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Tables: moved TableGetSortSpecs(), TableGetColumnIsSorted(), TableFixColumnSortDirection(), TableSetColumnSortDirection() to their own section.
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@ -2291,6 +2291,7 @@ namespace ImGui
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IMGUI_API void TableReorderDrawChannelsForMerge(ImGuiTable* table);
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IMGUI_API void TableSortSpecsSanitize(ImGuiTable* table);
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IMGUI_API void TableSortSpecsBuild(ImGuiTable* table);
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IMGUI_API void TableFixColumnSortDirection(ImGuiTableColumn* column);
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IMGUI_API void TableBeginRow(ImGuiTable* table);
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IMGUI_API void TableEndRow(ImGuiTable* table);
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IMGUI_API void TableBeginCell(ImGuiTable* table, int column_n);
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160
imgui_tables.cpp
160
imgui_tables.cpp
@ -6,6 +6,7 @@
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Index of this file:
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// [SECTION] Tables: BeginTable, EndTable, etc.
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// [SECTION] Tables: Sorting
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// [SECTION] Tables: Headers
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// [SECTION] Tables: Context Menu
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// [SECTION] Tables: Settings (.ini data)
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@ -556,19 +557,6 @@ static ImGuiTableColumnFlags TableFixColumnFlags(ImGuiTable* table, ImGuiTableCo
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return flags;
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}
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static void TableFixColumnSortDirection(ImGuiTableColumn* column)
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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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}
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// Minimum column content width (without padding)
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static float TableGetMinColumnWidth()
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{
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@ -2172,72 +2160,6 @@ void ImGui::TablePopBackgroundChannel()
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table->DrawSplitter.SetCurrentChannel(window->DrawList, column->DrawChannelCurrent);
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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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void ImGui::TableSetColumnSortDirection(int column_n, ImGuiSortDirection sort_direction, bool append_to_sort_specs)
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{
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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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append_to_sort_specs = false;
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ImS8 sort_order_max = 0;
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if (append_to_sort_specs)
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for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++)
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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->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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{
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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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}
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table->IsSettingsDirty = true;
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table->IsSortSpecsDirty = true;
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}
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// Return NULL if no sort specs (most often when ImGuiTableFlags_Sortable is not set)
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// You can sort your data again when 'SpecsChanged == true'. It will be true with sorting specs have changed since
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// last call, or the first time.
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// Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable()!
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ImGuiTableSortSpecs* ImGui::TableGetSortSpecs()
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{
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ImGuiContext& g = *GImGui;
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ImGuiTable* table = g.CurrentTable;
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IM_ASSERT(table != NULL);
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if (!(table->Flags & ImGuiTableFlags_Sortable))
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return NULL;
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// Require layout (in case TableHeadersRow() hasn't been called) as it may alter IsSortSpecsDirty in some paths.
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if (!table->IsLayoutLocked)
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TableUpdateLayout(table);
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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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}
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bool ImGui::TableGetColumnIsSorted(int column_n)
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{
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ImGuiContext& g = *GImGui;
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ImGuiTable* table = g.CurrentTable;
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if (!table)
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return false;
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if (column_n < 0)
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column_n = table->CurrentColumn;
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ImGuiTableColumn* column = &table->Columns[column_n];
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return (column->SortOrder != -1);
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}
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// Return -1 when table is not hovered. return columns_count if the unused space at the right of visible columns is hovered.
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int ImGui::TableGetHoveredColumn()
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{
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@ -2301,6 +2223,86 @@ void ImGui::TableSetBgColor(ImGuiTableBgTarget bg_target, ImU32 color, int colum
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// - TableSortSpecsBuild() [Internal]
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//-------------------------------------------------------------------------
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// Return NULL if no sort specs (most often when ImGuiTableFlags_Sortable is not set)
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// You can sort your data again when 'SpecsChanged == true'. It will be true with sorting specs have changed since
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// last call, or the first time.
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// Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable()!
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ImGuiTableSortSpecs* ImGui::TableGetSortSpecs()
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{
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ImGuiContext& g = *GImGui;
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ImGuiTable* table = g.CurrentTable;
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IM_ASSERT(table != NULL);
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if (!(table->Flags & ImGuiTableFlags_Sortable))
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return NULL;
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// Require layout (in case TableHeadersRow() hasn't been called) as it may alter IsSortSpecsDirty in some paths.
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if (!table->IsLayoutLocked)
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TableUpdateLayout(table);
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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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}
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bool ImGui::TableGetColumnIsSorted(int column_n)
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{
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ImGuiContext& g = *GImGui;
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ImGuiTable* table = g.CurrentTable;
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if (!table)
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return false;
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if (column_n < 0)
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column_n = table->CurrentColumn;
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ImGuiTableColumn* column = &table->Columns[column_n];
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return (column->SortOrder != -1);
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}
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void ImGui::TableFixColumnSortDirection(ImGuiTableColumn* column)
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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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}
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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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void ImGui::TableSetColumnSortDirection(int column_n, ImGuiSortDirection sort_direction, bool append_to_sort_specs)
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{
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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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append_to_sort_specs = false;
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ImS8 sort_order_max = 0;
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if (append_to_sort_specs)
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for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++)
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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->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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{
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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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}
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table->IsSettingsDirty = true;
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table->IsSortSpecsDirty = true;
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}
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void ImGui::TableSortSpecsSanitize(ImGuiTable* table)
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{
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IM_ASSERT(table->Flags & ImGuiTableFlags_Sortable);
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