mirror of
https://github.com/Drezil/imgui.git
synced 2025-07-04 03:58:47 +02:00
Tables: added ImGuiTableFlags_SortTristate. Renamed ImGuiTableFlags_MultiSortable to ImGuiTableFlags_SortMulti. Removed now unused FlagsIn storage.
This commit is contained in:
115
imgui_tables.cpp
115
imgui_tables.cpp
@ -190,10 +190,6 @@ inline ImGuiTableFlags TableFixFlags(ImGuiTableFlags flags, ImGuiWindow* outer_w
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if ((flags & (ImGuiTableFlags_ColumnsWidthStretch | ImGuiTableFlags_ColumnsWidthFixed)) == 0)
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flags |= (flags & ImGuiTableFlags_ScrollX) ? ImGuiTableFlags_ColumnsWidthFixed : ImGuiTableFlags_ColumnsWidthStretch;
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// Adjust flags: MultiSortable automatically enable Sortable
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if (flags & ImGuiTableFlags_MultiSortable)
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flags |= ImGuiTableFlags_Sortable;
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// Adjust flags: disable Resizable when using SameWidths (done above enforcing BordersInnerV)
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if (flags & ImGuiTableFlags_SameWidths)
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flags = (flags & ~ImGuiTableFlags_Resizable) | ImGuiTableFlags_NoKeepColumnsVisible;
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@ -562,7 +558,6 @@ void ImGui::TableBeginApplyRequests(ImGuiTable* table)
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}
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// Adjust flags: default width mode + stretch columns are not allowed when auto extending
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// Set 'column->FlagsIn' and 'column->Flags'.
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static void TableSetupColumnFlags(ImGuiTable* table, ImGuiTableColumn* column, ImGuiTableColumnFlags flags_in)
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{
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ImGuiTableColumnFlags flags = flags_in;
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@ -594,8 +589,23 @@ static void TableSetupColumnFlags(ImGuiTable* table, ImGuiTableColumn* column, I
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//IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiTableColumnFlags_AlignMask_)); // Check that only 1 of each set is used.
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// Preserve status flags
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column->FlagsIn = flags_in;
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column->Flags = flags | (column->Flags & ImGuiTableColumnFlags_StatusMask_);
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// Build an ordered list of available sort directions
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column->SortDirectionsAvailCount = column->SortDirectionsAvailMask = column->SortDirectionsAvailList = 0;
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if (table->Flags & ImGuiTableFlags_Sortable)
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{
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int count = 0, mask = 0, list = 0;
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if ((flags & ImGuiTableColumnFlags_PreferSortAscending) != 0 && (flags & ImGuiTableColumnFlags_NoSortAscending) == 0) { mask |= 1 << ImGuiSortDirection_Ascending; list |= ImGuiSortDirection_Ascending << (count << 1); count++; }
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if ((flags & ImGuiTableColumnFlags_PreferSortDescending) != 0 && (flags & ImGuiTableColumnFlags_NoSortDescending) == 0) { mask |= 1 << ImGuiSortDirection_Descending; list |= ImGuiSortDirection_Descending << (count << 1); count++; }
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if ((flags & ImGuiTableColumnFlags_PreferSortAscending) == 0 && (flags & ImGuiTableColumnFlags_NoSortAscending) == 0) { mask |= 1 << ImGuiSortDirection_Ascending; list |= ImGuiSortDirection_Ascending << (count << 1); count++; }
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if ((flags & ImGuiTableColumnFlags_PreferSortDescending) == 0 && (flags & ImGuiTableColumnFlags_NoSortDescending) == 0) { mask |= 1 << ImGuiSortDirection_Descending; list |= ImGuiSortDirection_Descending << (count << 1); count++; }
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if ((table->Flags & ImGuiTableFlags_SortTristate) || count == 0) { mask |= 1 << ImGuiSortDirection_None; count++; }
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column->SortDirectionsAvailList = (ImU8)list;
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column->SortDirectionsAvailMask = (ImU8)mask;
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column->SortDirectionsAvailCount = (ImU8)count;
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ImGui::TableFixColumnSortDirection(table, column);
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}
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}
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// Layout columns for the frame. This is in essence the followup to BeginTable().
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@ -644,7 +654,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
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if (!column->IsEnabled && column->SortOrder != -1)
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table->IsSortSpecsDirty = true;
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}
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if (column->SortOrder > 0 && !(table->Flags & ImGuiTableFlags_MultiSortable))
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if (column->SortOrder > 0 && !(table->Flags & ImGuiTableFlags_SortMulti))
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table->IsSortSpecsDirty = true;
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bool start_auto_fit = false;
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@ -662,6 +672,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
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ImU64 display_order_mask = (ImU64)1 << column->DisplayOrder;
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if (column->IsEnabled)
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{
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// Mark as enabled and link to previous/next enabled column
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column->PrevEnabledColumn = (ImGuiTableColumnIdx)last_visible_column_idx;
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column->NextEnabledColumn = -1;
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if (last_visible_column_idx != -1)
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@ -678,6 +689,8 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
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}
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IM_ASSERT(column->IndexWithinEnabledSet <= column->DisplayOrder);
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}
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if ((table->Flags & ImGuiTableFlags_Sortable) && table->SortSpecsCount == 0 && !(table->Flags & ImGuiTableFlags_SortTristate))
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table->IsSortSpecsDirty = true;
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table->RightMostEnabledColumn = (ImGuiTableColumnIdx)last_visible_column_idx;
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// [Part 2] Disable child window clipping while fitting columns. This is not strictly necessary but makes it possible
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@ -707,11 +720,6 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
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if ((column->Flags & ImGuiTableColumnFlags_NoResize) == 0)
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count_resizable++;
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// We have a unusual edge case where if the user doesn't call TableGetSortSpecs() but has sorting enabled
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// or varying sorting flags, we still want the sorting arrows to honor those flags.
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if (table->Flags & ImGuiTableFlags_Sortable)
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TableFixColumnSortDirection(column);
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// Calculate ideal/auto column width (that's the width required for all contents to be visible without clipping)
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// Combine width from regular rows + width from headers unless requested not to.
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if (!column->IsPreserveWidthAuto)
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@ -942,7 +950,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
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// Note that scrolling tables (where inner_window != outer_window) handle Y clipped earlier in BeginTable() so IsVisibleY really only applies to non-scrolling tables.
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// FIXME-TABLE: Because InnerClipRect.Max.y is conservatively ==outer_window->ClipRect.Max.y, we never can mark columns _Above_ the scroll line as not IsVisibleY.
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// Taking advantage of LastOuterHeight would yield good results there...
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// FIXME-TABLE: IsVisible == false is disabled because it effectively means not submitting will reduces contents width which is fed to outer_window->DC.CursorMaxPos.x,
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// FIXME-TABLE: Y clipping is disabled because it effectively means not submitting will reduce contents width which is fed to outer_window->DC.CursorMaxPos.x,
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// and this may be used (e.g. typically by outer_window using AlwaysAutoResize or outer_window's horizontal scrollbar, but could be something else).
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// Possible solution to preserve last known content width for clipped column. Test 'table_reported_size' fails when enabling Y clipping and window is resized small.
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column->IsVisibleX = (column->ClipRect.Max.x > column->ClipRect.Min.x);
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@ -958,9 +966,6 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
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// Mark column as SkipItems (ignoring all items/layout)
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column->IsSkipItems = !column->IsEnabled || table->HostSkipItems;
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//if (!is_visible && (column->Flags & ImGuiTableColumnFlags_AutoCull))
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// if ((column->AutoFitQueue & 1) == 0 && (column->CannotSkipItemsQueue & 1) == 0)
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// column->IsSkipItems = true;
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if (column->IsSkipItems)
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IM_ASSERT(!is_visible);
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@ -1177,7 +1182,8 @@ void ImGui::EndTable()
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#if 0
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// Strip out dummy channel draw calls
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// We have no way to prevent user submitting direct ImDrawList calls into a hidden column (but ImGui:: calls will be clipped out)
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// (The problem with this approach is we are effectively making it harder for users watching metrics to spot wasted vertices)
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// Pros: remove draw calls which will have no effect. since they'll have zero-size cliprect they may be early out anyway.
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// Cons: making it harder for users watching metrics/debugger to spot the wasted vertices.
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if (table->DummyDrawChannel != (ImGuiTableColumnIdx)-1)
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{
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ImDrawChannel* dummy_channel = &table->DrawSplitter._Channels[table->DummyDrawChannel];
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@ -1281,7 +1287,6 @@ void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, flo
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// When passing a width automatically enforce WidthFixed policy
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// (vs TableFixColumnFlags would default to WidthAutoResize)
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// (we write to FlagsIn which is a little misleading, another solution would be to pass init_width_or_weight to TableFixColumnFlags)
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if ((flags & ImGuiTableColumnFlags_WidthMask_) == 0)
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if ((table->Flags & ImGuiTableFlags_ColumnsWidthFixed) && (init_width_or_weight > 0.0f))
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flags |= ImGuiTableColumnFlags_WidthFixed;
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@ -1313,7 +1318,7 @@ void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, flo
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column->IsEnabled = column->IsEnabledNextFrame = false;
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if (flags & ImGuiTableColumnFlags_DefaultSort && (table->SettingsLoadedFlags & ImGuiTableFlags_Sortable) == 0)
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{
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column->SortOrder = 0; // Multiple columns using _DefaultSort will be reordered when building the sort specs.
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column->SortOrder = 0; // Multiple columns using _DefaultSort will be reassigned unique SortOrder values when building the sort specs.
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column->SortDirection = (column->Flags & ImGuiTableColumnFlags_PreferSortDescending) ? (ImS8)ImGuiSortDirection_Descending : (ImU8)(ImGuiSortDirection_Ascending);
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}
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}
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@ -2342,6 +2347,7 @@ void ImGui::TableDrawBorders(ImGuiTable* table)
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//-------------------------------------------------------------------------
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// - TableGetSortSpecs()
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// - TableFixColumnSortDirection() [Internal]
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// - TableGetColumnNextSortDirection() [Internal]
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// - TableSetColumnSortDirection() [Internal]
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// - TableSortSpecsSanitize() [Internal]
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// - TableSortSpecsBuild() [Internal]
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@ -2367,22 +2373,39 @@ ImGuiTableSortSpecs* ImGui::TableGetSortSpecs()
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if (table->IsSortSpecsDirty)
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TableSortSpecsBuild(table);
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return table->SortSpecs.SpecsCount ? &table->SortSpecs : NULL;
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return &table->SortSpecs;
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}
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void ImGui::TableFixColumnSortDirection(ImGuiTableColumn* column)
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static inline ImGuiSortDirection TableGetColumnAvailSortDirection(ImGuiTableColumn* column, int n)
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{
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// Initial sort state
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if (column->SortDirection == ImGuiSortDirection_None)
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column->SortDirection = (column->Flags & ImGuiTableColumnFlags_PreferSortDescending) ? (ImS8)ImGuiSortDirection_Descending : (ImS8)(ImGuiSortDirection_Ascending);
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// Handle NoSortAscending/NoSortDescending
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if (column->SortDirection == ImGuiSortDirection_Ascending && (column->Flags & ImGuiTableColumnFlags_NoSortAscending))
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column->SortDirection = ImGuiSortDirection_Descending;
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else if (column->SortDirection == ImGuiSortDirection_Descending && (column->Flags & ImGuiTableColumnFlags_NoSortDescending))
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column->SortDirection = ImGuiSortDirection_Ascending;
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IM_ASSERT(n < column->SortDirectionsAvailCount);
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return (column->SortDirectionsAvailList >> (n << 1)) & 0x03;
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}
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// Fix sort direction if currently set on a value which is unavailable (e.g. activating NoSortAscending/NoSortDescending)
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void ImGui::TableFixColumnSortDirection(ImGuiTable* table, ImGuiTableColumn* column)
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{
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if (column->SortOrder == -1 || (column->SortDirectionsAvailMask & (1 << column->SortDirection)) != 0)
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return;
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column->SortDirection = (ImU8)TableGetColumnAvailSortDirection(column, 0);
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table->IsSortSpecsDirty = true;
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}
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// Calculate next sort direction that would be set after clicking the column
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// - If the PreferSortDescending flag is set, we will default to a Descending direction on the first click.
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// - Note that the PreferSortAscending flag is never checked, it is essentially the default and therefore a no-op.
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IM_STATIC_ASSERT(ImGuiSortDirection_None == 0 && ImGuiSortDirection_Ascending == 1 && ImGuiSortDirection_Descending == 2);
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ImGuiSortDirection ImGui::TableGetColumnNextSortDirection(ImGuiTableColumn* column)
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{
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IM_ASSERT(column->SortDirectionsAvailCount > 0);
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if (column->SortOrder == -1)
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return TableGetColumnAvailSortDirection(column, 0);
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for (int n = 0; n < 3; n++)
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if (column->SortDirection == TableGetColumnAvailSortDirection(column, n))
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return TableGetColumnAvailSortDirection(column, (n + 1) % column->SortDirectionsAvailCount);
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IM_ASSERT(0);
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return ImGuiSortDirection_None;
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}
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// Note that the NoSortAscending/NoSortDescending flags are processed in TableSortSpecsSanitize(), and they may change/revert
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// the value of SortDirection. We could technically also do it here but it would be unnecessary and duplicate code.
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@ -2391,8 +2414,10 @@ void ImGui::TableSetColumnSortDirection(int column_n, ImGuiSortDirection sort_di
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ImGuiContext& g = *GImGui;
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ImGuiTable* table = g.CurrentTable;
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if (!(table->Flags & ImGuiTableFlags_MultiSortable))
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if (!(table->Flags & ImGuiTableFlags_SortMulti))
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append_to_sort_specs = false;
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if (!(table->Flags & ImGuiTableFlags_SortTristate))
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IM_ASSERT(sort_direction != ImGuiSortDirection_None);
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ImGuiTableColumnIdx sort_order_max = 0;
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if (append_to_sort_specs)
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@ -2400,8 +2425,10 @@ void ImGui::TableSetColumnSortDirection(int column_n, ImGuiSortDirection sort_di
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sort_order_max = ImMax(sort_order_max, table->Columns[other_column_n].SortOrder);
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ImGuiTableColumn* column = &table->Columns[column_n];
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column->SortDirection = (ImS8)sort_direction;
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if (column->SortOrder == -1 || !append_to_sort_specs)
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column->SortDirection = (ImU8)sort_direction;
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if (column->SortDirection == ImGuiSortDirection_None)
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column->SortOrder = -1;
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else if (column->SortOrder == -1 || !append_to_sort_specs)
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column->SortOrder = append_to_sort_specs ? sort_order_max + 1 : 0;
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for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++)
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@ -2409,7 +2436,7 @@ void ImGui::TableSetColumnSortDirection(int column_n, ImGuiSortDirection sort_di
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ImGuiTableColumn* other_column = &table->Columns[other_column_n];
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if (other_column != column && !append_to_sort_specs)
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other_column->SortOrder = -1;
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TableFixColumnSortDirection(other_column);
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TableFixColumnSortDirection(table, other_column);
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}
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table->IsSettingsDirty = true;
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table->IsSortSpecsDirty = true;
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@ -2435,7 +2462,7 @@ void ImGui::TableSortSpecsSanitize(ImGuiTable* table)
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}
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const bool need_fix_linearize = ((ImU64)1 << sort_order_count) != (sort_order_mask + 1);
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const bool need_fix_single_sort_order = (sort_order_count > 1) && !(table->Flags & ImGuiTableFlags_MultiSortable);
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const bool need_fix_single_sort_order = (sort_order_count > 1) && !(table->Flags & ImGuiTableFlags_SortMulti);
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if (need_fix_linearize || need_fix_single_sort_order)
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{
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ImU64 fixed_mask = 0x00;
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@ -2465,7 +2492,7 @@ void ImGui::TableSortSpecsSanitize(ImGuiTable* table)
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}
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// Fallback default sort order (if no column had the ImGuiTableColumnFlags_DefaultSort flag)
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if (sort_order_count == 0)
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if (sort_order_count == 0 && !(table->Flags & ImGuiTableFlags_SortTristate))
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for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
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{
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ImGuiTableColumn* column = &table->Columns[column_n];
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@ -2473,7 +2500,7 @@ void ImGui::TableSortSpecsSanitize(ImGuiTable* table)
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{
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sort_order_count = 1;
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column->SortOrder = 0;
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TableFixColumnSortDirection(column);
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column->SortDirection = TableGetColumnAvailSortDirection(column, 0);
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break;
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}
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}
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@ -2487,9 +2514,8 @@ void ImGui::TableSortSpecsBuild(ImGuiTable* table)
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TableSortSpecsSanitize(table);
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// Write output
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const bool single_sort_specs = (table->SortSpecsCount <= 1);
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table->SortSpecsMulti.resize(single_sort_specs ? 0 : table->SortSpecsCount);
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ImGuiTableColumnSortSpecs* sort_specs = single_sort_specs ? &table->SortSpecsSingle : table->SortSpecsMulti.Data;
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table->SortSpecsMulti.resize(table->SortSpecsCount <= 1 ? 0 : table->SortSpecsCount);
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ImGuiTableColumnSortSpecs* sort_specs = (table->SortSpecsCount == 0) ? NULL : (table->SortSpecsCount == 1) ? &table->SortSpecsSingle : table->SortSpecsMulti.Data;
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for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
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{
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ImGuiTableColumn* column = &table->Columns[column_n];
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@ -2688,14 +2714,7 @@ void ImGui::TableHeader(const char* label)
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// Handle clicking on column header to adjust Sort Order
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if (pressed && table->ReorderColumn != column_n)
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{
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// Set new sort direction
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// - If the PreferSortDescending flag is set, we will default to a Descending direction on the first click.
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// - Note that the PreferSortAscending flag is never checked, it is essentially the default and therefore a no-op.
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ImGuiSortDirection sort_direction;
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if (column->SortOrder == -1)
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sort_direction = (column->Flags & ImGuiTableColumnFlags_PreferSortDescending) ? ImGuiSortDirection_Descending : ImGuiSortDirection_Ascending;
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else
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sort_direction = (column->SortDirection == ImGuiSortDirection_Ascending) ? ImGuiSortDirection_Descending : ImGuiSortDirection_Ascending;
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ImGuiSortDirection sort_direction = TableGetColumnNextSortDirection(column);
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TableSetColumnSortDirection(column_n, sort_direction, g.IO.KeyShift);
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}
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}
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