egui_extras/table.rs
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330 1331 1332 1333 1334 1335 1336 1337 1338 1339 1340 1341 1342 1343 1344 1345 1346 1347 1348 1349 1350 1351 1352 1353 1354 1355 1356 1357 1358 1359 1360 1361 1362 1363
//! 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::{ScrollAreaOutput, ScrollBarVisibility},
Align, Id, 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>,
/// If set, we should acurately measure the size of this column this frame
/// so that we can correctly auto-size it. This is done as a `sizing_pass`.
auto_size_this_frame: 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,
auto_size_this_frame: 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`].
#[inline]
pub fn range(mut self, range: impl Into<Rangef>) -> Self {
self.width_range = range.into();
self
}
/// If set, the column will be automatically sized based on the content this frame.
///
/// Do not set this every frame, just on a specific action.
#[inline]
pub fn auto_size_this_frame(mut self, auto_size_this_frame: bool) -> Self {
self.auto_size_this_frame = auto_size_this_frame;
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(),
}
.with_range(column.width_range);
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,
animated: bool,
}
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: f32::INFINITY,
auto_shrink: Vec2b::TRUE,
scroll_bar_visibility: ScrollBarVisibility::VisibleWhenNeeded,
animated: true,
}
}
}
// -----------------------------------------------------------------=----------
/// 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 with [`Self::id_salt`].
///
/// ### 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,
id_salt: Id,
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,
id_salt: Id::new("__table_state"),
columns: Default::default(),
striped: None,
resizable: false,
cell_layout,
scroll_options: Default::default(),
sense: egui::Sense::hover(),
}
}
/// Give this table a unique id within the parent [`Ui`].
///
/// This is required if you have multiple tables in the same [`Ui`].
#[inline]
#[deprecated = "Renamed id_salt"]
pub fn id_source(self, id_salt: impl std::hash::Hash) -> Self {
self.id_salt(id_salt)
}
/// Give this table a unique id within the parent [`Ui`].
///
/// This is required if you have multiple tables in the same [`Ui`].
#[inline]
pub fn id_salt(mut self, id_salt: impl std::hash::Hash) -> Self {
self.id_salt = Id::new(id_salt);
self
}
/// 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
}
/// Should the scroll area animate `scroll_to_*` functions?
///
/// Default: `true`.
#[inline]
pub fn animate_scrolling(mut self, animated: bool) -> Self {
self.scroll_options.animated = animated;
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()
- (self.scroll_options.vscroll as i32 as f32)
* self.ui.spacing().scroll.allocated_width()
}
/// Reset all column widths.
pub fn reset(&self) {
let state_id = self.ui.id().with(self.id_salt);
TableState::reset(self.ui, state_id);
}
/// 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,
id_salt,
mut columns,
striped,
resizable,
cell_layout,
scroll_options,
sense,
} = self;
for (i, column) in columns.iter_mut().enumerate() {
let column_resize_id = ui.id().with("resize_column").with(i);
if let Some(response) = ui.ctx().read_response(column_resize_id) {
if response.double_clicked() {
column.auto_size_this_frame = true;
}
}
}
let striped = striped.unwrap_or(ui.visuals().striped);
let state_id = ui.id().with(id_salt);
let (is_sizing_pass, state) =
TableState::load(ui, state_id, resizable, &columns, available_width);
let mut max_used_widths = vec![0.0; columns.len()];
let table_top = ui.cursor().top();
let mut ui_builder = egui::UiBuilder::new();
if is_sizing_pass {
ui_builder = ui_builder.sizing_pass();
}
ui.scope_builder(ui_builder, |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,
is_sizing_pass,
resizable,
striped,
cell_layout,
scroll_options,
sense,
}
}
/// Create table body without a header row
pub fn body<F>(self, add_body_contents: F) -> ScrollAreaOutput<()>
where
F: for<'b> FnOnce(TableBody<'b>),
{
let available_width = self.available_width();
let Self {
ui,
id_salt,
columns,
striped,
resizable,
cell_layout,
scroll_options,
sense,
} = self;
let striped = striped.unwrap_or(ui.visuals().striped);
let state_id = ui.id().with(id_salt);
let (is_sizing_pass, state) =
TableState::load(ui, state_id, resizable, &columns, available_width);
let max_used_widths = vec![0.0; columns.len()];
let table_top = ui.cursor().top();
Table {
ui,
table_top,
state_id,
columns,
available_width,
state,
max_used_widths,
is_sizing_pass,
resizable,
striped,
cell_layout,
scroll_options,
sense,
}
.body(add_body_contents)
}
}
// ----------------------------------------------------------------------------
#[derive(Clone, Debug)]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
struct TableState {
column_widths: Vec<f32>,
/// If known from previous frame
#[cfg_attr(feature = "serde", serde(skip))]
max_used_widths: Vec<f32>,
}
impl TableState {
/// Return true if we should do a sizing pass.
fn load(
ui: &Ui,
state_id: egui::Id,
resizable: bool,
columns: &[Column],
available_width: f32,
) -> (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");
#[cfg(feature = "serde")]
let state = ui.data_mut(|d| d.get_persisted::<Self>(state_id));
#[cfg(not(feature = "serde"))]
let state = ui.data_mut(|d| d.get_temp::<Self>(state_id));
// Make sure that the stored widths aren't out-dated:
let state = state.filter(|state| state.column_widths.len() == columns.len());
let is_sizing_pass =
ui.is_sizing_pass() || state.is_none() && columns.iter().any(|c| c.is_auto());
let mut state = state.unwrap_or_else(|| {
let initial_widths =
to_sizing(columns).to_lengths(available_width, ui.spacing().item_spacing.x);
Self {
column_widths: initial_widths,
max_used_widths: Default::default(),
}
});
if !is_sizing_pass && state.max_used_widths.len() == columns.len() {
// Make sure any non-resizable `remainder` columns are updated
// to take up the remainder of the current available width.
// Also handles changing item spacing.
let mut sizing = crate::sizing::Sizing::default();
for ((prev_width, max_used), column) in state
.column_widths
.iter()
.zip(&state.max_used_widths)
.zip(columns)
{
use crate::Size;
let column_resizable = column.resizable.unwrap_or(resizable);
let size = if column_resizable {
// Resiable columns keep their width:
Size::exact(*prev_width)
} else {
match column.initial_width {
InitialColumnSize::Absolute(width) => Size::exact(width),
InitialColumnSize::Automatic(_) => Size::exact(*prev_width),
InitialColumnSize::Remainder => Size::remainder(),
}
.at_least(column.width_range.min.max(*max_used))
.at_most(column.width_range.max)
};
sizing.add(size);
}
state.column_widths = sizing.to_lengths(available_width, ui.spacing().item_spacing.x);
}
(is_sizing_pass, state)
}
fn store(self, ui: &egui::Ui, state_id: egui::Id) {
#![allow(clippy::needless_return)]
#[cfg(feature = "serde")]
{
return ui.data_mut(|d| d.insert_persisted(state_id, self));
}
#[cfg(not(feature = "serde"))]
{
return ui.data_mut(|d| d.insert_temp(state_id, self));
}
}
fn reset(ui: &egui::Ui, state_id: egui::Id) {
ui.data_mut(|d| d.remove::<Self>(state_id));
}
}
// ----------------------------------------------------------------------------
/// 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>,
/// During the sizing pass we calculate the width of columns with [`Column::auto`].
is_sizing_pass: 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) -> ScrollAreaOutput<()>
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,
is_sizing_pass,
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,
animated,
} = scroll_options;
let cursor_position = ui.cursor().min;
let mut scroll_area = ScrollArea::new([false, vscroll])
.id_salt(state_id.with("__scroll_area"))
.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)
.animated(animated);
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;
let scroll_area_out = scroll_area.show(ui, move |ui| {
let mut scroll_to_y_range = None;
let clip_rect = ui.clip_rect();
let mut ui_builder = egui::UiBuilder::new();
if is_sizing_pass {
ui_builder = ui_builder.sizing_pass();
}
ui.scope_builder(ui_builder, |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,
y_range: clip_rect.y_range(),
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 correct 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;
let is_last_column = i + 1 == columns.len();
if is_last_column
&& column.initial_width == InitialColumnSize::Remainder
&& !ui.is_sizing_pass()
{
// 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;
}
if ui.is_sizing_pass() {
if column.clip {
// If we clip, we don't need to be as wide as the max used width
*column_width = column_width.min(max_used_widths[i]);
} else {
*column_width = max_used_widths[i];
}
} else 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);
x += *column_width + spacing_x;
if column.is_auto() && (is_sizing_pass || !column_is_resizable) {
*column_width = width_range.clamp(max_used_widths[i]);
} 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 column.auto_size_this_frame {
// Auto-size: resize to 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.max_used_widths = max_used_widths;
state.store(ui, state_id);
scroll_area_out
}
}
/// 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,
y_range: Rangef,
/// 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.y_range.min - 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.y_range.span();
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 order 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.y_range.span();
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(&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 on this row (i.e. a cell).
///
/// 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 auto_size_this_frame = self
.columns
.get(col_index)
.map_or(false, |c| c.auto_size_this_frame);
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,
sizing_pass: auto_size_this_frame || self.layout.ui.is_sizing_pass(),
};
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;
}
/// Set the hovered highlight state for cells added after a call to this function.
#[inline]
pub fn set_hovered(&mut self, hovered: bool) {
self.hovered = hovered;
}
/// 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();
}
}