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I can see that I have to access a child if the table has a scrollbar, and no child if there is no scrollbar. Is there maybe a helper to hide this fact that I've just not yet seen?
if (ImGui::BeginTable("##someid", 2, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_ScrollY)) {
ImGui::TableSetupColumn("Col1");
ImGui::TableSetupColumn("Col2");
ImGui::TableHeadersRow();
{ // here the for loopImGui::TableNextRow();
ImGui::TableNextColumn();
ImGuiTreeNodeFlags treeFlags = ImGuiTreeNodeFlags_SpanFullWidth | ImGuiTreeNodeFlags_SpanAllColumns | ImGuiTreeNodeFlags_SpanAvailWidth;
if (ImGui::TreeNodeEx("treenode", treeFlags)) {
if (ImGui::Button("Button1")) {
// do something
}
ImGui::TreePop();
}
}
ImGui::EndTable();
}
I could use ctx->WindowInfo() - but as far as I can see this would only work if the table has the scrolling activated.
The text was updated successfully, but these errors were encountered:
I can see that I have to access a child if the table has a scrollbar, and no child if there is no scrollbar. Is there maybe a helper to hide this fact that I've just not yet seen?
I'll try work on something.
I don't have a great solution to I would like to improve child name/id logic to facilitate this, toward a way where "parent/table" could be the same ID regardless of whether the table has a child window or not.
That, or TestEngine would do iterative lookups on each item of a path.
Note that you can use the "**/Button1" syntax to find an item in child windows, which can be used as a workaround to infer the parent window.
I can see that I have to access a child if the table has a scrollbar, and no child if there is no scrollbar. Is there maybe a helper to hide this fact that I've just not yet seen?
I could use
ctx->WindowInfo()
- but as far as I can see this would only work if the table has the scrolling activated.The text was updated successfully, but these errors were encountered: