibility::VisibleWhenNeeded,
}
}
}
// -----------------------------------------------------------------=----------
/// Builder for a [`Table`] with (optional) fixed header and scrolling body.
///
/// You must pre-allocate all columns with [`Self::column`]/[`Self::columns`].
///
/// If you have multiple [`Table`]:s in the same [`Ui`]
/// you will need to give them unique id:s by surrounding them with [`Ui::push_id`].
///
/// ### Example
/// ```
/// # egui::__run_test_ui(|ui| {
/// use egui_extras::{TableBuilder, Column};
/// TableBuilder::new(ui)
/// .column(Column::auto().resizable(true))
/// .column(Column::remainder())
/// .header(20.0, |mut header| {
/// header.col(|ui| {
/// ui.heading("First column");
/// });
/// header.col(|ui| {
/// ui.heading("Second column");
/// });
/// })
/// .body(|mut body| {
/// body.row(30.0, |mut row| {
/// row.col(|ui| {
/// ui.label("Hello");
/// });
/// row.col(|ui| {
/// ui.button("world!");
/// });
/// });
/// });
/// # });
/// ```
pub struct TableBuilder<'a> {
ui: &'a mut Ui,
columns: Vec<Column>,
striped: Option<bool>,
resizable: bool,
cell_layout: egui::Layout,
scroll_options: TableScrollOptions,
sense: egui::Sense,
}
impl<'a> TableBuilder<'a> {
pub fn new(ui: &'a mut Ui) -> Self {
let cell_layout = *ui.layout();
Self {
ui,
columns: Default::default(),
striped: None,
resizable: false,
cell_layout,
scroll_options: Default::default(),
sense: egui::Sense::hover(),
}
}
/// Enable striped row background for improved readability.
///
/// Default is whatever is in [`egui::Visuals::striped`].
#[inline]
pub fn striped(mut self, striped: bool) -> Self {
self.striped = Some(striped);
self
}
/// What should table cells sense for? (default: [`egui::Sense::hover()`]).
#[inline]
pub fn sense(mut self, sense: egui::Sense) -> Self {
self.sense = sense;
self
}
/// Make the columns resizable by dragging.
///
/// You can set this for individual columns with [`Column::resizable`].
/// [`Self::resizable`] is used as a fallback for any column for which you don't call
/// [`Column::resizable`].
///
/// If the _last_ column is [`Column::remainder`], then it won't be resizable
/// (and instead use up the remainder).
///
/// Default is `false`.
#[inline]
pub fn resizable(mut self, resizable: bool) -> Self {
self.resizable = resizable;
self
}
/// Enable vertical scrolling in body (default: `true`)
#[inline]
pub fn vscroll(mut self, vscroll: bool) -> Self {
self.scroll_options.vscroll = vscroll;
self
}
/// Enables scrolling the table's contents using mouse drag (default: `true`).
///
/// See [`ScrollArea::drag_to_scroll`] for more.
#[inline]
pub fn drag_to_scroll(mut self, drag_to_scroll: bool) -> Self {
self.scroll_options.drag_to_scroll = drag_to_scroll;
self
}
/// Should the scroll handle stick to the bottom position even as the content size changes
/// dynamically? The scroll handle remains stuck until manually changed, and will become stuck
/// once again when repositioned to the bottom. Default: `false`.
#[inline]
pub fn stick_to_bottom(mut self, stick: bool) -> Self {
self.scroll_options.stick_to_bottom = stick;
self
}
/// Set a row to scroll to.
///
/// `align` specifies if the row should be positioned in the top, center, or bottom of the view
/// (using [`Align::TOP`], [`Align::Center`] or [`Align::BOTTOM`]).
/// If `align` is `None`, the table will scroll just enough to bring the cursor into view.
///
/// See also: [`Self::vertical_scroll_offset`].
#[inline]
pub fn scroll_to_row(mut self, row: usize, align: Option<Align>) -> Self {
self.scroll_options.scroll_to_row = Some((row, align));
self
}
/// Set the vertical scroll offset position, in points.
///
/// See also: [`Self::scroll_to_row`].
#[inline]
pub fn vertical_scroll_offset(mut self, offset: f32) -> Self {
self.scroll_options.scroll_offset_y = Some(offset);
self
}
/// The minimum height of a vertical scroll area which requires scroll bars.
///
/// The scroll area will only become smaller than this if the content is smaller than this
/// (and so we don't require scroll bars).
///
/// Default: `200.0`.
#[inline]
pub fn min_scrolled_height(mut self, min_scrolled_height: f32) -> Self {
self.scroll_options.min_scrolled_height = min_scrolled_height;
self
}
/// Don't make the scroll area higher than this (add scroll-bars instead!).
///
/// In other words: add scroll-bars when this height is reached.
/// Default: `800.0`.
#[inline]
pub fn max_scroll_height(mut self, max_scroll_height: f32) -> Self {
self.scroll_options.max_scroll_height = max_scroll_height;
self
}
/// For each axis (x,y):
/// * If true, add blank space outside the table, keeping the table small.
/// * If false, add blank space inside the table, expanding the table to fit the containing ui.
///
/// Default: `true`.
///
/// See [`ScrollArea::auto_shrink`] for more.
#[inline]
pub fn auto_shrink(mut self, auto_shrink: impl Into<Vec2b>) -> Self {
self.scroll_options.auto_shrink = auto_shrink.into();
self
}
/// Set the visibility of both horizontal and vertical scroll bars.
///
/// With `ScrollBarVisibility::VisibleWhenNeeded` (default), the scroll bar will be visible only when needed.
#[inline]
pub fn scroll_bar_visibility(mut self, scroll_bar_visibility: ScrollBarVisibility) -> Self {
self.scroll_options.scroll_bar_visibility = scroll_bar_visibility;
self
}
/// What layout should we use for the individual cells?
#[inline]
pub fn cell_layout(mut self, cell_layout: egui::Layout) -> Self {
self.cell_layout = cell_layout;
self
}
/// Allocate space for one column.
#[inline]
pub fn column(mut self, column: Column) -> Self {
self.columns.push(column);
self
}
/// Allocate space for several columns at once.
#[inline]
pub fn columns(mut self, column: Column, count: usize) -> Self {
for _ in 0..count {
self.columns.push(column);
}
self
}
fn available_width(&self) -> f32 {
self.ui.available_rect_before_wrap().width()
- if self.scroll_options.vscroll {
self.ui.spacing().scroll.bar_inner_margin
+ self.ui.spacing().scroll.bar_width
+ self.ui.spacing().scroll.bar_outer_margin
} else {
0.0
}
}
/// Create a header row which always stays visible and at the top
pub fn header(self, height: f32, add_header_row: impl FnOnce(TableRow<'_, '_>)) -> Table<'a> {
let available_width = self.available_width();
let Self {
ui,
columns,
striped,
resizable,
cell_layout,
scroll_options,
sense,
} = self;
let striped = striped.unwrap_or(ui.visuals().striped);
let state_id = ui.id().with("__table_state");
let initial_widths =
to_sizing(&columns).to_lengths(available_width, ui.spacing().item_spacing.x);
let mut max_used_widths = vec![0.0; initial_widths.len()];
let (had_state, state) = TableState::load(ui, initial_widths, state_id);
let is_first_frame = !had_state;
let first_frame_auto_size_columns = is_first_frame && columns.iter().any(|c| c.is_auto());
let table_top = ui.cursor().top();
// Hide first-frame-jitters when auto-sizing.
ui.add_visible_ui(!first_frame_auto_size_columns, |ui| {
let mut layout = StripLayout::new(ui, CellDirection::Horizontal, cell_layout, sense);
let mut response: Option<Response> = None;
add_header_row(TableRow {
layout: &mut layout,
columns: &columns,
widths: &state.column_widths,
max_used_widths: &mut max_used_widths,
row_index: 0,
col_index: 0,
height,
striped: false,
hovered: false,
selected: false,
response: &mut response,
});
layout.allocate_rect();
});
Table {
ui,
table_top,
state_id,
columns,
available_width,
state,
max_used_widths,
first_frame_auto_size_columns,
resizable,
striped,
cell_layout,
scroll_options,
sense,
}
}
/// Create table body without a header row
pub fn body<F>(self, add_body_contents: F)
where
F: for<'b> FnOnce(TableBody<'b>),
{
let available_width = self.available_width();
let Self {
ui,
columns,
striped,
resizable,
cell_layout,
scroll_options,
sense,
} = self;
let striped = striped.unwrap_or(ui.visuals().striped);
let state_id = ui.id().with("__table_state");
let initial_widths =
to_sizing(&columns).to_lengths(available_width, ui.spacing().item_spacing.x);
let max_used_widths = vec![0.0; initial_widths.len()];
let (had_state, state) = TableState::load(ui, initial_widths, state_id);
let is_first_frame = !had_state;
let first_frame_auto_size_columns = is_first_frame && columns.iter().any(|c| c.is_auto());
let table_top = ui.cursor().top();
Table {
ui,
table_top,
state_id,
columns,
available_width,
state,
max_used_widths,
first_frame_auto_size_columns,
resizable,
striped,
cell_layout,
scroll_options,
sense,
}
.body(add_body_contents);
}
}
// ----------------------------------------------------------------------------
#[derive(Clone, Debug, serde::Deserialize, serde::Serialize)]
struct TableState {
column_widths: Vec<f32>,
}
impl TableState {
/// Returns `true` if it did load.
fn load(ui: &egui::Ui, default_widths: Vec<f32>, state_id: egui::Id) -> (bool, Self) {
let rect = Rect::from_min_size(ui.available_rect_before_wrap().min, Vec2::ZERO);
ui.ctx().check_for_id_clash(state_id, rect, "Table");
if let Some(state) = ui.data_mut(|d| d.get_persisted::<Self>(state_id)) {
// make sure that the stored widths aren't out-dated
if state.column_widths.len() == default_widths.len() {
return (true, state);
}
}
(
false,
Self {
column_widths: default_widths,
},
)
}
fn store(self, ui: &egui::Ui, state_id: egui::Id) {
ui.data_mut(|d| d.insert_persisted(state_id, self));
}
}
// ----------------------------------------------------------------------------
/// Table struct which can construct a [`TableBody`].
///
/// Is created by [`TableBuilder`] by either calling [`TableBuilder::body`] or after creating a header row with [`TableBuilder::header`].
pub struct Table<'a> {
ui: &'a mut Ui,
table_top: f32,
state_id: egui::Id,
columns: Vec<Column>,
available_width: f32,
state: TableState,
/// Accumulated maximum used widths for each column.
max_used_widths: Vec<f32>,
first_frame_auto_size_columns: bool,
resizable: bool,
striped: bool,
cell_layout: egui::Layout,
scroll_options: TableScrollOptions,
sense: egui::Sense,
}
impl<'a> Table<'a> {
/// Access the contained [`egui::Ui`].
///
/// You can use this to e.g. modify the [`egui::Style`] with [`egui::Ui::style_mut`].
pub fn ui_mut(&mut self) -> &mut egui::Ui {
self.ui
}
/// Create table body after adding a header row
pub fn body<F>(self, add_body_contents: F)
where
F: for<'b> FnOnce(TableBody<'b>),
{
let Table {
ui,
table_top,
state_id,
columns,
resizable,
mut available_width,
mut state,
mut max_used_widths,
first_frame_auto_size_columns,
striped,
cell_layout,
scroll_options,
sense,
} = self;
let TableScrollOptions {
vscroll,
drag_to_scroll,
stick_to_bottom,
scroll_to_row,
scroll_offset_y,
min_scrolled_height,
max_scroll_height,
auto_shrink,
scroll_bar_visibility,
} = scroll_options;
let cursor_position = ui.cursor().min;
let mut scroll_area = ScrollArea::new([false, vscroll])
.auto_shrink(true)
.drag_to_scroll(drag_to_scroll)
.stick_to_bottom(stick_to_bottom)
.min_scrolled_height(min_scrolled_height)
.max_height(max_scroll_height)
.auto_shrink(auto_shrink)
.scroll_bar_visibility(scroll_bar_visibility);
if let Some(scroll_offset_y) = scroll_offset_y {
scroll_area = scroll_area.vertical_scroll_offset(scroll_offset_y);
}
let columns_ref = &columns;
let widths_ref = &state.column_widths;
let max_used_widths_ref = &mut max_used_widths;
scroll_area.show(ui, move |ui| {
let mut scroll_to_y_range = None;
let clip_rect = ui.clip_rect();
// Hide first-frame-jitters when auto-sizing.
ui.add_visible_ui(!first_frame_auto_size_columns, |ui| {
let hovered_row_index_id = self.state_id.with("__table_hovered_row");
let hovered_row_index =
ui.data_mut(|data| data.remove_temp::<usize>(hovered_row_index_id));
let layout = StripLayout::new(ui, CellDirection::Horizontal, cell_layout, sense);
add_body_contents(TableBody {
layout,
columns: columns_ref,
widths: widths_ref,
max_used_widths: max_used_widths_ref,
striped,
row_index: 0,
start_y: clip_rect.top(),
end_y: clip_rect.bottom(),
scroll_to_row: scroll_to_row.map(|(r, _)| r),
scroll_to_y_range: &mut scroll_to_y_range,
hovered_row_index,
hovered_row_index_id,
});
if scroll_to_row.is_some() && scroll_to_y_range.is_none() {
// TableBody::row didn't find the right row, so scroll to the bottom:
scroll_to_y_range = Some(Rangef::new(f32::INFINITY, f32::INFINITY));
}
});
if let Some(y_range) = scroll_to_y_range {
let x = 0.0; // ignored, we only have vertical scrolling
let rect = egui::Rect::from_x_y_ranges(x..=x, y_range);
let align = scroll_to_row.and_then(|(_, a)| a);
ui.scroll_to_rect(rect, align);
}
});
let bottom = ui.min_rect().bottom();
let spacing_x = ui.spacing().item_spacing.x;
let mut x = cursor_position.x - spacing_x * 0.5;
for (i, column_width) in state.column_widths.iter_mut().enumerate() {
let column = &columns[i];
let column_is_resizable = column.resizable.unwrap_or(resizable);
let width_range = column.width_range;
if !column.clip {
// Unless we clip we don't want to shrink below the
// size that was actually used:
*column_width = column_width.at_least(max_used_widths[i]);
}
*column_width = width_range.clamp(*column_width);
let is_last_column = i + 1 == columns.len();
if is_last_column && column.initial_width == InitialColumnSize::Remainder {
// If the last column is 'remainder', then let it fill the remainder!
let eps = 0.1; // just to avoid some rounding errors.
*column_width = available_width - eps;
if !column.clip {
*column_width = column_width.at_least(max_used_widths[i]);
}
*column_width = width_range.clamp(*column_width);
break;
}
x += *column_width + spacing_x;
if column.is_auto() && (first_frame_auto_size_columns || !column_is_resizable) {
*column_width = max_used_widths[i];
*column_width = width_range.clamp(*column_width);
} else if column_is_resizable {
let column_resize_id = ui.id().with("resize_column").with(i);
let mut p0 = egui::pos2(x, table_top);
let mut p1 = egui::pos2(x, bottom);
let line_rect = egui::Rect::from_min_max(p0, p1)
.expand(ui.style().interaction.resize_grab_radius_side);
let resize_response =
ui.interact(line_rect, column_resize_id, egui::Sense::click_and_drag());
if resize_response.double_clicked() {
// Resize to the minimum of what is needed.
*column_width = width_range.clamp(max_used_widths[i]);
} else if resize_response.dragged() {
if let Some(pointer) = ui.ctx().pointer_latest_pos() {
let mut new_width = *column_width + pointer.x - x;
if !column.clip {
// Unless we clip we don't want to shrink below the
// size that was actually used.
// However, we still want to allow content that shrinks when you try
// to make the column less wide, so we allow some small shrinkage each frame:
// big enough to allow shrinking over time, small enough not to look ugly when
// shrinking fails. This is a bit of a HACK around immediate mode.
let max_shrinkage_per_frame = 8.0;
new_width =
new_width.at_least(max_used_widths[i] - max_shrinkage_per_frame);
}
new_width = width_range.clamp(new_width);
let x = x - *column_width + new_width;
(p0.x, p1.x) = (x, x);
*column_width = new_width;
}
}
let dragging_something_else =
ui.input(|i| i.pointer.any_down() || i.pointer.any_pressed());
let resize_hover = resize_response.hovered() && !dragging_something_else;
if resize_hover || resize_response.dragged() {
ui.ctx().set_cursor_icon(egui::CursorIcon::ResizeColumn);
}
let stroke = if resize_response.dragged() {
ui.style().visuals.widgets.active.bg_stroke
} else if resize_hover {
ui.style().visuals.widgets.hovered.bg_stroke
} else {
// ui.visuals().widgets.inactive.bg_stroke
ui.visuals().widgets.noninteractive.bg_stroke
};
ui.painter().line_segment([p0, p1], stroke);
};
available_width -= *column_width + spacing_x;
}
state.store(ui, state_id);
}
}
/// The body of a table.
///
/// Is created by calling `body` on a [`Table`] (after adding a header row) or [`TableBuilder`] (without a header row).
pub struct TableBody<'a> {
layout: StripLayout<'a>,
columns: &'a [Column],
/// Current column widths.
widths: &'a [f32],
/// Accumulated maximum used widths for each column.
max_used_widths: &'a mut [f32],
striped: bool,
row_index: usize,
start_y: f32,
end_y: f32,
/// Look for this row to scroll to.
scroll_to_row: Option<usize>,
/// If we find the correct row to scroll to,
/// this is set to the y-range of the row.
scroll_to_y_range: &'a mut Option<Rangef>,
hovered_row_index: Option<usize>,
/// Used to store the hovered row index between frames.
hovered_row_index_id: egui::Id,
}
impl<'a> TableBody<'a> {
/// Access the contained [`egui::Ui`].
///
/// You can use this to e.g. modify the [`egui::Style`] with [`egui::Ui::style_mut`].
pub fn ui_mut(&mut self) -> &mut egui::Ui {
self.layout.ui
}
/// Where in screen-space is the table body?
pub fn max_rect(&self) -> Rect {
self.layout
.rect
.translate(egui::vec2(0.0, self.scroll_offset_y()))
}
fn scroll_offset_y(&self) -> f32 {
self.start_y - self.layout.rect.top()
}
/// Return a vector containing all column widths for this table body.
///
/// This is primarily meant for use with [`TableBody::heterogeneous_rows`] in cases where row
/// heights are expected to according to the width of one or more cells -- for example, if text
/// is wrapped rather than clipped within the cell.
pub fn widths(&self) -> &[f32] {
self.widths
}
/// Add a single row with the given height.
///
/// ⚠️ It is much more performant to use [`Self::rows`] or [`Self::heterogeneous_rows`],
/// as those functions will only render the visible rows.
pub fn row(&mut self, height: f32, add_row_content: impl FnOnce(TableRow<'a, '_>)) {
let mut response: Option<Response> = None;
let top_y = self.layout.cursor.y;
add_row_content(TableRow {
layout: &mut self.layout,
columns: self.columns,
widths: self.widths,
max_used_widths: self.max_used_widths,
row_index: self.row_index,
col_index: 0,
height,
striped: self.striped && self.row_index % 2 == 0,
hovered: self.hovered_row_index == Some(self.row_index),
selected: false,
response: &mut response,
});
self.capture_hover_state(&response, self.row_index);
let bottom_y = self.layout.cursor.y;
if Some(self.row_index) == self.scroll_to_row {
*self.scroll_to_y_range = Some(Rangef::new(top_y, bottom_y));
}
self.row_index += 1;
}
/// Add many rows with same height.
///
/// Is a lot more performant than adding each individual row as non visible rows must not be rendered.
///
/// If you need many rows with different heights, use [`Self::heterogeneous_rows`] instead.
///
/// ### Example
/// ```
/// # egui::__run_test_ui(|ui| {
/// use egui_extras::{TableBuilder, Column};
/// TableBuilder::new(ui)
/// .column(Column::remainder().at_least(100.0))
/// .body(|mut body| {
/// let row_height = 18.0;
/// let num_rows = 10_000;
/// body.rows(row_height, num_rows, |mut row| {
/// let row_index = row.index();
/// row.col(|ui| {
/// ui.label(format!("First column of row {row_index}"));
/// });
/// });
/// });
/// # });
/// ```
pub fn rows(
mut self,
row_height_sans_spacing: f32,
total_rows: usize,
mut add_row_content: impl FnMut(TableRow<'_, '_>),
) {
let spacing = self.layout.ui.spacing().item_spacing;
let row_height_with_spacing = row_height_sans_spacing + spacing.y;
if let Some(scroll_to_row) = self.scroll_to_row {
let scroll_to_row = scroll_to_row.at_most(total_rows.saturating_sub(1)) as f32;
*self.scroll_to_y_range = Some(Rangef::new(
self.layout.cursor.y + scroll_to_row * row_height_with_spacing,
self.layout.cursor.y + (scroll_to_row + 1.0) * row_height_with_spacing,
));
}
let scroll_offset_y = self
.scroll_offset_y()
.min(total_rows as f32 * row_height_with_spacing);
let max_height = self.end_y - self.start_y;
let mut min_row = 0;
if scroll_offset_y > 0.0 {
min_row = (scroll_offset_y / row_height_with_spacing).floor() as usize;
self.add_buffer(min_row as f32 * row_height_with_spacing);
}
let max_row =
((scroll_offset_y + max_height) / row_height_with_spacing).ceil() as usize + 1;
let max_row = max_row.min(total_rows);
for row_index in min_row..max_row {
let mut response: Option<Response> = None;
add_row_content(TableRow {
layout: &mut self.layout,
columns: self.columns,
widths: self.widths,
max_used_widths: self.max_used_widths,
row_index,
col_index: 0,
height: row_height_sans_spacing,
striped: self.striped && (row_index + self.row_index) % 2 == 0,
hovered: self.hovered_row_index == Some(row_index),
selected: false,
response: &mut response,
});
self.capture_hover_state(&response, row_index);
}
if total_rows - max_row > 0 {
let skip_height = (total_rows - max_row) as f32 * row_height_with_spacing;
self.add_buffer(skip_height - spacing.y);
}
}
/// Add rows with varying heights.
///
/// This takes a very slight performance hit compared to [`TableBody::rows`] due to the need to
/// iterate over all row heights in to calculate the virtual table height above and below the
/// visible region, but it is many orders of magnitude more performant than adding individual
/// heterogeneously-sized rows using [`TableBody::row`] at the cost of the additional complexity
/// that comes with pre-calculating row heights and representing them as an iterator.
///
/// ### Example
/// ```
/// # egui::__run_test_ui(|ui| {
/// use egui_extras::{TableBuilder, Column};
/// TableBuilder::new(ui)
/// .column(Column::remainder().at_least(100.0))
/// .body(|mut body| {
/// let row_heights: Vec<f32> = vec![60.0, 18.0, 31.0, 240.0];
/// body.heterogeneous_rows(row_heights.into_iter(), |mut row| {
/// let row_index = row.index();
/// let thick = row_index % 6 == 0;
/// row.col(|ui| {
/// ui.centered_and_justified(|ui| {
/// ui.label(row_index.to_string());
/// });
/// });
/// });
/// });
/// # });
/// ```
pub fn heterogeneous_rows(
mut self,
heights: impl Iterator<Item = f32>,
mut add_row_content: impl FnMut(TableRow<'_, '_>),
) {
let spacing = self.layout.ui.spacing().item_spacing;
let mut enumerated_heights = heights.enumerate();
let max_height = self.end_y - self.start_y;
let scroll_offset_y = self.scroll_offset_y() as f64;
let scroll_to_y_range_offset = self.layout.cursor.y as f64;
let mut cursor_y: f64 = 0.0;
// Skip the invisible rows, and populate the first non-virtual row.
for (row_index, row_height) in &mut enumerated_heights {
let old_cursor_y = cursor_y;
cursor_y += (row_height + spacing.y) as f64;
if Some(row_index) == self.scroll_to_row {
*self.scroll_to_y_range = Some(Rangef::new(
(scroll_to_y_range_offset + old_cursor_y) as f32,
(scroll_to_y_range_offset + cursor_y) as f32,
));
}
if cursor_y >= scroll_offset_y {
// This row is visible:
self.add_buffer(old_cursor_y as f32); // skip all the invisible rows
let mut response: Option<Response> = None;
add_row_content(TableRow {
layout: &mut self.layout,
columns: self.columns,
widths: self.widths,
max_used_widths: self.max_used_widths,
row_index,
col_index: 0,
height: row_height,
striped: self.striped && (row_index + self.row_index) % 2 == 0,
hovered: self.hovered_row_index == Some(row_index),
selected: false,
response: &mut response,
});
self.capture_hover_state(&response, row_index);
break;
}
}
// populate visible rows:
for (row_index, row_height) in &mut enumerated_heights {
let top_y = cursor_y;
let mut response: Option<Response> = None;
add_row_content(TableRow {
layout: &mut self.layout,
columns: self.columns,
widths: self.widths,
max_used_widths: self.max_used_widths,
row_index,
col_index: 0,
height: row_height,
striped: self.striped && (row_index + self.row_index) % 2 == 0,
hovered: self.hovered_row_index == Some(row_index),
selected: false,
response: &mut response,
});
self.capture_hover_state(&response, row_index);
cursor_y += (row_height + spacing.y) as f64;
if Some(row_index) == self.scroll_to_row {
*self.scroll_to_y_range = Some(Rangef::new(
(scroll_to_y_range_offset + top_y) as f32,
(scroll_to_y_range_offset + cursor_y) as f32,
));
}
if cursor_y > scroll_offset_y + max_height as f64 {
break;
}
}
// calculate height below the visible table range:
let mut height_below_visible: f64 = 0.0;
for (row_index, row_height) in enumerated_heights {
height_below_visible += (row_height + spacing.y) as f64;
let top_y = cursor_y;
cursor_y += (row_height + spacing.y) as f64;
if Some(row_index) == self.scroll_to_row {
*self.scroll_to_y_range = Some(Rangef::new(
(scroll_to_y_range_offset + top_y) as f32,
(scroll_to_y_range_offset + cursor_y) as f32,
));
}
}
if self.scroll_to_row.is_some() && self.scroll_to_y_range.is_none() {
// Catch desire to scroll past the end:
*self.scroll_to_y_range =
Some(Rangef::point((scroll_to_y_range_offset + cursor_y) as f32));
}
if height_below_visible > 0.0 {
// we need to add a buffer to allow the table to
// accurately calculate the scrollbar position
self.add_buffer(height_below_visible as f32);
}
}
// Create a table row buffer of the given height to represent the non-visible portion of the
// table.
fn add_buffer(&mut self, height: f32) {
self.layout.skip_space(egui::vec2(0.0, height));
}
// Capture the hover information for the just created row. This is used in the next render
// to ensure that the entire row is highlighted.
fn capture_hover_state(&mut self, response: &Option<Response>, row_index: usize) {
let is_row_hovered = response.as_ref().map_or(false, |r| r.hovered());
if is_row_hovered {
self.layout
.ui
.data_mut(|data| data.insert_temp(self.hovered_row_index_id, row_index));
}
}
}
impl<'a> Drop for TableBody<'a> {
fn drop(&mut self) {
self.layout.allocate_rect();
}
}
/// The row of a table.
/// Is created by [`TableRow`] for each created [`TableBody::row`] or each visible row in rows created by calling [`TableBody::rows`].
pub struct TableRow<'a, 'b> {
layout: &'b mut StripLayout<'a>,
columns: &'b [Column],
widths: &'b [f32],
/// grows during building with the maximum widths
max_used_widths: &'b mut [f32],
row_index: usize,
col_index: usize,
height: f32,
striped: bool,
hovered: bool,
selected: bool,
response: &'b mut Option<Response>,
}
impl<'a, 'b> TableRow<'a, 'b> {
/// Add the contents of a column.
///
/// Returns the used space (`min_rect`) plus the [`Response`] of the whole cell.
#[cfg_attr(debug_assertions, track_caller)]
pub fn col(&mut self, add_cell_contents: impl FnOnce(&mut Ui)) -> (Rect, Response) {
let col_index = self.col_index;
let clip = self.columns.get(col_index).map_or(false, |c| c.clip);
let width = if let Some(width) = self.widths.get(col_index) {
self.col_index += 1;
*width
} else {
crate::log_or_panic!(
"Added more `Table` columns than were pre-allocated ({} pre-allocated)",
self.widths.len()
);
8.0 // anything will look wrong, so pick something that is obviously wrong
};
let width = CellSize::Absolute(width);
let height = CellSize::Absolute(self.height);
let flags = StripLayoutFlags {
clip,
striped: self.striped,
hovered: self.hovered,
selected: self.selected,
};
let (used_rect, response) = self.layout.add(
flags,
width,
height,
egui::Id::new((self.row_index, col_index)),
add_cell_contents,
);
if let Some(max_w) = self.max_used_widths.get_mut(col_index) {
*max_w = max_w.max(used_rect.width());
}
*self.response = Some(
self.response
.as_ref()
.map_or(response.clone(), |r| r.union(response.clone())),
);
(used_rect, response)
}
/// Set the selection highlight state for cells added after a call to this function.
#[inline]
pub fn set_selected(&mut self, selected: bool) {
self.selected = selected;
}
/// Returns a union of the [`Response`]s of the cells added to the row up to this point.
///
/// You need to add at least one row to the table before calling this function.
pub fn response(&self) -> Response {
self.response
.clone()
.expect("Should only be called after `col`")
}
/// Returns the index of the row.
#[inline]
pub fn index(&self) -> usize {
self.row_index
}
/// Returns the index of the column. Incremented after a column is added.
#[inline]
pub fn col_index(&self) -> usize {
self.col_index
}
}
impl<'a, 'b> Drop for TableRow<'a, 'b> {
#[inline]
fn drop(&mut self) {
self.layout.end_line();
}
}