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Tables: Fix sort direction (issue 3023). Remove SortOrder from ImGuiTableSortSpecsColumn. Made sort arrow smaller. Added debug stuff in metrics.
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5
imgui.h
5
imgui.h
@ -1849,10 +1849,9 @@ struct ImGuiTableSortSpecsColumn
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ImGuiID ColumnUserID; // User id of the column (if specified by a TableSetupColumn() call)
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ImU8 ColumnIndex; // Index of the column
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ImU8 SortOrder; // Index within parent ImGuiTableSortSpecs (always stored in order starting from 0, tables sorted on a single criteria will always have a 0 here)
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ImS8 SortSign; // +1 or -1 (you can use this or SortDirection, whichever is more convenient for your sort function)
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ImS8 SortDirection; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending (you can use this or SortSign, whichever is more convenient for your sort function)
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ImGuiSortDirection SortDirection : 8; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending (you can use this or SortSign, whichever is more convenient for your sort function)
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ImGuiTableSortSpecsColumn() { ColumnUserID = 0; ColumnIndex = 0; SortOrder = 0; SortSign = +1; SortDirection = ImGuiSortDirection_Ascending; }
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ImGuiTableSortSpecsColumn() { ColumnUserID = 0; ColumnIndex = 0; SortOrder = 0; SortDirection = ImGuiSortDirection_Ascending; }
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};
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// Sorting specifications for a table (often handling sort specs for a single column, occasionally more)
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@ -3271,10 +3271,10 @@ struct MyItem
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case MyItemColumnID_Description: delta = (strcmp(a->Name, b->Name)); break;
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default: IM_ASSERT(0); break;
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}
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if (delta < 0)
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return -1 * sort_spec->SortSign;
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if (delta > 0)
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return +1 * sort_spec->SortSign;
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return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? +1 : -1;
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if (delta < 0)
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return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? -1 : +1;
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}
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// qsort() is instable so always return a way to differenciate items.
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@ -2011,7 +2011,7 @@ void ImGui::TableHeader(const char* label)
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float w_sort_text = 0.0f;
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if ((table->Flags & ImGuiTableFlags_Sortable) && !(column->Flags & ImGuiTableColumnFlags_NoSort))
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{
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const float ARROW_SCALE = 0.75f;
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const float ARROW_SCALE = 0.65f;
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w_arrow = ImFloor(g.FontSize * ARROW_SCALE + g.Style.FramePadding.x);// table->CellPadding.x);
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if (column->SortOrder != -1)
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{
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@ -2036,7 +2036,7 @@ void ImGui::TableHeader(const char* label)
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PopStyleColor();
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x += w_sort_text;
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}
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RenderArrow(window->DrawList, ImVec2(x, y), col, column->SortDirection == ImGuiSortDirection_Ascending ? ImGuiDir_Down : ImGuiDir_Up, ARROW_SCALE);
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RenderArrow(window->DrawList, ImVec2(x, y), col, column->SortDirection == ImGuiSortDirection_Ascending ? ImGuiDir_Up : ImGuiDir_Down, ARROW_SCALE);
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}
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// Handle clicking on column header to adjust Sort Order
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@ -2126,7 +2126,6 @@ const ImGuiTableSortSpecs* ImGui::TableGetSortSpecs()
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sort_spec->ColumnUserID = column->UserID;
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sort_spec->ColumnIndex = (ImU8)column_n;
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sort_spec->SortOrder = (ImU8)column->SortOrder;
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sort_spec->SortSign = (column->SortDirection == ImGuiSortDirection_Ascending) ? +1 : -1;
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sort_spec->SortDirection = column->SortDirection;
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table->SortSpecs.ColumnsMask |= (ImU64)1 << column_n;
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}
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@ -2298,7 +2297,7 @@ void ImGui::TableSaveSettings(ImGuiTable* table)
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// We skip saving some data in the .ini file when they are unnecessary to restore our state
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// FIXME-TABLE: We don't have logic to easily compare SortOrder to DefaultSortOrder yet.
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if (column->IndexDisplayOrder != n)
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settings->SaveFlags |= ImGuiTableFlags_Reorderable;;
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settings->SaveFlags |= ImGuiTableFlags_Reorderable;
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if (column_settings->SortOrder != -1)
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settings->SaveFlags |= ImGuiTableFlags_Sortable;
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if (column_settings->Visible != ((column->Flags & ImGuiTableColumnFlags_DefaultHide) == 0))
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@ -2446,11 +2445,13 @@ void ImGui::DebugNodeTable(ImGuiTable* table)
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"Active: %d, Clipped: %d, DrawChannels: %d,%d\n"
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"WidthGiven/Requested: %.1f/%.1f, Weight: %.2f\n"
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"ContentWidth: RowsFrozen %d, RowsUnfrozen %d, HeadersUsed/Desired %d/%d\n"
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"SortOrder: %d, SortDir: %s\n"
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"UserID: 0x%08X, Flags: 0x%04X: %s%s%s%s..",
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n, column->IndexDisplayOrder, name ? name : "NULL", column->MinX - table->WorkRect.Min.x, column->MaxX - table->WorkRect.Min.x,
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column->IsActive, column->IsClipped, column->DrawChannelRowsBeforeFreeze, column->DrawChannelRowsAfterFreeze,
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column->WidthGiven, column->WidthRequested, column->ResizeWeight,
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column->ContentWidthRowsFrozen, column->ContentWidthRowsUnfrozen, column->ContentWidthHeadersUsed, column->ContentWidthHeadersDesired,
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column->SortOrder, (column->SortDirection == ImGuiSortDirection_Ascending) ? "Ascending" : (column->SortDirection == ImGuiSortDirection_Descending) ? "Descending" : "None",
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column->UserID, column->Flags,
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(column->Flags & ImGuiTableColumnFlags_WidthFixed) ? "WidthFixed " : "",
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(column->Flags & ImGuiTableColumnFlags_WidthStretch) ? "WidthStretch " : "",
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@ -2465,8 +2466,11 @@ void ImGui::DebugNodeTable(ImGuiTable* table)
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for (int n = 0; n < settings->ColumnsCount; n++)
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{
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ImGuiTableColumnSettings* column_settings = &settings->GetColumnSettings()[n];
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BulletText("Column %d Order %d SortOrder %d Visible %d UserID 0x%08X WidthOrWeight %.3f",
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n, column_settings->DisplayOrder, column_settings->SortOrder, column_settings->Visible, column_settings->UserID, column_settings->WidthOrWeight);
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ImGuiSortDirection sort_dir = (column_settings->SortOrder != -1) ? column_settings->SortDirection : ImGuiSortDirection_None;
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BulletText("Column %d Order %d SortOrder %d %s Visible %d UserID 0x%08X WidthOrWeight %.3f",
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n, column_settings->DisplayOrder, column_settings->SortOrder,
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(sort_dir == ImGuiSortDirection_Ascending) ? "Asc" : (sort_dir == ImGuiSortDirection_Descending) ? "Des" : "---",
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column_settings->Visible, column_settings->UserID, column_settings->WidthOrWeight);
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}
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TreePop();
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}
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