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Update ImGui to 1.87 + docking.
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+14
-9
@@ -1,4 +1,4 @@
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// dear imgui, v1.86
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// dear imgui, v1.87
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// (tables and columns code)
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/*
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@@ -533,7 +533,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
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// It will also react to changing fonts with mixed results. It doesn't need to be perfect but merely provide a decent transition.
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// FIXME-DPI: Provide consistent standards for reference size. Perhaps using g.CurrentDpiScale would be more self explanatory.
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// This is will lead us to non-rounded WidthRequest in columns, which should work but is a poorly tested path.
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const float new_ref_scale_unit = g.FontLineHeight; // g.Font->GetCharAdvance('A') ?
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const float new_ref_scale_unit = g.FontSize; // g.Font->GetCharAdvance('A') ?
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if (table->RefScale != 0.0f && table->RefScale != new_ref_scale_unit)
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{
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const float scale_factor = new_ref_scale_unit / table->RefScale;
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@@ -1569,18 +1569,21 @@ ImGuiTableColumnFlags ImGui::TableGetColumnFlags(int column_n)
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// Return the cell rectangle based on currently known height.
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// - Important: we generally don't know our row height until the end of the row, so Max.y will be incorrect in many situations.
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// The only case where this is correct is if we provided a min_row_height to TableNextRow() and don't go below it.
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// The only case where this is correct is if we provided a min_row_height to TableNextRow() and don't go below it, or in TableEndRow() when we locked that height.
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// - Important: if ImGuiTableFlags_PadOuterX is set but ImGuiTableFlags_PadInnerX is not set, the outer-most left and right
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// columns report a small offset so their CellBgRect can extend up to the outer border.
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// FIXME: But the rendering code in TableEndRow() nullifies that with clamping required for scrolling.
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ImRect ImGui::TableGetCellBgRect(const ImGuiTable* table, int column_n)
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{
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const ImGuiTableColumn* column = &table->Columns[column_n];
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float x1 = column->MinX;
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float x2 = column->MaxX;
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if (column->PrevEnabledColumn == -1)
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x1 -= table->CellSpacingX1;
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if (column->NextEnabledColumn == -1)
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x2 += table->CellSpacingX2;
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//if (column->PrevEnabledColumn == -1)
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// x1 -= table->OuterPaddingX;
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//if (column->NextEnabledColumn == -1)
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// x2 += table->OuterPaddingX;
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x1 = ImMax(x1, table->WorkRect.Min.x);
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x2 = ImMin(x2, table->WorkRect.Max.x);
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return ImRect(x1, table->RowPosY1, x2, table->RowPosY2);
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}
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@@ -1797,10 +1800,12 @@ void ImGui::TableEndRow(ImGuiTable* table)
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ImGuiTableCellData* cell_data_end = &table->RowCellData[table->RowCellDataCurrent];
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for (ImGuiTableCellData* cell_data = &table->RowCellData[0]; cell_data <= cell_data_end; cell_data++)
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{
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// As we render the BG here we need to clip things (for layout we would not)
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// FIXME: This cancels the OuterPadding addition done by TableGetCellBgRect(), need to keep it while rendering correctly while scrolling.
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const ImGuiTableColumn* column = &table->Columns[cell_data->Column];
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ImRect cell_bg_rect = TableGetCellBgRect(table, cell_data->Column);
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cell_bg_rect.ClipWith(table->BgClipRect);
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cell_bg_rect.Min.x = ImMax(cell_bg_rect.Min.x, column->ClipRect.Min.x); // So that first column after frozen one gets clipped
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cell_bg_rect.Min.x = ImMax(cell_bg_rect.Min.x, column->ClipRect.Min.x); // So that first column after frozen one gets clipped when scrolling
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cell_bg_rect.Max.x = ImMin(cell_bg_rect.Max.x, column->MaxX);
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window->DrawList->AddRectFilled(cell_bg_rect.Min, cell_bg_rect.Max, cell_data->BgColor);
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}
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@@ -2353,7 +2358,7 @@ void ImGui::TableMergeDrawChannels(ImGuiTable* table)
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// Don't attempt to merge if there are multiple draw calls within the column
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ImDrawChannel* src_channel = &splitter->_Channels[channel_no];
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if (src_channel->_CmdBuffer.Size > 0 && src_channel->_CmdBuffer.back().ElemCount == 0)
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if (src_channel->_CmdBuffer.Size > 0 && src_channel->_CmdBuffer.back().ElemCount == 0 && src_channel->_CmdBuffer.back().UserCallback != NULL) // Equivalent of PopUnusedDrawCmd()
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src_channel->_CmdBuffer.pop_back();
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if (src_channel->_CmdBuffer.Size != 1)
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continue;
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