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Add ImPlotLegendFlags_Sort (#404)
* add ImPlotLegendFlags_Sort * replace qsort_s with qsort
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TODO.md
1
TODO.md
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@ -31,7 +31,6 @@ The list below represents a combination of high-priority work, nice-to-have feat
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## Legend
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- `ImPlotLegendFlags_SortItems`
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- `ImPlotLegendFlags_Scroll`
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- improve legend icons (e.g. adopt markers, gradients, etc)
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- make legend frame use ButtonBehavior (maybe impossible)
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26
implot.cpp
26
implot.cpp
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@ -580,8 +580,8 @@ ImVec2 CalcLegendSize(ImPlotItemGroup& items, const ImVec2& pad, const ImVec2& s
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return legend_size;
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}
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int LegendSortingComp(void* _items, const void* _a, const void* _b) {
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ImPlotItemGroup* items = (ImPlotItemGroup*)_items;
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int LegendSortingComp(const void* _a, const void* _b) {
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ImPlotItemGroup* items = GImPlot->SortItems;
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const int a = *(const int*)_a;
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const int b = *(const int*)_b;
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const char* label_a = items->GetLegendLabel(a);
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@ -603,18 +603,18 @@ bool ShowLegendEntries(ImPlotItemGroup& items, const ImRect& legend_bb, bool hov
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const int num_items = items.GetLegendCount();
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if (num_items < 1)
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return hovered;
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// ImVector<int>& indices = GImPlot->TempInt1;
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// indices.resize(num_items);
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// // bool sort = true;
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// // if (sort && num_items > 1) {
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// // qsort_s(indices.Data, num_items, sizeof(int), LegendSortingComp, &items);
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// // }
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// // else {
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// // for (int i = 0; i < num_items; ++i)
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// // indices[i] = i;
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// // }
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// build render order
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ImVector<int>& indices = GImPlot->TempInt1;
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indices.resize(num_items);
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for (int i = 0; i < num_items; ++i)
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indices[i] = i;
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if (ImHasFlag(items.Legend.Flags, ImPlotLegendFlags_Sort) && num_items > 1) {
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GImPlot->SortItems = &items;
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qsort(indices.Data, num_items, sizeof(int), LegendSortingComp);
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}
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// render
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for (int i = 0; i < num_items; ++i) {
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const int idx = i; //indices[i];
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const int idx = indices[i];
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ImPlotItem* item = items.GetLegendItem(idx);
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const char* label = items.GetLegendLabel(idx);
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const float label_width = ImGui::CalcTextSize(label, NULL, true).x;
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1
implot.h
1
implot.h
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@ -191,6 +191,7 @@ enum ImPlotLegendFlags_ {
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ImPlotLegendFlags_NoMenus = 1 << 3, // the user will not be able to open context menus with right-click
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ImPlotLegendFlags_Outside = 1 << 4, // legend will be rendered outside of the plot area
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ImPlotLegendFlags_Horizontal = 1 << 5, // legend entries will be displayed horizontally
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ImPlotLegendFlags_Sort = 1 << 6, // legend entries will be displayed in alphabetical order
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};
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// Options for mouse hover text (see SetupMouseText)
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@ -1361,31 +1361,35 @@ void Demo_SubplotAxisLinking() {
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void Demo_LegendOptions() {
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static ImPlotLocation loc = ImPlotLocation_East;
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static bool h = false; static bool o = true;
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ImGui::CheckboxFlags("North", (unsigned int*)&loc, ImPlotLocation_North); ImGui::SameLine();
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ImGui::CheckboxFlags("South", (unsigned int*)&loc, ImPlotLocation_South); ImGui::SameLine();
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ImGui::CheckboxFlags("West", (unsigned int*)&loc, ImPlotLocation_West); ImGui::SameLine();
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ImGui::CheckboxFlags("East", (unsigned int*)&loc, ImPlotLocation_East); ImGui::SameLine();
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ImGui::Checkbox("Horizontal##2", &h); ImGui::SameLine();
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ImGui::Checkbox("Outside", &o);
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ImGui::CheckboxFlags("East", (unsigned int*)&loc, ImPlotLocation_East);
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static ImPlotLegendFlags flags = 0;
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CHECKBOX_FLAG(flags, ImPlotLegendFlags_Horizontal);
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CHECKBOX_FLAG(flags, ImPlotLegendFlags_Outside);
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CHECKBOX_FLAG(flags, ImPlotLegendFlags_Sort);
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ImGui::SliderFloat2("LegendPadding", (float*)&GetStyle().LegendPadding, 0.0f, 20.0f, "%.0f");
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ImGui::SliderFloat2("LegendInnerPadding", (float*)&GetStyle().LegendInnerPadding, 0.0f, 10.0f, "%.0f");
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ImGui::SliderFloat2("LegendSpacing", (float*)&GetStyle().LegendSpacing, 0.0f, 5.0f, "%.0f");
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if (ImPlot::BeginPlot("##Legend",ImVec2(-1,0))) {
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ImPlotLegendFlags flags = ImPlotLegendFlags_None;
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if (h) flags |= ImPlotLegendFlags_Horizontal;
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if (o) flags |= ImPlotLegendFlags_Outside;
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ImPlot::SetupLegend(loc, flags);
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static MyImPlot::WaveData data1(0.001, 0.2, 2, 0.75);
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static MyImPlot::WaveData data2(0.001, 0.2, 4, 0.25);
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static MyImPlot::WaveData data3(0.001, 0.2, 6, 0.5);
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ImPlot::PlotLineG("Item 1", MyImPlot::SineWave, &data1, 1000); // "Item 1" added to legend
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ImPlot::PlotLineG("Item 2##IDText", MyImPlot::SawWave, &data2, 1000); // "Item 2" added to legend, text after ## used for ID only
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static MyImPlot::WaveData data1(0.001, 0.2, 4, 0.2);
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static MyImPlot::WaveData data2(0.001, 0.2, 4, 0.4);
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static MyImPlot::WaveData data3(0.001, 0.2, 4, 0.6);
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static MyImPlot::WaveData data4(0.001, 0.2, 4, 0.8);
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static MyImPlot::WaveData data5(0.001, 0.2, 4, 1.0);
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ImPlot::PlotLineG("Item B", MyImPlot::SawWave, &data1, 1000); // "Item B" added to legend
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ImPlot::PlotLineG("Item A##IDText", MyImPlot::SawWave, &data2, 1000); // "Item A" added to legend, text after ## used for ID only
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ImPlot::PlotLineG("##NotListed", MyImPlot::SawWave, &data3, 1000); // plotted, but not added to legend
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ImPlot::PlotLineG("Item 3", MyImPlot::SineWave, &data1, 1000); // "Item 3" added to legend
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ImPlot::PlotLineG("Item 3", MyImPlot::SawWave, &data2, 1000); // combined with previous "Item 3"
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ImPlot::PlotLineG("Item C", MyImPlot::SawWave, &data4, 1000); // "Item C" added to legend
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ImPlot::PlotLineG("Item C", MyImPlot::SawWave, &data5, 1000); // combined with previous "Item C"
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ImPlot::EndPlot();
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}
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}
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@ -1244,6 +1244,7 @@ struct ImPlotContext {
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ImPlotInputMap InputMap;
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bool OpenContextThisFrame;
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ImGuiTextBuffer MousePosStringBuilder;
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ImPlotItemGroup* SortItems;
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// Align plots
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ImPool<ImPlotAlignmentData> AlignmentData;
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