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Tables: Using same allocation for our Columns and DisplayOrder array. Mostly designed to facilitate adding new arrays.

This commit is contained in:
omar 2020-03-18 18:17:22 +01:00 committed by ocornut
parent 6dff061309
commit a956629b40
2 changed files with 22 additions and 20 deletions

View File

@ -1946,8 +1946,9 @@ struct ImGuiTable
{ {
ImGuiID ID; ImGuiID ID;
ImGuiTableFlags Flags; ImGuiTableFlags Flags;
ImVector<ImGuiTableColumn> Columns; ImVector<char> RawData;
ImVector<ImU8> DisplayOrder; // Store display order of columns (when not reordered, the values are 0...Count-1) 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 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 ActiveMaskByDisplayOrder; // Column DisplayOrder -> IsActive map
ImU64 VisibleMaskByIndex; // Visible (== Active and not Clipped) ImU64 VisibleMaskByIndex; // Visible (== Active and not Clipped)
@ -1992,7 +1993,7 @@ struct ImGuiTable
ImGuiWindow* OuterWindow; // Parent window for the table ImGuiWindow* OuterWindow; // Parent window for the table
ImGuiWindow* InnerWindow; // Window holding the table data (== OuterWindow or a child window) ImGuiWindow* InnerWindow; // Window holding the table data (== OuterWindow or a child window)
ImGuiTextBuffer ColumnsNames; // Contiguous buffer holding columns names 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 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() ImGuiTableSortSpecs SortSpecs; // Public facing sorts specs, this is what we return in TableGetSortSpecs()
ImS8 SortSpecsCount; ImS8 SortSpecsCount;

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@ -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)) if ((table_last_flags & ImGuiTableFlags_Reorderable) && !(flags & ImGuiTableFlags_Reorderable))
table->IsResetDisplayOrderRequest = true; table->IsResetDisplayOrderRequest = true;
// Clear data if columns count changed // Setup default columns state. Clear data if columns count changed
if (table->Columns.Size != 0 && table->Columns.Size != columns_count) 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); // Allocate single buffer for our arrays
table->DisplayOrder.resize(0); 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++) for (int n = 0; n < columns_count; n++)
{ {
ImGuiTableColumn column; table->Columns[n] = ImGuiTableColumn();
column.IndexDisplayOrder = (ImS8)n; table->Columns[n].IndexDisplayOrder = table->DisplayOrder[n] = (ImS8)n;
table->Columns.push_back(column);
table->DisplayOrder.push_back(column.IndexDisplayOrder);
} }
table->IsInitializing = table->IsSettingsRequestLoad = table->IsSortSpecsDirty = true;
} }
// Load settings // Load settings
@ -378,7 +379,7 @@ void ImGui::TableBeginUpdateColumns(ImGuiTable* table)
if (table->IsResetDisplayOrderRequest) if (table->IsResetDisplayOrderRequest)
{ {
for (int n = 0; n < table->ColumnsCount; n++) 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->IsResetDisplayOrderRequest = false;
table->IsSettingsDirty = true; table->IsSettingsDirty = true;
} }
@ -2376,7 +2377,7 @@ void ImGui::TableLoadSettings(ImGuiTable* table)
// FIXME-TABLE: Need to validate .ini data // FIXME-TABLE: Need to validate .ini data
for (int column_n = 0; column_n < table->ColumnsCount; column_n++) 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) void* ImGui::TableSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name)