mirror of
https://github.com/ocornut/imgui.git
synced 2024-11-24 05:19:02 +08:00
Tables: Using same allocation for our Columns and DisplayOrder array. Mostly designed to facilitate adding new arrays.
This commit is contained in:
parent
6dff061309
commit
a956629b40
@ -1946,8 +1946,9 @@ struct ImGuiTable
|
||||
{
|
||||
ImGuiID ID;
|
||||
ImGuiTableFlags Flags;
|
||||
ImVector<ImGuiTableColumn> Columns;
|
||||
ImVector<ImU8> DisplayOrder; // Store display order of columns (when not reordered, the values are 0...Count-1)
|
||||
ImVector<char> RawData;
|
||||
ImSpan<ImGuiTableColumn> Columns; // Point within RawData[]
|
||||
ImSpan<ImS8> DisplayOrder; // Point within RawData[]. Store display order of columns (when not reordered, the values are 0...Count-1)
|
||||
ImU64 ActiveMaskByIndex; // Column Index -> IsActive map (Active == not hidden by user/api) in a format adequate for iterating column without touching cold data
|
||||
ImU64 ActiveMaskByDisplayOrder; // Column DisplayOrder -> IsActive map
|
||||
ImU64 VisibleMaskByIndex; // Visible (== Active and not Clipped)
|
||||
@ -1992,7 +1993,7 @@ struct ImGuiTable
|
||||
ImGuiWindow* OuterWindow; // Parent window for the table
|
||||
ImGuiWindow* InnerWindow; // Window holding the table data (== OuterWindow or a child window)
|
||||
ImGuiTextBuffer ColumnsNames; // Contiguous buffer holding columns names
|
||||
ImDrawListSplitter DrawSplitter; // We carry our own ImDrawList splitter to allow recursion (could be stored outside?)
|
||||
ImDrawListSplitter DrawSplitter; // We carry our own ImDrawList splitter to allow recursion (FIXME: could be stored outside, worst case we need 1 splitter per recursing table)
|
||||
ImVector<ImGuiTableSortSpecsColumn> SortSpecsData; // FIXME-OPT: Fixed-size array / small-vector pattern, optimize for single sort spec
|
||||
ImGuiTableSortSpecs SortSpecs; // Public facing sorts specs, this is what we return in TableGetSortSpecs()
|
||||
ImS8 SortSpecsCount;
|
||||
|
@ -288,26 +288,27 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
|
||||
if ((table_last_flags & ImGuiTableFlags_Reorderable) && !(flags & ImGuiTableFlags_Reorderable))
|
||||
table->IsResetDisplayOrderRequest = true;
|
||||
|
||||
// Clear data if columns count changed
|
||||
if (table->Columns.Size != 0 && table->Columns.Size != columns_count)
|
||||
// Setup default columns state. Clear data if columns count changed
|
||||
const int stored_size = table->Columns.size();
|
||||
if (stored_size != 0 && stored_size != columns_count)
|
||||
table->RawData.resize(0);
|
||||
if (table->RawData.Size == 0)
|
||||
{
|
||||
table->Columns.resize(0);
|
||||
table->DisplayOrder.resize(0);
|
||||
}
|
||||
// Allocate single buffer for our arrays
|
||||
ImSpanAllocator<2> span_allocator;
|
||||
span_allocator.ReserveBytes(0, columns_count * sizeof(ImGuiTableColumn));
|
||||
span_allocator.ReserveBytes(1, columns_count * sizeof(ImS8));
|
||||
table->RawData.resize(span_allocator.GetArenaSizeInBytes());
|
||||
span_allocator.SetArenaBasePtr(table->RawData.Data);
|
||||
span_allocator.GetSpan(0, &table->Columns);
|
||||
span_allocator.GetSpan(1, &table->DisplayOrder);
|
||||
|
||||
// Setup default columns state
|
||||
if (table->Columns.Size == 0)
|
||||
{
|
||||
table->IsInitializing = table->IsSettingsRequestLoad = table->IsSortSpecsDirty = true;
|
||||
table->Columns.reserve(columns_count);
|
||||
table->DisplayOrder.reserve(columns_count);
|
||||
for (int n = 0; n < columns_count; n++)
|
||||
{
|
||||
ImGuiTableColumn column;
|
||||
column.IndexDisplayOrder = (ImS8)n;
|
||||
table->Columns.push_back(column);
|
||||
table->DisplayOrder.push_back(column.IndexDisplayOrder);
|
||||
table->Columns[n] = ImGuiTableColumn();
|
||||
table->Columns[n].IndexDisplayOrder = table->DisplayOrder[n] = (ImS8)n;
|
||||
}
|
||||
table->IsInitializing = table->IsSettingsRequestLoad = table->IsSortSpecsDirty = true;
|
||||
}
|
||||
|
||||
// Load settings
|
||||
@ -378,7 +379,7 @@ void ImGui::TableBeginUpdateColumns(ImGuiTable* table)
|
||||
if (table->IsResetDisplayOrderRequest)
|
||||
{
|
||||
for (int n = 0; n < table->ColumnsCount; n++)
|
||||
table->DisplayOrder[n] = table->Columns[n].IndexDisplayOrder = (ImU8)n;
|
||||
table->DisplayOrder[n] = table->Columns[n].IndexDisplayOrder = (ImS8)n;
|
||||
table->IsResetDisplayOrderRequest = false;
|
||||
table->IsSettingsDirty = true;
|
||||
}
|
||||
@ -2376,7 +2377,7 @@ void ImGui::TableLoadSettings(ImGuiTable* table)
|
||||
|
||||
// FIXME-TABLE: Need to validate .ini data
|
||||
for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
|
||||
table->DisplayOrder[table->Columns[column_n].IndexDisplayOrder] = (ImU8)column_n;
|
||||
table->DisplayOrder[table->Columns[column_n].IndexDisplayOrder] = (ImS8)column_n;
|
||||
}
|
||||
|
||||
void* ImGui::TableSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name)
|
||||
|
Loading…
Reference in New Issue
Block a user