From d6b1f0d13d885242de8f50a62a659b9083782931 Mon Sep 17 00:00:00 2001 From: ocornut Date: Tue, 1 Dec 2020 17:02:56 +0100 Subject: [PATCH] Tables: moved TableHeadersRow(), TableHeader() to their own section. --- imgui_tables.cpp | 434 ++++++++++++++++++++++++----------------------- 1 file changed, 226 insertions(+), 208 deletions(-) diff --git a/imgui_tables.cpp b/imgui_tables.cpp index 492121f87..4999f83a1 100644 --- a/imgui_tables.cpp +++ b/imgui_tables.cpp @@ -2172,6 +2172,232 @@ void ImGui::TablePopBackgroundChannel() table->DrawSplitter.SetCurrentChannel(window->DrawList, column->DrawChannelCurrent); } +// Note that the NoSortAscending/NoSortDescending flags are processed in TableSortSpecsSanitize(), and they may change/revert +// the value of SortDirection. We could technically also do it here but it would be unnecessary and duplicate code. +void ImGui::TableSetColumnSortDirection(int column_n, ImGuiSortDirection sort_direction, bool append_to_sort_specs) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + + if (!(table->Flags & ImGuiTableFlags_MultiSortable)) + append_to_sort_specs = false; + + ImS8 sort_order_max = 0; + if (append_to_sort_specs) + for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++) + sort_order_max = ImMax(sort_order_max, table->Columns[other_column_n].SortOrder); + + ImGuiTableColumn* column = &table->Columns[column_n]; + column->SortDirection = (ImS8)sort_direction; + if (column->SortOrder == -1 || !append_to_sort_specs) + column->SortOrder = append_to_sort_specs ? sort_order_max + 1 : 0; + + for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++) + { + ImGuiTableColumn* other_column = &table->Columns[other_column_n]; + if (other_column != column && !append_to_sort_specs) + other_column->SortOrder = -1; + TableFixColumnSortDirection(other_column); + } + table->IsSettingsDirty = true; + table->IsSortSpecsDirty = true; +} + +// Return NULL if no sort specs (most often when ImGuiTableFlags_Sortable is not set) +// You can sort your data again when 'SpecsChanged == true'. It will be true with sorting specs have changed since +// last call, or the first time. +// Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable()! +ImGuiTableSortSpecs* ImGui::TableGetSortSpecs() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(table != NULL); + + if (!(table->Flags & ImGuiTableFlags_Sortable)) + return NULL; + + // Require layout (in case TableHeadersRow() hasn't been called) as it may alter IsSortSpecsDirty in some paths. + if (!table->IsLayoutLocked) + TableUpdateLayout(table); + + if (table->IsSortSpecsDirty) + TableSortSpecsBuild(table); + + return table->SortSpecs.SpecsCount ? &table->SortSpecs : NULL; +} + +bool ImGui::TableGetColumnIsSorted(int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return false; + if (column_n < 0) + column_n = table->CurrentColumn; + ImGuiTableColumn* column = &table->Columns[column_n]; + return (column->SortOrder != -1); +} + +// Return -1 when table is not hovered. return columns_count if the unused space at the right of visible columns is hovered. +int ImGui::TableGetHoveredColumn() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return -1; + return (int)table->HoveredColumnBody; +} + +void ImGui::TableSetBgColor(ImGuiTableBgTarget bg_target, ImU32 color, int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(bg_target != ImGuiTableBgTarget_None); + + if (color == IM_COL32_DISABLE) + color = 0; + + // We cannot draw neither the cell or row background immediately as we don't know the row height at this point in time. + switch (bg_target) + { + case ImGuiTableBgTarget_CellBg: + { + if (table->RowPosY1 > table->InnerClipRect.Max.y) // Discard + return; + if (column_n == -1) + column_n = table->CurrentColumn; + if ((table->EnabledUnclippedMaskByIndex & ((ImU64)1 << column_n)) == 0) + return; + if (table->RowCellDataCurrent < 0 || table->RowCellData[table->RowCellDataCurrent].Column != column_n) + table->RowCellDataCurrent++; + ImGuiTableCellData* cell_data = &table->RowCellData[table->RowCellDataCurrent]; + cell_data->BgColor = color; + cell_data->Column = (ImS8)column_n; + break; + } + case ImGuiTableBgTarget_RowBg0: + case ImGuiTableBgTarget_RowBg1: + { + if (table->RowPosY1 > table->InnerClipRect.Max.y) // Discard + return; + IM_ASSERT(column_n == -1); + int bg_idx = (bg_target == ImGuiTableBgTarget_RowBg1) ? 1 : 0; + table->RowBgColor[bg_idx] = color; + break; + } + default: + IM_ASSERT(0); + } +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Sorting +//------------------------------------------------------------------------- +// - TableGetSortSpecs() +// - TableGetColumnIsSorted() +// - TableFixColumnSortDirection() [Internal] +// - TableSetColumnSortDirection() [Internal] +// - TableSortSpecsSanitize() [Internal] +// - TableSortSpecsBuild() [Internal] +//------------------------------------------------------------------------- + +void ImGui::TableSortSpecsSanitize(ImGuiTable* table) +{ + IM_ASSERT(table->Flags & ImGuiTableFlags_Sortable); + + // Clear SortOrder from hidden column and verify that there's no gap or duplicate. + int sort_order_count = 0; + ImU64 sort_order_mask = 0x00; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->SortOrder != -1 && !column->IsEnabled) + column->SortOrder = -1; + if (column->SortOrder == -1) + continue; + sort_order_count++; + sort_order_mask |= ((ImU64)1 << column->SortOrder); + IM_ASSERT(sort_order_count < (int)sizeof(sort_order_mask) * 8); + } + + const bool need_fix_linearize = ((ImU64)1 << sort_order_count) != (sort_order_mask + 1); + const bool need_fix_single_sort_order = (sort_order_count > 1) && !(table->Flags & ImGuiTableFlags_MultiSortable); + if (need_fix_linearize || need_fix_single_sort_order) + { + ImU64 fixed_mask = 0x00; + for (int sort_n = 0; sort_n < sort_order_count; sort_n++) + { + // Fix: Rewrite sort order fields if needed so they have no gap or duplicate. + // (e.g. SortOrder 0 disappeared, SortOrder 1..2 exists --> rewrite then as SortOrder 0..1) + int column_with_smallest_sort_order = -1; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + if ((fixed_mask & ((ImU64)1 << (ImU64)column_n)) == 0 && table->Columns[column_n].SortOrder != -1) + if (column_with_smallest_sort_order == -1 || table->Columns[column_n].SortOrder < table->Columns[column_with_smallest_sort_order].SortOrder) + column_with_smallest_sort_order = column_n; + IM_ASSERT(column_with_smallest_sort_order != -1); + fixed_mask |= ((ImU64)1 << column_with_smallest_sort_order); + table->Columns[column_with_smallest_sort_order].SortOrder = (ImS8)sort_n; + + // Fix: Make sure only one column has a SortOrder if ImGuiTableFlags_MultiSortable is not set. + if (need_fix_single_sort_order) + { + sort_order_count = 1; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + if (column_n != column_with_smallest_sort_order) + table->Columns[column_n].SortOrder = -1; + break; + } + } + } + + // Fallback default sort order (if no column had the ImGuiTableColumnFlags_DefaultSort flag) + if (sort_order_count == 0) + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->IsEnabled && !(column->Flags & ImGuiTableColumnFlags_NoSort)) + { + sort_order_count = 1; + column->SortOrder = 0; + TableFixColumnSortDirection(column); + break; + } + } + + table->SortSpecsCount = (ImS8)sort_order_count; +} + +void ImGui::TableSortSpecsBuild(ImGuiTable* table) +{ + IM_ASSERT(table->IsSortSpecsDirty); + TableSortSpecsSanitize(table); + + // Write output + table->SortSpecsData.resize(table->SortSpecsCount); + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->SortOrder == -1) + continue; + ImGuiTableSortSpecsColumn* sort_spec = &table->SortSpecsData[column->SortOrder]; + sort_spec->ColumnUserID = column->UserID; + sort_spec->ColumnIndex = (ImU8)column_n; + sort_spec->SortOrder = (ImU8)column->SortOrder; + sort_spec->SortDirection = column->SortDirection; + } + table->SortSpecs.Specs = table->SortSpecsData.Data; + table->SortSpecs.SpecsCount = table->SortSpecsData.Size; + table->SortSpecs.SpecsDirty = true; // Mark as dirty for user + table->IsSortSpecsDirty = false; // Mark as not dirty for us +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Headers +//------------------------------------------------------------------------- +// - TableHeadersRow() +// - TableHeader() +//------------------------------------------------------------------------- + // This is a helper to output TableHeader() calls based on the column names declared in TableSetupColumn(). // The intent is that advanced users willing to create customized headers would not need to use this helper // and can create their own! For example: TableHeader() may be preceeded by Checkbox() or other custom widgets. @@ -2379,214 +2605,6 @@ void ImGui::TableHeader(const char* label) TableOpenContextMenu(column_n); } -// Note that the NoSortAscending/NoSortDescending flags are processed in TableSortSpecsSanitize(), and they may change/revert -// the value of SortDirection. We could technically also do it here but it would be unnecessary and duplicate code. -void ImGui::TableSetColumnSortDirection(int column_n, ImGuiSortDirection sort_direction, bool append_to_sort_specs) -{ - ImGuiContext& g = *GImGui; - ImGuiTable* table = g.CurrentTable; - - if (!(table->Flags & ImGuiTableFlags_MultiSortable)) - append_to_sort_specs = false; - - ImS8 sort_order_max = 0; - if (append_to_sort_specs) - for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++) - sort_order_max = ImMax(sort_order_max, table->Columns[other_column_n].SortOrder); - - ImGuiTableColumn* column = &table->Columns[column_n]; - column->SortDirection = (ImS8)sort_direction; - if (column->SortOrder == -1 || !append_to_sort_specs) - column->SortOrder = append_to_sort_specs ? sort_order_max + 1 : 0; - - for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++) - { - ImGuiTableColumn* other_column = &table->Columns[other_column_n]; - if (other_column != column && !append_to_sort_specs) - other_column->SortOrder = -1; - TableFixColumnSortDirection(other_column); - } - table->IsSettingsDirty = true; - table->IsSortSpecsDirty = true; -} - -// Return NULL if no sort specs (most often when ImGuiTableFlags_Sortable is not set) -// You can sort your data again when 'SpecsChanged == true'. It will be true with sorting specs have changed since -// last call, or the first time. -// Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable()! -ImGuiTableSortSpecs* ImGui::TableGetSortSpecs() -{ - ImGuiContext& g = *GImGui; - ImGuiTable* table = g.CurrentTable; - IM_ASSERT(table != NULL); - - if (!(table->Flags & ImGuiTableFlags_Sortable)) - return NULL; - - // Require layout (in case TableHeadersRow() hasn't been called) as it may alter IsSortSpecsDirty in some paths. - if (!table->IsLayoutLocked) - TableUpdateLayout(table); - - if (table->IsSortSpecsDirty) - TableSortSpecsBuild(table); - - return table->SortSpecs.SpecsCount ? &table->SortSpecs : NULL; -} - -bool ImGui::TableGetColumnIsSorted(int column_n) -{ - ImGuiContext& g = *GImGui; - ImGuiTable* table = g.CurrentTable; - if (!table) - return false; - if (column_n < 0) - column_n = table->CurrentColumn; - ImGuiTableColumn* column = &table->Columns[column_n]; - return (column->SortOrder != -1); -} - -// Return -1 when table is not hovered. return columns_count if the unused space at the right of visible columns is hovered. -int ImGui::TableGetHoveredColumn() -{ - ImGuiContext& g = *GImGui; - ImGuiTable* table = g.CurrentTable; - if (!table) - return -1; - return (int)table->HoveredColumnBody; -} - -void ImGui::TableSetBgColor(ImGuiTableBgTarget bg_target, ImU32 color, int column_n) -{ - ImGuiContext& g = *GImGui; - ImGuiTable* table = g.CurrentTable; - IM_ASSERT(bg_target != ImGuiTableBgTarget_None); - - if (color == IM_COL32_DISABLE) - color = 0; - - // We cannot draw neither the cell or row background immediately as we don't know the row height at this point in time. - switch (bg_target) - { - case ImGuiTableBgTarget_CellBg: - { - if (table->RowPosY1 > table->InnerClipRect.Max.y) // Discard - return; - if (column_n == -1) - column_n = table->CurrentColumn; - if ((table->EnabledUnclippedMaskByIndex & ((ImU64)1 << column_n)) == 0) - return; - if (table->RowCellDataCurrent < 0 || table->RowCellData[table->RowCellDataCurrent].Column != column_n) - table->RowCellDataCurrent++; - ImGuiTableCellData* cell_data = &table->RowCellData[table->RowCellDataCurrent]; - cell_data->BgColor = color; - cell_data->Column = (ImS8)column_n; - break; - } - case ImGuiTableBgTarget_RowBg0: - case ImGuiTableBgTarget_RowBg1: - { - if (table->RowPosY1 > table->InnerClipRect.Max.y) // Discard - return; - IM_ASSERT(column_n == -1); - int bg_idx = (bg_target == ImGuiTableBgTarget_RowBg1) ? 1 : 0; - table->RowBgColor[bg_idx] = color; - break; - } - default: - IM_ASSERT(0); - } -} - -void ImGui::TableSortSpecsSanitize(ImGuiTable* table) -{ - IM_ASSERT(table->Flags & ImGuiTableFlags_Sortable); - - // Clear SortOrder from hidden column and verify that there's no gap or duplicate. - int sort_order_count = 0; - ImU64 sort_order_mask = 0x00; - for (int column_n = 0; column_n < table->ColumnsCount; column_n++) - { - ImGuiTableColumn* column = &table->Columns[column_n]; - if (column->SortOrder != -1 && !column->IsEnabled) - column->SortOrder = -1; - if (column->SortOrder == -1) - continue; - sort_order_count++; - sort_order_mask |= ((ImU64)1 << column->SortOrder); - IM_ASSERT(sort_order_count < (int)sizeof(sort_order_mask) * 8); - } - - const bool need_fix_linearize = ((ImU64)1 << sort_order_count) != (sort_order_mask + 1); - const bool need_fix_single_sort_order = (sort_order_count > 1) && !(table->Flags & ImGuiTableFlags_MultiSortable); - if (need_fix_linearize || need_fix_single_sort_order) - { - ImU64 fixed_mask = 0x00; - for (int sort_n = 0; sort_n < sort_order_count; sort_n++) - { - // Fix: Rewrite sort order fields if needed so they have no gap or duplicate. - // (e.g. SortOrder 0 disappeared, SortOrder 1..2 exists --> rewrite then as SortOrder 0..1) - int column_with_smallest_sort_order = -1; - for (int column_n = 0; column_n < table->ColumnsCount; column_n++) - if ((fixed_mask & ((ImU64)1 << (ImU64)column_n)) == 0 && table->Columns[column_n].SortOrder != -1) - if (column_with_smallest_sort_order == -1 || table->Columns[column_n].SortOrder < table->Columns[column_with_smallest_sort_order].SortOrder) - column_with_smallest_sort_order = column_n; - IM_ASSERT(column_with_smallest_sort_order != -1); - fixed_mask |= ((ImU64)1 << column_with_smallest_sort_order); - table->Columns[column_with_smallest_sort_order].SortOrder = (ImS8)sort_n; - - // Fix: Make sure only one column has a SortOrder if ImGuiTableFlags_MultiSortable is not set. - if (need_fix_single_sort_order) - { - sort_order_count = 1; - for (int column_n = 0; column_n < table->ColumnsCount; column_n++) - if (column_n != column_with_smallest_sort_order) - table->Columns[column_n].SortOrder = -1; - break; - } - } - } - - // Fallback default sort order (if no column had the ImGuiTableColumnFlags_DefaultSort flag) - if (sort_order_count == 0) - for (int column_n = 0; column_n < table->ColumnsCount; column_n++) - { - ImGuiTableColumn* column = &table->Columns[column_n]; - if (column->IsEnabled && !(column->Flags & ImGuiTableColumnFlags_NoSort)) - { - sort_order_count = 1; - column->SortOrder = 0; - TableFixColumnSortDirection(column); - break; - } - } - - table->SortSpecsCount = (ImS8)sort_order_count; -} - -void ImGui::TableSortSpecsBuild(ImGuiTable* table) -{ - IM_ASSERT(table->IsSortSpecsDirty); - TableSortSpecsSanitize(table); - - // Write output - table->SortSpecsData.resize(table->SortSpecsCount); - for (int column_n = 0; column_n < table->ColumnsCount; column_n++) - { - ImGuiTableColumn* column = &table->Columns[column_n]; - if (column->SortOrder == -1) - continue; - ImGuiTableSortSpecsColumn* sort_spec = &table->SortSpecsData[column->SortOrder]; - sort_spec->ColumnUserID = column->UserID; - sort_spec->ColumnIndex = (ImU8)column_n; - sort_spec->SortOrder = (ImU8)column->SortOrder; - sort_spec->SortDirection = column->SortDirection; - } - table->SortSpecs.Specs = table->SortSpecsData.Data; - table->SortSpecs.SpecsCount = table->SortSpecsData.Size; - table->SortSpecs.SpecsDirty = true; // Mark as dirty for user - table->IsSortSpecsDirty = false; // Mark as not dirty for us -} - //------------------------------------------------------------------------- // [SECTION] Tables: Context Menu //-------------------------------------------------------------------------