Terminal-based user interface toolkit
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package cview
import (
"sort"
"sync"
"github.com/gdamore/tcell"
colorful "github.com/lucasb-eyer/go-colorful"
)
// TableCell represents one cell inside a Table. You can instantiate this type
// directly but all colors (background and text) will be set to their default
// which is black.
type TableCell struct {
// The reference object.
Reference interface{}
// The text to be displayed in the table cell.
Text string
// The alignment of the cell text. One of AlignLeft (default), AlignCenter,
// or AlignRight.
Align int
// The maximum width of the cell in screen space. This is used to give a
// column a maximum width. Any cell text whose screen width exceeds this width
// is cut off. Set to 0 if there is no maximum width.
MaxWidth int
// If the total table width is less than the available width, this value is
// used to add extra width to a column. See SetExpansion() for details.
Expansion int
// The color of the cell text.
Color tcell.Color
// The background color of the cell.
BackgroundColor tcell.Color
// The style attributes of the cell.
Attributes tcell.AttrMask
// If set to true, this cell cannot be selected.
NotSelectable bool
// The position and width of the cell the last time table was drawn.
x, y, width int
sync.RWMutex
}
// NewTableCell returns a new table cell with sensible defaults. That is, left
// aligned text with the primary text color (see Styles) and a transparent
// background (using the background of the Table).
func NewTableCell(text string) *TableCell {
return &TableCell{
Text: text,
Align: AlignLeft,
Color: Styles.PrimaryTextColor,
BackgroundColor: tcell.ColorDefault,
}
}
// SetText sets the cell's text.
func (c *TableCell) SetText(text string) *TableCell {
c.Lock()
defer c.Unlock()
c.Text = text
return c
}
// SetAlign sets the cell's text alignment, one of AlignLeft, AlignCenter, or
// AlignRight.
func (c *TableCell) SetAlign(align int) *TableCell {
c.Lock()
defer c.Unlock()
c.Align = align
return c
}
// SetMaxWidth sets maximum width of the cell in screen space. This is used to
// give a column a maximum width. Any cell text whose screen width exceeds this
// width is cut off. Set to 0 if there is no maximum width.
func (c *TableCell) SetMaxWidth(maxWidth int) *TableCell {
c.Lock()
defer c.Unlock()
c.MaxWidth = maxWidth
return c
}
// SetExpansion sets the value by which the column of this cell expands if the
// available width for the table is more than the table width (prior to applying
// this expansion value). This is a proportional value. The amount of unused
// horizontal space is divided into widths to be added to each column. How much
// extra width a column receives depends on the expansion value: A value of 0
// (the default) will not cause the column to increase in width. Other values
// are proportional, e.g. a value of 2 will cause a column to grow by twice
// the amount of a column with a value of 1.
//
// Since this value affects an entire column, the maximum over all visible cells
// in that column is used.
//
// This function panics if a negative value is provided.
func (c *TableCell) SetExpansion(expansion int) *TableCell {
c.Lock()
defer c.Unlock()
if expansion < 0 {
panic("Table cell expansion values may not be negative")
}
c.Expansion = expansion
return c
}
// SetTextColor sets the cell's text color.
func (c *TableCell) SetTextColor(color tcell.Color) *TableCell {
c.Lock()
defer c.Unlock()
c.Color = color
return c
}
// SetBackgroundColor sets the cell's background color. Set to
// tcell.ColorDefault to use the table's background color.
func (c *TableCell) SetBackgroundColor(color tcell.Color) *TableCell {
c.Lock()
defer c.Unlock()
c.BackgroundColor = color
return c
}
// SetAttributes sets the cell's text attributes. You can combine different
// attributes using bitmask operations:
//
// cell.SetAttributes(tcell.AttrUnderline | tcell.AttrBold)
func (c *TableCell) SetAttributes(attr tcell.AttrMask) *TableCell {
c.Lock()
defer c.Unlock()
c.Attributes = attr
return c
}
// SetStyle sets the cell's style (foreground color, background color, and
// attributes) all at once.
func (c *TableCell) SetStyle(style tcell.Style) *TableCell {
c.Lock()
defer c.Unlock()
c.Color, c.BackgroundColor, c.Attributes = style.Decompose()
return c
}
// SetSelectable sets whether or not this cell can be selected by the user.
func (c *TableCell) SetSelectable(selectable bool) *TableCell {
c.Lock()
defer c.Unlock()
c.NotSelectable = !selectable
return c
}
// SetReference allows you to store a reference of any type in this cell. This
// will allow you to establish a mapping between the cell and your
// actual data.
func (c *TableCell) SetReference(reference interface{}) *TableCell {
c.Lock()
defer c.Unlock()
c.Reference = reference
return c
}
// GetReference returns this cell's reference object.
func (c *TableCell) GetReference() interface{} {
c.RLock()
defer c.RUnlock()
return c.Reference
}
// GetLastPosition returns the position of the table cell the last time it was
// drawn on screen. If the cell is not on screen, the return values are
// undefined.
//
// Because the Table class will attempt to keep selected cells on screen, this
// function is most useful in response to a "selected" event (see
// SetSelectedFunc()) or a "selectionChanged" event (see
// SetSelectionChangedFunc()).
func (c *TableCell) GetLastPosition() (x, y, width int) {
c.RLock()
defer c.RUnlock()
return c.x, c.y, c.width
}
// Table visualizes two-dimensional data consisting of rows and columns. Each
// Table cell is defined via SetCell() by the TableCell type. They can be added
// dynamically to the table and changed any time.
//
// The most compact display of a table is without borders. Each row will then
// occupy one row on screen and columns are separated by the rune defined via
// SetSeparator() (a space character by default).
//
// When borders are turned on (via SetBorders()), each table cell is surrounded
// by lines. Therefore one table row will require two rows on screen.
//
// Columns will use as much horizontal space as they need. You can constrain
// their size with the MaxWidth parameter of the TableCell type.
//
// Fixed Columns
//
// You can define fixed rows and rolumns via SetFixed(). They will always stay
// in their place, even when the table is scrolled. Fixed rows are always the
// top rows. Fixed columns are always the leftmost columns.
//
// Selections
//
// You can call SetSelectable() to set columns and/or rows to "selectable". If
// the flag is set only for columns, entire columns can be selected by the user.
// If it is set only for rows, entire rows can be selected. If both flags are
// set, individual cells can be selected. The "selected" handler set via
// SetSelectedFunc() is invoked when the user presses Enter on a selection.
//
// Navigation
//
// If the table extends beyond the available space, it can be navigated with
// key bindings similar to Vim:
//
// - h, left arrow: Move left by one column.
// - l, right arrow: Move right by one column.
// - j, down arrow: Move down by one row.
// - k, up arrow: Move up by one row.
// - g, home: Move to the top.
// - G, end: Move to the bottom.
// - Ctrl-F, page down: Move down by one page.
// - Ctrl-B, page up: Move up by one page.
//
// When there is no selection, this affects the entire table (except for fixed
// rows and columns). When there is a selection, the user moves the selection.
// The class will attempt to keep the selection from moving out of the screen.
//
// Use SetInputCapture() to override or modify keyboard input.
type Table struct {
*Box
// Whether or not this table has borders around each cell.
borders bool
// The color of the borders or the separator.
bordersColor tcell.Color
// If there are no borders, the column separator.
separator rune
// The cells of the table. Rows first, then columns.
cells [][]*TableCell
// The rightmost column in the data set.
lastColumn int
// If true, when calculating the widths of the columns, all rows are evaluated
// instead of only the visible ones.
evaluateAllRows bool
// The number of fixed rows / columns.
fixedRows, fixedColumns int
// Whether or not rows or columns can be selected. If both are set to true,
// cells can be selected.
rowsSelectable, columnsSelectable bool
// The currently selected row and column.
selectedRow, selectedColumn int
// The number of rows/columns by which the table is scrolled down/to the
// right.
rowOffset, columnOffset int
// If set to true, the table's last row will always be visible.
trackEnd bool
// The number of visible rows the last time the table was drawn.
visibleRows int
// The indices of the visible columns as of the last time the table was drawn.
visibleColumnIndices []int
// The net widths of the visible columns as of the last time the table was
// drawn.
visibleColumnWidths []int
// Visibility of the scroll bar.
scrollBarVisibility ScrollBarVisibility
// The scroll bar color.
scrollBarColor tcell.Color
// The style of the selected rows. If this value is 0, selected rows are
// simply inverted.
selectedStyle tcell.Style
// An optional function which gets called when the user presses Enter on a
// selected cell. If entire rows selected, the column value is undefined.
// Likewise for entire columns.
selected func(row, column int)
// An optional function which gets called when the user changes the selection.
// If entire rows selected, the column value is undefined.
// Likewise for entire columns.
selectionChanged func(row, column int)
// An optional function which gets called when the user presses Escape, Tab,
// or Backtab. Also when the user presses Enter if nothing is selectable.
done func(key tcell.Key)
sync.RWMutex
}
// NewTable returns a new table.
func NewTable() *Table {
return &Table{
Box: NewBox(),
scrollBarVisibility: ScrollBarAuto,
scrollBarColor: Styles.ScrollBarColor,
bordersColor: Styles.GraphicsColor,
separator: ' ',
lastColumn: -1,
}
}
// Clear removes all table data.
func (t *Table) Clear() *Table {
t.Lock()
defer t.Unlock()
t.cells = nil
t.lastColumn = -1
return t
}
// SetBorders sets whether or not each cell in the table is surrounded by a
// border.
func (t *Table) SetBorders(show bool) *Table {
t.Lock()
defer t.Unlock()
t.borders = show
return t
}
// SetBordersColor sets the color of the cell borders.
func (t *Table) SetBordersColor(color tcell.Color) *Table {
t.Lock()
defer t.Unlock()
t.bordersColor = color
return t
}
// SetScrollBarVisibility specifies the display of the scroll bar.
func (t *Table) SetScrollBarVisibility(visibility ScrollBarVisibility) *Table {
t.Lock()
defer t.Unlock()
t.scrollBarVisibility = visibility
return t
}
// SetScrollBarColor sets the color of the scroll bar.
func (t *Table) SetScrollBarColor(color tcell.Color) *Table {
t.Lock()
defer t.Unlock()
t.scrollBarColor = color
return t
}
// SetSelectedStyle sets a specific style for selected cells. If no such style
// is set, per default, selected cells are inverted (i.e. their foreground and
// background colors are swapped).
//
// To reset a previous setting to its default, make the following call:
//
// table.SetSelectedStyle(tcell.ColorDefault, tcell.ColorDefault, 0)
func (t *Table) SetSelectedStyle(foregroundColor, backgroundColor tcell.Color, attributes tcell.AttrMask) *Table {
t.Lock()
defer t.Unlock()
t.selectedStyle = tcell.StyleDefault.Foreground(foregroundColor).Background(backgroundColor) | tcell.Style(attributes)
return t
}
// SetSeparator sets the character used to fill the space between two
// neighboring cells. This is a space character ' ' per default but you may
// want to set it to Borders.Vertical (or any other rune) if the column
// separation should be more visible. If cell borders are activated, this is
// ignored.
//
// Separators have the same color as borders.
func (t *Table) SetSeparator(separator rune) *Table {
t.Lock()
defer t.Unlock()
t.separator = separator
return t
}
// SetFixed sets the number of fixed rows and columns which are always visible
// even when the rest of the cells are scrolled out of view. Rows are always the
// top-most ones. Columns are always the left-most ones.
func (t *Table) SetFixed(rows, columns int) *Table {
t.Lock()
defer t.Unlock()
t.fixedRows, t.fixedColumns = rows, columns
return t
}
// SetSelectable sets the flags which determine what can be selected in a table.
// There are three selection modi:
//
// - rows = false, columns = false: Nothing can be selected.
// - rows = true, columns = false: Rows can be selected.
// - rows = false, columns = true: Columns can be selected.
// - rows = true, columns = true: Individual cells can be selected.
func (t *Table) SetSelectable(rows, columns bool) *Table {
t.Lock()
defer t.Unlock()
t.rowsSelectable, t.columnsSelectable = rows, columns
return t
}
// GetSelectable returns what can be selected in a table. Refer to
// SetSelectable() for details.
func (t *Table) GetSelectable() (rows, columns bool) {
t.RLock()
defer t.RUnlock()
return t.rowsSelectable, t.columnsSelectable
}
// GetSelection returns the position of the current selection.
// If entire rows are selected, the column index is undefined.
// Likewise for entire columns.
func (t *Table) GetSelection() (row, column int) {
t.RLock()
defer t.RUnlock()
return t.selectedRow, t.selectedColumn
}
// Select sets the selected cell. Depending on the selection settings
// specified via SetSelectable(), this may be an entire row or column, or even
// ignored completely. The "selection changed" event is fired if such a callback
// is available (even if the selection ends up being the same as before and even
// if cells are not selectable).
func (t *Table) Select(row, column int) *Table {
t.Lock()
defer t.Unlock()
t.selectedRow, t.selectedColumn = row, column
if t.selectionChanged != nil {
t.Unlock()
t.selectionChanged(row, column)
t.Lock()
}
return t
}
// SetOffset sets how many rows and columns should be skipped when drawing the
// table. This is useful for large tables that do not fit on the screen.
// Navigating a selection can change these values.
//
// Fixed rows and columns are never skipped.
func (t *Table) SetOffset(row, column int) *Table {
t.Lock()
defer t.Unlock()
t.rowOffset, t.columnOffset = row, column
t.trackEnd = false
return t
}
// GetOffset returns the current row and column offset. This indicates how many
// rows and columns the table is scrolled down and to the right.
func (t *Table) GetOffset() (row, column int) {
t.RLock()
defer t.RUnlock()
return t.rowOffset, t.columnOffset
}
// SetEvaluateAllRows sets a flag which determines the rows to be evaluated when
// calculating the widths of the table's columns. When false, only visible rows
// are evaluated. When true, all rows in the table are evaluated.
//
// Set this flag to true to avoid shifting column widths when the table is
// scrolled. (May be slower for large tables.)
func (t *Table) SetEvaluateAllRows(all bool) *Table {
t.Lock()
defer t.Unlock()
t.evaluateAllRows = all
return t
}
// SetSelectedFunc sets a handler which is called whenever the user presses the
// Enter key on a selected cell/row/column. The handler receives the position of
// the selection and its cell contents. If entire rows are selected, the column
// index is undefined. Likewise for entire columns.
func (t *Table) SetSelectedFunc(handler func(row, column int)) *Table {
t.Lock()
defer t.Unlock()
t.selected = handler
return t
}
// SetSelectionChangedFunc sets a handler which is called whenever the current
// selection changes. The handler receives the position of the new selection.
// If entire rows are selected, the column index is undefined. Likewise for
// entire columns.
func (t *Table) SetSelectionChangedFunc(handler func(row, column int)) *Table {
t.Lock()
defer t.Unlock()
t.selectionChanged = handler
return t
}
// SetDoneFunc sets a handler which is called whenever the user presses the
// Escape, Tab, or Backtab key. If nothing is selected, it is also called when
// user presses the Enter key (because pressing Enter on a selection triggers
// the "selected" handler set via SetSelectedFunc()).
func (t *Table) SetDoneFunc(handler func(key tcell.Key)) *Table {
t.Lock()
defer t.Unlock()
t.done = handler
return t
}
// SetCell sets the content of a cell the specified position. It is ok to
// directly instantiate a TableCell object. If the cell has content, at least
// the Text and Color fields should be set.
//
// Note that setting cells in previously unknown rows and columns will
// automatically extend the internal table representation, e.g. starting with
// a row of 100,000 will immediately create 100,000 empty rows.
//
// To avoid unnecessary garbage collection, fill columns from left to right.
func (t *Table) SetCell(row, column int, cell *TableCell) *Table {
t.Lock()
defer t.Unlock()
if row >= len(t.cells) {
t.cells = append(t.cells, make([][]*TableCell, row-len(t.cells)+1)...)
}
rowLen := len(t.cells[row])
if column >= rowLen {
t.cells[row] = append(t.cells[row], make([]*TableCell, column-rowLen+1)...)
for c := rowLen; c < column; c++ {
t.cells[row][c] = &TableCell{}
}
}
t.cells[row][column] = cell
if column > t.lastColumn {
t.lastColumn = column
}
return t
}
// SetCellSimple calls SetCell() with the given text, left-aligned, in white.
func (t *Table) SetCellSimple(row, column int, text string) *Table {
return t.SetCell(row, column, NewTableCell(text))
}
// GetCell returns the contents of the cell at the specified position. A valid
// TableCell object is always returned but it will be uninitialized if the cell
// was not previously set. Such an uninitialized object will not automatically
// be inserted. Therefore, repeated calls to this function may return different
// pointers for uninitialized cells.
func (t *Table) GetCell(row, column int) *TableCell {
t.RLock()
defer t.RUnlock()
if row >= len(t.cells) || column >= len(t.cells[row]) {
return &TableCell{}
}
return t.cells[row][column]
}
// RemoveRow removes the row at the given position from the table. If there is
// no such row, this has no effect.
func (t *Table) RemoveRow(row int) *Table {
t.Lock()
defer t.Unlock()
if row < 0 || row >= len(t.cells) {
return t
}
t.cells = append(t.cells[:row], t.cells[row+1:]...)
return t
}
// RemoveColumn removes the column at the given position from the table. If
// there is no such column, this has no effect.
func (t *Table) RemoveColumn(column int) *Table {
t.Lock()
defer t.Unlock()
for row := range t.cells {
if column < 0 || column >= len(t.cells[row]) {
continue
}
t.cells[row] = append(t.cells[row][:column], t.cells[row][column+1:]...)
}
return t
}
// InsertRow inserts a row before the row with the given index. Cells on the
// given row and below will be shifted to the bottom by one row. If "row" is
// equal or larger than the current number of rows, this function has no effect.
func (t *Table) InsertRow(row int) *Table {
t.Lock()
defer t.Unlock()
if row >= len(t.cells) {
return t
}
t.cells = append(t.cells, nil) // Extend by one.
copy(t.cells[row+1:], t.cells[row:]) // Shift down.
t.cells[row] = nil // New row is uninitialized.
return t
}
// InsertColumn inserts a column before the column with the given index. Cells
// in the given column and to its right will be shifted to the right by one
// column. Rows that have fewer initialized cells than "column" will remain
// unchanged.
func (t *Table) InsertColumn(column int) *Table {
t.Lock()
defer t.Unlock()
for row := range t.cells {
if column >= len(t.cells[row]) {
continue
}
t.cells[row] = append(t.cells[row], nil) // Extend by one.
copy(t.cells[row][column+1:], t.cells[row][column:]) // Shift to the right.
t.cells[row][column] = &TableCell{} // New element is an uninitialized table cell.
}
return t
}
// GetRowCount returns the number of rows in the table.
func (t *Table) GetRowCount() int {
t.RLock()
defer t.RUnlock()
return len(t.cells)
}
// GetColumnCount returns the (maximum) number of columns in the table.
func (t *Table) GetColumnCount() int {
t.RLock()
defer t.RUnlock()
if len(t.cells) == 0 {
return 0
}
return t.lastColumn + 1
}
// cellAt returns the row and column located at the given screen coordinates.
// Each returned value may be negative if there is no row and/or cell. This
// function will also process coordinates outside the table's inner rectangle so
// callers will need to check for bounds themselves.
func (t *Table) cellAt(x, y int) (row, column int) {
rectX, rectY, _, _ := t.GetInnerRect()
// Determine row as seen on screen.
if t.borders {
row = (y - rectY - 1) / 2
} else {
row = y - rectY
}
// Respect fixed rows and row offset.
if row >= 0 {
if row >= t.fixedRows {
row += t.rowOffset
}
if row >= len(t.cells) {
row = -1
}
}
// Saerch for the clicked column.
column = -1
if x >= rectX {
columnX := rectX
if t.borders {
columnX++
}
for index, width := range t.visibleColumnWidths {
columnX += width + 1
if x < columnX {
column = t.visibleColumnIndices[index]
break
}
}
}
return
}
// ScrollToBeginning scrolls the table to the beginning to that the top left
// corner of the table is shown. Note that this position may be corrected if
// there is a selection.
func (t *Table) ScrollToBeginning() *Table {
t.Lock()
defer t.Unlock()
t.trackEnd = false
t.columnOffset = 0
t.rowOffset = 0
return t
}
// ScrollToEnd scrolls the table to the beginning to that the bottom left corner
// of the table is shown. Adding more rows to the table will cause it to
// automatically scroll with the new data. Note that this position may be
// corrected if there is a selection.
func (t *Table) ScrollToEnd() *Table {
t.Lock()
defer t.Unlock()
t.trackEnd = true
t.columnOffset = 0
t.rowOffset = len(t.cells)
return t
}
// Draw draws this primitive onto the screen.
func (t *Table) Draw(screen tcell.Screen) {
t.Box.Draw(screen)
t.Lock()
defer t.Unlock()
// What's our available screen space?
x, y, width, height := t.GetInnerRect()
if t.borders {
t.visibleRows = height / 2
} else {
t.visibleRows = height
}
showVerticalScrollBar := t.scrollBarVisibility == ScrollBarAlways || (t.scrollBarVisibility == ScrollBarAuto && len(t.cells) > t.visibleRows-t.fixedRows)
if showVerticalScrollBar {
width-- // Subtract space for scroll bar.
}
// Return the cell at the specified position (nil if it doesn't exist).
getCell := func(row, column int) *TableCell {
if row < 0 || column < 0 || row >= len(t.cells) || column >= len(t.cells[row]) {
return nil
}
return t.cells[row][column]
}
// If this cell is not selectable, find the next one.
if t.rowsSelectable || t.columnsSelectable {
if t.selectedColumn < 0 {
t.selectedColumn = 0
}
if t.selectedRow < 0 {
t.selectedRow = 0
}
for t.selectedRow < len(t.cells) {
cell := getCell(t.selectedRow, t.selectedColumn)
if cell == nil || !cell.NotSelectable {
break
}
t.selectedColumn++
if t.selectedColumn > t.lastColumn {
t.selectedColumn = 0
t.selectedRow++
}
}
}
// Clamp row offsets.
if t.rowsSelectable {
if t.selectedRow >= t.fixedRows && t.selectedRow < t.fixedRows+t.rowOffset {
t.rowOffset = t.selectedRow - t.fixedRows
t.trackEnd = false
}
if t.borders {
if 2*(t.selectedRow+1-t.rowOffset) >= height {
t.rowOffset = t.selectedRow + 1 - height/2
t.trackEnd = false
}
} else {
if t.selectedRow+1-t.rowOffset >= height {
t.rowOffset = t.selectedRow + 1 - height
t.trackEnd = false
}
}
}
if t.borders {
if 2*(len(t.cells)-t.rowOffset) < height {
t.trackEnd = true
}
} else {
if len(t.cells)-t.rowOffset < height {
t.trackEnd = true
}
}
if t.trackEnd {
if t.borders {
t.rowOffset = len(t.cells) - height/2
} else {
t.rowOffset = len(t.cells) - height
}
}
if t.rowOffset < 0 {
t.rowOffset = 0
}
// Clamp column offset. (Only left side here. The right side is more
// difficult and we'll do it below.)
if t.columnsSelectable && t.selectedColumn >= t.fixedColumns && t.selectedColumn < t.fixedColumns+t.columnOffset {
t.columnOffset = t.selectedColumn - t.fixedColumns
}
if t.columnOffset < 0 {
t.columnOffset = 0
}
if t.selectedColumn < 0 {
t.selectedColumn = 0
}
// Determine the indices and widths of the columns and rows which fit on the
// screen.
var (
columns, rows, allRows, widths []int
tableHeight, tableWidth int
)
rowStep := 1
if t.borders {
rowStep = 2 // With borders, every table row takes two screen rows.
tableWidth = 1 // We start at the second character because of the left table border.
}
if t.evaluateAllRows {
allRows = make([]int, len(t.cells))
for row := range t.cells {
allRows[row] = row
}
}
indexRow := func(row int) bool { // Determine if this row is visible, store its index.
if tableHeight >= height {
return false
}
rows = append(rows, row)
tableHeight += rowStep
return true
}
for row := 0; row < t.fixedRows && row < len(t.cells); row++ { // Do the fixed rows first.
if !indexRow(row) {
break
}
}
for row := t.fixedRows + t.rowOffset; row < len(t.cells); row++ { // Then the remaining rows.
if !indexRow(row) {
break
}
}
var (
skipped, lastTableWidth, expansionTotal int
expansions []int
)
ColumnLoop:
5 years ago
for column := 0; ; column++ {
// If we've moved beyond the right border, we stop or skip a column.
for tableWidth-1 >= width { // -1 because we include one extra column if the separator falls on the right end of the box.
// We've moved beyond the available space.
if column < t.fixedColumns {
break ColumnLoop // We're in the fixed area. We're done.
}
if !t.columnsSelectable && skipped >= t.columnOffset {
break ColumnLoop // There is no selection and we've already reached the offset.
}
if t.columnsSelectable && t.selectedColumn-skipped == t.fixedColumns {