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Bump ImGui do 1.85 + docking.
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@@ -1,4 +1,4 @@
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// dear imgui, v1.84
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// dear imgui, v1.85
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// (tables and columns code)
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/*
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@@ -324,7 +324,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
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const ImVec2 avail_size = GetContentRegionAvail();
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ImVec2 actual_outer_size = CalcItemSize(outer_size, ImMax(avail_size.x, 1.0f), use_child_window ? ImMax(avail_size.y, 1.0f) : 0.0f);
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ImRect outer_rect(outer_window->DC.CursorPos, outer_window->DC.CursorPos + actual_outer_size);
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if (use_child_window && IsClippedEx(outer_rect, 0, false))
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if (use_child_window && IsClippedEx(outer_rect, 0))
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{
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ItemSize(outer_rect);
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return false;
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@@ -564,6 +564,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
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// + 0 (for ImGuiTable instance, we are pooling allocations in g.Tables)
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// + 1 (for table->RawData allocated below)
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// + 1 (for table->ColumnsNames, if names are used)
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// Shared allocations per number of nested tables
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// + 1 (for table->Splitter._Channels)
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// + 2 * active_channels_count (for ImDrawCmd and ImDrawIdx buffers inside channels)
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// Where active_channels_count is variable but often == columns_count or columns_count + 1, see TableSetupDrawChannels() for details.
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@@ -1170,7 +1171,7 @@ void ImGui::TableUpdateBorders(ImGuiTable* table)
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KeepAliveID(column_id);
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bool hovered = false, held = false;
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bool pressed = ButtonBehavior(hit_rect, column_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_AllowItemOverlap | ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnDoubleClick);
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bool pressed = ButtonBehavior(hit_rect, column_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_AllowItemOverlap | ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_NoNavFocus);
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if (pressed && IsMouseDoubleClicked(0))
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{
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TableSetColumnWidthAutoSingle(table, column_n);
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@@ -1479,6 +1480,7 @@ void ImGui::TableSetupScrollFreeze(int columns, int rows)
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table->IsUnfrozenRows = (table->FreezeRowsCount == 0); // Make sure this is set before TableUpdateLayout() so ImGuiListClipper can benefit from it.b
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// Ensure frozen columns are ordered in their section. We still allow multiple frozen columns to be reordered.
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// FIXME-TABLE: This work for preserving 2143 into 21|43. How about 4321 turning into 21|43? (preserve relative order in each section)
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for (int column_n = 0; column_n < table->FreezeColumnsRequest; column_n++)
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{
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int order_n = table->DisplayOrderToIndex[column_n];
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@@ -3987,7 +3989,7 @@ void ImGui::EndColumns()
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const float column_hit_hw = COLUMNS_HIT_RECT_HALF_WIDTH;
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const ImRect column_hit_rect(ImVec2(x - column_hit_hw, y1), ImVec2(x + column_hit_hw, y2));
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KeepAliveID(column_id);
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if (IsClippedEx(column_hit_rect, column_id, false))
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if (IsClippedEx(column_hit_rect, column_id)) // FIXME: Can be removed or replaced with a lower-level test
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continue;
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bool hovered = false, held = false;
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