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++ // dear imgui, v1.91.0
++ // (tables and columns code)
++
++ /*
++
++ Index of this file:
++
++ // [SECTION] Commentary
++ // [SECTION] Header mess
++ // [SECTION] Tables: Main code
++ // [SECTION] Tables: Simple accessors
++ // [SECTION] Tables: Row changes
++ // [SECTION] Tables: Columns changes
++ // [SECTION] Tables: Columns width management
++ // [SECTION] Tables: Drawing
++ // [SECTION] Tables: Sorting
++ // [SECTION] Tables: Headers
++ // [SECTION] Tables: Context Menu
++ // [SECTION] Tables: Settings (.ini data)
++ // [SECTION] Tables: Garbage Collection
++ // [SECTION] Tables: Debugging
++ // [SECTION] Columns, BeginColumns, EndColumns, etc.
++
++ */
++
++ // Navigating this file:
++ // - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
++ // - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
++ // - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments.
++
++ //-----------------------------------------------------------------------------
++ // [SECTION] Commentary
++ //-----------------------------------------------------------------------------
++
++ //-----------------------------------------------------------------------------
++ // Typical tables call flow: (root level is generally public API):
++ //-----------------------------------------------------------------------------
++ // - BeginTable() user begin into a table
++ // | BeginChild() - (if ScrollX/ScrollY is set)
++ // | TableBeginInitMemory() - first time table is used
++ // | TableResetSettings() - on settings reset
++ // | TableLoadSettings() - on settings load
++ // | TableBeginApplyRequests() - apply queued resizing/reordering/hiding requests
++ // | - TableSetColumnWidth() - apply resizing width (for mouse resize, often requested by previous frame)
++ // | - TableUpdateColumnsWeightFromWidth()- recompute columns weights (of stretch columns) from their respective width
++ // - TableSetupColumn() user submit columns details (optional)
++ // - TableSetupScrollFreeze() user submit scroll freeze information (optional)
++ //-----------------------------------------------------------------------------
++ // - TableUpdateLayout() [Internal] followup to BeginTable(): setup everything: widths, columns positions, clipping rectangles. Automatically called by the FIRST call to TableNextRow() or TableHeadersRow().
++ // | TableSetupDrawChannels() - setup ImDrawList channels
++ // | TableUpdateBorders() - detect hovering columns for resize, ahead of contents submission
++ // | TableBeginContextMenuPopup()
++ // | - TableDrawDefaultContextMenu() - draw right-click context menu contents
++ //-----------------------------------------------------------------------------
++ // - TableHeadersRow() or TableHeader() user submit a headers row (optional)
++ // | TableSortSpecsClickColumn() - when left-clicked: alter sort order and sort direction
++ // | TableOpenContextMenu() - when right-clicked: trigger opening of the default context menu
++ // - TableGetSortSpecs() user queries updated sort specs (optional, generally after submitting headers)
++ // - TableNextRow() user begin into a new row (also automatically called by TableHeadersRow())
++ // | TableEndRow() - finish existing row
++ // | TableBeginRow() - add a new row
++ // - TableSetColumnIndex() / TableNextColumn() user begin into a cell
++ // | TableEndCell() - close existing column/cell
++ // | TableBeginCell() - enter into current column/cell
++ // - [...] user emit contents
++ //-----------------------------------------------------------------------------
++ // - EndTable() user ends the table
++ // | TableDrawBorders() - draw outer borders, inner vertical borders
++ // | TableMergeDrawChannels() - merge draw channels if clipping isn't required
++ // | EndChild() - (if ScrollX/ScrollY is set)
++ //-----------------------------------------------------------------------------
++
++ //-----------------------------------------------------------------------------
++ // TABLE SIZING
++ //-----------------------------------------------------------------------------
++ // (Read carefully because this is subtle but it does make sense!)
++ //-----------------------------------------------------------------------------
++ // About 'outer_size':
++ // Its meaning needs to differ slightly depending on if we are using ScrollX/ScrollY flags.
++ // Default value is ImVec2(0.0f, 0.0f).
++ // X
++ // - outer_size.x <= 0.0f -> Right-align from window/work-rect right-most edge. With -FLT_MIN or 0.0f will align exactly on right-most edge.
++ // - outer_size.x > 0.0f -> Set Fixed width.
++ // Y with ScrollX/ScrollY disabled: we output table directly in current window
++ // - outer_size.y < 0.0f -> Bottom-align (but will auto extend, unless _NoHostExtendY is set). Not meaningful if parent window can vertically scroll.
++ // - outer_size.y = 0.0f -> No minimum height (but will auto extend, unless _NoHostExtendY is set)
++ // - outer_size.y > 0.0f -> Set Minimum height (but will auto extend, unless _NoHostExtendY is set)
++ // Y with ScrollX/ScrollY enabled: using a child window for scrolling
++ // - outer_size.y < 0.0f -> Bottom-align. Not meaningful if parent window can vertically scroll.
++ // - outer_size.y = 0.0f -> Bottom-align, consistent with BeginChild(). Not recommended unless table is last item in parent window.
++ // - outer_size.y > 0.0f -> Set Exact height. Recommended when using Scrolling on any axis.
++ //-----------------------------------------------------------------------------
++ // Outer size is also affected by the NoHostExtendX/NoHostExtendY flags.
++ // Important to note how the two flags have slightly different behaviors!
++ // - ImGuiTableFlags_NoHostExtendX -> Make outer width auto-fit to columns (overriding outer_size.x value). Only available when ScrollX/ScrollY are disabled and Stretch columns are not used.
++ // - ImGuiTableFlags_NoHostExtendY -> Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit). Only available when ScrollX/ScrollY is disabled. Data below the limit will be clipped and not visible.
++ // In theory ImGuiTableFlags_NoHostExtendY could be the default and any non-scrolling tables with outer_size.y != 0.0f would use exact height.
++ // This would be consistent but perhaps less useful and more confusing (as vertically clipped items are not useful and not easily noticeable).
++ //-----------------------------------------------------------------------------
++ // About 'inner_width':
++ // With ScrollX disabled:
++ // - inner_width -> *ignored*
++ // With ScrollX enabled:
++ // - inner_width < 0.0f -> *illegal* fit in known width (right align from outer_size.x) <-- weird
++ // - inner_width = 0.0f -> fit in outer_width: Fixed size columns will take space they need (if avail, otherwise shrink down), Stretch columns becomes Fixed columns.
++ // - inner_width > 0.0f -> override scrolling width, generally to be larger than outer_size.x. Fixed column take space they need (if avail, otherwise shrink down), Stretch columns share remaining space!
++ //-----------------------------------------------------------------------------
++ // Details:
++ // - If you want to use Stretch columns with ScrollX, you generally need to specify 'inner_width' otherwise the concept
++ // of "available space" doesn't make sense.
++ // - Even if not really useful, we allow 'inner_width < outer_size.x' for consistency and to facilitate understanding
++ // of what the value does.
++ //-----------------------------------------------------------------------------
++
++ //-----------------------------------------------------------------------------
++ // COLUMNS SIZING POLICIES
++ // (Reference: ImGuiTableFlags_SizingXXX flags and ImGuiTableColumnFlags_WidthXXX flags)
++ //-----------------------------------------------------------------------------
++ // About overriding column sizing policy and width/weight with TableSetupColumn():
++ // We use a default parameter of -1 for 'init_width'/'init_weight'.
++ // - with ImGuiTableColumnFlags_WidthFixed, init_width <= 0 (default) --> width is automatic
++ // - with ImGuiTableColumnFlags_WidthFixed, init_width > 0 (explicit) --> width is custom
++ // - with ImGuiTableColumnFlags_WidthStretch, init_weight <= 0 (default) --> weight is 1.0f
++ // - with ImGuiTableColumnFlags_WidthStretch, init_weight > 0 (explicit) --> weight is custom
++ // Widths are specified _without_ CellPadding. If you specify a width of 100.0f, the column will be cover (100.0f + Padding * 2.0f)
++ // and you can fit a 100.0f wide item in it without clipping and with padding honored.
++ //-----------------------------------------------------------------------------
++ // About default sizing policy (if you don't specify a ImGuiTableColumnFlags_WidthXXXX flag)
++ // - with Table policy ImGuiTableFlags_SizingFixedFit --> default Column policy is ImGuiTableColumnFlags_WidthFixed, default Width is equal to contents width
++ // - with Table policy ImGuiTableFlags_SizingFixedSame --> default Column policy is ImGuiTableColumnFlags_WidthFixed, default Width is max of all contents width
++ // - with Table policy ImGuiTableFlags_SizingStretchSame --> default Column policy is ImGuiTableColumnFlags_WidthStretch, default Weight is 1.0f
++ // - with Table policy ImGuiTableFlags_SizingStretchWeight --> default Column policy is ImGuiTableColumnFlags_WidthStretch, default Weight is proportional to contents
++ // Default Width and default Weight can be overridden when calling TableSetupColumn().
++ //-----------------------------------------------------------------------------
++ // About mixing Fixed/Auto and Stretch columns together:
++ // - the typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns.
++ // - using mixed policies with ScrollX does not make much sense, as using Stretch columns with ScrollX does not make much sense in the first place!
++ // that is, unless 'inner_width' is passed to BeginTable() to explicitly provide a total width to layout columns in.
++ // - when using ImGuiTableFlags_SizingFixedSame with mixed columns, only the Fixed/Auto columns will match their widths to the width of the maximum contents.
++ // - when using ImGuiTableFlags_SizingStretchSame with mixed columns, only the Stretch columns will match their weights/widths.
++ //-----------------------------------------------------------------------------
++ // About using column width:
++ // If a column is manually resizable or has a width specified with TableSetupColumn():
++ // - you may use GetContentRegionAvail().x to query the width available in a given column.
++ // - right-side alignment features such as SetNextItemWidth(-x) or PushItemWidth(-x) will rely on this width.
++ // If the column is not resizable and has no width specified with TableSetupColumn():
++ // - its width will be automatic and be set to the max of items submitted.
++ // - therefore you generally cannot have ALL items of the columns use e.g. SetNextItemWidth(-FLT_MIN).
++ // - but if the column has one or more items of known/fixed size, this will become the reference width used by SetNextItemWidth(-FLT_MIN).
++ //-----------------------------------------------------------------------------
++
++
++ //-----------------------------------------------------------------------------
++ // TABLES CLIPPING/CULLING
++ //-----------------------------------------------------------------------------
++ // About clipping/culling of Rows in Tables:
++ // - For large numbers of rows, it is recommended you use ImGuiListClipper to submit only visible rows.
++ // ImGuiListClipper is reliant on the fact that rows are of equal height.
++ // See 'Demo->Tables->Vertical Scrolling' or 'Demo->Tables->Advanced' for a demo of using the clipper.
++ // - Note that auto-resizing columns don't play well with using the clipper.
++ // By default a table with _ScrollX but without _Resizable will have column auto-resize.
++ // So, if you want to use the clipper, make sure to either enable _Resizable, either setup columns width explicitly with _WidthFixed.
++ //-----------------------------------------------------------------------------
++ // About clipping/culling of Columns in Tables:
++ // - Both TableSetColumnIndex() and TableNextColumn() return true when the column is visible or performing
++ // width measurements. Otherwise, you may skip submitting the contents of a cell/column, BUT ONLY if you know
++ // it is not going to contribute to row height.
++ // In many situations, you may skip submitting contents for every column but one (e.g. the first one).
++ // - Case A: column is not hidden by user, and at least partially in sight (most common case).
++ // - Case B: column is clipped / out of sight (because of scrolling or parent ClipRect): TableNextColumn() return false as a hint but we still allow layout output.
++ // - Case C: column is hidden explicitly by the user (e.g. via the context menu, or _DefaultHide column flag, etc.).
++ //
++ // [A] [B] [C]
++ // TableNextColumn(): true false false -> [userland] when TableNextColumn() / TableSetColumnIndex() returns false, user can skip submitting items but only if the column doesn't contribute to row height.
++ // SkipItems: false false true -> [internal] when SkipItems is true, most widgets will early out if submitted, resulting is no layout output.
++ // ClipRect: normal zero-width zero-width -> [internal] when ClipRect is zero, ItemAdd() will return false and most widgets will early out mid-way.
++ // ImDrawList output: normal dummy dummy -> [internal] when using the dummy channel, ImDrawList submissions (if any) will be wasted (because cliprect is zero-width anyway).
++ //
++ // - We need to distinguish those cases because non-hidden columns that are clipped outside of scrolling bounds should still contribute their height to the row.
++ // However, in the majority of cases, the contribution to row height is the same for all columns, or the tallest cells are known by the programmer.
++ //-----------------------------------------------------------------------------
++ // About clipping/culling of whole Tables:
++ // - Scrolling tables with a known outer size can be clipped earlier as BeginTable() will return false.
++ //-----------------------------------------------------------------------------
++
++ //-----------------------------------------------------------------------------
++ // [SECTION] Header mess
++ //-----------------------------------------------------------------------------
++
++ #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
++ #define _CRT_SECURE_NO_WARNINGS
++ #endif
++
++ #ifndef IMGUI_DEFINE_MATH_OPERATORS
++ #define IMGUI_DEFINE_MATH_OPERATORS
++ #endif
++
++ #include "imgui.h"
++ #ifndef IMGUI_DISABLE
++ #include "imgui_internal.h"
++
++ // System includes
++ #include <stdint.h> // intptr_t
++
++ // Visual Studio warnings
++ #ifdef _MSC_VER
++ #pragma warning (disable: 4127) // condition expression is constant
++ #pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
++ #if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later
++ #pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types
++ #endif
++ #pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2).
++ #pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3).
++ #endif
++
++ // Clang/GCC warnings with -Weverything
++ #if defined(__clang__)
++ #if __has_warning("-Wunknown-warning-option")
++ #pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great!
++ #endif
++ #pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx'
++ #pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse.
++ #pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok.
++ #pragma clang diagnostic ignored "-Wformat-nonliteral" // warning: format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code.
++ #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
++ #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0
++ #pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.
++ #pragma clang diagnostic ignored "-Wenum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_')
++ #pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated
++ #pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
++ #pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access
++ #elif defined(__GNUC__)
++ #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
++ #pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked
++ #pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
++ #endif
++
++ //-----------------------------------------------------------------------------
++ // [SECTION] Tables: Main code
++ //-----------------------------------------------------------------------------
++ // - TableFixFlags() [Internal]
++ // - TableFindByID() [Internal]
++ // - BeginTable()
++ // - BeginTableEx() [Internal]
++ // - TableBeginInitMemory() [Internal]
++ // - TableBeginApplyRequests() [Internal]
++ // - TableSetupColumnFlags() [Internal]
++ // - TableUpdateLayout() [Internal]
++ // - TableUpdateBorders() [Internal]
++ // - EndTable()
++ // - TableSetupColumn()
++ // - TableSetupScrollFreeze()
++ //-----------------------------------------------------------------------------
++
++ // Configuration
++ static const int TABLE_DRAW_CHANNEL_BG0 = 0;
++ static const int TABLE_DRAW_CHANNEL_BG2_FROZEN = 1;
++ static const int TABLE_DRAW_CHANNEL_NOCLIP = 2; // When using ImGuiTableFlags_NoClip (this becomes the last visible channel)
++ static const float TABLE_BORDER_SIZE = 1.0f; // FIXME-TABLE: Currently hard-coded because of clipping assumptions with outer borders rendering.
++ static const float TABLE_RESIZE_SEPARATOR_HALF_THICKNESS = 4.0f; // Extend outside inner borders.
++ static const float TABLE_RESIZE_SEPARATOR_FEEDBACK_TIMER = 0.06f; // Delay/timer before making the hover feedback (color+cursor) visible because tables/columns tends to be more cramped.
++
++ // Helper
++ inline ImGuiTableFlags TableFixFlags(ImGuiTableFlags flags, ImGuiWindow* outer_window)
++ {
++ // Adjust flags: set default sizing policy
++ if ((flags & ImGuiTableFlags_SizingMask_) == 0)
++ flags |= ((flags & ImGuiTableFlags_ScrollX) || (outer_window->Flags & ImGuiWindowFlags_AlwaysAutoResize)) ? ImGuiTableFlags_SizingFixedFit : ImGuiTableFlags_SizingStretchSame;
++
++ // Adjust flags: enable NoKeepColumnsVisible when using ImGuiTableFlags_SizingFixedSame
++ if ((flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedSame)
++ flags |= ImGuiTableFlags_NoKeepColumnsVisible;
++
++ // Adjust flags: enforce borders when resizable
++ if (flags & ImGuiTableFlags_Resizable)
++ flags |= ImGuiTableFlags_BordersInnerV;
++
++ // Adjust flags: disable NoHostExtendX/NoHostExtendY if we have any scrolling going on
++ if (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY))
++ flags &= ~(ImGuiTableFlags_NoHostExtendX | ImGuiTableFlags_NoHostExtendY);
++
++ // Adjust flags: NoBordersInBodyUntilResize takes priority over NoBordersInBody
++ if (flags & ImGuiTableFlags_NoBordersInBodyUntilResize)
++ flags &= ~ImGuiTableFlags_NoBordersInBody;
++
++ // Adjust flags: disable saved settings if there's nothing to save
++ if ((flags & (ImGuiTableFlags_Resizable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Sortable)) == 0)
++ flags |= ImGuiTableFlags_NoSavedSettings;
++
++ // Inherit _NoSavedSettings from top-level window (child windows always have _NoSavedSettings set)
++ if (outer_window->RootWindow->Flags & ImGuiWindowFlags_NoSavedSettings)
++ flags |= ImGuiTableFlags_NoSavedSettings;
++
++ return flags;
++ }
++
++ ImGuiTable* ImGui::TableFindByID(ImGuiID id)
++ {
++ ImGuiContext& g = *GImGui;
++ return g.Tables.GetByKey(id);
++ }
++
++ // Read about "TABLE SIZING" at the top of this file.
++ bool ImGui::BeginTable(const char* str_id, int columns_count, ImGuiTableFlags flags, const ImVec2& outer_size, float inner_width)
++ {
++ ImGuiID id = GetID(str_id);
++ return BeginTableEx(str_id, id, columns_count, flags, outer_size, inner_width);
++ }
++
++ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImGuiTableFlags flags, const ImVec2& outer_size, float inner_width)
++ {
++ ImGuiContext& g = *GImGui;
++ ImGuiWindow* outer_window = GetCurrentWindow();
++ if (outer_window->SkipItems) // Consistent with other tables + beneficial side effect that assert on miscalling EndTable() will be more visible.
++ return false;
++
++ // Sanity checks
++ IM_ASSERT(columns_count > 0 && columns_count < IMGUI_TABLE_MAX_COLUMNS);
++ if (flags & ImGuiTableFlags_ScrollX)
++ IM_ASSERT(inner_width >= 0.0f);
++
++ // If an outer size is specified ahead we will be able to early out when not visible. Exact clipping criteria may evolve.
++ // FIXME: coarse clipping because access to table data causes two issues:
++ // - instance numbers varying/unstable. may not be a direct problem for users, but could make outside access broken or confusing, e.g. TestEngine.
++ // - can't implement support for ImGuiChildFlags_ResizeY as we need to somehow pull the height data from somewhere. this also needs stable instance numbers.
++ // The side-effects of accessing table data on coarse clip would be:
++ // - always reserving the pooled ImGuiTable data ahead for a fully clipped table (minor IMHO). Also the 'outer_window_is_measuring_size' criteria may already be defeating this in some situations.
++ // - always performing the GetOrAddByKey() O(log N) query in g.Tables.Map[].
++ const bool use_child_window = (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) != 0;
++ const ImVec2 avail_size = GetContentRegionAvail();
++ const ImVec2 actual_outer_size = CalcItemSize(outer_size, ImMax(avail_size.x, 1.0f), use_child_window ? ImMax(avail_size.y, 1.0f) : 0.0f);
++ const ImRect outer_rect(outer_window->DC.CursorPos, outer_window->DC.CursorPos + actual_outer_size);
++ const bool outer_window_is_measuring_size = (outer_window->AutoFitFramesX > 0) || (outer_window->AutoFitFramesY > 0); // Doesn't apply to AlwaysAutoResize windows!
++ if (use_child_window && IsClippedEx(outer_rect, 0) && !outer_window_is_measuring_size)
++ {
++ ItemSize(outer_rect);
++ ItemAdd(outer_rect, id);
++ return false;
++ }
++
++ // [DEBUG] Debug break requested by user
++ if (g.DebugBreakInTable == id)
++ IM_DEBUG_BREAK();
++
++ // Acquire storage for the table
++ ImGuiTable* table = g.Tables.GetOrAddByKey(id);
++
++ // Acquire temporary buffers
++ const int table_idx = g.Tables.GetIndex(table);
++ if (++g.TablesTempDataStacked > g.TablesTempData.Size)
++ g.TablesTempData.resize(g.TablesTempDataStacked, ImGuiTableTempData());
++ ImGuiTableTempData* temp_data = table->TempData = &g.TablesTempData[g.TablesTempDataStacked - 1];
++ temp_data->TableIndex = table_idx;
++ table->DrawSplitter = &table->TempData->DrawSplitter;
++ table->DrawSplitter->Clear();
++
++ // Fix flags
++ table->IsDefaultSizingPolicy = (flags & ImGuiTableFlags_SizingMask_) == 0;
++ flags = TableFixFlags(flags, outer_window);
++
++ // Initialize
++ const int previous_frame_active = table->LastFrameActive;
++ const int instance_no = (previous_frame_active != g.FrameCount) ? 0 : table->InstanceCurrent + 1;
++ const ImGuiTableFlags previous_flags = table->Flags;
++ table->ID = id;
++ table->Flags = flags;
++ table->LastFrameActive = g.FrameCount;
++ table->OuterWindow = table->InnerWindow = outer_window;
++ table->ColumnsCount = columns_count;
++ table->IsLayoutLocked = false;
++ table->InnerWidth = inner_width;
++ temp_data->UserOuterSize = outer_size;
++
++ // Instance data (for instance 0, TableID == TableInstanceID)
++ ImGuiID instance_id;
++ table->InstanceCurrent = (ImS16)instance_no;
++ if (instance_no > 0)
++ {
++ IM_ASSERT(table->ColumnsCount == columns_count && "BeginTable(): Cannot change columns count mid-frame while preserving same ID");
++ if (table->InstanceDataExtra.Size < instance_no)
++ table->InstanceDataExtra.push_back(ImGuiTableInstanceData());
++ instance_id = GetIDWithSeed(instance_no, GetIDWithSeed("##Instances", NULL, id)); // Push "##Instances" followed by (int)instance_no in ID stack.
++ }
++ else
++ {
++ instance_id = id;
++ }
++ ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
++ table_instance->TableInstanceID = instance_id;
++
++ // When not using a child window, WorkRect.Max will grow as we append contents.
++ if (use_child_window)
++ {
++ // Ensure no vertical scrollbar appears if we only want horizontal one, to make flag consistent
++ // (we have no other way to disable vertical scrollbar of a window while keeping the horizontal one showing)
++ ImVec2 override_content_size(FLT_MAX, FLT_MAX);
++ if ((flags & ImGuiTableFlags_ScrollX) && !(flags & ImGuiTableFlags_ScrollY))
++ override_content_size.y = FLT_MIN;
++
++ // Ensure specified width (when not specified, Stretched columns will act as if the width == OuterWidth and
++ // never lead to any scrolling). We don't handle inner_width < 0.0f, we could potentially use it to right-align
++ // based on the right side of the child window work rect, which would require knowing ahead if we are going to
++ // have decoration taking horizontal spaces (typically a vertical scrollbar).
++ if ((flags & ImGuiTableFlags_ScrollX) && inner_width > 0.0f)
++ override_content_size.x = inner_width;
++
++ if (override_content_size.x != FLT_MAX || override_content_size.y != FLT_MAX)
++ SetNextWindowContentSize(ImVec2(override_content_size.x != FLT_MAX ? override_content_size.x : 0.0f, override_content_size.y != FLT_MAX ? override_content_size.y : 0.0f));
++
++ // Reset scroll if we are reactivating it
++ if ((previous_flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) == 0)
++ SetNextWindowScroll(ImVec2(0.0f, 0.0f));
++
++ // Create scrolling region (without border and zero window padding)
++ ImGuiWindowFlags child_window_flags = (flags & ImGuiTableFlags_ScrollX) ? ImGuiWindowFlags_HorizontalScrollbar : ImGuiWindowFlags_None;
++ BeginChildEx(name, instance_id, outer_rect.GetSize(), ImGuiChildFlags_None, child_window_flags);
++ table->InnerWindow = g.CurrentWindow;
++ table->WorkRect = table->InnerWindow->WorkRect;
++ table->OuterRect = table->InnerWindow->Rect();
++ table->InnerRect = table->InnerWindow->InnerRect;
++ IM_ASSERT(table->InnerWindow->WindowPadding.x == 0.0f && table->InnerWindow->WindowPadding.y == 0.0f && table->InnerWindow->WindowBorderSize == 0.0f);
++
++ // Allow submitting when host is measuring
++ if (table->InnerWindow->SkipItems && outer_window_is_measuring_size)
++ table->InnerWindow->SkipItems = false;
++
++ // When using multiple instances, ensure they have the same amount of horizontal decorations (aka vertical scrollbar) so stretched columns can be aligned)
++ if (instance_no == 0)
++ {
++ table->HasScrollbarYPrev = table->HasScrollbarYCurr;
++ table->HasScrollbarYCurr = false;
++ }
++ table->HasScrollbarYCurr |= table->InnerWindow->ScrollbarY;
++ }
++ else
++ {
++ // For non-scrolling tables, WorkRect == OuterRect == InnerRect.
++ // But at this point we do NOT have a correct value for .Max.y (unless a height has been explicitly passed in). It will only be updated in EndTable().
++ table->WorkRect = table->OuterRect = table->InnerRect = outer_rect;
++ table->HasScrollbarYPrev = table->HasScrollbarYCurr = false;
++ }
++
++ // Push a standardized ID for both child-using and not-child-using tables
++ PushOverrideID(id);
++ if (instance_no > 0)
++ PushOverrideID(instance_id); // FIXME: Somehow this is not resolved by stack-tool, even tho GetIDWithSeed() submitted the symbol.
++
++ // Backup a copy of host window members we will modify
++ ImGuiWindow* inner_window = table->InnerWindow;
++ table->HostIndentX = inner_window->DC.Indent.x;
++ table->HostClipRect = inner_window->ClipRect;
++ table->HostSkipItems = inner_window->SkipItems;
++ temp_data->HostBackupWorkRect = inner_window->WorkRect;
++ temp_data->HostBackupParentWorkRect = inner_window->ParentWorkRect;
++ temp_data->HostBackupColumnsOffset = outer_window->DC.ColumnsOffset;
++ temp_data->HostBackupPrevLineSize = inner_window->DC.PrevLineSize;
++ temp_data->HostBackupCurrLineSize = inner_window->DC.CurrLineSize;
++ temp_data->HostBackupCursorMaxPos = inner_window->DC.CursorMaxPos;
++ temp_data->HostBackupItemWidth = outer_window->DC.ItemWidth;
++ temp_data->HostBackupItemWidthStackSize = outer_window->DC.ItemWidthStack.Size;
++ inner_window->DC.PrevLineSize = inner_window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);
++
++ // Make left and top borders not overlap our contents by offsetting HostClipRect (#6765)
++ // (we normally shouldn't alter HostClipRect as we rely on TableMergeDrawChannels() expanding non-clipped column toward the
++ // limits of that rectangle, in order for ImDrawListSplitter::Merge() to merge the draw commands. However since the overlap
++ // problem only affect scrolling tables in this case we can get away with doing it without extra cost).
++ if (inner_window != outer_window)
++ {
++ if (flags & ImGuiTableFlags_BordersOuterV)
++ table->HostClipRect.Min.x = ImMin(table->HostClipRect.Min.x + TABLE_BORDER_SIZE, table->HostClipRect.Max.x);
++ if (flags & ImGuiTableFlags_BordersOuterH)
++ table->HostClipRect.Min.y = ImMin(table->HostClipRect.Min.y + TABLE_BORDER_SIZE, table->HostClipRect.Max.y);
++ }
++
++ // Padding and Spacing
++ // - None ........Content..... Pad .....Content........
++ // - PadOuter | Pad ..Content..... Pad .....Content.. Pad |
++ // - PadInner ........Content.. Pad | Pad ..Content........
++ // - PadOuter+PadInner | Pad ..Content.. Pad | Pad ..Content.. Pad |
++ const bool pad_outer_x = (flags & ImGuiTableFlags_NoPadOuterX) ? false : (flags & ImGuiTableFlags_PadOuterX) ? true : (flags & ImGuiTableFlags_BordersOuterV) != 0;
++ const bool pad_inner_x = (flags & ImGuiTableFlags_NoPadInnerX) ? false : true;
++ const float inner_spacing_for_border = (flags & ImGuiTableFlags_BordersInnerV) ? TABLE_BORDER_SIZE : 0.0f;
++ const float inner_spacing_explicit = (pad_inner_x && (flags & ImGuiTableFlags_BordersInnerV) == 0) ? g.Style.CellPadding.x : 0.0f;
++ const float inner_padding_explicit = (pad_inner_x && (flags & ImGuiTableFlags_BordersInnerV) != 0) ? g.Style.CellPadding.x : 0.0f;
++ table->CellSpacingX1 = inner_spacing_explicit + inner_spacing_for_border;
++ table->CellSpacingX2 = inner_spacing_explicit;
++ table->CellPaddingX = inner_padding_explicit;
++
++ const float outer_padding_for_border = (flags & ImGuiTableFlags_BordersOuterV) ? TABLE_BORDER_SIZE : 0.0f;
++ const float outer_padding_explicit = pad_outer_x ? g.Style.CellPadding.x : 0.0f;
++ table->OuterPaddingX = (outer_padding_for_border + outer_padding_explicit) - table->CellPaddingX;
++
++ table->CurrentColumn = -1;
++ table->CurrentRow = -1;
++ table->RowBgColorCounter = 0;
++ table->LastRowFlags = ImGuiTableRowFlags_None;
++ table->InnerClipRect = (inner_window == outer_window) ? table->WorkRect : inner_window->ClipRect;
++ table->InnerClipRect.ClipWith(table->WorkRect); // We need this to honor inner_width
++ table->InnerClipRect.ClipWithFull(table->HostClipRect);
++ table->InnerClipRect.Max.y = (flags & ImGuiTableFlags_NoHostExtendY) ? ImMin(table->InnerClipRect.Max.y, inner_window->WorkRect.Max.y) : inner_window->ClipRect.Max.y;
++
++ table->RowPosY1 = table->RowPosY2 = table->WorkRect.Min.y; // This is needed somehow
++ table->RowTextBaseline = 0.0f; // This will be cleared again by TableBeginRow()
++ table->RowCellPaddingY = 0.0f;
++ table->FreezeRowsRequest = table->FreezeRowsCount = 0; // This will be setup by TableSetupScrollFreeze(), if any
++ table->FreezeColumnsRequest = table->FreezeColumnsCount = 0;
++ table->IsUnfrozenRows = true;
++ table->DeclColumnsCount = table->AngledHeadersCount = 0;
++ if (previous_frame_active + 1 < g.FrameCount)
++ table->IsActiveIdInTable = false;
++ table->AngledHeadersHeight = 0.0f;
++ temp_data->AngledHeadersExtraWidth = 0.0f;
++
++ // Using opaque colors facilitate overlapping lines of the grid, otherwise we'd need to improve TableDrawBorders()
++ table->BorderColorStrong = GetColorU32(ImGuiCol_TableBorderStrong);
++ table->BorderColorLight = GetColorU32(ImGuiCol_TableBorderLight);
++
++ // Make table current
++ g.CurrentTable = table;
++ outer_window->DC.NavIsScrollPushableX = false; // Shortcut for NavUpdateCurrentWindowIsScrollPushableX();
++ outer_window->DC.CurrentTableIdx = table_idx;
++ if (inner_window != outer_window) // So EndChild() within the inner window can restore the table properly.
++ inner_window->DC.CurrentTableIdx = table_idx;
++
++ if ((previous_flags & ImGuiTableFlags_Reorderable) && (flags & ImGuiTableFlags_Reorderable) == 0)
++ table->IsResetDisplayOrderRequest = true;
++
++ // Mark as used to avoid GC
++ if (table_idx >= g.TablesLastTimeActive.Size)
++ g.TablesLastTimeActive.resize(table_idx + 1, -1.0f);
++ g.TablesLastTimeActive[table_idx] = (float)g.Time;
++ temp_data->LastTimeActive = (float)g.Time;
++ table->MemoryCompacted = false;
++
++ // Setup memory buffer (clear data if columns count changed)
++ ImGuiTableColumn* old_columns_to_preserve = NULL;
++ void* old_columns_raw_data = NULL;
++ const int old_columns_count = table->Columns.size();
++ if (old_columns_count != 0 && old_columns_count != columns_count)
++ {
++ // Attempt to preserve width on column count change (#4046)
++ old_columns_to_preserve = table->Columns.Data;
++ old_columns_raw_data = table->RawData;
++ table->RawData = NULL;
++ }
++ if (table->RawData == NULL)
++ {
++ TableBeginInitMemory(table, columns_count);
++ table->IsInitializing = table->IsSettingsRequestLoad = true;
++ }
++ if (table->IsResetAllRequest)
++ TableResetSettings(table);
++ if (table->IsInitializing)
++ {
++ // Initialize
++ table->SettingsOffset = -1;
++ table->IsSortSpecsDirty = true;
++ table->InstanceInteracted = -1;
++ table->ContextPopupColumn = -1;
++ table->ReorderColumn = table->ResizedColumn = table->LastResizedColumn = -1;
++ table->AutoFitSingleColumn = -1;
++ table->HoveredColumnBody = table->HoveredColumnBorder = -1;
++ for (int n = 0; n < columns_count; n++)
++ {
++ ImGuiTableColumn* column = &table->Columns[n];
++ if (old_columns_to_preserve && n < old_columns_count)
++ {
++ // FIXME: We don't attempt to preserve column order in this path.
++ *column = old_columns_to_preserve[n];
++ }
++ else
++ {
++ float width_auto = column->WidthAuto;
++ *column = ImGuiTableColumn();
++ column->WidthAuto = width_auto;
++ column->IsPreserveWidthAuto = true; // Preserve WidthAuto when reinitializing a live table: not technically necessary but remove a visible flicker
++ column->IsEnabled = column->IsUserEnabled = column->IsUserEnabledNextFrame = true;
++ }
++ column->DisplayOrder = table->DisplayOrderToIndex[n] = (ImGuiTableColumnIdx)n;
++ }
++ }
++ if (old_columns_raw_data)
++ IM_FREE(old_columns_raw_data);
++
++ // Load settings
++ if (table->IsSettingsRequestLoad)
++ TableLoadSettings(table);
++
++ // Handle DPI/font resize
++ // This is designed to facilitate DPI changes with the assumption that e.g. style.CellPadding has been scaled as well.
++ // It will also react to changing fonts with mixed results. It doesn't need to be perfect but merely provide a decent transition.
++ // FIXME-DPI: Provide consistent standards for reference size. Perhaps using g.CurrentDpiScale would be more self explanatory.
++ // This is will lead us to non-rounded WidthRequest in columns, which should work but is a poorly tested path.
++ const float new_ref_scale_unit = g.FontSize; // g.Font->GetCharAdvance('A') ?
++ if (table->RefScale != 0.0f && table->RefScale != new_ref_scale_unit)
++ {
++ const float scale_factor = new_ref_scale_unit / table->RefScale;
++ //IMGUI_DEBUG_PRINT("[table] %08X RefScaleUnit %.3f -> %.3f, scaling width by %.3f\n", table->ID, table->RefScaleUnit, new_ref_scale_unit, scale_factor);
++ for (int n = 0; n < columns_count; n++)
++ table->Columns[n].WidthRequest = table->Columns[n].WidthRequest * scale_factor;
++ }
++ table->RefScale = new_ref_scale_unit;
++
++ // Disable output until user calls TableNextRow() or TableNextColumn() leading to the TableUpdateLayout() call..
++ // This is not strictly necessary but will reduce cases were "out of table" output will be misleading to the user.
++ // Because we cannot safely assert in EndTable() when no rows have been created, this seems like our best option.
++ inner_window->SkipItems = true;
++
++ // Clear names
++ // At this point the ->NameOffset field of each column will be invalid until TableUpdateLayout() or the first call to TableSetupColumn()
++ if (table->ColumnsNames.Buf.Size > 0)
++ table->ColumnsNames.Buf.resize(0);
++
++ // Apply queued resizing/reordering/hiding requests
++ TableBeginApplyRequests(table);
++
++ return true;
++ }
++
++ // For reference, the average total _allocation count_ for a table is:
++ // + 0 (for ImGuiTable instance, we are pooling allocations in g.Tables[])
++ // + 1 (for table->RawData allocated below)
++ // + 1 (for table->ColumnsNames, if names are used)
++ // Shared allocations for the maximum number of simultaneously nested tables (generally a very small number)
++ // + 1 (for table->Splitter._Channels)
++ // + 2 * active_channels_count (for ImDrawCmd and ImDrawIdx buffers inside channels)
++ // Where active_channels_count is variable but often == columns_count or == columns_count + 1, see TableSetupDrawChannels() for details.
++ // Unused channels don't perform their +2 allocations.
++ void ImGui::TableBeginInitMemory(ImGuiTable* table, int columns_count)
++ {
++ // Allocate single buffer for our arrays
++ const int columns_bit_array_size = (int)ImBitArrayGetStorageSizeInBytes(columns_count);
++ ImSpanAllocator<6> span_allocator;
++ span_allocator.Reserve(0, columns_count * sizeof(ImGuiTableColumn));
++ span_allocator.Reserve(1, columns_count * sizeof(ImGuiTableColumnIdx));
++ span_allocator.Reserve(2, columns_count * sizeof(ImGuiTableCellData), 4);
++ for (int n = 3; n < 6; n++)
++ span_allocator.Reserve(n, columns_bit_array_size);
++ table->RawData = IM_ALLOC(span_allocator.GetArenaSizeInBytes());
++ memset(table->RawData, 0, span_allocator.GetArenaSizeInBytes());
++ span_allocator.SetArenaBasePtr(table->RawData);
++ span_allocator.GetSpan(0, &table->Columns);
++ span_allocator.GetSpan(1, &table->DisplayOrderToIndex);
++ span_allocator.GetSpan(2, &table->RowCellData);
++ table->EnabledMaskByDisplayOrder = (ImU32*)span_allocator.GetSpanPtrBegin(3);
++ table->EnabledMaskByIndex = (ImU32*)span_allocator.GetSpanPtrBegin(4);
++ table->VisibleMaskByIndex = (ImU32*)span_allocator.GetSpanPtrBegin(5);
++ }
++
++ // Apply queued resizing/reordering/hiding requests
++ void ImGui::TableBeginApplyRequests(ImGuiTable* table)
++ {
++ // Handle resizing request
++ // (We process this in the TableBegin() of the first instance of each table)
++ // FIXME-TABLE: Contains columns if our work area doesn't allow for scrolling?
++ if (table->InstanceCurrent == 0)
++ {
++ if (table->ResizedColumn != -1 && table->ResizedColumnNextWidth != FLT_MAX)
++ TableSetColumnWidth(table->ResizedColumn, table->ResizedColumnNextWidth);
++ table->LastResizedColumn = table->ResizedColumn;
++ table->ResizedColumnNextWidth = FLT_MAX;
++ table->ResizedColumn = -1;
++
++ // Process auto-fit for single column, which is a special case for stretch columns and fixed columns with FixedSame policy.
++ // FIXME-TABLE: Would be nice to redistribute available stretch space accordingly to other weights, instead of giving it all to siblings.
++ if (table->AutoFitSingleColumn != -1)
++ {
++ TableSetColumnWidth(table->AutoFitSingleColumn, table->Columns[table->AutoFitSingleColumn].WidthAuto);
++ table->AutoFitSingleColumn = -1;
++ }
++ }
++
++ // Handle reordering request
++ // Note: we don't clear ReorderColumn after handling the request.
++ if (table->InstanceCurrent == 0)
++ {
++ if (table->HeldHeaderColumn == -1 && table->ReorderColumn != -1)
++ table->ReorderColumn = -1;
++ table->HeldHeaderColumn = -1;
++ if (table->ReorderColumn != -1 && table->ReorderColumnDir != 0)
++ {
++ // We need to handle reordering across hidden columns.
++ // In the configuration below, moving C to the right of E will lead to:
++ // ... C [D] E ---> ... [D] E C (Column name/index)
++ // ... 2 3 4 ... 2 3 4 (Display order)
++ const int reorder_dir = table->ReorderColumnDir;
++ IM_ASSERT(reorder_dir == -1 || reorder_dir == +1);
++ IM_ASSERT(table->Flags & ImGuiTableFlags_Reorderable);
++ ImGuiTableColumn* src_column = &table->Columns[table->ReorderColumn];
++ ImGuiTableColumn* dst_column = &table->Columns[(reorder_dir == -1) ? src_column->PrevEnabledColumn : src_column->NextEnabledColumn];
++ IM_UNUSED(dst_column);
++ const int src_order = src_column->DisplayOrder;
++ const int dst_order = dst_column->DisplayOrder;
++ src_column->DisplayOrder = (ImGuiTableColumnIdx)dst_order;
++ for (int order_n = src_order + reorder_dir; order_n != dst_order + reorder_dir; order_n += reorder_dir)
++ table->Columns[table->DisplayOrderToIndex[order_n]].DisplayOrder -= (ImGuiTableColumnIdx)reorder_dir;
++ IM_ASSERT(dst_column->DisplayOrder == dst_order - reorder_dir);
++
++ // Display order is stored in both columns->IndexDisplayOrder and table->DisplayOrder[]. Rebuild later from the former.
++ for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
++ table->DisplayOrderToIndex[table->Columns[column_n].DisplayOrder] = (ImGuiTableColumnIdx)column_n;
++ table->ReorderColumnDir = 0;
++ table->IsSettingsDirty = true;
++ }
++ }
++
++ // Handle display order reset request
++ if (table->IsResetDisplayOrderRequest)
++ {
++ for (int n = 0; n < table->ColumnsCount; n++)
++ table->DisplayOrderToIndex[n] = table->Columns[n].DisplayOrder = (ImGuiTableColumnIdx)n;
++ table->IsResetDisplayOrderRequest = false;
++ table->IsSettingsDirty = true;
++ }
++ }
++
++ // Adjust flags: default width mode + stretch columns are not allowed when auto extending
++ static void TableSetupColumnFlags(ImGuiTable* table, ImGuiTableColumn* column, ImGuiTableColumnFlags flags_in)
++ {
++ ImGuiTableColumnFlags flags = flags_in;
++
++ // Sizing Policy
++ if ((flags & ImGuiTableColumnFlags_WidthMask_) == 0)
++ {
++ const ImGuiTableFlags table_sizing_policy = (table->Flags & ImGuiTableFlags_SizingMask_);
++ if (table_sizing_policy == ImGuiTableFlags_SizingFixedFit || table_sizing_policy == ImGuiTableFlags_SizingFixedSame)
++ flags |= ImGuiTableColumnFlags_WidthFixed;
++ else
++ flags |= ImGuiTableColumnFlags_WidthStretch;
++ }
++ else
++ {
++ IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiTableColumnFlags_WidthMask_)); // Check that only 1 of each set is used.
++ }
++
++ // Resize
++ if ((table->Flags & ImGuiTableFlags_Resizable) == 0)
++ flags |= ImGuiTableColumnFlags_NoResize;
++
++ // Sorting
++ if ((flags & ImGuiTableColumnFlags_NoSortAscending) && (flags & ImGuiTableColumnFlags_NoSortDescending))
++ flags |= ImGuiTableColumnFlags_NoSort;
++
++ // Indentation
++ if ((flags & ImGuiTableColumnFlags_IndentMask_) == 0)
++ flags |= (table->Columns.index_from_ptr(column) == 0) ? ImGuiTableColumnFlags_IndentEnable : ImGuiTableColumnFlags_IndentDisable;
++
++ // Alignment
++ //if ((flags & ImGuiTableColumnFlags_AlignMask_) == 0)
++ // flags |= ImGuiTableColumnFlags_AlignCenter;
++ //IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiTableColumnFlags_AlignMask_)); // Check that only 1 of each set is used.
++
++ // Preserve status flags
++ column->Flags = flags | (column->Flags & ImGuiTableColumnFlags_StatusMask_);
++
++ // Build an ordered list of available sort directions
++ column->SortDirectionsAvailCount = column->SortDirectionsAvailMask = column->SortDirectionsAvailList = 0;
++ if (table->Flags & ImGuiTableFlags_Sortable)
++ {
++ int count = 0, mask = 0, list = 0;
++ if ((flags & ImGuiTableColumnFlags_PreferSortAscending) != 0 && (flags & ImGuiTableColumnFlags_NoSortAscending) == 0) { mask |= 1 << ImGuiSortDirection_Ascending; list |= ImGuiSortDirection_Ascending << (count << 1); count++; }
++ if ((flags & ImGuiTableColumnFlags_PreferSortDescending) != 0 && (flags & ImGuiTableColumnFlags_NoSortDescending) == 0) { mask |= 1 << ImGuiSortDirection_Descending; list |= ImGuiSortDirection_Descending << (count << 1); count++; }
++ if ((flags & ImGuiTableColumnFlags_PreferSortAscending) == 0 && (flags & ImGuiTableColumnFlags_NoSortAscending) == 0) { mask |= 1 << ImGuiSortDirection_Ascending; list |= ImGuiSortDirection_Ascending << (count << 1); count++; }
++ if ((flags & ImGuiTableColumnFlags_PreferSortDescending) == 0 && (flags & ImGuiTableColumnFlags_NoSortDescending) == 0) { mask |= 1 << ImGuiSortDirection_Descending; list |= ImGuiSortDirection_Descending << (count << 1); count++; }
++ if ((table->Flags & ImGuiTableFlags_SortTristate) || count == 0) { mask |= 1 << ImGuiSortDirection_None; count++; }
++ column->SortDirectionsAvailList = (ImU8)list;
++ column->SortDirectionsAvailMask = (ImU8)mask;
++ column->SortDirectionsAvailCount = (ImU8)count;
++ ImGui::TableFixColumnSortDirection(table, column);
++ }
++ }
++
++ // Layout columns for the frame. This is in essence the followup to BeginTable() and this is our largest function.
++ // Runs on the first call to TableNextRow(), to give a chance for TableSetupColumn() and other TableSetupXXXXX() functions to be called first.
++ // FIXME-TABLE: Our width (and therefore our WorkRect) will be minimal in the first frame for _WidthAuto columns.
++ // Increase feedback side-effect with widgets relying on WorkRect.Max.x... Maybe provide a default distribution for _WidthAuto columns?
++ void ImGui::TableUpdateLayout(ImGuiTable* table)
++ {
++ ImGuiContext& g = *GImGui;
++ IM_ASSERT(table->IsLayoutLocked == false);
++
++ const ImGuiTableFlags table_sizing_policy = (table->Flags & ImGuiTableFlags_SizingMask_);
++ table->IsDefaultDisplayOrder = true;
++ table->ColumnsEnabledCount = 0;
++ ImBitArrayClearAllBits(table->EnabledMaskByIndex, table->ColumnsCount);
++ ImBitArrayClearAllBits(table->EnabledMaskByDisplayOrder, table->ColumnsCount);
++ table->LeftMostEnabledColumn = -1;
++ table->MinColumnWidth = ImMax(1.0f, g.Style.FramePadding.x * 1.0f); // g.Style.ColumnsMinSpacing; // FIXME-TABLE
++
++ // [Part 1] Apply/lock Enabled and Order states. Calculate auto/ideal width for columns. Count fixed/stretch columns.
++ // Process columns in their visible orders as we are building the Prev/Next indices.
++ int count_fixed = 0; // Number of columns that have fixed sizing policies
++ int count_stretch = 0; // Number of columns that have stretch sizing policies
++ int prev_visible_column_idx = -1;
++ bool has_auto_fit_request = false;
++ bool has_resizable = false;
++ float stretch_sum_width_auto = 0.0f;
++ float fixed_max_width_auto = 0.0f;
++ for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
++ {
++ const int column_n = table->DisplayOrderToIndex[order_n];
++ if (column_n != order_n)
++ table->IsDefaultDisplayOrder = false;
++ ImGuiTableColumn* column = &table->Columns[column_n];
++
++ // Clear column setup if not submitted by user. Currently we make it mandatory to call TableSetupColumn() every frame.
++ // It would easily work without but we're not ready to guarantee it since e.g. names need resubmission anyway.
++ // We take a slight shortcut but in theory we could be calling TableSetupColumn() here with dummy values, it should yield the same effect.
++ if (table->DeclColumnsCount <= column_n)
++ {
++ TableSetupColumnFlags(table, column, ImGuiTableColumnFlags_None);
++ column->NameOffset = -1;
++ column->UserID = 0;
++ column->InitStretchWeightOrWidth = -1.0f;
++ }
++
++ // Update Enabled state, mark settings and sort specs dirty
++ if (!(table->Flags & ImGuiTableFlags_Hideable) || (column->Flags & ImGuiTableColumnFlags_NoHide))
++ column->IsUserEnabledNextFrame = true;
++ if (column->IsUserEnabled != column->IsUserEnabledNextFrame)
++ {
++ column->IsUserEnabled = column->IsUserEnabledNextFrame;
++ table->IsSettingsDirty = true;
++ }
++ column->IsEnabled = column->IsUserEnabled && (column->Flags & ImGuiTableColumnFlags_Disabled) == 0;
++
++ if (column->SortOrder != -1 && !column->IsEnabled)
++ table->IsSortSpecsDirty = true;
++ if (column->SortOrder > 0 && !(table->Flags & ImGuiTableFlags_SortMulti))
++ table->IsSortSpecsDirty = true;
++
++ // Auto-fit unsized columns
++ const bool start_auto_fit = (column->Flags & ImGuiTableColumnFlags_WidthFixed) ? (column->WidthRequest < 0.0f) : (column->StretchWeight < 0.0f);
++ if (start_auto_fit)
++ column->AutoFitQueue = column->CannotSkipItemsQueue = (1 << 3) - 1; // Fit for three frames
++
++ if (!column->IsEnabled)
++ {
++ column->IndexWithinEnabledSet = -1;
++ continue;
++ }
++
++ // Mark as enabled and link to previous/next enabled column
++ column->PrevEnabledColumn = (ImGuiTableColumnIdx)prev_visible_column_idx;
++ column->NextEnabledColumn = -1;
++ if (prev_visible_column_idx != -1)
++ table->Columns[prev_visible_column_idx].NextEnabledColumn = (ImGuiTableColumnIdx)column_n;
++ else
++ table->LeftMostEnabledColumn = (ImGuiTableColumnIdx)column_n;
++ column->IndexWithinEnabledSet = table->ColumnsEnabledCount++;
++ ImBitArraySetBit(table->EnabledMaskByIndex, column_n);
++ ImBitArraySetBit(table->EnabledMaskByDisplayOrder, column->DisplayOrder);
++ prev_visible_column_idx = column_n;
++ IM_ASSERT(column->IndexWithinEnabledSet <= column->DisplayOrder);
++
++ // Calculate ideal/auto column width (that's the width required for all contents to be visible without clipping)
++ // Combine width from regular rows + width from headers unless requested not to.
++ if (!column->IsPreserveWidthAuto)
++ column->WidthAuto = TableGetColumnWidthAuto(table, column);
++
++ // Non-resizable columns keep their requested width (apply user value regardless of IsPreserveWidthAuto)
++ const bool column_is_resizable = (column->Flags & ImGuiTableColumnFlags_NoResize) == 0;
++ if (column_is_resizable)
++ has_resizable = true;
++ if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && column->InitStretchWeightOrWidth > 0.0f && !column_is_resizable)
++ column->WidthAuto = column->InitStretchWeightOrWidth;
++
++ if (column->AutoFitQueue != 0x00)
++ has_auto_fit_request = true;
++ if (column->Flags & ImGuiTableColumnFlags_WidthStretch)
++ {
++ stretch_sum_width_auto += column->WidthAuto;
++ count_stretch++;
++ }
++ else
++ {
++ fixed_max_width_auto = ImMax(fixed_max_width_auto, column->WidthAuto);
++ count_fixed++;
++ }
++ }
++ if ((table->Flags & ImGuiTableFlags_Sortable) && table->SortSpecsCount == 0 && !(table->Flags & ImGuiTableFlags_SortTristate))
++ table->IsSortSpecsDirty = true;
++ table->RightMostEnabledColumn = (ImGuiTableColumnIdx)prev_visible_column_idx;
++ IM_ASSERT(table->LeftMostEnabledColumn >= 0 && table->RightMostEnabledColumn >= 0);
++
++ // [Part 2] Disable child window clipping while fitting columns. This is not strictly necessary but makes it possible to avoid
++ // the column fitting having to wait until the first visible frame of the child container (may or not be a good thing). Also see #6510.
++ // FIXME-TABLE: for always auto-resizing columns may not want to do that all the time.
++ if (has_auto_fit_request && table->OuterWindow != table->InnerWindow)
++ table->InnerWindow->SkipItems = false;
++ if (has_auto_fit_request)
++ table->IsSettingsDirty = true;
++
++ // [Part 3] Fix column flags and record a few extra information.
++ float sum_width_requests = 0.0f; // Sum of all width for fixed and auto-resize columns, excluding width contributed by Stretch columns but including spacing/padding.
++ float stretch_sum_weights = 0.0f; // Sum of all weights for stretch columns.
++ table->LeftMostStretchedColumn = table->RightMostStretchedColumn = -1;
++ for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
++ {
++ if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n))
++ continue;
++ ImGuiTableColumn* column = &table->Columns[column_n];
++
++ const bool column_is_resizable = (column->Flags & ImGuiTableColumnFlags_NoResize) == 0;
++ if (column->Flags & ImGuiTableColumnFlags_WidthFixed)
++ {
++ // Apply same widths policy
++ float width_auto = column->WidthAuto;
++ if (table_sizing_policy == ImGuiTableFlags_SizingFixedSame && (column->AutoFitQueue != 0x00 || !column_is_resizable))
++ width_auto = fixed_max_width_auto;
++
++ // Apply automatic width
++ // Latch initial size for fixed columns and update it constantly for auto-resizing column (unless clipped!)
++ if (column->AutoFitQueue != 0x00)
++ column->WidthRequest = width_auto;
++ else if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && !column_is_resizable && column->IsRequestOutput)
++ column->WidthRequest = width_auto;
++
++ // FIXME-TABLE: Increase minimum size during init frame to avoid biasing auto-fitting widgets
++ // (e.g. TextWrapped) too much. Otherwise what tends to happen is that TextWrapped would output a very
++ // large height (= first frame scrollbar display very off + clipper would skip lots of items).
++ // This is merely making the side-effect less extreme, but doesn't properly fixes it.
++ // FIXME: Move this to ->WidthGiven to avoid temporary lossyless?
++ // FIXME: This break IsPreserveWidthAuto from not flickering if the stored WidthAuto was smaller.
++ if (column->AutoFitQueue > 0x01 && table->IsInitializing && !column->IsPreserveWidthAuto)
++ column->WidthRequest = ImMax(column->WidthRequest, table->MinColumnWidth * 4.0f); // FIXME-TABLE: Another constant/scale?
++ sum_width_requests += column->WidthRequest;
++ }
++ else
++ {
++ // Initialize stretch weight
++ if (column->AutoFitQueue != 0x00 || column->StretchWeight < 0.0f || !column_is_resizable)
++ {
++ if (column->InitStretchWeightOrWidth > 0.0f)
++ column->StretchWeight = column->InitStretchWeightOrWidth;
++ else if (table_sizing_policy == ImGuiTableFlags_SizingStretchProp)
++ column->StretchWeight = (column->WidthAuto / stretch_sum_width_auto) * count_stretch;
++ else
++ column->StretchWeight = 1.0f;
++ }
++
++ stretch_sum_weights += column->StretchWeight;
++ if (table->LeftMostStretchedColumn == -1 || table->Columns[table->LeftMostStretchedColumn].DisplayOrder > column->DisplayOrder)
++ table->LeftMostStretchedColumn = (ImGuiTableColumnIdx)column_n;
++ if (table->RightMostStretchedColumn == -1 || table->Columns[table->RightMostStretchedColumn].DisplayOrder < column->DisplayOrder)
++ table->RightMostStretchedColumn = (ImGuiTableColumnIdx)column_n;
++ }
++ column->IsPreserveWidthAuto = false;
++ sum_width_requests += table->CellPaddingX * 2.0f;
++ }
++ table->ColumnsEnabledFixedCount = (ImGuiTableColumnIdx)count_fixed;
++ table->ColumnsStretchSumWeights = stretch_sum_weights;
++
++ // [Part 4] Apply final widths based on requested widths
++ const ImRect work_rect = table->WorkRect;
++ const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1);
++ const float width_removed = (table->HasScrollbarYPrev && !table->InnerWindow->ScrollbarY) ? g.Style.ScrollbarSize : 0.0f; // To synchronize decoration width of synched tables with mismatching scrollbar state (#5920)
++ const float width_avail = ImMax(1.0f, (((table->Flags & ImGuiTableFlags_ScrollX) && table->InnerWidth == 0.0f) ? table->InnerClipRect.GetWidth() : work_rect.GetWidth()) - width_removed);
++ const float width_avail_for_stretched_columns = width_avail - width_spacings - sum_width_requests;
++ float width_remaining_for_stretched_columns = width_avail_for_stretched_columns;
++ table->ColumnsGivenWidth = width_spacings + (table->CellPaddingX * 2.0f) * table->ColumnsEnabledCount;
++ for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
++ {
++ if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n))
++ continue;
++ ImGuiTableColumn* column = &table->Columns[column_n];
++
++ // Allocate width for stretched/weighted columns (StretchWeight gets converted into WidthRequest)
++ if (column->Flags & ImGuiTableColumnFlags_WidthStretch)
++ {
++ float weight_ratio = column->StretchWeight / stretch_sum_weights;
++ column->WidthRequest = IM_TRUNC(ImMax(width_avail_for_stretched_columns * weight_ratio, table->MinColumnWidth) + 0.01f);
++ width_remaining_for_stretched_columns -= column->WidthRequest;
++ }
++
++ // [Resize Rule 1] The right-most Visible column is not resizable if there is at least one Stretch column
++ // See additional comments in TableSetColumnWidth().
++ if (column->NextEnabledColumn == -1 && table->LeftMostStretchedColumn != -1)
++ column->Flags |= ImGuiTableColumnFlags_NoDirectResize_;
++
++ // Assign final width, record width in case we will need to shrink
++ column->WidthGiven = ImTrunc(ImMax(column->WidthRequest, table->MinColumnWidth));
++ table->ColumnsGivenWidth += column->WidthGiven;
++ }
++
++ // [Part 5] Redistribute stretch remainder width due to rounding (remainder width is < 1.0f * number of Stretch column).
++ // Using right-to-left distribution (more likely to match resizing cursor).
++ if (width_remaining_for_stretched_columns >= 1.0f && !(table->Flags & ImGuiTableFlags_PreciseWidths))
++ for (int order_n = table->ColumnsCount - 1; stretch_sum_weights > 0.0f && width_remaining_for_stretched_columns >= 1.0f && order_n >= 0; order_n--)
++ {
++ if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n))
++ continue;
++ ImGuiTableColumn* column = &table->Columns[table->DisplayOrderToIndex[order_n]];
++ if (!(column->Flags & ImGuiTableColumnFlags_WidthStretch))
++ continue;
++ column->WidthRequest += 1.0f;
++ column->WidthGiven += 1.0f;
++ width_remaining_for_stretched_columns -= 1.0f;
++ }
++
++ // Determine if table is hovered which will be used to flag columns as hovered.
++ // - In principle we'd like to use the equivalent of IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem),
++ // but because our item is partially submitted at this point we use ItemHoverable() and a workaround (temporarily
++ // clear ActiveId, which is equivalent to the change provided by _AllowWhenBLockedByActiveItem).
++ // - This allows columns to be marked as hovered when e.g. clicking a button inside the column, or using drag and drop.
++ ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
++ table_instance->HoveredRowLast = table_instance->HoveredRowNext;
++ table_instance->HoveredRowNext = -1;
++ table->HoveredColumnBody = table->HoveredColumnBorder = -1;
++ const ImRect mouse_hit_rect(table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.Max.x, ImMax(table->OuterRect.Max.y, table->OuterRect.Min.y + table_instance->LastOuterHeight));
++ const ImGuiID backup_active_id = g.ActiveId;
++ g.ActiveId = 0;
++ const bool is_hovering_table = ItemHoverable(mouse_hit_rect, 0, ImGuiItemFlags_None);
++ g.ActiveId = backup_active_id;
++
++ // Determine skewed MousePos.x to support angled headers.
++ float mouse_skewed_x = g.IO.MousePos.x;
++ if (table->AngledHeadersHeight > 0.0f)
++ if (g.IO.MousePos.y >= table->OuterRect.Min.y && g.IO.MousePos.y <= table->OuterRect.Min.y + table->AngledHeadersHeight)
++ mouse_skewed_x += ImTrunc((table->OuterRect.Min.y + table->AngledHeadersHeight - g.IO.MousePos.y) * table->AngledHeadersSlope);
++
++ // [Part 6] Setup final position, offset, skip/clip states and clipping rectangles, detect hovered column
++ // Process columns in their visible orders as we are comparing the visible order and adjusting host_clip_rect while looping.
++ int visible_n = 0;
++ bool has_at_least_one_column_requesting_output = false;
++ bool offset_x_frozen = (table->FreezeColumnsCount > 0);
++ float offset_x = ((table->FreezeColumnsCount > 0) ? table->OuterRect.Min.x : work_rect.Min.x) + table->OuterPaddingX - table->CellSpacingX1;
++ ImRect host_clip_rect = table->InnerClipRect;
++ //host_clip_rect.Max.x += table->CellPaddingX + table->CellSpacingX2;
++ ImBitArrayClearAllBits(table->VisibleMaskByIndex, table->ColumnsCount);
++ for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
++ {
++ const int column_n = table->DisplayOrderToIndex[order_n];
++ ImGuiTableColumn* column = &table->Columns[column_n];
++
++ column->NavLayerCurrent = (ImS8)(table->FreezeRowsCount > 0 ? ImGuiNavLayer_Menu : ImGuiNavLayer_Main); // Use Count NOT request so Header line changes layer when frozen
++
++ if (offset_x_frozen && table->FreezeColumnsCount == visible_n)
++ {
++ offset_x += work_rect.Min.x - table->OuterRect.Min.x;
++ offset_x_frozen = false;
++ }
++
++ // Clear status flags
++ column->Flags &= ~ImGuiTableColumnFlags_StatusMask_;
++
++ if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n))
++ {
++ // Hidden column: clear a few fields and we are done with it for the remainder of the function.
++ // We set a zero-width clip rect but set Min.y/Max.y properly to not interfere with the clipper.
++ column->MinX = column->MaxX = column->WorkMinX = column->ClipRect.Min.x = column->ClipRect.Max.x = offset_x;
++ column->WidthGiven = 0.0f;
++ column->ClipRect.Min.y = work_rect.Min.y;
++ column->ClipRect.Max.y = FLT_MAX;
++ column->ClipRect.ClipWithFull(host_clip_rect);
++ column->IsVisibleX = column->IsVisibleY = column->IsRequestOutput = false;
++ column->IsSkipItems = true;
++ column->ItemWidth = 1.0f;
++ continue;
++ }
++
++ // Detect hovered column
++ if (is_hovering_table && mouse_skewed_x >= column->ClipRect.Min.x && mouse_skewed_x < column->ClipRect.Max.x)
++ table->HoveredColumnBody = (ImGuiTableColumnIdx)column_n;
++
++ // Lock start position
++ column->MinX = offset_x;
++
++ // Lock width based on start position and minimum/maximum width for this position
++ float max_width = TableGetMaxColumnWidth(table, column_n);
++ column->WidthGiven = ImMin(column->WidthGiven, max_width);
++ column->WidthGiven = ImMax(column->WidthGiven, ImMin(column->WidthRequest, table->MinColumnWidth));
++ column->MaxX = offset_x + column->WidthGiven + table->CellSpacingX1 + table->CellSpacingX2 + table->CellPaddingX * 2.0f;
++
++ // Lock other positions
++ // - ClipRect.Min.x: Because merging draw commands doesn't compare min boundaries, we make ClipRect.Min.x match left bounds to be consistent regardless of merging.
++ // - ClipRect.Max.x: using WorkMaxX instead of MaxX (aka including padding) makes things more consistent when resizing down, tho slightly detrimental to visibility in very-small column.
++ // - ClipRect.Max.x: using MaxX makes it easier for header to receive hover highlight with no discontinuity and display sorting arrow.
++ // - FIXME-TABLE: We want equal width columns to have equal (ClipRect.Max.x - WorkMinX) width, which means ClipRect.max.x cannot stray off host_clip_rect.Max.x else right-most column may appear shorter.
++ const float previous_instance_work_min_x = column->WorkMinX;
++ column->WorkMinX = column->MinX + table->CellPaddingX + table->CellSpacingX1;
++ column->WorkMaxX = column->MaxX - table->CellPaddingX - table->CellSpacingX2; // Expected max
++ column->ItemWidth = ImTrunc(column->WidthGiven * 0.65f);
++ column->ClipRect.Min.x = column->MinX;
++ column->ClipRect.Min.y = work_rect.Min.y;
++ column->ClipRect.Max.x = column->MaxX; //column->WorkMaxX;
++ column->ClipRect.Max.y = FLT_MAX;
++ column->ClipRect.ClipWithFull(host_clip_rect);
++
++ // Mark column as Clipped (not in sight)
++ // Note that scrolling tables (where inner_window != outer_window) handle Y clipped earlier in BeginTable() so IsVisibleY really only applies to non-scrolling tables.
++ // FIXME-TABLE: Because InnerClipRect.Max.y is conservatively ==outer_window->ClipRect.Max.y, we never can mark columns _Above_ the scroll line as not IsVisibleY.
++ // Taking advantage of LastOuterHeight would yield good results there...
++ // FIXME-TABLE: Y clipping is disabled because it effectively means not submitting will reduce contents width which is fed to outer_window->DC.CursorMaxPos.x,
++ // and this may be used (e.g. typically by outer_window using AlwaysAutoResize or outer_window's horizontal scrollbar, but could be something else).
++ // Possible solution to preserve last known content width for clipped column. Test 'table_reported_size' fails when enabling Y clipping and window is resized small.
++ column->IsVisibleX = (column->ClipRect.Max.x > column->ClipRect.Min.x);
++ column->IsVisibleY = true; // (column->ClipRect.Max.y > column->ClipRect.Min.y);
++ const bool is_visible = column->IsVisibleX; //&& column->IsVisibleY;
++ if (is_visible)
++ ImBitArraySetBit(table->VisibleMaskByIndex, column_n);
++
++ // Mark column as requesting output from user. Note that fixed + non-resizable sets are auto-fitting at all times and therefore always request output.
++ column->IsRequestOutput = is_visible || column->AutoFitQueue != 0 || column->CannotSkipItemsQueue != 0;
++
++ // Mark column as SkipItems (ignoring all items/layout)
++ // (table->HostSkipItems is a copy of inner_window->SkipItems before we cleared it above in Part 2)
++ column->IsSkipItems = !column->IsEnabled || table->HostSkipItems;
++ if (column->IsSkipItems)
++ IM_ASSERT(!is_visible);
++ if (column->IsRequestOutput && !column->IsSkipItems)
++ has_at_least_one_column_requesting_output = true;
++
++ // Update status flags
++ column->Flags |= ImGuiTableColumnFlags_IsEnabled;
++ if (is_visible)
++ column->Flags |= ImGuiTableColumnFlags_IsVisible;
++ if (column->SortOrder != -1)
++ column->Flags |= ImGuiTableColumnFlags_IsSorted;
++ if (table->HoveredColumnBody == column_n)
++ column->Flags |= ImGuiTableColumnFlags_IsHovered;
++
++ // Alignment
++ // FIXME-TABLE: This align based on the whole column width, not per-cell, and therefore isn't useful in
++ // many cases (to be able to honor this we might be able to store a log of cells width, per row, for
++ // visible rows, but nav/programmatic scroll would have visible artifacts.)
++ //if (column->Flags & ImGuiTableColumnFlags_AlignRight)
++ // column->WorkMinX = ImMax(column->WorkMinX, column->MaxX - column->ContentWidthRowsUnfrozen);
++ //else if (column->Flags & ImGuiTableColumnFlags_AlignCenter)
++ // column->WorkMinX = ImLerp(column->WorkMinX, ImMax(column->StartX, column->MaxX - column->ContentWidthRowsUnfrozen), 0.5f);
++
++ // Reset content width variables
++ if (table->InstanceCurrent == 0)
++ {
++ column->ContentMaxXFrozen = column->WorkMinX;
++ column->ContentMaxXUnfrozen = column->WorkMinX;
++ column->ContentMaxXHeadersUsed = column->WorkMinX;
++ column->ContentMaxXHeadersIdeal = column->WorkMinX;
++ }
++ else
++ {
++ // As we store an absolute value to make per-cell updates faster, we need to offset values used for width computation.
++ const float offset_from_previous_instance = column->WorkMinX - previous_instance_work_min_x;
++ column->ContentMaxXFrozen += offset_from_previous_instance;
++ column->ContentMaxXUnfrozen += offset_from_previous_instance;
++ column->ContentMaxXHeadersUsed += offset_from_previous_instance;
++ column->ContentMaxXHeadersIdeal += offset_from_previous_instance;
++ }
++
++ // Don't decrement auto-fit counters until container window got a chance to submit its items
++ if (table->HostSkipItems == false)
++ {
++ column->AutoFitQueue >>= 1;
++ column->CannotSkipItemsQueue >>= 1;
++ }
++
++ if (visible_n < table->FreezeColumnsCount)
++ host_clip_rect.Min.x = ImClamp(column->MaxX + TABLE_BORDER_SIZE, host_clip_rect.Min.x, host_clip_rect.Max.x);
++
++ offset_x += column->WidthGiven + table->CellSpacingX1 + table->CellSpacingX2 + table->CellPaddingX * 2.0f;
++ visible_n++;
++ }
++
++ // In case the table is visible (e.g. decorations) but all columns clipped, we keep a column visible.
++ // Else if give no chance to a clipper-savy user to submit rows and therefore total contents height used by scrollbar.
++ if (has_at_least_one_column_requesting_output == false)
++ {
++ table->Columns[table->LeftMostEnabledColumn].IsRequestOutput = true;
++ table->Columns[table->LeftMostEnabledColumn].IsSkipItems = false;
++ }
++
++ // [Part 7] Detect/store when we are hovering the unused space after the right-most column (so e.g. context menus can react on it)
++ // Clear Resizable flag if none of our column are actually resizable (either via an explicit _NoResize flag, either
++ // because of using _WidthAuto/_WidthStretch). This will hide the resizing option from the context menu.
++ const float unused_x1 = ImMax(table->WorkRect.Min.x, table->Columns[table->RightMostEnabledColumn].ClipRect.Max.x);
++ if (is_hovering_table && table->HoveredColumnBody == -1)
++ if (mouse_skewed_x >= unused_x1)
++ table->HoveredColumnBody = (ImGuiTableColumnIdx)table->ColumnsCount;
++ if (has_resizable == false && (table->Flags & ImGuiTableFlags_Resizable))
++ table->Flags &= ~ImGuiTableFlags_Resizable;
++
++ table->IsActiveIdAliveBeforeTable = (g.ActiveIdIsAlive != 0);
++
++ // [Part 8] Lock actual OuterRect/WorkRect right-most position.
++ // This is done late to handle the case of fixed-columns tables not claiming more widths that they need.
++ // Because of this we are careful with uses of WorkRect and InnerClipRect before this point.
++ if (table->RightMostStretchedColumn != -1)
++ table->Flags &= ~ImGuiTableFlags_NoHostExtendX;
++ if (table->Flags & ImGuiTableFlags_NoHostExtendX)
++ {
++ table->OuterRect.Max.x = table->WorkRect.Max.x = unused_x1;
++ table->InnerClipRect.Max.x = ImMin(table->InnerClipRect.Max.x, unused_x1);
++ }
++ table->InnerWindow->ParentWorkRect = table->WorkRect;
++ table->BorderX1 = table->InnerClipRect.Min.x;
++ table->BorderX2 = table->InnerClipRect.Max.x;
++
++ // Setup window's WorkRect.Max.y for GetContentRegionAvail(). Other values will be updated in each TableBeginCell() call.
++ float window_content_max_y;
++ if (table->Flags & ImGuiTableFlags_NoHostExtendY)
++ window_content_max_y = table->OuterRect.Max.y;
++ else
++ window_content_max_y = ImMax(table->InnerWindow->ContentRegionRect.Max.y, (table->Flags & ImGuiTableFlags_ScrollY) ? 0.0f : table->OuterRect.Max.y);
++ table->InnerWindow->WorkRect.Max.y = ImClamp(window_content_max_y - g.Style.CellPadding.y, table->InnerWindow->WorkRect.Min.y, table->InnerWindow->WorkRect.Max.y);
++
++ // [Part 9] Allocate draw channels and setup background cliprect
++ TableSetupDrawChannels(table);
++
++ // [Part 10] Hit testing on borders
++ if (table->Flags & ImGuiTableFlags_Resizable)
++ TableUpdateBorders(table);
++ table_instance->LastTopHeadersRowHeight = 0.0f;
++ table->IsLayoutLocked = true;
++ table->IsUsingHeaders = false;
++
++ // Highlight header
++ table->HighlightColumnHeader = -1;
++ if (table->IsContextPopupOpen && table->ContextPopupColumn != -1 && table->InstanceInteracted == table->InstanceCurrent)
++ table->HighlightColumnHeader = table->ContextPopupColumn;
++ else if ((table->Flags & ImGuiTableFlags_HighlightHoveredColumn) && table->HoveredColumnBody != -1 && table->HoveredColumnBody != table->ColumnsCount && table->HoveredColumnBorder == -1)
++ if (g.ActiveId == 0 || (table->IsActiveIdInTable || g.DragDropActive))
++ table->HighlightColumnHeader = table->HoveredColumnBody;
++
++ // [Part 11] Default context menu
++ // - To append to this menu: you can call TableBeginContextMenuPopup()/.../EndPopup().
++ // - To modify or replace this: set table->IsContextPopupNoDefaultContents = true, then call TableBeginContextMenuPopup()/.../EndPopup().
++ // - You may call TableDrawDefaultContextMenu() with selected flags to display specific sections of the default menu,
++ // e.g. TableDrawDefaultContextMenu(table, table->Flags & ~ImGuiTableFlags_Hideable) will display everything EXCEPT columns visibility options.
++ if (table->DisableDefaultContextMenu == false && TableBeginContextMenuPopup(table))
++ {
++ TableDrawDefaultContextMenu(table, table->Flags);
++ EndPopup();
++ }
++
++ // [Part 12] Sanitize and build sort specs before we have a chance to use them for display.
++ // This path will only be exercised when sort specs are modified before header rows (e.g. init or visibility change)
++ if (table->IsSortSpecsDirty && (table->Flags & ImGuiTableFlags_Sortable))
++ TableSortSpecsBuild(table);
++
++ // [Part 13] Setup inner window decoration size (for scrolling / nav tracking to properly take account of frozen rows/columns)
++ if (table->FreezeColumnsRequest > 0)
++ table->InnerWindow->DecoInnerSizeX1 = table->Columns[table->DisplayOrderToIndex[table->FreezeColumnsRequest - 1]].MaxX - table->OuterRect.Min.x;
++ if (table->FreezeRowsRequest > 0)
++ table->InnerWindow->DecoInnerSizeY1 = table_instance->LastFrozenHeight;
++ table_instance->LastFrozenHeight = 0.0f;
++
++ // Initial state
++ ImGuiWindow* inner_window = table->InnerWindow;
++ if (table->Flags & ImGuiTableFlags_NoClip)
++ table->DrawSplitter->SetCurrentChannel(inner_window->DrawList, TABLE_DRAW_CHANNEL_NOCLIP);
++ else
++ inner_window->DrawList->PushClipRect(inner_window->ClipRect.Min, inner_window->ClipRect.Max, false);
++ }
++
++ // Process hit-testing on resizing borders. Actual size change will be applied in EndTable()
++ // - Set table->HoveredColumnBorder with a short delay/timer to reduce visual feedback noise.
++ void ImGui::TableUpdateBorders(ImGuiTable* table)
++ {
++ ImGuiContext& g = *GImGui;
++ IM_ASSERT(table->Flags & ImGuiTableFlags_Resizable);
++
++ // At this point OuterRect height may be zero or under actual final height, so we rely on temporal coherency and
++ // use the final height from last frame. Because this is only affecting _interaction_ with columns, it is not
++ // really problematic (whereas the actual visual will be displayed in EndTable() and using the current frame height).
++ // Actual columns highlight/render will be performed in EndTable() and not be affected.
++ ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
++ const float hit_half_width = ImTrunc(TABLE_RESIZE_SEPARATOR_HALF_THICKNESS * g.CurrentDpiScale);
++ const float hit_y1 = (table->FreezeRowsCount >= 1 ? table->OuterRect.Min.y : table->WorkRect.Min.y) + table->AngledHeadersHeight;
++ const float hit_y2_body = ImMax(table->OuterRect.Max.y, hit_y1 + table_instance->LastOuterHeight - table->AngledHeadersHeight);
++ const float hit_y2_head = hit_y1 + table_instance->LastTopHeadersRowHeight;
++
++ for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
++ {
++ if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n))
++ continue;
++
++ const int column_n = table->DisplayOrderToIndex[order_n];
++ ImGuiTableColumn* column = &table->Columns[column_n];
++ if (column->Flags & (ImGuiTableColumnFlags_NoResize | ImGuiTableColumnFlags_NoDirectResize_))
++ continue;
++
++ // ImGuiTableFlags_NoBordersInBodyUntilResize will be honored in TableDrawBorders()
++ const float border_y2_hit = (table->Flags & ImGuiTableFlags_NoBordersInBody) ? hit_y2_head : hit_y2_body;
++ if ((table->Flags & ImGuiTableFlags_NoBordersInBody) && table->IsUsingHeaders == false)
++ continue;
++
++ if (!column->IsVisibleX && table->LastResizedColumn != column_n)
++ continue;
++
++ ImGuiID column_id = TableGetColumnResizeID(table, column_n, table->InstanceCurrent);
++ ImRect hit_rect(column->MaxX - hit_half_width, hit_y1, column->MaxX + hit_half_width, border_y2_hit);
++ ItemAdd(hit_rect, column_id, NULL, ImGuiItemFlags_NoNav);
++ //GetForegroundDrawList()->AddRect(hit_rect.Min, hit_rect.Max, IM_COL32(255, 0, 0, 100));
++
++ bool hovered = false, held = false;
++ bool pressed = ButtonBehavior(hit_rect, column_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_NoNavFocus);
++ if (pressed && IsMouseDoubleClicked(0))
++ {
++ TableSetColumnWidthAutoSingle(table, column_n);
++ ClearActiveID();
++ held = false;
++ }
++ if (held)
++ {
++ if (table->LastResizedColumn == -1)
++ table->ResizeLockMinContentsX2 = table->RightMostEnabledColumn != -1 ? table->Columns[table->RightMostEnabledColumn].MaxX : -FLT_MAX;
++ table->ResizedColumn = (ImGuiTableColumnIdx)column_n;
++ table->InstanceInteracted = table->InstanceCurrent;
++ }
++ if ((hovered && g.HoveredIdTimer > TABLE_RESIZE_SEPARATOR_FEEDBACK_TIMER) || held)
++ {
++ table->HoveredColumnBorder = (ImGuiTableColumnIdx)column_n;
++ SetMouseCursor(ImGuiMouseCursor_ResizeEW);
++ }
++ }
++ }
++
++ void ImGui::EndTable()
++ {
++ ImGuiContext& g = *GImGui;
++ ImGuiTable* table = g.CurrentTable;
++ IM_ASSERT(table != NULL && "Only call EndTable() if BeginTable() returns true!");
++
++ // This assert would be very useful to catch a common error... unfortunately it would probably trigger in some
++ // cases, and for consistency user may sometimes output empty tables (and still benefit from e.g. outer border)
++ //IM_ASSERT(table->IsLayoutLocked && "Table unused: never called TableNextRow(), is that the intent?");
++
++ // If the user never got to call TableNextRow() or TableNextColumn(), we call layout ourselves to ensure all our
++ // code paths are consistent (instead of just hoping that TableBegin/TableEnd will work), get borders drawn, etc.
++ if (!table->IsLayoutLocked)
++ TableUpdateLayout(table);
++
++ const ImGuiTableFlags flags = table->Flags;
++ ImGuiWindow* inner_window = table->InnerWindow;
++ ImGuiWindow* outer_window = table->OuterWindow;
++ ImGuiTableTempData* temp_data = table->TempData;
++ IM_ASSERT(inner_window == g.CurrentWindow);
++ IM_ASSERT(outer_window == inner_window || outer_window == inner_window->ParentWindow);
++
++ if (table->IsInsideRow)
++ TableEndRow(table);
++
++ // Context menu in columns body
++ if (flags & ImGuiTableFlags_ContextMenuInBody)
++ if (table->HoveredColumnBody != -1 && !IsAnyItemHovered() && IsMouseReleased(ImGuiMouseButton_Right))
++ TableOpenContextMenu((int)table->HoveredColumnBody);
++
++ // Finalize table height
++ ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
++ inner_window->DC.PrevLineSize = temp_data->HostBackupPrevLineSize;
++ inner_window->DC.CurrLineSize = temp_data->HostBackupCurrLineSize;
++ inner_window->DC.CursorMaxPos = temp_data->HostBackupCursorMaxPos;
++ const float inner_content_max_y = table->RowPosY2;
++ IM_ASSERT(table->RowPosY2 == inner_window->DC.CursorPos.y);
++ if (inner_window != outer_window)
++ inner_window->DC.CursorMaxPos.y = inner_content_max_y;
++ else if (!(flags & ImGuiTableFlags_NoHostExtendY))
++ table->OuterRect.Max.y = table->InnerRect.Max.y = ImMax(table->OuterRect.Max.y, inner_content_max_y); // Patch OuterRect/InnerRect height
++ table->WorkRect.Max.y = ImMax(table->WorkRect.Max.y, table->OuterRect.Max.y);
++ table_instance->LastOuterHeight = table->OuterRect.GetHeight();
++
++ // Setup inner scrolling range
++ // FIXME: This ideally should be done earlier, in BeginTable() SetNextWindowContentSize call, just like writing to inner_window->DC.CursorMaxPos.y,
++ // but since the later is likely to be impossible to do we'd rather update both axises together.
++ if (table->Flags & ImGuiTableFlags_ScrollX)
++ {
++ const float outer_padding_for_border = (table->Flags & ImGuiTableFlags_BordersOuterV) ? TABLE_BORDER_SIZE : 0.0f;
++ float max_pos_x = table->InnerWindow->DC.CursorMaxPos.x;
++ if (table->RightMostEnabledColumn != -1)
++ max_pos_x = ImMax(max_pos_x, table->Columns[table->RightMostEnabledColumn].WorkMaxX + table->CellPaddingX + table->OuterPaddingX - outer_padding_for_border);
++ if (table->ResizedColumn != -1)
++ max_pos_x = ImMax(max_pos_x, table->ResizeLockMinContentsX2);
++ table->InnerWindow->DC.CursorMaxPos.x = max_pos_x + table->TempData->AngledHeadersExtraWidth;
++ }
++
++ // Pop clipping rect
++ if (!(flags & ImGuiTableFlags_NoClip))
++ inner_window->DrawList->PopClipRect();
++ inner_window->ClipRect = inner_window->DrawList->_ClipRectStack.back();
++
++ // Draw borders
++ if ((flags & ImGuiTableFlags_Borders) != 0)
++ TableDrawBorders(table);
++
++ #if 0
++ // Strip out dummy channel draw calls
++ // We have no way to prevent user submitting direct ImDrawList calls into a hidden column (but ImGui:: calls will be clipped out)
++ // Pros: remove draw calls which will have no effect. since they'll have zero-size cliprect they may be early out anyway.
++ // Cons: making it harder for users watching metrics/debugger to spot the wasted vertices.
++ if (table->DummyDrawChannel != (ImGuiTableColumnIdx)-1)
++ {
++ ImDrawChannel* dummy_channel = &table->DrawSplitter._Channels[table->DummyDrawChannel];
++ dummy_channel->_CmdBuffer.resize(0);
++ dummy_channel->_IdxBuffer.resize(0);
++ }
++ #endif
++
++ // Flatten channels and merge draw calls
++ ImDrawListSplitter* splitter = table->DrawSplitter;
++ splitter->SetCurrentChannel(inner_window->DrawList, 0);
++ if ((table->Flags & ImGuiTableFlags_NoClip) == 0)
++ TableMergeDrawChannels(table);
++ splitter->Merge(inner_window->DrawList);
++
++ // Update ColumnsAutoFitWidth to get us ahead for host using our size to auto-resize without waiting for next BeginTable()
++ float auto_fit_width_for_fixed = 0.0f;
++ float auto_fit_width_for_stretched = 0.0f;
++ float auto_fit_width_for_stretched_min = 0.0f;
++ for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
++ if (IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n))
++ {
++ ImGuiTableColumn* column = &table->Columns[column_n];
++ float column_width_request = ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && !(column->Flags & ImGuiTableColumnFlags_NoResize)) ? column->WidthRequest : TableGetColumnWidthAuto(table, column);
++ if (column->Flags & ImGuiTableColumnFlags_WidthFixed)
++ auto_fit_width_for_fixed += column_width_request;
++ else
++ auto_fit_width_for_stretched += column_width_request;
++ if ((column->Flags & ImGuiTableColumnFlags_WidthStretch) && (column->Flags & ImGuiTableColumnFlags_NoResize) != 0)
++ auto_fit_width_for_stretched_min = ImMax(auto_fit_width_for_stretched_min, column_width_request / (column->StretchWeight / table->ColumnsStretchSumWeights));
++ }
++ const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1);
++ table->ColumnsAutoFitWidth = width_spacings + (table->CellPaddingX * 2.0f) * table->ColumnsEnabledCount + auto_fit_width_for_fixed + ImMax(auto_fit_width_for_stretched, auto_fit_width_for_stretched_min);
++
++ // Update scroll
++ if ((table->Flags & ImGuiTableFlags_ScrollX) == 0 && inner_window != outer_window)
++ {
++ inner_window->Scroll.x = 0.0f;
++ }
++ else if (table->LastResizedColumn != -1 && table->ResizedColumn == -1 && inner_window->ScrollbarX && table->InstanceInteracted == table->InstanceCurrent)
++ {
++ // When releasing a column being resized, scroll to keep the resulting column in sight
++ const float neighbor_width_to_keep_visible = table->MinColumnWidth + table->CellPaddingX * 2.0f;
++ ImGuiTableColumn* column = &table->Columns[table->LastResizedColumn];
++ if (column->MaxX < table->InnerClipRect.Min.x)
++ SetScrollFromPosX(inner_window, column->MaxX - inner_window->Pos.x - neighbor_width_to_keep_visible, 1.0f);
++ else if (column->MaxX > table->InnerClipRect.Max.x)
++ SetScrollFromPosX(inner_window, column->MaxX - inner_window->Pos.x + neighbor_width_to_keep_visible, 1.0f);
++ }
++
++ // Apply resizing/dragging at the end of the frame
++ if (table->ResizedColumn != -1 && table->InstanceCurrent == table->InstanceInteracted)
++ {
++ ImGuiTableColumn* column = &table->Columns[table->ResizedColumn];
++ const float new_x2 = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + ImTrunc(TABLE_RESIZE_SEPARATOR_HALF_THICKNESS * g.CurrentDpiScale));
++ const float new_width = ImTrunc(new_x2 - column->MinX - table->CellSpacingX1 - table->CellPaddingX * 2.0f);
++ table->ResizedColumnNextWidth = new_width;
++ }
++
++ table->IsActiveIdInTable = (g.ActiveIdIsAlive != 0 && table->IsActiveIdAliveBeforeTable == false);
++
++ // Pop from id stack
++ IM_ASSERT_USER_ERROR(inner_window->IDStack.back() == table_instance->TableInstanceID, "Mismatching PushID/PopID!");
++ IM_ASSERT_USER_ERROR(outer_window->DC.ItemWidthStack.Size >= temp_data->HostBackupItemWidthStackSize, "Too many PopItemWidth!");
++ if (table->InstanceCurrent > 0)
++ PopID();
++ PopID();
++
++ // Restore window data that we modified
++ const ImVec2 backup_outer_max_pos = outer_window->DC.CursorMaxPos;
++ inner_window->WorkRect = temp_data->HostBackupWorkRect;
++ inner_window->ParentWorkRect = temp_data->HostBackupParentWorkRect;
++ inner_window->SkipItems = table->HostSkipItems;
++ outer_window->DC.CursorPos = table->OuterRect.Min;
++ outer_window->DC.ItemWidth = temp_data->HostBackupItemWidth;
++ outer_window->DC.ItemWidthStack.Size = temp_data->HostBackupItemWidthStackSize;
++ outer_window->DC.ColumnsOffset = temp_data->HostBackupColumnsOffset;
++
++ // Layout in outer window
++ // (FIXME: To allow auto-fit and allow desirable effect of SameLine() we dissociate 'used' vs 'ideal' size by overriding
++ // CursorPosPrevLine and CursorMaxPos manually. That should be a more general layout feature, see same problem e.g. #3414)
++ if (inner_window != outer_window)
++ {
++ short backup_nav_layers_active_mask = inner_window->DC.NavLayersActiveMask;
++ inner_window->DC.NavLayersActiveMask |= 1 << ImGuiNavLayer_Main; // So empty table don't appear to navigate differently.
++ EndChild();
++ inner_window->DC.NavLayersActiveMask = backup_nav_layers_active_mask;
++ }
++ else
++ {
++ ItemSize(table->OuterRect.GetSize());
++ ItemAdd(table->OuterRect, 0);
++ }
++
++ // Override declared contents width/height to enable auto-resize while not needlessly adding a scrollbar
++ if (table->Flags & ImGuiTableFlags_NoHostExtendX)
++ {
++ // FIXME-TABLE: Could we remove this section?
++ // ColumnsAutoFitWidth may be one frame ahead here since for Fixed+NoResize is calculated from latest contents
++ IM_ASSERT((table->Flags & ImGuiTableFlags_ScrollX) == 0);
++ outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth);
++ }
++ else if (temp_data->UserOuterSize.x <= 0.0f)
++ {
++ // Some references for this: #7651 + tests "table_reported_size", "table_reported_size_outer" equivalent Y block
++ // - Checking for ImGuiTableFlags_ScrollX/ScrollY flag makes us a frame ahead when disabling those flags.
++ // - FIXME-TABLE: Would make sense to pre-compute expected scrollbar visibility/sizes to generally save a frame of feedback.
++ const float inner_content_max_x = table->OuterRect.Min.x + table->ColumnsAutoFitWidth; // Slightly misleading name but used for code symmetry with inner_content_max_y
++ const float decoration_size = table->TempData->AngledHeadersExtraWidth + ((table->Flags & ImGuiTableFlags_ScrollY) ? inner_window->ScrollbarSizes.x : 0.0f);
++ outer_window->DC.IdealMaxPos.x = ImMax(outer_window->DC.IdealMaxPos.x, inner_content_max_x + decoration_size - temp_data->UserOuterSize.x);
++ outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, ImMin(table->OuterRect.Max.x, inner_content_max_x + decoration_size));
++ }
++ else
++ {
++ outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, table->OuterRect.Max.x);
++ }
++ if (temp_data->UserOuterSize.y <= 0.0f)
++ {
++ const float decoration_size = (table->Flags & ImGuiTableFlags_ScrollX) ? inner_window->ScrollbarSizes.y : 0.0f;
++ outer_window->DC.IdealMaxPos.y = ImMax(outer_window->DC.IdealMaxPos.y, inner_content_max_y + decoration_size - temp_data->UserOuterSize.y);
++ outer_window->DC.CursorMaxPos.y = ImMax(backup_outer_max_pos.y, ImMin(table->OuterRect.Max.y, inner_content_max_y + decoration_size));
++ }
++ else
++ {
++ // OuterRect.Max.y may already have been pushed downward from the initial value (unless ImGuiTableFlags_NoHostExtendY is set)
++ outer_window->DC.CursorMaxPos.y = ImMax(backup_outer_max_pos.y, table->OuterRect.Max.y);
++ }
++
++ // Save settings
++ if (table->IsSettingsDirty)
++ TableSaveSettings(table);
++ table->IsInitializing = false;
++
++ // Clear or restore current table, if any
++ IM_ASSERT(g.CurrentWindow == outer_window && g.CurrentTable == table);
++ IM_ASSERT(g.TablesTempDataStacked > 0);
++ temp_data = (--g.TablesTempDataStacked > 0) ? &g.TablesTempData[g.TablesTempDataStacked - 1] : NULL;
++ g.CurrentTable = temp_data ? g.Tables.GetByIndex(temp_data->TableIndex) : NULL;
++ if (g.CurrentTable)
++ {
++ g.CurrentTable->TempData = temp_data;
++ g.CurrentTable->DrawSplitter = &temp_data->DrawSplitter;
++ }
++ outer_window->DC.CurrentTableIdx = g.CurrentTable ? g.Tables.GetIndex(g.CurrentTable) : -1;
++ NavUpdateCurrentWindowIsScrollPushableX();
++ }
++
++ // See "COLUMNS SIZING POLICIES" comments at the top of this file
++ // If (init_width_or_weight <= 0.0f) it is ignored
++ void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, float init_width_or_weight, ImGuiID user_id)
++ {
++ ImGuiContext& g = *GImGui;
++ ImGuiTable* table = g.CurrentTable;
++ IM_ASSERT(table != NULL && "Need to call TableSetupColumn() after BeginTable()!");
++ IM_ASSERT(table->IsLayoutLocked == false && "Need to call call TableSetupColumn() before first row!");
++ IM_ASSERT((flags & ImGuiTableColumnFlags_StatusMask_) == 0 && "Illegal to pass StatusMask values to TableSetupColumn()");
++ if (table->DeclColumnsCount >= table->ColumnsCount)
++ {
++ IM_ASSERT_USER_ERROR(table->DeclColumnsCount < table->ColumnsCount, "Called TableSetupColumn() too many times!");
++ return;
++ }
++
++ ImGuiTableColumn* column = &table->Columns[table->DeclColumnsCount];
++ table->DeclColumnsCount++;
++
++ // Assert when passing a width or weight if policy is entirely left to default, to avoid storing width into weight and vice-versa.
++ // Give a grace to users of ImGuiTableFlags_ScrollX.
++ if (table->IsDefaultSizingPolicy && (flags & ImGuiTableColumnFlags_WidthMask_) == 0 && (flags & ImGuiTableFlags_ScrollX) == 0)
++ IM_ASSERT(init_width_or_weight <= 0.0f && "Can only specify width/weight if sizing policy is set explicitly in either Table or Column.");
++
++ // When passing a width automatically enforce WidthFixed policy
++ // (whereas TableSetupColumnFlags would default to WidthAuto if table is not Resizable)
++ if ((flags & ImGuiTableColumnFlags_WidthMask_) == 0 && init_width_or_weight > 0.0f)
++ if ((table->Flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedFit || (table->Flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedSame)
++ flags |= ImGuiTableColumnFlags_WidthFixed;
++ if (flags & ImGuiTableColumnFlags_AngledHeader)
++ {
++ flags |= ImGuiTableColumnFlags_NoHeaderLabel;
++ table->AngledHeadersCount++;
++ }
++
++ TableSetupColumnFlags(table, column, flags);
++ column->UserID = user_id;
++ flags = column->Flags;
++
++ // Initialize defaults
++ column->InitStretchWeightOrWidth = init_width_or_weight;
++ if (table->IsInitializing)
++ {
++ // Init width or weight
++ if (column->WidthRequest < 0.0f && column->StretchWeight < 0.0f)
++ {
++ if ((flags & ImGuiTableColumnFlags_WidthFixed) && init_width_or_weight > 0.0f)
++ column->WidthRequest = init_width_or_weight;
++ if (flags & ImGuiTableColumnFlags_WidthStretch)
++ column->StretchWeight = (init_width_or_weight > 0.0f) ? init_width_or_weight : -1.0f;
++
++ // Disable auto-fit if an explicit width/weight has been specified
++ if (init_width_or_weight > 0.0f)
++ column->AutoFitQueue = 0x00;
++ }
++
++ // Init default visibility/sort state
++ if ((flags & ImGuiTableColumnFlags_DefaultHide) && (table->SettingsLoadedFlags & ImGuiTableFlags_Hideable) == 0)
++ column->IsUserEnabled = column->IsUserEnabledNextFrame = false;
++ if (flags & ImGuiTableColumnFlags_DefaultSort && (table->SettingsLoadedFlags & ImGuiTableFlags_Sortable) == 0)
++ {
++ column->SortOrder = 0; // Multiple columns using _DefaultSort will be reassigned unique SortOrder values when building the sort specs.
++ column->SortDirection = (column->Flags & ImGuiTableColumnFlags_PreferSortDescending) ? (ImS8)ImGuiSortDirection_Descending : (ImU8)(ImGuiSortDirection_Ascending);
++ }
++ }
++
++ // Store name (append with zero-terminator in contiguous buffer)
++ // FIXME: If we recorded the number of \n in names we could compute header row height
++ column->NameOffset = -1;
++ if (label != NULL && label[0] != 0)
++ {
++ column->NameOffset = (ImS16)table->ColumnsNames.size();
++ table->ColumnsNames.append(label, label + strlen(label) + 1);
++ }
++ }
++
++ // [Public]
++ void ImGui::TableSetupScrollFreeze(int columns, int rows)
++ {
++ ImGuiContext& g = *GImGui;
++ ImGuiTable* table = g.CurrentTable;
++ IM_ASSERT(table != NULL && "Need to call TableSetupColumn() after BeginTable()!");
++ IM_ASSERT(table->IsLayoutLocked == false && "Need to call TableSetupColumn() before first row!");
++ IM_ASSERT(columns >= 0 && columns < IMGUI_TABLE_MAX_COLUMNS);
++ IM_ASSERT(rows >= 0 && rows < 128); // Arbitrary limit
++
++ table->FreezeColumnsRequest = (table->Flags & ImGuiTableFlags_ScrollX) ? (ImGuiTableColumnIdx)ImMin(columns, table->ColumnsCount) : 0;
++ table->FreezeColumnsCount = (table->InnerWindow->Scroll.x != 0.0f) ? table->FreezeColumnsRequest : 0;
++ table->FreezeRowsRequest = (table->Flags & ImGuiTableFlags_ScrollY) ? (ImGuiTableColumnIdx)rows : 0;
++ table->FreezeRowsCount = (table->InnerWindow->Scroll.y != 0.0f) ? table->FreezeRowsRequest : 0;
++ table->IsUnfrozenRows = (table->FreezeRowsCount == 0); // Make sure this is set before TableUpdateLayout() so ImGuiListClipper can benefit from it.b
++
++ // Ensure frozen columns are ordered in their section. We still allow multiple frozen columns to be reordered.
++ // FIXME-TABLE: This work for preserving 2143 into 21|43. How about 4321 turning into 21|43? (preserve relative order in each section)
++ for (int column_n = 0; column_n < table->FreezeColumnsRequest; column_n++)
++ {
++ int order_n = table->DisplayOrderToIndex[column_n];
++ if (order_n != column_n && order_n >= table->FreezeColumnsRequest)
++ {
++ ImSwap(table->Columns[table->DisplayOrderToIndex[order_n]].DisplayOrder, table->Columns[table->DisplayOrderToIndex[column_n]].DisplayOrder);
++ ImSwap(table->DisplayOrderToIndex[order_n], table->DisplayOrderToIndex[column_n]);
++ }
++ }
++ }
++
++ //-----------------------------------------------------------------------------
++ // [SECTION] Tables: Simple accessors
++ //-----------------------------------------------------------------------------
++ // - TableGetColumnCount()
++ // - TableGetColumnName()
++ // - TableGetColumnName() [Internal]
++ // - TableSetColumnEnabled()
++ // - TableGetColumnFlags()
++ // - TableGetCellBgRect() [Internal]
++ // - TableGetColumnResizeID() [Internal]
++ // - TableGetHoveredColumn() [Internal]
++ // - TableGetHoveredRow() [Internal]
++ // - TableSetBgColor()
++ //-----------------------------------------------------------------------------
++
++ int ImGui::TableGetColumnCount()
++ {
++ ImGuiContext& g = *GImGui;
++ ImGuiTable* table = g.CurrentTable;
++ return table ? table->ColumnsCount : 0;
++ }
++
++ const char* ImGui::TableGetColumnName(int column_n)
++ {
++ ImGuiContext& g = *GImGui;
++ ImGuiTable* table = g.CurrentTable;
++ if (!table)
++ return NULL;
++ if (column_n < 0)
++ column_n = table->CurrentColumn;
++ return TableGetColumnName(table, column_n);
++ }
++
++ const char* ImGui::TableGetColumnName(const ImGuiTable* table, int column_n)
++ {
++ if (table->IsLayoutLocked == false && column_n >= table->DeclColumnsCount)
++ return ""; // NameOffset is invalid at this point
++ const ImGuiTableColumn* column = &table->Columns[column_n];
++ if (column->NameOffset == -1)
++ return "";
++ return &table->ColumnsNames.Buf[column->NameOffset];
++ }
++
++ // Change user accessible enabled/disabled state of a column (often perceived as "showing/hiding" from users point of view)
++ // Note that end-user can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody)
++ // - Require table to have the ImGuiTableFlags_Hideable flag because we are manipulating user accessible state.
++ // - Request will be applied during next layout, which happens on the first call to TableNextRow() after BeginTable().
++ // - For the getter you can test (TableGetColumnFlags() & ImGuiTableColumnFlags_IsEnabled) != 0.
++ // - Alternative: the ImGuiTableColumnFlags_Disabled is an overriding/master disable flag which will also hide the column from context menu.
++ void ImGui::TableSetColumnEnabled(int column_n, bool enabled)
++ {
++ ImGuiContext& g = *GImGui;
++ ImGuiTable* table = g.CurrentTable;
++ IM_ASSERT(table != NULL);
++ if (!table)
++ return;
++ IM_ASSERT(table->Flags & ImGuiTableFlags_Hideable); // See comments above
++ if (column_n < 0)
++ column_n = table->CurrentColumn;
++ IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount);
++ ImGuiTableColumn* column = &table->Columns[column_n];
++ column->IsUserEnabledNextFrame = enabled;
++ }
++
++ // We allow querying for an extra column in order to poll the IsHovered state of the right-most section
++ ImGuiTableColumnFlags ImGui::TableGetColumnFlags(int column_n)
++ {
++ ImGuiContext& g = *GImGui;
++ ImGuiTable* table = g.CurrentTable;
++ if (!table)
++ return ImGuiTableColumnFlags_None;
++ if (column_n < 0)
++ column_n = table->CurrentColumn;
++ if (column_n == table->ColumnsCount)
++ return (table->HoveredColumnBody == column_n) ? ImGuiTableColumnFlags_IsHovered : ImGuiTableColumnFlags_None;
++ return table->Columns[column_n].Flags;
++ }
++
++ // Return the cell rectangle based on currently known height.
++ // - Important: we generally don't know our row height until the end of the row, so Max.y will be incorrect in many situations.
++ // 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.
++ // - Important: if ImGuiTableFlags_PadOuterX is set but ImGuiTableFlags_PadInnerX is not set, the outer-most left and right
++ // columns report a small offset so their CellBgRect can extend up to the outer border.
++ // FIXME: But the rendering code in TableEndRow() nullifies that with clamping required for scrolling.
++ ImRect ImGui::TableGetCellBgRect(const ImGuiTable* table, int column_n)
++ {
++ const ImGuiTableColumn* column = &table->Columns[column_n];
++ float x1 = column->MinX;
++ float x2 = column->MaxX;
++ //if (column->PrevEnabledColumn == -1)
++ // x1 -= table->OuterPaddingX;
++ //if (column->NextEnabledColumn == -1)
++ // x2 += table->OuterPaddingX;
++ x1 = ImMax(x1, table->WorkRect.Min.x);
++ x2 = ImMin(x2, table->WorkRect.Max.x);
++ return ImRect(x1, table->RowPosY1, x2, table->RowPosY2);
++ }
++
++ // Return the resizing ID for the right-side of the given column.
++ ImGuiID ImGui::TableGetColumnResizeID(ImGuiTable* table, int column_n, int instance_no)
++ {
++ IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount);
++ ImGuiID instance_id = TableGetInstanceID(table, instance_no);
++ return instance_id + 1 + column_n; // FIXME: #6140: still not ideal
++ }
++
++ // Return -1 when table is not hovered. return columns_count if hovering the unused space at the right of the right-most visible column.
++ int ImGui::TableGetHoveredColumn()
++ {
++ ImGuiContext& g = *GImGui;
++ ImGuiTable* table = g.CurrentTable;
++ if (!table)
++ return -1;
++ return (int)table->HoveredColumnBody;
++ }
++
++ // Return -1 when table is not hovered. Return maxrow+1 if in table but below last submitted row.
++ // *IMPORTANT* Unlike TableGetHoveredColumn(), this has a one frame latency in updating the value.
++ // This difference with is the reason why this is not public yet.
++ int ImGui::TableGetHoveredRow()
++ {
++ ImGuiContext& g = *GImGui;
++ ImGuiTable* table = g.CurrentTable;
++ if (!table)
++ return -1;
++ ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
++ return (int)table_instance->HoveredRowLast;
++ }
++
++ void ImGui::TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n)
++ {
++ ImGuiContext& g = *GImGui;
++ ImGuiTable* table = g.CurrentTable;
++ IM_ASSERT(target != ImGuiTableBgTarget_None);
++
++ if (color == IM_COL32_DISABLE)
++ color = 0;
++
++ // We cannot draw neither the cell or row background immediately as we don't know the row height at this point in time.
++ switch (target)
++ {
++ case ImGuiTableBgTarget_CellBg:
++ {
++ if (table->RowPosY1 > table->InnerClipRect.Max.y) // Discard
++ return;
++ if (column_n == -1)
++ column_n = table->CurrentColumn;
++ if (!IM_BITARRAY_TESTBIT(table->VisibleMaskByIndex, column_n))
++ return;
++ if (table->RowCellDataCurrent < 0 || table->RowCellData[table->RowCellDataCurrent].Column != column_n)
++ table->RowCellDataCurrent++;
++ ImGuiTableCellData* cell_data = &table->RowCellData[table->RowCellDataCurrent];
++ cell_data->BgColor = color;
++ cell_data->Column = (ImGuiTableColumnIdx)column_n;
++ break;
++ }
++ case ImGuiTableBgTarget_RowBg0:
++ case ImGuiTableBgTarget_RowBg1:
++ {
++ if (table->RowPosY1 > table->InnerClipRect.Max.y) // Discard
++ return;
++ IM_ASSERT(column_n == -1);
++ int bg_idx = (target == ImGuiTableBgTarget_RowBg1) ? 1 : 0;
++ table->RowBgColor[bg_idx] = color;
++ break;
++ }
++ default:
++ IM_ASSERT(0);
++ }
++ }
++
++ //-------------------------------------------------------------------------
++ // [SECTION] Tables: Row changes
++ //-------------------------------------------------------------------------
++ // - TableGetRowIndex()
++ // - TableNextRow()
++ // - TableBeginRow() [Internal]
++ // - TableEndRow() [Internal]
++ //-------------------------------------------------------------------------
++
++ // [Public] Note: for row coloring we use ->RowBgColorCounter which is the same value without counting header rows
++ int ImGui::TableGetRowIndex()
++ {
++ ImGuiContext& g = *GImGui;
++ ImGuiTable* table = g.CurrentTable;
++ if (!table)
++ return 0;
++ return table->CurrentRow;
++ }
++
++ // [Public] Starts into the first cell of a new row
++ void ImGui::TableNextRow(ImGuiTableRowFlags row_flags, float row_min_height)
++ {
++ ImGuiContext& g = *GImGui;
++ ImGuiTable* table = g.CurrentTable;
++
++ if (!table->IsLayoutLocked)
++ TableUpdateLayout(table);
++ if (table->IsInsideRow)
++ TableEndRow(table);
++
++ table->LastRowFlags = table->RowFlags;
++ table->RowFlags = row_flags;
++ table->RowCellPaddingY = g.Style.CellPadding.y;
++ table->RowMinHeight = row_min_height;
++ TableBeginRow(table);
++
++ // We honor min_row_height requested by user, but cannot guarantee per-row maximum height,
++ // because that would essentially require a unique clipping rectangle per-cell.
++ table->RowPosY2 += table->RowCellPaddingY * 2.0f;
++ table->RowPosY2 = ImMax(table->RowPosY2, table->RowPosY1 + row_min_height);
++
++ // Disable output until user calls TableNextColumn()
++ table->InnerWindow->SkipItems = true;
++ }
++
++ // [Internal] Only called by TableNextRow()
++ void ImGui::TableBeginRow(ImGuiTable* table)
++ {
++ ImGuiWindow* window = table->InnerWindow;
++ IM_ASSERT(!table->IsInsideRow);
++
++ // New row
++ table->CurrentRow++;
++ table->CurrentColumn = -1;
++ table->RowBgColor[0] = table->RowBgColor[1] = IM_COL32_DISABLE;
++ table->RowCellDataCurrent = -1;
++ table->IsInsideRow = true;
++
++ // Begin frozen rows
++ float next_y1 = table->RowPosY2;
++ if (table->CurrentRow == 0 && table->FreezeRowsCount > 0)
++ next_y1 = window->DC.CursorPos.y = table->OuterRect.Min.y;
++
++ table->RowPosY1 = table->RowPosY2 = next_y1;
++ table->RowTextBaseline = 0.0f;
++ table->RowIndentOffsetX = window->DC.Indent.x - table->HostIndentX; // Lock indent
++
++ window->DC.PrevLineTextBaseOffset = 0.0f;
++ window->DC.CursorPosPrevLine = ImVec2(window->DC.CursorPos.x, window->DC.CursorPos.y + table->RowCellPaddingY); // This allows users to call SameLine() to share LineSize between columns.
++ window->DC.PrevLineSize = window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); // This allows users to call SameLine() to share LineSize between columns, and to call it from first column too.
++ window->DC.IsSameLine = window->DC.IsSetPos = false;
++ window->DC.CursorMaxPos.y = next_y1;
++
++ // Making the header BG color non-transparent will allow us to overlay it multiple times when handling smooth dragging.
++ if (table->RowFlags & ImGuiTableRowFlags_Headers)
++ {
++ TableSetBgColor(ImGuiTableBgTarget_RowBg0, GetColorU32(ImGuiCol_TableHeaderBg));
++ if (table->CurrentRow == 0)
++ table->IsUsingHeaders = true;
++ }
++ }
++
++ // [Internal] Called by TableNextRow()
++ void ImGui::TableEndRow(ImGuiTable* table)
++ {
++ ImGuiContext& g = *GImGui;
++ ImGuiWindow* window = g.CurrentWindow;
++ IM_ASSERT(window == table->InnerWindow);
++ IM_ASSERT(table->IsInsideRow);
++
++ if (table->CurrentColumn != -1)
++ TableEndCell(table);
++
++ // Logging
++ if (g.LogEnabled)
++ LogRenderedText(NULL, "|");
++
++ // Position cursor at the bottom of our row so it can be used for e.g. clipping calculation. However it is
++ // likely that the next call to TableBeginCell() will reposition the cursor to take account of vertical padding.
++ window->DC.CursorPos.y = table->RowPosY2;
++
++ // Row background fill
++ const float bg_y1 = table->RowPosY1;
++ const float bg_y2 = table->RowPosY2;
++ const bool unfreeze_rows_actual = (table->CurrentRow + 1 == table->FreezeRowsCount);
++ const bool unfreeze_rows_request = (table->CurrentRow + 1 == table->FreezeRowsRequest);
++ ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
++ if ((table->RowFlags & ImGuiTableRowFlags_Headers) && (table->CurrentRow == 0 || (table->LastRowFlags & ImGuiTableRowFlags_Headers)))
++ table_instance->LastTopHeadersRowHeight += bg_y2 - bg_y1;
++
++ const bool is_visible = (bg_y2 >= table->InnerClipRect.Min.y && bg_y1 <= table->InnerClipRect.Max.y);
++ if (is_visible)
++ {
++ // Update data for TableGetHoveredRow()
++ if (table->HoveredColumnBody != -1 && g.IO.MousePos.y >= bg_y1 && g.IO.MousePos.y < bg_y2 && table_instance->HoveredRowNext < 0)
++ table_instance->HoveredRowNext = table->CurrentRow;
++
++ // Decide of background color for the row
++ ImU32 bg_col0 = 0;
++ ImU32 bg_col1 = 0;
++ if (table->RowBgColor[0] != IM_COL32_DISABLE)
++ bg_col0 = table->RowBgColor[0];
++ else if (table->Flags & ImGuiTableFlags_RowBg)
++ bg_col0 = GetColorU32((table->RowBgColorCounter & 1) ? ImGuiCol_TableRowBgAlt : ImGuiCol_TableRowBg);
++ if (table->RowBgColor[1] != IM_COL32_DISABLE)
++ bg_col1 = table->RowBgColor[1];
++
++ // Decide of top border color
++ ImU32 top_border_col = 0;
++ const float border_size = TABLE_BORDER_SIZE;
++ if (table->CurrentRow > 0 && (table->Flags & ImGuiTableFlags_BordersInnerH))
++ top_border_col = (table->LastRowFlags & ImGuiTableRowFlags_Headers) ? table->BorderColorStrong : table->BorderColorLight;
++
++ const bool draw_cell_bg_color = table->RowCellDataCurrent >= 0;
++ const bool draw_strong_bottom_border = unfreeze_rows_actual;
++ if ((bg_col0 | bg_col1 | top_border_col) != 0 || draw_strong_bottom_border || draw_cell_bg_color)
++ {
++ // In theory we could call SetWindowClipRectBeforeSetChannel() but since we know TableEndRow() is
++ // always followed by a change of clipping rectangle we perform the smallest overwrite possible here.
++ if ((table->Flags & ImGuiTableFlags_NoClip) == 0)
++ window->DrawList->_CmdHeader.ClipRect = table->Bg0ClipRectForDrawCmd.ToVec4();
++ table->DrawSplitter->SetCurrentChannel(window->DrawList, TABLE_DRAW_CHANNEL_BG0);
++ }
++
++ // Draw row background
++ // We soft/cpu clip this so all backgrounds and borders can share the same clipping rectangle
++ if (bg_col0 || bg_col1)
++ {
++ ImRect row_rect(table->WorkRect.Min.x, bg_y1, table->WorkRect.Max.x, bg_y2);
++ row_rect.ClipWith(table->BgClipRect);
++ if (bg_col0 != 0 && row_rect.Min.y < row_rect.Max.y)
++ window->DrawList->AddRectFilled(row_rect.Min, row_rect.Max, bg_col0);
++ if (bg_col1 != 0 && row_rect.Min.y < row_rect.Max.y)
++ window->DrawList->AddRectFilled(row_rect.Min, row_rect.Max, bg_col1);
++ }
++
++ // Draw cell background color
++ if (draw_cell_bg_color)
++ {
++ ImGuiTableCellData* cell_data_end = &table->RowCellData[table->RowCellDataCurrent];
++ for (ImGuiTableCellData* cell_data = &table->RowCellData[0]; cell_data <= cell_data_end; cell_data++)
++ {
++ // As we render the BG here we need to clip things (for layout we would not)
++ // FIXME: This cancels the OuterPadding addition done by TableGetCellBgRect(), need to keep it while rendering correctly while scrolling.
++ const ImGuiTableColumn* column = &table->Columns[cell_data->Column];
++ ImRect cell_bg_rect = TableGetCellBgRect(table, cell_data->Column);
++ cell_bg_rect.ClipWith(table->BgClipRect);
++ 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
++ cell_bg_rect.Max.x = ImMin(cell_bg_rect.Max.x, column->MaxX);
++ if (cell_bg_rect.Min.y < cell_bg_rect.Max.y)
++ window->DrawList->AddRectFilled(cell_bg_rect.Min, cell_bg_rect.Max, cell_data->BgColor);
++ }
++ }
++
++ // Draw top border
++ if (top_border_col && bg_y1 >= table->BgClipRect.Min.y && bg_y1 < table->BgClipRect.Max.y)
++ window->DrawList->AddLine(ImVec2(table->BorderX1, bg_y1), ImVec2(table->BorderX2, bg_y1), top_border_col, border_size);
++
++ // Draw bottom border at the row unfreezing mark (always strong)
++ if (draw_strong_bottom_border && bg_y2 >= table->BgClipRect.Min.y && bg_y2 < table->BgClipRect.Max.y)
++ window->DrawList->AddLine(ImVec2(table->BorderX1, bg_y2), ImVec2(table->BorderX2, bg_y2), table->BorderColorStrong, border_size);
++ }
++
++ // End frozen rows (when we are past the last frozen row line, teleport cursor and alter clipping rectangle)
++ // We need to do that in TableEndRow() instead of TableBeginRow() so the list clipper can mark end of row and
++ // get the new cursor position.
++ if (unfreeze_rows_request)
++ {
++ for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
++ table->Columns[column_n].NavLayerCurrent = ImGuiNavLayer_Main;
++ const float y0 = ImMax(table->RowPosY2 + 1, window->InnerClipRect.Min.y);
++ table_instance->LastFrozenHeight = y0 - table->OuterRect.Min.y;
++
++ if (unfreeze_rows_actual)
++ {
++ IM_ASSERT(table->IsUnfrozenRows == false);
++ table->IsUnfrozenRows = true;
++
++ // BgClipRect starts as table->InnerClipRect, reduce it now and make BgClipRectForDrawCmd == BgClipRect
++ table->BgClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y = ImMin(y0, window->InnerClipRect.Max.y);
++ table->BgClipRect.Max.y = table->Bg2ClipRectForDrawCmd.Max.y = window->InnerClipRect.Max.y;
++ table->Bg2DrawChannelCurrent = table->Bg2DrawChannelUnfrozen;
++ IM_ASSERT(table->Bg2ClipRectForDrawCmd.Min.y <= table->Bg2ClipRectForDrawCmd.Max.y);
++
++ float row_height = table->RowPosY2 - table->RowPosY1;
++ table->RowPosY2 = window->DC.CursorPos.y = table->WorkRect.Min.y + table->RowPosY2 - table->OuterRect.Min.y;
++ table->RowPosY1 = table->RowPosY2 - row_height;
++ for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
++ {
++ ImGuiTableColumn* column = &table->Columns[column_n];
++ column->DrawChannelCurrent = column->DrawChannelUnfrozen;
++ column->ClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y;
++ }
++
++ // Update cliprect ahead of TableBeginCell() so clipper can access to new ClipRect->Min.y
++ SetWindowClipRectBeforeSetChannel(window, table->Columns[0].ClipRect);
++ table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Columns[0].DrawChannelCurrent);
++ }
++ }
++
++ if (!(table->RowFlags & ImGuiTableRowFlags_Headers))
++ table->RowBgColorCounter++;
++ table->IsInsideRow = false;
++ }
++
++ //-------------------------------------------------------------------------
++ // [SECTION] Tables: Columns changes
++ //-------------------------------------------------------------------------
++ // - TableGetColumnIndex()
++ // - TableSetColumnIndex()
++ // - TableNextColumn()
++ // - TableBeginCell() [Internal]
++ // - TableEndCell() [Internal]
++ //-------------------------------------------------------------------------
++
++ int ImGui::TableGetColumnIndex()
++ {
++ ImGuiContext& g = *GImGui;
++ ImGuiTable* table = g.CurrentTable;
++ if (!table)
++ return 0;
++ return table->CurrentColumn;
++ }
++
++ // [Public] Append into a specific column
++ bool ImGui::TableSetColumnIndex(int column_n)
++ {
++ ImGuiContext& g = *GImGui;
++ ImGuiTable* table = g.CurrentTable;
++ if (!table)
++ return false;
++
++ if (table->CurrentColumn != column_n)
++ {
++ if (table->CurrentColumn != -1)
++ TableEndCell(table);
++ IM_ASSERT(column_n >= 0 && table->ColumnsCount);
++ TableBeginCell(table, column_n);
++ }
++
++ // Return whether the column is visible. User may choose to skip submitting items based on this return value,
++ // however they shouldn't skip submitting for columns that may have the tallest contribution to row height.
++ return table->Columns[column_n].IsRequestOutput;
++ }
++
++ // [Public] Append into the next column, wrap and create a new row when already on last column
++ bool ImGui::TableNextColumn()
++ {
++ ImGuiContext& g = *GImGui;
++ ImGuiTable* table = g.CurrentTable;
++ if (!table)
++ return false;
++
++ if (table->IsInsideRow && table->CurrentColumn + 1 < table->ColumnsCount)
++ {
++ if (table->CurrentColumn != -1)
++ TableEndCell(table);
++ TableBeginCell(table, table->CurrentColumn + 1);
++ }
++ else
++ {
++ TableNextRow();
++ TableBeginCell(table, 0);
++ }
++
++ // Return whether the column is visible. User may choose to skip submitting items based on this return value,
++ // however they shouldn't skip submitting for columns that may have the tallest contribution to row height.
++ return table->Columns[table->CurrentColumn].IsRequestOutput;
++ }
++
++
++ // [Internal] Called by TableSetColumnIndex()/TableNextColumn()
++ // This is called very frequently, so we need to be mindful of unnecessary overhead.
++ // FIXME-TABLE FIXME-OPT: Could probably shortcut some things for non-active or clipped columns.
++ void ImGui::TableBeginCell(ImGuiTable* table, int column_n)
++ {
++ ImGuiContext& g = *GImGui;
++ ImGuiTableColumn* column = &table->Columns[column_n];
++ ImGuiWindow* window = table->InnerWindow;
++ table->CurrentColumn = column_n;
++
++ // Start position is roughly ~~ CellRect.Min + CellPadding + Indent
++ float start_x = column->WorkMinX;
++ if (column->Flags & ImGuiTableColumnFlags_IndentEnable)
++ start_x += table->RowIndentOffsetX; // ~~ += window.DC.Indent.x - table->HostIndentX, except we locked it for the row.
++
++ window->DC.CursorPos.x = start_x;
++ window->DC.CursorPos.y = table->RowPosY1 + table->RowCellPaddingY;
++ window->DC.CursorMaxPos.x = window->DC.CursorPos.x;
++ window->DC.ColumnsOffset.x = start_x - window->Pos.x - window->DC.Indent.x; // FIXME-WORKRECT
++ window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x; // PrevLine.y is preserved. This allows users to call SameLine() to share LineSize between columns.
++ window->DC.CurrLineTextBaseOffset = table->RowTextBaseline;
++ window->DC.NavLayerCurrent = (ImGuiNavLayer)column->NavLayerCurrent;
++
++ // Note how WorkRect.Max.y is only set once during layout
++ window->WorkRect.Min.y = window->DC.CursorPos.y;
++ window->WorkRect.Min.x = column->WorkMinX;
++ window->WorkRect.Max.x = column->WorkMaxX;
++ window->DC.ItemWidth = column->ItemWidth;
++
++ window->SkipItems = column->IsSkipItems;
++ if (column->IsSkipItems)
++ {
++ g.LastItemData.ID = 0;
++ g.LastItemData.StatusFlags = 0;
++ }
++
++ if (table->Flags & ImGuiTableFlags_NoClip)
++ {
++ // FIXME: if we end up drawing all borders/bg in EndTable, could remove this and just assert that channel hasn't changed.
++ table->DrawSplitter->SetCurrentChannel(window->DrawList, TABLE_DRAW_CHANNEL_NOCLIP);
++ //IM_ASSERT(table->DrawSplitter._Current == TABLE_DRAW_CHANNEL_NOCLIP);
++ }
++ else
++ {
++ // FIXME-TABLE: Could avoid this if draw channel is dummy channel?
++ SetWindowClipRectBeforeSetChannel(window, column->ClipRect);
++ table->DrawSplitter->SetCurrentChannel(window->DrawList, column->DrawChannelCurrent);
++ }
++
++ // Logging
++ if (g.LogEnabled && !column->IsSkipItems)
++ {
++ LogRenderedText(&window->DC.CursorPos, "|");
++ g.LogLinePosY = FLT_MAX;
++ }
++ }
++
++ // [Internal] Called by TableNextRow()/TableSetColumnIndex()/TableNextColumn()
++ void ImGui::TableEndCell(ImGuiTable* table)
++ {
++ ImGuiTableColumn* column = &table->Columns[table->CurrentColumn];
++ ImGuiWindow* window = table->InnerWindow;
++
++ if (window->DC.IsSetPos)
++ ErrorCheckUsingSetCursorPosToExtendParentBoundaries();
++
++ // Report maximum position so we can infer content size per column.
++ float* p_max_pos_x;
++ if (table->RowFlags & ImGuiTableRowFlags_Headers)
++ p_max_pos_x = &column->ContentMaxXHeadersUsed; // Useful in case user submit contents in header row that is not a TableHeader() call
++ else
++ p_max_pos_x = table->IsUnfrozenRows ? &column->ContentMaxXUnfrozen : &column->ContentMaxXFrozen;
++ *p_max_pos_x = ImMax(*p_max_pos_x, window->DC.CursorMaxPos.x);
++ if (column->IsEnabled)
++ table->RowPosY2 = ImMax(table->RowPosY2, window->DC.CursorMaxPos.y + table->RowCellPaddingY);
++ column->ItemWidth = window->DC.ItemWidth;
++
++ // Propagate text baseline for the entire row
++ // FIXME-TABLE: Here we propagate text baseline from the last line of the cell.. instead of the first one.
++ table->RowTextBaseline = ImMax(table->RowTextBaseline, window->DC.PrevLineTextBaseOffset);
++ }
++
++ //-------------------------------------------------------------------------
++ // [SECTION] Tables: Columns width management
++ //-------------------------------------------------------------------------
++ // - TableGetMaxColumnWidth() [Internal]
++ // - TableGetColumnWidthAuto() [Internal]
++ // - TableSetColumnWidth()
++ // - TableSetColumnWidthAutoSingle() [Internal]
++ // - TableSetColumnWidthAutoAll() [Internal]
++ // - TableUpdateColumnsWeightFromWidth() [Internal]
++ //-------------------------------------------------------------------------
++ // Note that actual columns widths are computed in TableUpdateLayout().
++ //-------------------------------------------------------------------------
++
++ // Maximum column content width given current layout. Use column->MinX so this value on a per-column basis.
++ float ImGui::TableGetMaxColumnWidth(const ImGuiTable* table, int column_n)
++ {
++ const ImGuiTableColumn* column = &table->Columns[column_n];
++ float max_width = FLT_MAX;
++ const float min_column_distance = table->MinColumnWidth + table->CellPaddingX * 2.0f + table->CellSpacingX1 + table->CellSpacingX2;
++ if (table->Flags & ImGuiTableFlags_ScrollX)
++ {
++ // Frozen columns can't reach beyond visible width else scrolling will naturally break.
++ // (we use DisplayOrder as within a set of multiple frozen column reordering is possible)
++ if (column->DisplayOrder < table->FreezeColumnsRequest)
++ {
++ max_width = (table->InnerClipRect.Max.x - (table->FreezeColumnsRequest - column->DisplayOrder) * min_column_distance) - column->MinX;
++ max_width = max_width - table->OuterPaddingX - table->CellPaddingX - table->CellSpacingX2;
++ }
++ }
++ else if ((table->Flags & ImGuiTableFlags_NoKeepColumnsVisible) == 0)
++ {
++ // If horizontal scrolling if disabled, we apply a final lossless shrinking of columns in order to make
++ // sure they are all visible. Because of this we also know that all of the columns will always fit in
++ // table->WorkRect and therefore in table->InnerRect (because ScrollX is off)
++ // FIXME-TABLE: This is solved incorrectly but also quite a difficult problem to fix as we also want ClipRect width to match.
++ // See "table_width_distrib" and "table_width_keep_visible" tests
++ max_width = table->WorkRect.Max.x - (table->ColumnsEnabledCount - column->IndexWithinEnabledSet - 1) * min_column_distance - column->MinX;
++ //max_width -= table->CellSpacingX1;
++ max_width -= table->CellSpacingX2;
++ max_width -= table->CellPaddingX * 2.0f;
++ max_width -= table->OuterPaddingX;
++ }
++ return max_width;
++ }
++
++ // Note this is meant to be stored in column->WidthAuto, please generally use the WidthAuto field
++ float ImGui::TableGetColumnWidthAuto(ImGuiTable* table, ImGuiTableColumn* column)
++ {
++ const float content_width_body = ImMax(column->ContentMaxXFrozen, column->ContentMaxXUnfrozen) - column->WorkMinX;
++ const float content_width_headers = column->ContentMaxXHeadersIdeal - column->WorkMinX;
++ float width_auto = content_width_body;
++ if (!(column->Flags & ImGuiTableColumnFlags_NoHeaderWidth))
++ width_auto = ImMax(width_auto, content_width_headers);
++
++ // Non-resizable fixed columns preserve their requested width
++ if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && column->InitStretchWeightOrWidth > 0.0f)
++ if (!(table->Flags & ImGuiTableFlags_Resizable) || (column->Flags & ImGuiTableColumnFlags_NoResize))
++ width_auto = column->InitStretchWeightOrWidth;
++
++ return ImMax(width_auto, table->MinColumnWidth);
++ }
++
++ // 'width' = inner column width, without padding
++ void ImGui::TableSetColumnWidth(int column_n, float width)
++ {
++ ImGuiContext& g = *GImGui;
++ ImGuiTable* table = g.CurrentTable;
++ IM_ASSERT(table != NULL && table->IsLayoutLocked == false);
++ IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount);
++ ImGuiTableColumn* column_0 = &table->Columns[column_n];
++ float column_0_width = width;
++
++ // Apply constraints early
++ // Compare both requested and actual given width to avoid overwriting requested width when column is stuck (minimum size, bounded)
++ IM_ASSERT(table->MinColumnWidth > 0.0f);
++ const float min_width = table->MinColumnWidth;
++ const float max_width = ImMax(min_width, TableGetMaxColumnWidth(table, column_n));
++ column_0_width = ImClamp(column_0_width, min_width, max_width);
++ if (column_0->WidthGiven == column_0_width || column_0->WidthRequest == column_0_width)
++ return;
++
++ //IMGUI_DEBUG_PRINT("TableSetColumnWidth(%d, %.1f->%.1f)\n", column_0_idx, column_0->WidthGiven, column_0_width);
++ ImGuiTableColumn* column_1 = (column_0->NextEnabledColumn != -1) ? &table->Columns[column_0->NextEnabledColumn] : NULL;
++
++ // In this surprisingly not simple because of how we support mixing Fixed and multiple Stretch columns.
++ // - All fixed: easy.
++ // - All stretch: easy.
++ // - One or more fixed + one stretch: easy.
++ // - One or more fixed + more than one stretch: tricky.
++ // Qt when manual resize is enabled only supports a single _trailing_ stretch column, we support more cases here.
++
++ // When forwarding resize from Wn| to Fn+1| we need to be considerate of the _NoResize flag on Fn+1.
++ // FIXME-TABLE: Find a way to rewrite all of this so interactions feel more consistent for the user.
++ // Scenarios:
++ // - F1 F2 F3 resize from F1| or F2| --> ok: alter ->WidthRequested of Fixed column. Subsequent columns will be offset.
++ // - F1 F2 F3 resize from F3| --> ok: alter ->WidthRequested of Fixed column. If active, ScrollX extent can be altered.
++ // - F1 F2 W3 resize from F1| or F2| --> ok: alter ->WidthRequested of Fixed column. If active, ScrollX extent can be altered, but it doesn't make much sense as the Stretch column will always be minimal size.
++ // - F1 F2 W3 resize from W3| --> ok: no-op (disabled by Resize Rule 1)
++ // - W1 W2 W3 resize from W1| or W2| --> ok
++ // - W1 W2 W3 resize from W3| --> ok: no-op (disabled by Resize Rule 1)
++ // - W1 F2 F3 resize from F3| --> ok: no-op (disabled by Resize Rule 1)
++ // - W1 F2 resize from F2| --> ok: no-op (disabled by Resize Rule 1)
++ // - W1 W2 F3 resize from W1| or W2| --> ok
++ // - W1 F2 W3 resize from W1| or F2| --> ok
++ // - F1 W2 F3 resize from W2| --> ok
++ // - F1 W3 F2 resize from W3| --> ok
++ // - W1 F2 F3 resize from W1| --> ok: equivalent to resizing |F2. F3 will not move.
++ // - W1 F2 F3 resize from F2| --> ok
++ // All resizes from a Wx columns are locking other columns.
++
++ // Possible improvements:
++ // - W1 W2 W3 resize W1| --> to not be stuck, both W2 and W3 would stretch down. Seems possible to fix. Would be most beneficial to simplify resize of all-weighted columns.
++ // - W3 F1 F2 resize W3| --> to not be stuck past F1|, both F1 and F2 would need to stretch down, which would be lossy or ambiguous. Seems hard to fix.
++
++ // [Resize Rule 1] Can't resize from right of right-most visible column if there is any Stretch column. Implemented in TableUpdateLayout().
++
++ // If we have all Fixed columns OR resizing a Fixed column that doesn't come after a Stretch one, we can do an offsetting resize.
++ // This is the preferred resize path
++ if (column_0->Flags & ImGuiTableColumnFlags_WidthFixed)
++ if (!column_1 || table->LeftMostStretchedColumn == -1 || table->Columns[table->LeftMostStretchedColumn].DisplayOrder >= column_0->DisplayOrder)
++ {
++ column_0->WidthRequest = column_0_width;
++ table->IsSettingsDirty = true;
++ return;
++ }
++
++ // We can also use previous column if there's no next one (this is used when doing an auto-fit on the right-most stretch column)
++ if (column_1 == NULL)
++ column_1 = (column_0->PrevEnabledColumn != -1) ? &table->Columns[column_0->PrevEnabledColumn] : NULL;
++ if (column_1 == NULL)
++ return;
++
++ // Resizing from right-side of a Stretch column before a Fixed column forward sizing to left-side of fixed column.
++ // (old_a + old_b == new_a + new_b) --> (new_a == old_a + old_b - new_b)
++ float column_1_width = ImMax(column_1->WidthRequest - (column_0_width - column_0->WidthRequest), min_width);
++ column_0_width = column_0->WidthRequest + column_1->WidthRequest - column_1_width;
++ IM_ASSERT(column_0_width > 0.0f && column_1_width > 0.0f);
++ column_0->WidthRequest = column_0_width;
++ column_1->WidthRequest = column_1_width;
++ if ((column_0->Flags | column_1->Flags) & ImGuiTableColumnFlags_WidthStretch)
++ TableUpdateColumnsWeightFromWidth(table);
++ table->IsSettingsDirty = true;
++ }
++
++ // Disable clipping then auto-fit, will take 2 frames
++ // (we don't take a shortcut for unclipped columns to reduce inconsistencies when e.g. resizing multiple columns)
++ void ImGui::TableSetColumnWidthAutoSingle(ImGuiTable* table, int column_n)
++ {
++ // Single auto width uses auto-fit
++ ImGuiTableColumn* column = &table->Columns[column_n];
++ if (!column->IsEnabled)
++ return;
++ column->CannotSkipItemsQueue = (1 << 0);
++ table->AutoFitSingleColumn = (ImGuiTableColumnIdx)column_n;
++ }
++
++ void ImGui::TableSetColumnWidthAutoAll(ImGuiTable* table)
++ {
++ for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
++ {
++ ImGuiTableColumn* column = &table->Columns[column_n];
++ if (!column->IsEnabled && !(column->Flags & ImGuiTableColumnFlags_WidthStretch)) // Cannot reset weight of hidden stretch column
++ continue;
++ column->CannotSkipItemsQueue = (1 << 0);
++ column->AutoFitQueue = (1 << 1);
++ }
++ }
++
++ void ImGui::TableUpdateColumnsWeightFromWidth(ImGuiTable* table)
++ {
++ IM_ASSERT(table->LeftMostStretchedColumn != -1 && table->RightMostStretchedColumn != -1);
++
++ // Measure existing quantities
++ float visible_weight = 0.0f;
++ float visible_width = 0.0f;
++ for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
++ {
++ ImGuiTableColumn* column = &table->Columns[column_n];
++ if (!column->IsEnabled || !(column->Flags & ImGuiTableColumnFlags_WidthStretch))
++ continue;
++ IM_ASSERT(column->StretchWeight > 0.0f);
++ visible_weight += column->StretchWeight;
++ visible_width += column->WidthRequest;
++ }
++ IM_ASSERT(visible_weight > 0.0f && visible_width > 0.0f);
++
++ // Apply new weights
++ for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
++ {
++ ImGuiTableColumn* column = &table->Columns[column_n];
++ if (!column->IsEnabled || !(column->Flags & ImGuiTableColumnFlags_WidthStretch))
++ continue;
++ column->StretchWeight = (column->WidthRequest / visible_width) * visible_weight;
++ IM_ASSERT(column->StretchWeight > 0.0f);
++ }
++ }
++
++ //-------------------------------------------------------------------------
++ // [SECTION] Tables: Drawing
++ //-------------------------------------------------------------------------
++ // - TablePushBackgroundChannel() [Internal]
++ // - TablePopBackgroundChannel() [Internal]
++ // - TableSetupDrawChannels() [Internal]
++ // - TableMergeDrawChannels() [Internal]
++ // - TableGetColumnBorderCol() [Internal]
++ // - TableDrawBorders() [Internal]
++ //-------------------------------------------------------------------------
++
++ // Bg2 is used by Selectable (and possibly other widgets) to render to the background.
++ // Unlike our Bg0/1 channel which we uses for RowBg/CellBg/Borders and where we guarantee all shapes to be CPU-clipped, the Bg2 channel being widgets-facing will rely on regular ClipRect.
++ void ImGui::TablePushBackgroundChannel()
++ {
++ ImGuiContext& g = *GImGui;
++ ImGuiWindow* window = g.CurrentWindow;
++ ImGuiTable* table = g.CurrentTable;
++
++ // Optimization: avoid SetCurrentChannel() + PushClipRect()
++ table->HostBackupInnerClipRect = window->ClipRect;
++ SetWindowClipRectBeforeSetChannel(window, table->Bg2ClipRectForDrawCmd);
++ table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Bg2DrawChannelCurrent);
++ }
++
++ void ImGui::TablePopBackgroundChannel()
++ {
++ ImGuiContext& g = *GImGui;
++ ImGuiWindow* window = g.CurrentWindow;
++ ImGuiTable* table = g.CurrentTable;
++ ImGuiTableColumn* column = &table->Columns[table->CurrentColumn];
++
++ // Optimization: avoid PopClipRect() + SetCurrentChannel()
++ SetWindowClipRectBeforeSetChannel(window, table->HostBackupInnerClipRect);
++ table->DrawSplitter->SetCurrentChannel(window->DrawList, column->DrawChannelCurrent);
++ }
++
++ // Allocate draw channels. Called by TableUpdateLayout()
++ // - We allocate them following storage order instead of display order so reordering columns won't needlessly
++ // increase overall dormant memory cost.
++ // - We isolate headers draw commands in their own channels instead of just altering clip rects.
++ // This is in order to facilitate merging of draw commands.
++ // - After crossing FreezeRowsCount, all columns see their current draw channel changed to a second set of channels.
++ // - We only use the dummy draw channel so we can push a null clipping rectangle into it without affecting other
++ // channels, while simplifying per-row/per-cell overhead. It will be empty and discarded when merged.
++ // - We allocate 1 or 2 background draw channels. This is because we know TablePushBackgroundChannel() is only used for
++ // horizontal spanning. If we allowed vertical spanning we'd need one background draw channel per merge group (1-4).
++ // Draw channel allocation (before merging):
++ // - NoClip --> 2+D+1 channels: bg0/1 + bg2 + foreground (same clip rect == always 1 draw call)
++ // - Clip --> 2+D+N channels
++ // - FreezeRows --> 2+D+N*2 (unless scrolling value is zero)
++ // - FreezeRows || FreezeColunns --> 3+D+N*2 (unless scrolling value is zero)
++ // Where D is 1 if any column is clipped or hidden (dummy channel) otherwise 0.
++ void ImGui::TableSetupDrawChannels(ImGuiTable* table)
++ {
++ const int freeze_row_multiplier = (table->FreezeRowsCount > 0) ? 2 : 1;
++ const int channels_for_row = (table->Flags & ImGuiTableFlags_NoClip) ? 1 : table->ColumnsEnabledCount;
++ const int channels_for_bg = 1 + 1 * freeze_row_multiplier;
++ const int channels_for_dummy = (table->ColumnsEnabledCount < table->ColumnsCount || (memcmp(table->VisibleMaskByIndex, table->EnabledMaskByIndex, ImBitArrayGetStorageSizeInBytes(table->ColumnsCount)) != 0)) ? +1 : 0;
++ const int channels_total = channels_for_bg + (channels_for_row * freeze_row_multiplier) + channels_for_dummy;
++ table->DrawSplitter->Split(table->InnerWindow->DrawList, channels_total);
++ table->DummyDrawChannel = (ImGuiTableDrawChannelIdx)((channels_for_dummy > 0) ? channels_total - 1 : -1);
++ table->Bg2DrawChannelCurrent = TABLE_DRAW_CHANNEL_BG2_FROZEN;
++ table->Bg2DrawChannelUnfrozen = (ImGuiTableDrawChannelIdx)((table->FreezeRowsCount > 0) ? 2 + channels_for_row : TABLE_DRAW_CHANNEL_BG2_FROZEN);
++
++ int draw_channel_current = 2;
++ for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
++ {
++ ImGuiTableColumn* column = &table->Columns[column_n];
++ if (column->IsVisibleX && column->IsVisibleY)
++ {
++ column->DrawChannelFrozen = (ImGuiTableDrawChannelIdx)(draw_channel_current);
++ column->DrawChannelUnfrozen = (ImGuiTableDrawChannelIdx)(draw_channel_current + (table->FreezeRowsCount > 0 ? channels_for_row + 1 : 0));
++ if (!(table->Flags & ImGuiTableFlags_NoClip))
++ draw_channel_current++;
++ }
++ else
++ {
++ column->DrawChannelFrozen = column->DrawChannelUnfrozen = table->DummyDrawChannel;
++ }
++ column->DrawChannelCurrent = column->DrawChannelFrozen;
++ }
++
++ // Initial draw cmd starts with a BgClipRect that matches the one of its host, to facilitate merge draw commands by default.
++ // All our cell highlight are manually clipped with BgClipRect. When unfreezing it will be made smaller to fit scrolling rect.
++ // (This technically isn't part of setting up draw channels, but is reasonably related to be done here)
++ table->BgClipRect = table->InnerClipRect;
++ table->Bg0ClipRectForDrawCmd = table->OuterWindow->ClipRect;
++ table->Bg2ClipRectForDrawCmd = table->HostClipRect;
++ IM_ASSERT(table->BgClipRect.Min.y <= table->BgClipRect.Max.y);
++ }
++
++ // This function reorder draw channels based on matching clip rectangle, to facilitate merging them. Called by EndTable().
++ // For simplicity we call it TableMergeDrawChannels() but in fact it only reorder channels + overwrite ClipRect,
++ // actual merging is done by table->DrawSplitter.Merge() which is called right after TableMergeDrawChannels().
++ //
++ // Columns where the contents didn't stray off their local clip rectangle can be merged. To achieve
++ // this we merge their clip rect and make them contiguous in the channel list, so they can be merged
++ // by the call to DrawSplitter.Merge() following to the call to this function.
++ // We reorder draw commands by arranging them into a maximum of 4 distinct groups:
++ //
++ // 1 group: 2 groups: 2 groups: 4 groups:
++ // [ 0. ] no freeze [ 0. ] row freeze [ 01 ] col freeze [ 01 ] row+col freeze
++ // [ .. ] or no scroll [ 2. ] and v-scroll [ .. ] and h-scroll [ 23 ] and v+h-scroll
++ //
++ // Each column itself can use 1 channel (row freeze disabled) or 2 channels (row freeze enabled).
++ // When the contents of a column didn't stray off its limit, we move its channels into the corresponding group
++ // based on its position (within frozen rows/columns groups or not).
++ // At the end of the operation our 1-4 groups will each have a ImDrawCmd using the same ClipRect.
++ // This function assume that each column are pointing to a distinct draw channel,
++ // otherwise merge_group->ChannelsCount will not match set bit count of merge_group->ChannelsMask.
++ //
++ // Column channels will not be merged into one of the 1-4 groups in the following cases:
++ // - The contents stray off its clipping rectangle (we only compare the MaxX value, not the MinX value).
++ // Direct ImDrawList calls won't be taken into account by default, if you use them make sure the ImGui:: bounds
++ // matches, by e.g. calling SetCursorScreenPos().
++ // - The channel uses more than one draw command itself. We drop all our attempt at merging stuff here..
++ // we could do better but it's going to be rare and probably not worth the hassle.
++ // Columns for which the draw channel(s) haven't been merged with other will use their own ImDrawCmd.
++ //
++ // This function is particularly tricky to understand.. take a breath.
++ void ImGui::TableMergeDrawChannels(ImGuiTable* table)
++ {
++ ImGuiContext& g = *GImGui;
++ ImDrawListSplitter* splitter = table->DrawSplitter;
++ const bool has_freeze_v = (table->FreezeRowsCount > 0);
++ const bool has_freeze_h = (table->FreezeColumnsCount > 0);
++ IM_ASSERT(splitter->_Current == 0);
++
++ // Track which groups we are going to attempt to merge, and which channels goes into each group.
++ struct MergeGroup
++ {
++ ImRect ClipRect;
++ int ChannelsCount = 0;
++ ImBitArrayPtr ChannelsMask = NULL;
++ };
++ int merge_group_mask = 0x00;
++ MergeGroup merge_groups[4];
++
++ // Use a reusable temp buffer for the merge masks as they are dynamically sized.
++ const int max_draw_channels = (4 + table->ColumnsCount * 2);
++ const int size_for_masks_bitarrays_one = (int)ImBitArrayGetStorageSizeInBytes(max_draw_channels);
++ g.TempBuffer.reserve(size_for_masks_bitarrays_one * 5);
++ memset(g.TempBuffer.Data, 0, size_for_masks_bitarrays_one * 5);
++ for (int n = 0; n < IM_ARRAYSIZE(merge_groups); n++)
++ merge_groups[n].ChannelsMask = (ImBitArrayPtr)(void*)(g.TempBuffer.Data + (size_for_masks_bitarrays_one * n));
++ ImBitArrayPtr remaining_mask = (ImBitArrayPtr)(void*)(g.TempBuffer.Data + (size_for_masks_bitarrays_one * 4));
++
++ // 1. Scan channels and take note of those which can be merged
++ for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
++ {
++ if (!IM_BITARRAY_TESTBIT(table->VisibleMaskByIndex, column_n))
++ continue;
++ ImGuiTableColumn* column = &table->Columns[column_n];
++
++ const int merge_group_sub_count = has_freeze_v ? 2 : 1;
++ for (int merge_group_sub_n = 0; merge_group_sub_n < merge_group_sub_count; merge_group_sub_n++)
++ {
++ const int channel_no = (merge_group_sub_n == 0) ? column->DrawChannelFrozen : column->DrawChannelUnfrozen;
++
++ // Don't attempt to merge if there are multiple draw calls within the column
++ ImDrawChannel* src_channel = &splitter->_Channels[channel_no];
++ if (src_channel->_CmdBuffer.Size > 0 && src_channel->_CmdBuffer.back().ElemCount == 0 && src_channel->_CmdBuffer.back().UserCallback == NULL) // Equivalent of PopUnusedDrawCmd()
++ src_channel->_CmdBuffer.pop_back();
++ if (src_channel->_CmdBuffer.Size != 1)
++ continue;
++
++ // Find out the width of this merge group and check if it will fit in our column
++ // (note that we assume that rendering didn't stray on the left direction. we should need a CursorMinPos to detect it)
++ if (!(column->Flags & ImGuiTableColumnFlags_NoClip))
++ {
++ float content_max_x;
++ if (!has_freeze_v)
++ content_max_x = ImMax(column->ContentMaxXUnfrozen, column->ContentMaxXHeadersUsed); // No row freeze
++ else if (merge_group_sub_n == 0)
++ content_max_x = ImMax(column->ContentMaxXFrozen, column->ContentMaxXHeadersUsed); // Row freeze: use width before freeze
++ else
++ content_max_x = column->ContentMaxXUnfrozen; // Row freeze: use width after freeze
++ if (content_max_x > column->ClipRect.Max.x)
++ continue;
++ }
++
++ const int merge_group_n = (has_freeze_h && column_n < table->FreezeColumnsCount ? 0 : 1) + (has_freeze_v && merge_group_sub_n == 0 ? 0 : 2);
++ IM_ASSERT(channel_no < max_draw_channels);
++ MergeGroup* merge_group = &merge_groups[merge_group_n];
++ if (merge_group->ChannelsCount == 0)
++ merge_group->ClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX);
++ ImBitArraySetBit(merge_group->ChannelsMask, channel_no);
++ merge_group->ChannelsCount++;
++ merge_group->ClipRect.Add(src_channel->_CmdBuffer[0].ClipRect);
++ merge_group_mask |= (1 << merge_group_n);
++ }
++
++ // Invalidate current draw channel
++ // (we don't clear DrawChannelFrozen/DrawChannelUnfrozen solely to facilitate debugging/later inspection of data)
++ column->DrawChannelCurrent = (ImGuiTableDrawChannelIdx)-1;
++ }
++
++ // [DEBUG] Display merge groups
++ #if 0
++ if (g.IO.KeyShift)
++ for (int merge_group_n = 0; merge_group_n < IM_ARRAYSIZE(merge_groups); merge_group_n++)
++ {
++ MergeGroup* merge_group = &merge_groups[merge_group_n];
++ if (merge_group->ChannelsCount == 0)
++ continue;
++ char buf[32];
++ ImFormatString(buf, 32, "MG%d:%d", merge_group_n, merge_group->ChannelsCount);
++ ImVec2 text_pos = merge_group->ClipRect.Min + ImVec2(4, 4);
++ ImVec2 text_size = CalcTextSize(buf, NULL);
++ GetForegroundDrawList()->AddRectFilled(text_pos, text_pos + text_size, IM_COL32(0, 0, 0, 255));
++ GetForegroundDrawList()->AddText(text_pos, IM_COL32(255, 255, 0, 255), buf, NULL);
++ GetForegroundDrawList()->AddRect(merge_group->ClipRect.Min, merge_group->ClipRect.Max, IM_COL32(255, 255, 0, 255));
++ }
++ #endif
++
++ // 2. Rewrite channel list in our preferred order
++ if (merge_group_mask != 0)
++ {
++ // We skip channel 0 (Bg0/Bg1) and 1 (Bg2 frozen) from the shuffling since they won't move - see channels allocation in TableSetupDrawChannels().
++ const int LEADING_DRAW_CHANNELS = 2;
++ g.DrawChannelsTempMergeBuffer.resize(splitter->_Count - LEADING_DRAW_CHANNELS); // Use shared temporary storage so the allocation gets amortized
++ ImDrawChannel* dst_tmp = g.DrawChannelsTempMergeBuffer.Data;
++ ImBitArraySetBitRange(remaining_mask, LEADING_DRAW_CHANNELS, splitter->_Count);
++ ImBitArrayClearBit(remaining_mask, table->Bg2DrawChannelUnfrozen);
++ IM_ASSERT(has_freeze_v == false || table->Bg2DrawChannelUnfrozen != TABLE_DRAW_CHANNEL_BG2_FROZEN);
++ int remaining_count = splitter->_Count - (has_freeze_v ? LEADING_DRAW_CHANNELS + 1 : LEADING_DRAW_CHANNELS);
++ //ImRect host_rect = (table->InnerWindow == table->OuterWindow) ? table->InnerClipRect : table->HostClipRect;
++ ImRect host_rect = table->HostClipRect;
++ for (int merge_group_n = 0; merge_group_n < IM_ARRAYSIZE(merge_groups); merge_group_n++)
++ {
++ if (int merge_channels_count = merge_groups[merge_group_n].ChannelsCount)
++ {
++ MergeGroup* merge_group = &merge_groups[merge_group_n];
++ ImRect merge_clip_rect = merge_group->ClipRect;
++
++ // Extend outer-most clip limits to match those of host, so draw calls can be merged even if
++ // outer-most columns have some outer padding offsetting them from their parent ClipRect.
++ // The principal cases this is dealing with are:
++ // - On a same-window table (not scrolling = single group), all fitting columns ClipRect -> will extend and match host ClipRect -> will merge
++ // - Columns can use padding and have left-most ClipRect.Min.x and right-most ClipRect.Max.x != from host ClipRect -> will extend and match host ClipRect -> will merge
++ // FIXME-TABLE FIXME-WORKRECT: We are wasting a merge opportunity on tables without scrolling if column doesn't fit
++ // within host clip rect, solely because of the half-padding difference between window->WorkRect and window->InnerClipRect.
++ if ((merge_group_n & 1) == 0 || !has_freeze_h)
++ merge_clip_rect.Min.x = ImMin(merge_clip_rect.Min.x, host_rect.Min.x);
++ if ((merge_group_n & 2) == 0 || !has_freeze_v)
++ merge_clip_rect.Min.y = ImMin(merge_clip_rect.Min.y, host_rect.Min.y);
++ if ((merge_group_n & 1) != 0)
++ merge_clip_rect.Max.x = ImMax(merge_clip_rect.Max.x, host_rect.Max.x);
++ if ((merge_group_n & 2) != 0 && (table->Flags & ImGuiTableFlags_NoHostExtendY) == 0)
++ merge_clip_rect.Max.y = ImMax(merge_clip_rect.Max.y, host_rect.Max.y);
++ //GetForegroundDrawList()->AddRect(merge_group->ClipRect.Min, merge_group->ClipRect.Max, IM_COL32(255, 0, 0, 200), 0.0f, 0, 1.0f); // [DEBUG]
++ //GetForegroundDrawList()->AddLine(merge_group->ClipRect.Min, merge_clip_rect.Min, IM_COL32(255, 100, 0, 200));
++ //GetForegroundDrawList()->AddLine(merge_group->ClipRect.Max, merge_clip_rect.Max, IM_COL32(255, 100, 0, 200));
++ remaining_count -= merge_group->ChannelsCount;
++ for (int n = 0; n < (size_for_masks_bitarrays_one >> 2); n++)
++ remaining_mask[n] &= ~merge_group->ChannelsMask[n];
++ for (int n = 0; n < splitter->_Count && merge_channels_count != 0; n++)
++ {
++ // Copy + overwrite new clip rect
++ if (!IM_BITARRAY_TESTBIT(merge_group->ChannelsMask, n))
++ continue;
++ IM_BITARRAY_CLEARBIT(merge_group->ChannelsMask, n);
++ merge_channels_count--;
++
++ ImDrawChannel* channel = &splitter->_Channels[n];
++ IM_ASSERT(channel->_CmdBuffer.Size == 1 && merge_clip_rect.Contains(ImRect(channel->_CmdBuffer[0].ClipRect)));
++ channel->_CmdBuffer[0].ClipRect = merge_clip_rect.ToVec4();
++ memcpy(dst_tmp++, channel, sizeof(ImDrawChannel));
++ }
++ }
++
++ // Make sure Bg2DrawChannelUnfrozen appears in the middle of our groups (whereas Bg0/Bg1 and Bg2 frozen are fixed to 0 and 1)
++ if (merge_group_n == 1 && has_freeze_v)
++ memcpy(dst_tmp++, &splitter->_Channels[table->Bg2DrawChannelUnfrozen], sizeof(ImDrawChannel));
++ }
++
++ // Append unmergeable channels that we didn't reorder at the end of the list
++ for (int n = 0; n < splitter->_Count && remaining_count != 0; n++)
++ {
++ if (!IM_BITARRAY_TESTBIT(remaining_mask, n))
++ continue;
++ ImDrawChannel* channel = &splitter->_Channels[n];
++ memcpy(dst_tmp++, channel, sizeof(ImDrawChannel));
++ remaining_count--;
++ }
++ IM_ASSERT(dst_tmp == g.DrawChannelsTempMergeBuffer.Data + g.DrawChannelsTempMergeBuffer.Size);
++ memcpy(splitter->_Channels.Data + LEADING_DRAW_CHANNELS, g.DrawChannelsTempMergeBuffer.Data, (splitter->_Count - LEADING_DRAW_CHANNELS) * sizeof(ImDrawChannel));
++ }
++ }
++
++ static ImU32 TableGetColumnBorderCol(ImGuiTable* table, int order_n, int column_n)
++ {
++ const bool is_hovered = (table->HoveredColumnBorder == column_n);
++ const bool is_resized = (table->ResizedColumn == column_n) && (table->InstanceInteracted == table->InstanceCurrent);
++ const bool is_frozen_separator = (table->FreezeColumnsCount == order_n + 1);
++ if (is_resized || is_hovered)
++ return ImGui::GetColorU32(is_resized ? ImGuiCol_SeparatorActive : ImGuiCol_SeparatorHovered);
++ if (is_frozen_separator || (table->Flags & (ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_NoBordersInBodyUntilResize)))
++ return table->BorderColorStrong;
++ return table->BorderColorLight;
++ }
++
++ // FIXME-TABLE: This is a mess, need to redesign how we render borders (as some are also done in TableEndRow)
++ void ImGui::TableDrawBorders(ImGuiTable* table)
++ {
++ ImGuiWindow* inner_window = table->InnerWindow;
++ if (!table->OuterWindow->ClipRect.Overlaps(table->OuterRect))
++ return;
++
++ ImDrawList* inner_drawlist = inner_window->DrawList;
++ table->DrawSplitter->SetCurrentChannel(inner_drawlist, TABLE_DRAW_CHANNEL_BG0);
++ inner_drawlist->PushClipRect(table->Bg0ClipRectForDrawCmd.Min, table->Bg0ClipRectForDrawCmd.Max, false);
++
++ // Draw inner border and resizing feedback
++ ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
++ const float border_size = TABLE_BORDER_SIZE;
++ const float draw_y1 = ImMax(table->InnerRect.Min.y, (table->FreezeRowsCount >= 1 ? table->InnerRect.Min.y : table->WorkRect.Min.y) + table->AngledHeadersHeight) + ((table->Flags & ImGuiTableFlags_BordersOuterH) ? 1.0f : 0.0f);
++ const float draw_y2_body = table->InnerRect.Max.y;
++ const float draw_y2_head = table->IsUsingHeaders ? ImMin(table->InnerRect.Max.y, (table->FreezeRowsCount >= 1 ? table->InnerRect.Min.y : table->WorkRect.Min.y) + table_instance->LastTopHeadersRowHeight) : draw_y1;
++ if (table->Flags & ImGuiTableFlags_BordersInnerV)
++ {
++ for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
++ {
++ if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n))
++ continue;
++
++ const int column_n = table->DisplayOrderToIndex[order_n];
++ ImGuiTableColumn* column = &table->Columns[column_n];
++ const bool is_hovered = (table->HoveredColumnBorder == column_n);
++ const bool is_resized = (table->ResizedColumn == column_n) && (table->InstanceInteracted == table->InstanceCurrent);
++ const bool is_resizable = (column->Flags & (ImGuiTableColumnFlags_NoResize | ImGuiTableColumnFlags_NoDirectResize_)) == 0;
++ const bool is_frozen_separator = (table->FreezeColumnsCount == order_n + 1);
++ if (column->MaxX > table->InnerClipRect.Max.x && !is_resized)
++ continue;
++
++ // Decide whether right-most column is visible
++ if (column->NextEnabledColumn == -1 && !is_resizable)
++ if ((table->Flags & ImGuiTableFlags_SizingMask_) != ImGuiTableFlags_SizingFixedSame || (table->Flags & ImGuiTableFlags_NoHostExtendX))
++ continue;
++ if (column->MaxX <= column->ClipRect.Min.x) // FIXME-TABLE FIXME-STYLE: Assume BorderSize==1, this is problematic if we want to increase the border size..
++ continue;
++
++ // Draw in outer window so right-most column won't be clipped
++ // Always draw full height border when being resized/hovered, or on the delimitation of frozen column scrolling.
++ float draw_y2 = (is_hovered || is_resized || is_frozen_separator || (table->Flags & (ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_NoBordersInBodyUntilResize)) == 0) ? draw_y2_body : draw_y2_head;
++ if (draw_y2 > draw_y1)
++ inner_drawlist->AddLine(ImVec2(column->MaxX, draw_y1), ImVec2(column->MaxX, draw_y2), TableGetColumnBorderCol(table, order_n, column_n), border_size);
++ }
++ }
++
++ // Draw outer border
++ // FIXME: could use AddRect or explicit VLine/HLine helper?
++ if (table->Flags & ImGuiTableFlags_BordersOuter)
++ {
++ // Display outer border offset by 1 which is a simple way to display it without adding an extra draw call
++ // (Without the offset, in outer_window it would be rendered behind cells, because child windows are above their
++ // parent. In inner_window, it won't reach out over scrollbars. Another weird solution would be to display part
++ // of it in inner window, and the part that's over scrollbars in the outer window..)
++ // Either solution currently won't allow us to use a larger border size: the border would clipped.
++ const ImRect outer_border = table->OuterRect;
++ const ImU32 outer_col = table->BorderColorStrong;
++ if ((table->Flags & ImGuiTableFlags_BordersOuter) == ImGuiTableFlags_BordersOuter)
++ {
++ inner_drawlist->AddRect(outer_border.Min, outer_border.Max + ImVec2(1, 1), outer_col, 0.0f, 0, border_size);
++ }
++ else if (table->Flags & ImGuiTableFlags_BordersOuterV)
++ {
++ inner_drawlist->AddLine(outer_border.Min, ImVec2(outer_border.Min.x, outer_border.Max.y), outer_col, border_size);
++ inner_drawlist->AddLine(ImVec2(outer_border.Max.x, outer_border.Min.y), outer_border.Max, outer_col, border_size);
++ }
++ else if (table->Flags & ImGuiTableFlags_BordersOuterH)
++ {
++ inner_drawlist->AddLine(outer_border.Min, ImVec2(outer_border.Max.x, outer_border.Min.y), outer_col, border_size);
++ inner_drawlist->AddLine(ImVec2(outer_border.Min.x, outer_border.Max.y), outer_border.Max, outer_col, border_size);
++ }
++ }
++ if ((table->Flags & ImGuiTableFlags_BordersInnerH) && table->RowPosY2 < table->OuterRect.Max.y)
++ {
++ // Draw bottom-most row border between it is above outer border.
++ const float border_y = table->RowPosY2;
++ if (border_y >= table->BgClipRect.Min.y && border_y < table->BgClipRect.Max.y)
++ inner_drawlist->AddLine(ImVec2(table->BorderX1, border_y), ImVec2(table->BorderX2, border_y), table->BorderColorLight, border_size);
++ }
++
++ inner_drawlist->PopClipRect();
++ }
++
++ //-------------------------------------------------------------------------
++ // [SECTION] Tables: Sorting
++ //-------------------------------------------------------------------------
++ // - TableGetSortSpecs()
++ // - TableFixColumnSortDirection() [Internal]
++ // - TableGetColumnNextSortDirection() [Internal]
++ // - TableSetColumnSortDirection() [Internal]
++ // - TableSortSpecsSanitize() [Internal]
++ // - TableSortSpecsBuild() [Internal]
++ //-------------------------------------------------------------------------
++
++ // Return NULL if no sort specs (most often when ImGuiTableFlags_Sortable is not set)
++ // When 'sort_specs->SpecsDirty == true' you should sort your data. It will be true when sorting specs have
++ // changed since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting,
++ // else you may wastefully sort your data every frame!
++ // Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable()!
++ ImGuiTableSortSpecs* ImGui::TableGetSortSpecs()
++ {
++ ImGuiContext& g = *GImGui;
++ ImGuiTable* table = g.CurrentTable;
++ IM_ASSERT(table != NULL);
++
++ if (!(table->Flags & ImGuiTableFlags_Sortable))
++ return NULL;
++
++ // Require layout (in case TableHeadersRow() hasn't been called) as it may alter IsSortSpecsDirty in some paths.
++ if (!table->IsLayoutLocked)
++ TableUpdateLayout(table);
++
++ TableSortSpecsBuild(table);
++ return &table->SortSpecs;
++ }
++
++ static inline ImGuiSortDirection TableGetColumnAvailSortDirection(ImGuiTableColumn* column, int n)
++ {
++ IM_ASSERT(n < column->SortDirectionsAvailCount);
++ return (ImGuiSortDirection)((column->SortDirectionsAvailList >> (n << 1)) & 0x03);
++ }
++
++ // Fix sort direction if currently set on a value which is unavailable (e.g. activating NoSortAscending/NoSortDescending)
++ void ImGui::TableFixColumnSortDirection(ImGuiTable* table, ImGuiTableColumn* column)
++ {
++ if (column->SortOrder == -1 || (column->SortDirectionsAvailMask & (1 << column->SortDirection)) != 0)
++ return;
++ column->SortDirection = (ImU8)TableGetColumnAvailSortDirection(column, 0);
++ table->IsSortSpecsDirty = true;
++ }
++
++ // Calculate next sort direction that would be set after clicking the column
++ // - If the PreferSortDescending flag is set, we will default to a Descending direction on the first click.
++ // - Note that the PreferSortAscending flag is never checked, it is essentially the default and therefore a no-op.
++ IM_STATIC_ASSERT(ImGuiSortDirection_None == 0 && ImGuiSortDirection_Ascending == 1 && ImGuiSortDirection_Descending == 2);
++ ImGuiSortDirection ImGui::TableGetColumnNextSortDirection(ImGuiTableColumn* column)
++ {
++ IM_ASSERT(column->SortDirectionsAvailCount > 0);
++ if (column->SortOrder == -1)
++ return TableGetColumnAvailSortDirection(column, 0);
++ for (int n = 0; n < 3; n++)
++ if (column->SortDirection == TableGetColumnAvailSortDirection(column, n))
++ return TableGetColumnAvailSortDirection(column, (n + 1) % column->SortDirectionsAvailCount);
++ IM_ASSERT(0);
++ return ImGuiSortDirection_None;
++ }
++
++ // Note that the NoSortAscending/NoSortDescending flags are processed in TableSortSpecsSanitize(), and they may change/revert
++ // the value of SortDirection. We could technically also do it here but it would be unnecessary and duplicate code.
++ void ImGui::TableSetColumnSortDirection(int column_n, ImGuiSortDirection sort_direction, bool append_to_sort_specs)
++ {
++ ImGuiContext& g = *GImGui;
++ ImGuiTable* table = g.CurrentTable;
++
++ if (!(table->Flags & ImGuiTableFlags_SortMulti))
++ append_to_sort_specs = false;
++ if (!(table->Flags & ImGuiTableFlags_SortTristate))
++ IM_ASSERT(sort_direction != ImGuiSortDirection_None);
++
++ ImGuiTableColumnIdx sort_order_max = 0;
++ if (append_to_sort_specs)
++ for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++)
++ sort_order_max = ImMax(sort_order_max, table->Columns[other_column_n].SortOrder);
++
++ ImGuiTableColumn* column = &table->Columns[column_n];
++ column->SortDirection = (ImU8)sort_direction;
++ if (column->SortDirection == ImGuiSortDirection_None)
++ column->SortOrder = -1;
++ else if (column->SortOrder == -1 || !append_to_sort_specs)
++ column->SortOrder = append_to_sort_specs ? sort_order_max + 1 : 0;
++
++ for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++)
++ {
++ ImGuiTableColumn* other_column = &table->Columns[other_column_n];
++ if (other_column != column && !append_to_sort_specs)
++ other_column->SortOrder = -1;
++ TableFixColumnSortDirection(table, other_column);
++ }
++ table->IsSettingsDirty = true;
++ table->IsSortSpecsDirty = true;
++ }
++
++ void ImGui::TableSortSpecsSanitize(ImGuiTable* table)
++ {
++ IM_ASSERT(table->Flags & ImGuiTableFlags_Sortable);
++
++ // Clear SortOrder from hidden column and verify that there's no gap or duplicate.
++ int sort_order_count = 0;
++ ImU64 sort_order_mask = 0x00;
++ for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
++ {
++ ImGuiTableColumn* column = &table->Columns[column_n];
++ if (column->SortOrder != -1 && !column->IsEnabled)
++ column->SortOrder = -1;
++ if (column->SortOrder == -1)
++ continue;
++ sort_order_count++;
++ sort_order_mask |= ((ImU64)1 << column->SortOrder);
++ IM_ASSERT(sort_order_count < (int)sizeof(sort_order_mask) * 8);
++ }
++
++ const bool need_fix_linearize = ((ImU64)1 << sort_order_count) != (sort_order_mask + 1);
++ const bool need_fix_single_sort_order = (sort_order_count > 1) && !(table->Flags & ImGuiTableFlags_SortMulti);
++ if (need_fix_linearize || need_fix_single_sort_order)
++ {
++ ImU64 fixed_mask = 0x00;
++ for (int sort_n = 0; sort_n < sort_order_count; sort_n++)
++ {
++ // Fix: Rewrite sort order fields if needed so they have no gap or duplicate.
++ // (e.g. SortOrder 0 disappeared, SortOrder 1..2 exists --> rewrite then as SortOrder 0..1)
++ int column_with_smallest_sort_order = -1;
++ for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
++ if ((fixed_mask & ((ImU64)1 << (ImU64)column_n)) == 0 && table->Columns[column_n].SortOrder != -1)
++ if (column_with_smallest_sort_order == -1 || table->Columns[column_n].SortOrder < table->Columns[column_with_smallest_sort_order].SortOrder)
++ column_with_smallest_sort_order = column_n;
++ IM_ASSERT(column_with_smallest_sort_order != -1);
++ fixed_mask |= ((ImU64)1 << column_with_smallest_sort_order);
++ table->Columns[column_with_smallest_sort_order].SortOrder = (ImGuiTableColumnIdx)sort_n;
++
++ // Fix: Make sure only one column has a SortOrder if ImGuiTableFlags_MultiSortable is not set.
++ if (need_fix_single_sort_order)
++ {
++ sort_order_count = 1;
++ for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
++ if (column_n != column_with_smallest_sort_order)
++ table->Columns[column_n].SortOrder = -1;
++ break;
++ }
++ }
++ }
++
++ // Fallback default sort order (if no column with the ImGuiTableColumnFlags_DefaultSort flag)
++ if (sort_order_count == 0 && !(table->Flags & ImGuiTableFlags_SortTristate))
++ for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
++ {
++ ImGuiTableColumn* column = &table->Columns[column_n];
++ if (column->IsEnabled && !(column->Flags & ImGuiTableColumnFlags_NoSort))
++ {
++ sort_order_count = 1;
++ column->SortOrder = 0;
++ column->SortDirection = (ImU8)TableGetColumnAvailSortDirection(column, 0);
++ break;
++ }
++ }
++
++ table->SortSpecsCount = (ImGuiTableColumnIdx)sort_order_count;
++ }
++
++ void ImGui::TableSortSpecsBuild(ImGuiTable* table)
++ {
++ bool dirty = table->IsSortSpecsDirty;
++ if (dirty)
++ {
++ TableSortSpecsSanitize(table);
++ table->SortSpecsMulti.resize(table->SortSpecsCount <= 1 ? 0 : table->SortSpecsCount);
++ table->SortSpecs.SpecsDirty = true; // Mark as dirty for user
++ table->IsSortSpecsDirty = false; // Mark as not dirty for us
++ }
++
++ // Write output
++ // May be able to move all SortSpecs data from table (48 bytes) to ImGuiTableTempData if we decide to write it back on every BeginTable()
++ ImGuiTableColumnSortSpecs* sort_specs = (table->SortSpecsCount == 0) ? NULL : (table->SortSpecsCount == 1) ? &table->SortSpecsSingle : table->SortSpecsMulti.Data;
++ if (dirty && sort_specs != NULL)
++ for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
++ {
++ ImGuiTableColumn* column = &table->Columns[column_n];
++ if (column->SortOrder == -1)
++ continue;
++ IM_ASSERT(column->SortOrder < table->SortSpecsCount);
++ ImGuiTableColumnSortSpecs* sort_spec = &sort_specs[column->SortOrder];
++ sort_spec->ColumnUserID = column->UserID;
++ sort_spec->ColumnIndex = (ImGuiTableColumnIdx)column_n;
++ sort_spec->SortOrder = (ImGuiTableColumnIdx)column->SortOrder;
++ sort_spec->SortDirection = (ImGuiSortDirection)column->SortDirection;
++ }
++
++ table->SortSpecs.Specs = sort_specs;
++ table->SortSpecs.SpecsCount = table->SortSpecsCount;
++ }
++
++ //-------------------------------------------------------------------------
++ // [SECTION] Tables: Headers
++ //-------------------------------------------------------------------------
++ // - TableGetHeaderRowHeight() [Internal]
++ // - TableGetHeaderAngledMaxLabelWidth() [Internal]
++ // - TableHeadersRow()
++ // - TableHeader()
++ // - TableAngledHeadersRow()
++ // - TableAngledHeadersRowEx() [Internal]
++ //-------------------------------------------------------------------------
++
++ float ImGui::TableGetHeaderRowHeight()
++ {
++ // Caring for a minor edge case:
++ // Calculate row height, for the unlikely case that some labels may be taller than others.
++ // If we didn't do that, uneven header height would highlight but smaller one before the tallest wouldn't catch input for all height.
++ // In your custom header row you may omit this all together and just call TableNextRow() without a height...
++ ImGuiContext& g = *GImGui;
++ ImGuiTable* table = g.CurrentTable;
++ float row_height = g.FontSize;
++ for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
++ if (IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n))
++ if ((table->Columns[column_n].Flags & ImGuiTableColumnFlags_NoHeaderLabel) == 0)
++ row_height = ImMax(row_height, CalcTextSize(TableGetColumnName(table, column_n)).y);
++ return row_height + g.Style.CellPadding.y * 2.0f;
++ }
++
++ float ImGui::TableGetHeaderAngledMaxLabelWidth()
++ {
++ ImGuiContext& g = *GImGui;
++ ImGuiTable* table = g.CurrentTable;
++ float width = 0.0f;
++ for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
++ if (IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n))
++ if (table->Columns[column_n].Flags & ImGuiTableColumnFlags_AngledHeader)
++ width = ImMax(width, CalcTextSize(TableGetColumnName(table, column_n), NULL, true).x);
++ return width + g.Style.CellPadding.y * 2.0f; // Swap padding
++ }
++
++ // [Public] This is a helper to output TableHeader() calls based on the column names declared in TableSetupColumn().
++ // The intent is that advanced users willing to create customized headers would not need to use this helper
++ // and can create their own! For example: TableHeader() may be preceded by Checkbox() or other custom widgets.
++ // See 'Demo->Tables->Custom headers' for a demonstration of implementing a custom version of this.
++ // This code is constructed to not make much use of internal functions, as it is intended to be a template to copy.
++ // FIXME-TABLE: TableOpenContextMenu() and TableGetHeaderRowHeight() are not public.
++ void ImGui::TableHeadersRow()
++ {
++ ImGuiContext& g = *GImGui;
++ ImGuiTable* table = g.CurrentTable;
++ IM_ASSERT(table != NULL && "Need to call TableHeadersRow() after BeginTable()!");
++
++ // Layout if not already done (this is automatically done by TableNextRow, we do it here solely to facilitate stepping in debugger as it is frequent to step in TableUpdateLayout)
++ if (!table->IsLayoutLocked)
++ TableUpdateLayout(table);
++
++ // Open row
++ const float row_height = TableGetHeaderRowHeight();
++ TableNextRow(ImGuiTableRowFlags_Headers, row_height);
++ const float row_y1 = GetCursorScreenPos().y;
++ if (table->HostSkipItems) // Merely an optimization, you may skip in your own code.
++ return;
++
++ const int columns_count = TableGetColumnCount();
++ for (int column_n = 0; column_n < columns_count; column_n++)
++ {
++ if (!TableSetColumnIndex(column_n))
++ continue;
++
++ // Push an id to allow unnamed labels (generally accidental, but let's behave nicely with them)
++ // In your own code you may omit the PushID/PopID all-together, provided you know they won't collide.
++ const char* name = (TableGetColumnFlags(column_n) & ImGuiTableColumnFlags_NoHeaderLabel) ? "" : TableGetColumnName(column_n);
++ PushID(column_n);
++ TableHeader(name);
++ PopID();
++ }
++
++ // Allow opening popup from the right-most section after the last column.
++ ImVec2 mouse_pos = ImGui::GetMousePos();
++ if (IsMouseReleased(1) && TableGetHoveredColumn() == columns_count)
++ if (mouse_pos.y >= row_y1 && mouse_pos.y < row_y1 + row_height)
++ TableOpenContextMenu(columns_count); // Will open a non-column-specific popup.
++ }
++
++ // Emit a column header (text + optional sort order)
++ // We cpu-clip text here so that all columns headers can be merged into a same draw call.
++ // Note that because of how we cpu-clip and display sorting indicators, you _cannot_ use SameLine() after a TableHeader()
++ void ImGui::TableHeader(const char* label)
++ {
++ ImGuiContext& g = *GImGui;
++ ImGuiWindow* window = g.CurrentWindow;
++ if (window->SkipItems)
++ return;
++
++ ImGuiTable* table = g.CurrentTable;
++ IM_ASSERT(table != NULL && "Need to call TableHeader() after BeginTable()!");
++ IM_ASSERT(table->CurrentColumn != -1);
++ const int column_n = table->CurrentColumn;
++ ImGuiTableColumn* column = &table->Columns[column_n];
++
++ // Label
++ if (label == NULL)
++ label = "";
++ const char* label_end = FindRenderedTextEnd(label);
++ ImVec2 label_size = CalcTextSize(label, label_end, true);
++ ImVec2 label_pos = window->DC.CursorPos;
++
++ // If we already got a row height, there's use that.
++ // FIXME-TABLE: Padding problem if the correct outer-padding CellBgRect strays off our ClipRect?
++ ImRect cell_r = TableGetCellBgRect(table, column_n);
++ float label_height = ImMax(label_size.y, table->RowMinHeight - table->RowCellPaddingY * 2.0f);
++
++ // Calculate ideal size for sort order arrow
++ float w_arrow = 0.0f;
++ float w_sort_text = 0.0f;
++ bool sort_arrow = false;
++ char sort_order_suf[4] = "";
++ const float ARROW_SCALE = 0.65f;
++ if ((table->Flags & ImGuiTableFlags_Sortable) && !(column->Flags & ImGuiTableColumnFlags_NoSort))
++ {
++ w_arrow = ImTrunc(g.FontSize * ARROW_SCALE + g.Style.FramePadding.x);
++ if (column->SortOrder != -1)
++ sort_arrow = true;
++ if (column->SortOrder > 0)
++ {
++ ImFormatString(sort_order_suf, IM_ARRAYSIZE(sort_order_suf), "%d", column->SortOrder + 1);
++ w_sort_text = g.Style.ItemInnerSpacing.x + CalcTextSize(sort_order_suf).x;
++ }
++ }
++
++ // We feed our unclipped width to the column without writing on CursorMaxPos, so that column is still considered for merging.
++ float max_pos_x = label_pos.x + label_size.x + w_sort_text + w_arrow;
++ column->ContentMaxXHeadersUsed = ImMax(column->ContentMaxXHeadersUsed, sort_arrow ? cell_r.Max.x : ImMin(max_pos_x, cell_r.Max.x));
++ column->ContentMaxXHeadersIdeal = ImMax(column->ContentMaxXHeadersIdeal, max_pos_x);
++
++ // Keep header highlighted when context menu is open.
++ ImGuiID id = window->GetID(label);
++ ImRect bb(cell_r.Min.x, cell_r.Min.y, cell_r.Max.x, ImMax(cell_r.Max.y, cell_r.Min.y + label_height + g.Style.CellPadding.y * 2.0f));
++ ItemSize(ImVec2(0.0f, label_height)); // Don't declare unclipped width, it'll be fed ContentMaxPosHeadersIdeal
++ if (!ItemAdd(bb, id))
++ return;
++
++ //GetForegroundDrawList()->AddRect(cell_r.Min, cell_r.Max, IM_COL32(255, 0, 0, 255)); // [DEBUG]
++ //GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 0, 0, 255)); // [DEBUG]
++
++ // Using AllowOverlap mode because we cover the whole cell, and we want user to be able to submit subsequent items.
++ const bool highlight = (table->HighlightColumnHeader == column_n);
++ bool hovered, held;
++ bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_AllowOverlap);
++ if (held || hovered || highlight)
++ {
++ const ImU32 col = GetColorU32(held ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header);
++ //RenderFrame(bb.Min, bb.Max, col, false, 0.0f);
++ TableSetBgColor(ImGuiTableBgTarget_CellBg, col, table->CurrentColumn);
++ }
++ else
++ {
++ // Submit single cell bg color in the case we didn't submit a full header row
++ if ((table->RowFlags & ImGuiTableRowFlags_Headers) == 0)
++ TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_TableHeaderBg), table->CurrentColumn);
++ }
++ RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_Compact | ImGuiNavHighlightFlags_NoRounding);
++ if (held)
++ table->HeldHeaderColumn = (ImGuiTableColumnIdx)column_n;
++ window->DC.CursorPos.y -= g.Style.ItemSpacing.y * 0.5f;
++
++ // Drag and drop to re-order columns.
++ // FIXME-TABLE: Scroll request while reordering a column and it lands out of the scrolling zone.
++ if (held && (table->Flags & ImGuiTableFlags_Reorderable) && IsMouseDragging(0) && !g.DragDropActive)
++ {
++ // While moving a column it will jump on the other side of the mouse, so we also test for MouseDelta.x
++ table->ReorderColumn = (ImGuiTableColumnIdx)column_n;
++ table->InstanceInteracted = table->InstanceCurrent;
++
++ // We don't reorder: through the frozen<>unfrozen line, or through a column that is marked with ImGuiTableColumnFlags_NoReorder.
++ if (g.IO.MouseDelta.x < 0.0f && g.IO.MousePos.x < cell_r.Min.x)
++ if (ImGuiTableColumn* prev_column = (column->PrevEnabledColumn != -1) ? &table->Columns[column->PrevEnabledColumn] : NULL)
++ if (!((column->Flags | prev_column->Flags) & ImGuiTableColumnFlags_NoReorder))
++ if ((column->IndexWithinEnabledSet < table->FreezeColumnsRequest) == (prev_column->IndexWithinEnabledSet < table->FreezeColumnsRequest))
++ table->ReorderColumnDir = -1;
++ if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > cell_r.Max.x)
++ if (ImGuiTableColumn* next_column = (column->NextEnabledColumn != -1) ? &table->Columns[column->NextEnabledColumn] : NULL)
++ if (!((column->Flags | next_column->Flags) & ImGuiTableColumnFlags_NoReorder))
++ if ((column->IndexWithinEnabledSet < table->FreezeColumnsRequest) == (next_column->IndexWithinEnabledSet < table->FreezeColumnsRequest))
++ table->ReorderColumnDir = +1;
++ }
++
++ // Sort order arrow
++ const float ellipsis_max = ImMax(cell_r.Max.x - w_arrow - w_sort_text, label_pos.x);
++ if ((table->Flags & ImGuiTableFlags_Sortable) && !(column->Flags & ImGuiTableColumnFlags_NoSort))
++ {
++ if (column->SortOrder != -1)
++ {
++ float x = ImMax(cell_r.Min.x, cell_r.Max.x - w_arrow - w_sort_text);
++ float y = label_pos.y;
++ if (column->SortOrder > 0)
++ {
++ PushStyleColor(ImGuiCol_Text, GetColorU32(ImGuiCol_Text, 0.70f));
++ RenderText(ImVec2(x + g.Style.ItemInnerSpacing.x, y), sort_order_suf);
++ PopStyleColor();
++ x += w_sort_text;
++ }
++ RenderArrow(window->DrawList, ImVec2(x, y), GetColorU32(ImGuiCol_Text), column->SortDirection == ImGuiSortDirection_Ascending ? ImGuiDir_Up : ImGuiDir_Down, ARROW_SCALE);
++ }
++
++ // Handle clicking on column header to adjust Sort Order
++ if (pressed && table->ReorderColumn != column_n)
++ {
++ ImGuiSortDirection sort_direction = TableGetColumnNextSortDirection(column);
++ TableSetColumnSortDirection(column_n, sort_direction, g.IO.KeyShift);
++ }
++ }
++
++ // Render clipped label. Clipping here ensure that in the majority of situations, all our header cells will
++ // be merged into a single draw call.
++ //window->DrawList->AddCircleFilled(ImVec2(ellipsis_max, label_pos.y), 40, IM_COL32_WHITE);
++ RenderTextEllipsis(window->DrawList, label_pos, ImVec2(ellipsis_max, label_pos.y + label_height + g.Style.FramePadding.y), ellipsis_max, ellipsis_max, label, label_end, &label_size);
++
++ const bool text_clipped = label_size.x > (ellipsis_max - label_pos.x);
++ if (text_clipped && hovered && g.ActiveId == 0)
++ SetItemTooltip("%.*s", (int)(label_end - label), label);
++
++ // We don't use BeginPopupContextItem() because we want the popup to stay up even after the column is hidden
++ if (IsMouseReleased(1) && IsItemHovered())
++ TableOpenContextMenu(column_n);
++ }
++
++ // Unlike TableHeadersRow() it is not expected that you can reimplement or customize this with custom widgets.
++ // FIXME: No hit-testing/button on the angled header.
++ void ImGui::TableAngledHeadersRow()
++ {
++ ImGuiContext& g = *GImGui;
++ ImGuiTable* table = g.CurrentTable;
++ ImGuiTableTempData* temp_data = table->TempData;
++ temp_data->AngledHeadersRequests.resize(0);
++ temp_data->AngledHeadersRequests.reserve(table->ColumnsEnabledCount);
++
++ // Which column needs highlight?
++ const ImGuiID row_id = GetID("##AngledHeaders");
++ ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
++ int highlight_column_n = table->HighlightColumnHeader;
++ if (highlight_column_n == -1 && table->HoveredColumnBody != -1)
++ if (table_instance->HoveredRowLast == 0 && table->HoveredColumnBorder == -1 && (g.ActiveId == 0 || g.ActiveId == row_id || (table->IsActiveIdInTable || g.DragDropActive)))
++ highlight_column_n = table->HoveredColumnBody;
++
++ // Build up request
++ ImU32 col_header_bg = GetColorU32(ImGuiCol_TableHeaderBg);
++ ImU32 col_text = GetColorU32(ImGuiCol_Text);
++ for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
++ if (IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n))
++ {
++ const int column_n = table->DisplayOrderToIndex[order_n];
++ ImGuiTableColumn* column = &table->Columns[column_n];
++ if ((column->Flags & ImGuiTableColumnFlags_AngledHeader) == 0) // Note: can't rely on ImGuiTableColumnFlags_IsVisible test here.
++ continue;
++ ImGuiTableHeaderData request = { (ImGuiTableColumnIdx)column_n, col_text, col_header_bg, (column_n == highlight_column_n) ? GetColorU32(ImGuiCol_Header) : 0 };
++ temp_data->AngledHeadersRequests.push_back(request);
++ }
++
++ // Render row
++ TableAngledHeadersRowEx(row_id, g.Style.TableAngledHeadersAngle, 0.0f, temp_data->AngledHeadersRequests.Data, temp_data->AngledHeadersRequests.Size);
++ }
++
++ // Important: data must be fed left to right
++ void ImGui::TableAngledHeadersRowEx(ImGuiID row_id, float angle, float max_label_width, const ImGuiTableHeaderData* data, int data_count)
++ {
++ ImGuiContext& g = *GImGui;
++ ImGuiTable* table = g.CurrentTable;
++ ImGuiWindow* window = g.CurrentWindow;
++ ImDrawList* draw_list = window->DrawList;
++ IM_ASSERT(table != NULL && "Need to call TableHeadersRow() after BeginTable()!");
++ IM_ASSERT(table->CurrentRow == -1 && "Must be first row");
++
++ if (max_label_width == 0.0f)
++ max_label_width = TableGetHeaderAngledMaxLabelWidth();
++
++ // Angle argument expressed in (-IM_PI/2 .. +IM_PI/2) as it is easier to think about for user.
++ const bool flip_label = (angle < 0.0f);
++ angle -= IM_PI * 0.5f;
++ const float cos_a = ImCos(angle);
++ const float sin_a = ImSin(angle);
++ const float label_cos_a = flip_label ? ImCos(angle + IM_PI) : cos_a;
++ const float label_sin_a = flip_label ? ImSin(angle + IM_PI) : sin_a;
++ const ImVec2 unit_right = ImVec2(cos_a, sin_a);
++
++ // Calculate our base metrics and set angled headers data _before_ the first call to TableNextRow()
++ // FIXME-STYLE: Would it be better for user to submit 'max_label_width' or 'row_height' ? One can be derived from the other.
++ const float header_height = g.FontSize + g.Style.CellPadding.x * 2.0f;
++ const float row_height = ImTrunc(ImFabs(ImRotate(ImVec2(max_label_width, flip_label ? +header_height : -header_height), cos_a, sin_a).y));
++ table->AngledHeadersHeight = row_height;
++ table->AngledHeadersSlope = (sin_a != 0.0f) ? (cos_a / sin_a) : 0.0f;
++ const ImVec2 header_angled_vector = unit_right * (row_height / -sin_a); // vector from bottom-left to top-left, and from bottom-right to top-right
++
++ // Declare row, override and draw our own background
++ TableNextRow(ImGuiTableRowFlags_Headers, row_height);
++ TableNextColumn();
++ const ImRect row_r(table->WorkRect.Min.x, table->BgClipRect.Min.y, table->WorkRect.Max.x, table->RowPosY2);
++ table->DrawSplitter->SetCurrentChannel(draw_list, TABLE_DRAW_CHANNEL_BG0);
++ float clip_rect_min_x = table->BgClipRect.Min.x;
++ if (table->FreezeColumnsCount > 0)
++ clip_rect_min_x = ImMax(clip_rect_min_x, table->Columns[table->FreezeColumnsCount - 1].MaxX);
++ TableSetBgColor(ImGuiTableBgTarget_RowBg0, 0); // Cancel
++ PushClipRect(table->BgClipRect.Min, table->BgClipRect.Max, false); // Span all columns
++ draw_list->AddRectFilled(ImVec2(table->BgClipRect.Min.x, row_r.Min.y), ImVec2(table->BgClipRect.Max.x, row_r.Max.y), GetColorU32(ImGuiCol_TableHeaderBg, 0.25f)); // FIXME-STYLE: Change row background with an arbitrary color.
++ PushClipRect(ImVec2(clip_rect_min_x, table->BgClipRect.Min.y), table->BgClipRect.Max, true); // Span all columns
++
++ ButtonBehavior(row_r, row_id, NULL, NULL);
++ KeepAliveID(row_id);
++
++ const float ascent_scaled = g.Font->Ascent * g.FontScale; // FIXME: Standardize those scaling factors better
++ const float line_off_for_ascent_x = (ImMax((g.FontSize - ascent_scaled) * 0.5f, 0.0f) / -sin_a) * (flip_label ? -1.0f : 1.0f);
++ const ImVec2 padding = g.Style.CellPadding; // We will always use swapped component
++ const ImVec2 align = g.Style.TableAngledHeadersTextAlign;
++
++ // Draw background and labels in first pass, then all borders.
++ float max_x = 0.0f;
++ for (int pass = 0; pass < 2; pass++)
++ for (int order_n = 0; order_n < data_count; order_n++)
++ {
++ const ImGuiTableHeaderData* request = &data[order_n];
++ const int column_n = request->Index;
++ ImGuiTableColumn* column = &table->Columns[column_n];
++
++ ImVec2 bg_shape[4];
++ bg_shape[0] = ImVec2(column->MaxX, row_r.Max.y);
++ bg_shape[1] = ImVec2(column->MinX, row_r.Max.y);
++ bg_shape[2] = bg_shape[1] + header_angled_vector;
++ bg_shape[3] = bg_shape[0] + header_angled_vector;
++ if (pass == 0)
++ {
++ // Draw shape
++ draw_list->AddQuadFilled(bg_shape[0], bg_shape[1], bg_shape[2], bg_shape[3], request->BgColor0);
++ draw_list->AddQuadFilled(bg_shape[0], bg_shape[1], bg_shape[2], bg_shape[3], request->BgColor1); // Optional highlight
++ max_x = ImMax(max_x, bg_shape[3].x);
++
++ // Draw label
++ // - First draw at an offset where RenderTextXXX() function won't meddle with applying current ClipRect, then transform to final offset.
++ // - Handle multiple lines manually, as we want each lines to follow on the horizontal border, rather than see a whole block rotated.
++ const char* label_name = TableGetColumnName(table, column_n);
++ const char* label_name_end = FindRenderedTextEnd(label_name);
++ const float line_off_step_x = (g.FontSize / -sin_a);
++ const int label_lines = ImTextCountLines(label_name, label_name_end);
++
++ // Left<>Right alignment
++ float line_off_curr_x = flip_label ? (label_lines - 1) * line_off_step_x : 0.0f;
++ float line_off_for_align_x = ImMax((((column->MaxX - column->MinX) - padding.x * 2.0f) - (label_lines * line_off_step_x)), 0.0f) * align.x;
++ line_off_curr_x += line_off_for_align_x - line_off_for_ascent_x;
++
++ // Register header width
++ column->ContentMaxXHeadersUsed = column->ContentMaxXHeadersIdeal = column->WorkMinX + ImCeil(label_lines * line_off_step_x - line_off_for_align_x);
++
++ while (label_name < label_name_end)
++ {
++ const char* label_name_eol = strchr(label_name, '\n');
++ if (label_name_eol == NULL)
++ label_name_eol = label_name_end;
++
++ // FIXME: Individual line clipping for right-most column is broken for negative angles.
++ ImVec2 label_size = CalcTextSize(label_name, label_name_eol);
++ float clip_width = max_label_width - padding.y; // Using padding.y*2.0f would be symmetrical but hide more text.
++ float clip_height = ImMin(label_size.y, column->ClipRect.Max.x - column->WorkMinX - line_off_curr_x);
++ ImRect clip_r(window->ClipRect.Min, window->ClipRect.Min + ImVec2(clip_width, clip_height));
++ int vtx_idx_begin = draw_list->_VtxCurrentIdx;
++ PushStyleColor(ImGuiCol_Text, request->TextColor);
++ RenderTextEllipsis(draw_list, clip_r.Min, clip_r.Max, clip_r.Max.x, clip_r.Max.x, label_name, label_name_eol, &label_size);
++ PopStyleColor();
++ int vtx_idx_end = draw_list->_VtxCurrentIdx;
++
++ // Up<>Down alignment
++ const float available_space = ImMax(clip_width - label_size.x + ImAbs(padding.x * cos_a) * 2.0f - ImAbs(padding.y * sin_a) * 2.0f, 0.0f);
++ const float vertical_offset = available_space * align.y * (flip_label ? -1.0f : 1.0f);
++
++ // Rotate and offset label
++ ImVec2 pivot_in = ImVec2(window->ClipRect.Min.x - vertical_offset, window->ClipRect.Min.y + label_size.y);
++ ImVec2 pivot_out = ImVec2(column->WorkMinX, row_r.Max.y);
++ line_off_curr_x += flip_label ? -line_off_step_x : line_off_step_x;
++ pivot_out += unit_right * padding.y;
++ if (flip_label)
++ pivot_out += unit_right * (clip_width - ImMax(0.0f, clip_width - label_size.x));
++ pivot_out.x += flip_label ? line_off_curr_x + line_off_step_x : line_off_curr_x;
++ ShadeVertsTransformPos(draw_list, vtx_idx_begin, vtx_idx_end, pivot_in, label_cos_a, label_sin_a, pivot_out); // Rotate and offset
++ //if (g.IO.KeyShift) { ImDrawList* fg_dl = GetForegroundDrawList(); vtx_idx_begin = fg_dl->_VtxCurrentIdx; fg_dl->AddRect(clip_r.Min, clip_r.Max, IM_COL32(0, 255, 0, 255), 0.0f, 0, 1.0f); ShadeVertsTransformPos(fg_dl, vtx_idx_begin, fg_dl->_VtxCurrentIdx, pivot_in, label_cos_a, label_sin_a, pivot_out); }
++
++ label_name = label_name_eol + 1;
++ }
++ }
++ if (pass == 1)
++ {
++ // Draw border
++ draw_list->AddLine(bg_shape[0], bg_shape[3], TableGetColumnBorderCol(table, order_n, column_n));
++ }
++ }
++ PopClipRect();
++ PopClipRect();
++ table->TempData->AngledHeadersExtraWidth = ImMax(0.0f, max_x - table->Columns[table->RightMostEnabledColumn].MaxX);
++ }
++
++ //-------------------------------------------------------------------------
++ // [SECTION] Tables: Context Menu
++ //-------------------------------------------------------------------------
++ // - TableOpenContextMenu() [Internal]
++ // - TableBeginContextMenuPopup() [Internal]
++ // - TableDrawDefaultContextMenu() [Internal]
++ //-------------------------------------------------------------------------
++
++ // Use -1 to open menu not specific to a given column.
++ void ImGui::TableOpenContextMenu(int column_n)
++ {
++ ImGuiContext& g = *GImGui;
++ ImGuiTable* table = g.CurrentTable;
++ if (column_n == -1 && table->CurrentColumn != -1) // When called within a column automatically use this one (for consistency)
++ column_n = table->CurrentColumn;
++ if (column_n == table->ColumnsCount) // To facilitate using with TableGetHoveredColumn()
++ column_n = -1;
++ IM_ASSERT(column_n >= -1 && column_n < table->ColumnsCount);
++ if (table->Flags & (ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable))
++ {
++ table->IsContextPopupOpen = true;
++ table->ContextPopupColumn = (ImGuiTableColumnIdx)column_n;
++ table->InstanceInteracted = table->InstanceCurrent;
++ const ImGuiID context_menu_id = ImHashStr("##ContextMenu", 0, table->ID);
++ OpenPopupEx(context_menu_id, ImGuiPopupFlags_None);
++ }
++ }
++
++ bool ImGui::TableBeginContextMenuPopup(ImGuiTable* table)
++ {
++ if (!table->IsContextPopupOpen || table->InstanceCurrent != table->InstanceInteracted)
++ return false;
++ const ImGuiID context_menu_id = ImHashStr("##ContextMenu", 0, table->ID);
++ if (BeginPopupEx(context_menu_id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings))
++ return true;
++ table->IsContextPopupOpen = false;
++ return false;
++ }
++
++ // Output context menu into current window (generally a popup)
++ // FIXME-TABLE: Ideally this should be writable by the user. Full programmatic access to that data?
++ // Sections to display are pulled from 'flags_for_section_to_display', which is typically == table->Flags.
++ // - ImGuiTableFlags_Resizable -> display Sizing menu items
++ // - ImGuiTableFlags_Reorderable -> display "Reset Order"
++ ////- ImGuiTableFlags_Sortable -> display sorting options (disabled)
++ // - ImGuiTableFlags_Hideable -> display columns visibility menu items
++ // It means if you have a custom context menus you can call this section and omit some sections, and add your own.
++ void ImGui::TableDrawDefaultContextMenu(ImGuiTable* table, ImGuiTableFlags flags_for_section_to_display)
++ {
++ ImGuiContext& g = *GImGui;
++ ImGuiWindow* window = g.CurrentWindow;
++ if (window->SkipItems)
++ return;
++
++ bool want_separator = false;
++ const int column_n = (table->ContextPopupColumn >= 0 && table->ContextPopupColumn < table->ColumnsCount) ? table->ContextPopupColumn : -1;
++ ImGuiTableColumn* column = (column_n != -1) ? &table->Columns[column_n] : NULL;
++
++ // Sizing
++ if (flags_for_section_to_display & ImGuiTableFlags_Resizable)
++ {
++ if (column != NULL)
++ {
++ const bool can_resize = !(column->Flags & ImGuiTableColumnFlags_NoResize) && column->IsEnabled;
++ if (MenuItem(LocalizeGetMsg(ImGuiLocKey_TableSizeOne), NULL, false, can_resize)) // "###SizeOne"
++ TableSetColumnWidthAutoSingle(table, column_n);
++ }
++
++ const char* size_all_desc;
++ if (table->ColumnsEnabledFixedCount == table->ColumnsEnabledCount && (table->Flags & ImGuiTableFlags_SizingMask_) != ImGuiTableFlags_SizingFixedSame)
++ size_all_desc = LocalizeGetMsg(ImGuiLocKey_TableSizeAllFit); // "###SizeAll" All fixed
++ else
++ size_all_desc = LocalizeGetMsg(ImGuiLocKey_TableSizeAllDefault); // "###SizeAll" All stretch or mixed
++ if (MenuItem(size_all_desc, NULL))
++ TableSetColumnWidthAutoAll(table);
++ want_separator = true;
++ }
++
++ // Ordering
++ if (flags_for_section_to_display & ImGuiTableFlags_Reorderable)
++ {
++ if (MenuItem(LocalizeGetMsg(ImGuiLocKey_TableResetOrder), NULL, false, !table->IsDefaultDisplayOrder))
++ table->IsResetDisplayOrderRequest = true;
++ want_separator = true;
++ }
++
++ // Reset all (should work but seems unnecessary/noisy to expose?)
++ //if (MenuItem("Reset all"))
++ // table->IsResetAllRequest = true;
++
++ // Sorting
++ // (modify TableOpenContextMenu() to add _Sortable flag if enabling this)
++ #if 0
++ if ((flags_for_section_to_display & ImGuiTableFlags_Sortable) && column != NULL && (column->Flags & ImGuiTableColumnFlags_NoSort) == 0)
++ {
++ if (want_separator)
++ Separator();
++ want_separator = true;
++
++ bool append_to_sort_specs = g.IO.KeyShift;
++ if (MenuItem("Sort in Ascending Order", NULL, column->SortOrder != -1 && column->SortDirection == ImGuiSortDirection_Ascending, (column->Flags & ImGuiTableColumnFlags_NoSortAscending) == 0))
++ TableSetColumnSortDirection(table, column_n, ImGuiSortDirection_Ascending, append_to_sort_specs);
++ if (MenuItem("Sort in Descending Order", NULL, column->SortOrder != -1 && column->SortDirection == ImGuiSortDirection_Descending, (column->Flags & ImGuiTableColumnFlags_NoSortDescending) == 0))
++ TableSetColumnSortDirection(table, column_n, ImGuiSortDirection_Descending, append_to_sort_specs);
++ }
++ #endif
++
++ // Hiding / Visibility
++ if (flags_for_section_to_display & ImGuiTableFlags_Hideable)
++ {
++ if (want_separator)
++ Separator();
++ want_separator = true;
++
++ PushItemFlag(ImGuiItemFlags_AutoClosePopups, false);
++ for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++)
++ {
++ ImGuiTableColumn* other_column = &table->Columns[other_column_n];
++ if (other_column->Flags & ImGuiTableColumnFlags_Disabled)
++ continue;
++
++ const char* name = TableGetColumnName(table, other_column_n);
++ if (name == NULL || name[0] == 0)
++ name = "<Unknown>";
++
++ // Make sure we can't hide the last active column
++ bool menu_item_active = (other_column->Flags & ImGuiTableColumnFlags_NoHide) ? false : true;
++ if (other_column->IsUserEnabled && table->ColumnsEnabledCount <= 1)
++ menu_item_active = false;
++ if (MenuItem(name, NULL, other_column->IsUserEnabled, menu_item_active))
++ other_column->IsUserEnabledNextFrame = !other_column->IsUserEnabled;
++ }
++ PopItemFlag();
++ }
++ }
++
++ //-------------------------------------------------------------------------
++ // [SECTION] Tables: Settings (.ini data)
++ //-------------------------------------------------------------------------
++ // FIXME: The binding/finding/creating flow are too confusing.
++ //-------------------------------------------------------------------------
++ // - TableSettingsInit() [Internal]
++ // - TableSettingsCalcChunkSize() [Internal]
++ // - TableSettingsCreate() [Internal]
++ // - TableSettingsFindByID() [Internal]
++ // - TableGetBoundSettings() [Internal]
++ // - TableResetSettings()
++ // - TableSaveSettings() [Internal]
++ // - TableLoadSettings() [Internal]
++ // - TableSettingsHandler_ClearAll() [Internal]
++ // - TableSettingsHandler_ApplyAll() [Internal]
++ // - TableSettingsHandler_ReadOpen() [Internal]
++ // - TableSettingsHandler_ReadLine() [Internal]
++ // - TableSettingsHandler_WriteAll() [Internal]
++ // - TableSettingsInstallHandler() [Internal]
++ //-------------------------------------------------------------------------
++ // [Init] 1: TableSettingsHandler_ReadXXXX() Load and parse .ini file into TableSettings.
++ // [Main] 2: TableLoadSettings() When table is created, bind Table to TableSettings, serialize TableSettings data into Table.
++ // [Main] 3: TableSaveSettings() When table properties are modified, serialize Table data into bound or new TableSettings, mark .ini as dirty.
++ // [Main] 4: TableSettingsHandler_WriteAll() When .ini file is dirty (which can come from other source), save TableSettings into .ini file.
++ //-------------------------------------------------------------------------
++
++ // Clear and initialize empty settings instance
++ static void TableSettingsInit(ImGuiTableSettings* settings, ImGuiID id, int columns_count, int columns_count_max)
++ {
++ IM_PLACEMENT_NEW(settings) ImGuiTableSettings();
++ ImGuiTableColumnSettings* settings_column = settings->GetColumnSettings();
++ for (int n = 0; n < columns_count_max; n++, settings_column++)
++ IM_PLACEMENT_NEW(settings_column) ImGuiTableColumnSettings();
++ settings->ID = id;
++ settings->ColumnsCount = (ImGuiTableColumnIdx)columns_count;
++ settings->ColumnsCountMax = (ImGuiTableColumnIdx)columns_count_max;
++ settings->WantApply = true;
++ }
++
++ static size_t TableSettingsCalcChunkSize(int columns_count)
++ {
++ return sizeof(ImGuiTableSettings) + (size_t)columns_count * sizeof(ImGuiTableColumnSettings);
++ }
++
++ ImGuiTableSettings* ImGui::TableSettingsCreate(ImGuiID id, int columns_count)
++ {
++ ImGuiContext& g = *GImGui;
++ ImGuiTableSettings* settings = g.SettingsTables.alloc_chunk(TableSettingsCalcChunkSize(columns_count));
++ TableSettingsInit(settings, id, columns_count, columns_count);
++ return settings;
++ }
++
++ // Find existing settings
++ ImGuiTableSettings* ImGui::TableSettingsFindByID(ImGuiID id)
++ {
++ // FIXME-OPT: Might want to store a lookup map for this?
++ ImGuiContext& g = *GImGui;
++ for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings))
++ if (settings->ID == id)
++ return settings;
++ return NULL;
++ }
++
++ // Get settings for a given table, NULL if none
++ ImGuiTableSettings* ImGui::TableGetBoundSettings(ImGuiTable* table)
++ {
++ if (table->SettingsOffset != -1)
++ {
++ ImGuiContext& g = *GImGui;
++ ImGuiTableSettings* settings = g.SettingsTables.ptr_from_offset(table->SettingsOffset);
++ IM_ASSERT(settings->ID == table->ID);
++ if (settings->ColumnsCountMax >= table->ColumnsCount)
++ return settings; // OK
++ settings->ID = 0; // Invalidate storage, we won't fit because of a count change
++ }
++ return NULL;
++ }
++
++ // Restore initial state of table (with or without saved settings)
++ void ImGui::TableResetSettings(ImGuiTable* table)
++ {
++ table->IsInitializing = table->IsSettingsDirty = true;
++ table->IsResetAllRequest = false;
++ table->IsSettingsRequestLoad = false; // Don't reload from ini
++ table->SettingsLoadedFlags = ImGuiTableFlags_None; // Mark as nothing loaded so our initialized data becomes authoritative
++ }
++
++ void ImGui::TableSaveSettings(ImGuiTable* table)
++ {
++ table->IsSettingsDirty = false;
++ if (table->Flags & ImGuiTableFlags_NoSavedSettings)
++ return;
++
++ // Bind or create settings data
++ ImGuiContext& g = *GImGui;
++ ImGuiTableSettings* settings = TableGetBoundSettings(table);
++ if (settings == NULL)
++ {
++ settings = TableSettingsCreate(table->ID, table->ColumnsCount);
++ table->SettingsOffset = g.SettingsTables.offset_from_ptr(settings);
++ }
++ settings->ColumnsCount = (ImGuiTableColumnIdx)table->ColumnsCount;
++
++ // Serialize ImGuiTable/ImGuiTableColumn into ImGuiTableSettings/ImGuiTableColumnSettings
++ IM_ASSERT(settings->ID == table->ID);
++ IM_ASSERT(settings->ColumnsCount == table->ColumnsCount && settings->ColumnsCountMax >= settings->ColumnsCount);
++ ImGuiTableColumn* column = table->Columns.Data;
++ ImGuiTableColumnSettings* column_settings = settings->GetColumnSettings();
++
++ bool save_ref_scale = false;
++ settings->SaveFlags = ImGuiTableFlags_None;
++ for (int n = 0; n < table->ColumnsCount; n++, column++, column_settings++)
++ {
++ const float width_or_weight = (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? column->StretchWeight : column->WidthRequest;
++ column_settings->WidthOrWeight = width_or_weight;
++ column_settings->Index = (ImGuiTableColumnIdx)n;
++ column_settings->DisplayOrder = column->DisplayOrder;
++ column_settings->SortOrder = column->SortOrder;
++ column_settings->SortDirection = column->SortDirection;
++ column_settings->IsEnabled = column->IsUserEnabled;
++ column_settings->IsStretch = (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? 1 : 0;
++ if ((column->Flags & ImGuiTableColumnFlags_WidthStretch) == 0)
++ save_ref_scale = true;
++
++ // We skip saving some data in the .ini file when they are unnecessary to restore our state.
++ // Note that fixed width where initial width was derived from auto-fit will always be saved as InitStretchWeightOrWidth will be 0.0f.
++ // FIXME-TABLE: We don't have logic to easily compare SortOrder to DefaultSortOrder yet so it's always saved when present.
++ if (width_or_weight != column->InitStretchWeightOrWidth)
++ settings->SaveFlags |= ImGuiTableFlags_Resizable;
++ if (column->DisplayOrder != n)
++ settings->SaveFlags |= ImGuiTableFlags_Reorderable;
++ if (column->SortOrder != -1)
++ settings->SaveFlags |= ImGuiTableFlags_Sortable;
++ if (column->IsUserEnabled != ((column->Flags & ImGuiTableColumnFlags_DefaultHide) == 0))
++ settings->SaveFlags |= ImGuiTableFlags_Hideable;
++ }
++ settings->SaveFlags &= table->Flags;
++ settings->RefScale = save_ref_scale ? table->RefScale : 0.0f;
++
++ MarkIniSettingsDirty();
++ }
++
++ void ImGui::TableLoadSettings(ImGuiTable* table)
++ {
++ ImGuiContext& g = *GImGui;
++ table->IsSettingsRequestLoad = false;
++ if (table->Flags & ImGuiTableFlags_NoSavedSettings)
++ return;
++
++ // Bind settings
++ ImGuiTableSettings* settings;
++ if (table->SettingsOffset == -1)
++ {
++ settings = TableSettingsFindByID(table->ID);
++ if (settings == NULL)
++ return;
++ if (settings->ColumnsCount != table->ColumnsCount) // Allow settings if columns count changed. We could otherwise decide to return...
++ table->IsSettingsDirty = true;
++ table->SettingsOffset = g.SettingsTables.offset_from_ptr(settings);
++ }
++ else
++ {
++ settings = TableGetBoundSettings(table);
++ }
++
++ table->SettingsLoadedFlags = settings->SaveFlags;
++ table->RefScale = settings->RefScale;
++
++ // Serialize ImGuiTableSettings/ImGuiTableColumnSettings into ImGuiTable/ImGuiTableColumn
++ ImGuiTableColumnSettings* column_settings = settings->GetColumnSettings();
++ ImU64 display_order_mask = 0;
++ for (int data_n = 0; data_n < settings->ColumnsCount; data_n++, column_settings++)
++ {
++ int column_n = column_settings->Index;
++ if (column_n < 0 || column_n >= table->ColumnsCount)
++ continue;
++
++ ImGuiTableColumn* column = &table->Columns[column_n];
++ if (settings->SaveFlags & ImGuiTableFlags_Resizable)
++ {
++ if (column_settings->IsStretch)
++ column->StretchWeight = column_settings->WidthOrWeight;
++ else
++ column->WidthRequest = column_settings->WidthOrWeight;
++ column->AutoFitQueue = 0x00;
++ }
++ if (settings->SaveFlags & ImGuiTableFlags_Reorderable)
++ column->DisplayOrder = column_settings->DisplayOrder;
++ else
++ column->DisplayOrder = (ImGuiTableColumnIdx)column_n;
++ display_order_mask |= (ImU64)1 << column->DisplayOrder;
++ column->IsUserEnabled = column->IsUserEnabledNextFrame = column_settings->IsEnabled;
++ column->SortOrder = column_settings->SortOrder;
++ column->SortDirection = column_settings->SortDirection;
++ }
++
++ // Validate and fix invalid display order data
++ const ImU64 expected_display_order_mask = (settings->ColumnsCount == 64) ? ~0 : ((ImU64)1 << settings->ColumnsCount) - 1;
++ if (display_order_mask != expected_display_order_mask)
++ for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
++ table->Columns[column_n].DisplayOrder = (ImGuiTableColumnIdx)column_n;
++
++ // Rebuild index
++ for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
++ table->DisplayOrderToIndex[table->Columns[column_n].DisplayOrder] = (ImGuiTableColumnIdx)column_n;
++ }
++
++ static void TableSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
++ {
++ ImGuiContext& g = *ctx;
++ for (int i = 0; i != g.Tables.GetMapSize(); i++)
++ if (ImGuiTable* table = g.Tables.TryGetMapData(i))
++ table->SettingsOffset = -1;
++ g.SettingsTables.clear();
++ }
++
++ // Apply to existing windows (if any)
++ static void TableSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
++ {
++ ImGuiContext& g = *ctx;
++ for (int i = 0; i != g.Tables.GetMapSize(); i++)
++ if (ImGuiTable* table = g.Tables.TryGetMapData(i))
++ {
++ table->IsSettingsRequestLoad = true;
++ table->SettingsOffset = -1;
++ }
++ }
++
++ static void* TableSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name)
++ {
++ ImGuiID id = 0;
++ int columns_count = 0;
++ if (sscanf(name, "0x%08X,%d", &id, &columns_count) < 2)
++ return NULL;
++
++ if (ImGuiTableSettings* settings = ImGui::TableSettingsFindByID(id))
++ {
++ if (settings->ColumnsCountMax >= columns_count)
++ {
++ TableSettingsInit(settings, id, columns_count, settings->ColumnsCountMax); // Recycle
++ return settings;
++ }
++ settings->ID = 0; // Invalidate storage, we won't fit because of a count change
++ }
++ return ImGui::TableSettingsCreate(id, columns_count);
++ }
++
++ static void TableSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line)
++ {
++ // "Column 0 UserID=0x42AD2D21 Width=100 Visible=1 Order=0 Sort=0v"
++ ImGuiTableSettings* settings = (ImGuiTableSettings*)entry;
++ float f = 0.0f;
++ int column_n = 0, r = 0, n = 0;
++
++ if (sscanf(line, "RefScale=%f", &f) == 1) { settings->RefScale = f; return; }
++
++ if (sscanf(line, "Column %d%n", &column_n, &r) == 1)
++ {
++ if (column_n < 0 || column_n >= settings->ColumnsCount)
++ return;
++ line = ImStrSkipBlank(line + r);
++ char c = 0;
++ ImGuiTableColumnSettings* column = settings->GetColumnSettings() + column_n;
++ column->Index = (ImGuiTableColumnIdx)column_n;
++ if (sscanf(line, "UserID=0x%08X%n", (ImU32*)&n, &r)==1) { line = ImStrSkipBlank(line + r); column->UserID = (ImGuiID)n; }
++ if (sscanf(line, "Width=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); column->WidthOrWeight = (float)n; column->IsStretch = 0; settings->SaveFlags |= ImGuiTableFlags_Resizable; }
++ if (sscanf(line, "Weight=%f%n", &f, &r) == 1) { line = ImStrSkipBlank(line + r); column->WidthOrWeight = f; column->IsStretch = 1; settings->SaveFlags |= ImGuiTableFlags_Resizable; }
++ if (sscanf(line, "Visible=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); column->IsEnabled = (ImU8)n; settings->SaveFlags |= ImGuiTableFlags_Hideable; }
++ if (sscanf(line, "Order=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); column->DisplayOrder = (ImGuiTableColumnIdx)n; settings->SaveFlags |= ImGuiTableFlags_Reorderable; }
++ if (sscanf(line, "Sort=%d%c%n", &n, &c, &r) == 2) { line = ImStrSkipBlank(line + r); column->SortOrder = (ImGuiTableColumnIdx)n; column->SortDirection = (c == '^') ? ImGuiSortDirection_Descending : ImGuiSortDirection_Ascending; settings->SaveFlags |= ImGuiTableFlags_Sortable; }
++ }
++ }
++
++ static void TableSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf)
++ {
++ ImGuiContext& g = *ctx;
++ for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings))
++ {
++ if (settings->ID == 0) // Skip ditched settings
++ continue;
++
++ // TableSaveSettings() may clear some of those flags when we establish that the data can be stripped
++ // (e.g. Order was unchanged)
++ const bool save_size = (settings->SaveFlags & ImGuiTableFlags_Resizable) != 0;
++ const bool save_visible = (settings->SaveFlags & ImGuiTableFlags_Hideable) != 0;
++ const bool save_order = (settings->SaveFlags & ImGuiTableFlags_Reorderable) != 0;
++ const bool save_sort = (settings->SaveFlags & ImGuiTableFlags_Sortable) != 0;
++ if (!save_size && !save_visible && !save_order && !save_sort)
++ continue;
++
++ buf->reserve(buf->size() + 30 + settings->ColumnsCount * 50); // ballpark reserve
++ buf->appendf("[%s][0x%08X,%d]\n", handler->TypeName, settings->ID, settings->ColumnsCount);
++ if (settings->RefScale != 0.0f)
++ buf->appendf("RefScale=%g\n", settings->RefScale);
++ ImGuiTableColumnSettings* column = settings->GetColumnSettings();
++ for (int column_n = 0; column_n < settings->ColumnsCount; column_n++, column++)
++ {
++ // "Column 0 UserID=0x42AD2D21 Width=100 Visible=1 Order=0 Sort=0v"
++ bool save_column = column->UserID != 0 || save_size || save_visible || save_order || (save_sort && column->SortOrder != -1);
++ if (!save_column)
++ continue;
++ buf->appendf("Column %-2d", column_n);
++ if (column->UserID != 0) { buf->appendf(" UserID=%08X", column->UserID); }
++ if (save_size && column->IsStretch) { buf->appendf(" Weight=%.4f", column->WidthOrWeight); }
++ if (save_size && !column->IsStretch) { buf->appendf(" Width=%d", (int)column->WidthOrWeight); }
++ if (save_visible) { buf->appendf(" Visible=%d", column->IsEnabled); }
++ if (save_order) { buf->appendf(" Order=%d", column->DisplayOrder); }
++ if (save_sort && column->SortOrder != -1) { buf->appendf(" Sort=%d%c", column->SortOrder, (column->SortDirection == ImGuiSortDirection_Ascending) ? 'v' : '^'); }
++ buf->append("\n");
++ }
++ buf->append("\n");
++ }
++ }
++
++ void ImGui::TableSettingsAddSettingsHandler()
++ {
++ ImGuiSettingsHandler ini_handler;
++ ini_handler.TypeName = "Table";
++ ini_handler.TypeHash = ImHashStr("Table");
++ ini_handler.ClearAllFn = TableSettingsHandler_ClearAll;
++ ini_handler.ReadOpenFn = TableSettingsHandler_ReadOpen;
++ ini_handler.ReadLineFn = TableSettingsHandler_ReadLine;
++ ini_handler.ApplyAllFn = TableSettingsHandler_ApplyAll;
++ ini_handler.WriteAllFn = TableSettingsHandler_WriteAll;
++ AddSettingsHandler(&ini_handler);
++ }
++
++ //-------------------------------------------------------------------------
++ // [SECTION] Tables: Garbage Collection
++ //-------------------------------------------------------------------------
++ // - TableRemove() [Internal]
++ // - TableGcCompactTransientBuffers() [Internal]
++ // - TableGcCompactSettings() [Internal]
++ //-------------------------------------------------------------------------
++
++ // Remove Table (currently only used by TestEngine)
++ void ImGui::TableRemove(ImGuiTable* table)
++ {
++ //IMGUI_DEBUG_PRINT("TableRemove() id=0x%08X\n", table->ID);
++ ImGuiContext& g = *GImGui;
++ int table_idx = g.Tables.GetIndex(table);
++ //memset(table->RawData.Data, 0, table->RawData.size_in_bytes());
++ //memset(table, 0, sizeof(ImGuiTable));
++ g.Tables.Remove(table->ID, table);
++ g.TablesLastTimeActive[table_idx] = -1.0f;
++ }
++
++ // Free up/compact internal Table buffers for when it gets unused
++ void ImGui::TableGcCompactTransientBuffers(ImGuiTable* table)
++ {
++ //IMGUI_DEBUG_PRINT("TableGcCompactTransientBuffers() id=0x%08X\n", table->ID);
++ ImGuiContext& g = *GImGui;
++ IM_ASSERT(table->MemoryCompacted == false);
++ table->SortSpecs.Specs = NULL;
++ table->SortSpecsMulti.clear();
++ table->IsSortSpecsDirty = true; // FIXME: In theory shouldn't have to leak into user performing a sort on resume.
++ table->ColumnsNames.clear();
++ table->MemoryCompacted = true;
++ for (int n = 0; n < table->ColumnsCount; n++)
++ table->Columns[n].NameOffset = -1;
++ g.TablesLastTimeActive[g.Tables.GetIndex(table)] = -1.0f;
++ }
++
++ void ImGui::TableGcCompactTransientBuffers(ImGuiTableTempData* temp_data)
++ {
++ temp_data->DrawSplitter.ClearFreeMemory();
++ temp_data->LastTimeActive = -1.0f;
++ }
++
++ // Compact and remove unused settings data (currently only used by TestEngine)
++ void ImGui::TableGcCompactSettings()
++ {
++ ImGuiContext& g = *GImGui;
++ int required_memory = 0;
++ for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings))
++ if (settings->ID != 0)
++ required_memory += (int)TableSettingsCalcChunkSize(settings->ColumnsCount);
++ if (required_memory == g.SettingsTables.Buf.Size)
++ return;
++ ImChunkStream<ImGuiTableSettings> new_chunk_stream;
++ new_chunk_stream.Buf.reserve(required_memory);
++ for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings))
++ if (settings->ID != 0)
++ memcpy(new_chunk_stream.alloc_chunk(TableSettingsCalcChunkSize(settings->ColumnsCount)), settings, TableSettingsCalcChunkSize(settings->ColumnsCount));
++ g.SettingsTables.swap(new_chunk_stream);
++ }
++
++
++ //-------------------------------------------------------------------------
++ // [SECTION] Tables: Debugging
++ //-------------------------------------------------------------------------
++ // - DebugNodeTable() [Internal]
++ //-------------------------------------------------------------------------
++
++ #ifndef IMGUI_DISABLE_DEBUG_TOOLS
++
++ static const char* DebugNodeTableGetSizingPolicyDesc(ImGuiTableFlags sizing_policy)
++ {
++ sizing_policy &= ImGuiTableFlags_SizingMask_;
++ if (sizing_policy == ImGuiTableFlags_SizingFixedFit) { return "FixedFit"; }
++ if (sizing_policy == ImGuiTableFlags_SizingFixedSame) { return "FixedSame"; }
++ if (sizing_policy == ImGuiTableFlags_SizingStretchProp) { return "StretchProp"; }
++ if (sizing_policy == ImGuiTableFlags_SizingStretchSame) { return "StretchSame"; }
++ return "N/A";
++ }
++
++ void ImGui::DebugNodeTable(ImGuiTable* table)
++ {
++ ImGuiContext& g = *GImGui;
++ const bool is_active = (table->LastFrameActive >= g.FrameCount - 2); // Note that fully clipped early out scrolling tables will appear as inactive here.
++ if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
++ bool open = TreeNode(table, "Table 0x%08X (%d columns, in '%s')%s", table->ID, table->ColumnsCount, table->OuterWindow->Name, is_active ? "" : " *Inactive*");
++ if (!is_active) { PopStyleColor(); }
++ if (IsItemHovered())
++ GetForegroundDrawList()->AddRect(table->OuterRect.Min, table->OuterRect.Max, IM_COL32(255, 255, 0, 255));
++ if (IsItemVisible() && table->HoveredColumnBody != -1)
++ GetForegroundDrawList()->AddRect(GetItemRectMin(), GetItemRectMax(), IM_COL32(255, 255, 0, 255));
++ if (!open)
++ return;
++ if (table->InstanceCurrent > 0)
++ Text("** %d instances of same table! Some data below will refer to last instance.", table->InstanceCurrent + 1);
++ if (g.IO.ConfigDebugIsDebuggerPresent)
++ {
++ if (DebugBreakButton("**DebugBreak**", "in BeginTable()"))
++ g.DebugBreakInTable = table->ID;
++ SameLine();
++ }
++
++ bool clear_settings = SmallButton("Clear settings");
++ BulletText("OuterRect: Pos: (%.1f,%.1f) Size: (%.1f,%.1f) Sizing: '%s'", table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.GetWidth(), table->OuterRect.GetHeight(), DebugNodeTableGetSizingPolicyDesc(table->Flags));
++ BulletText("ColumnsGivenWidth: %.1f, ColumnsAutoFitWidth: %.1f, InnerWidth: %.1f%s", table->ColumnsGivenWidth, table->ColumnsAutoFitWidth, table->InnerWidth, table->InnerWidth == 0.0f ? " (auto)" : "");
++ BulletText("CellPaddingX: %.1f, CellSpacingX: %.1f/%.1f, OuterPaddingX: %.1f", table->CellPaddingX, table->CellSpacingX1, table->CellSpacingX2, table->OuterPaddingX);
++ BulletText("HoveredColumnBody: %d, HoveredColumnBorder: %d", table->HoveredColumnBody, table->HoveredColumnBorder);
++ BulletText("ResizedColumn: %d, ReorderColumn: %d, HeldHeaderColumn: %d", table->ResizedColumn, table->ReorderColumn, table->HeldHeaderColumn);
++ for (int n = 0; n < table->InstanceCurrent + 1; n++)
++ {
++ ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, n);
++ BulletText("Instance %d: HoveredRow: %d, LastOuterHeight: %.2f", n, table_instance->HoveredRowLast, table_instance->LastOuterHeight);
++ }
++ //BulletText("BgDrawChannels: %d/%d", 0, table->BgDrawChannelUnfrozen);
++ float sum_weights = 0.0f;
++ for (int n = 0; n < table->ColumnsCount; n++)
++ if (table->Columns[n].Flags & ImGuiTableColumnFlags_WidthStretch)
++ sum_weights += table->Columns[n].StretchWeight;
++ for (int n = 0; n < table->ColumnsCount; n++)
++ {
++ ImGuiTableColumn* column = &table->Columns[n];
++ const char* name = TableGetColumnName(table, n);
++ char buf[512];
++ ImFormatString(buf, IM_ARRAYSIZE(buf),
++ "Column %d order %d '%s': offset %+.2f to %+.2f%s\n"
++ "Enabled: %d, VisibleX/Y: %d/%d, RequestOutput: %d, SkipItems: %d, DrawChannels: %d,%d\n"
++ "WidthGiven: %.1f, Request/Auto: %.1f/%.1f, StretchWeight: %.3f (%.1f%%)\n"
++ "MinX: %.1f, MaxX: %.1f (%+.1f), ClipRect: %.1f to %.1f (+%.1f)\n"
++ "ContentWidth: %.1f,%.1f, HeadersUsed/Ideal %.1f/%.1f\n"
++ "Sort: %d%s, UserID: 0x%08X, Flags: 0x%04X: %s%s%s..",
++ n, column->DisplayOrder, name, column->MinX - table->WorkRect.Min.x, column->MaxX - table->WorkRect.Min.x, (n < table->FreezeColumnsRequest) ? " (Frozen)" : "",
++ column->IsEnabled, column->IsVisibleX, column->IsVisibleY, column->IsRequestOutput, column->IsSkipItems, column->DrawChannelFrozen, column->DrawChannelUnfrozen,
++ column->WidthGiven, column->WidthRequest, column->WidthAuto, column->StretchWeight, column->StretchWeight > 0.0f ? (column->StretchWeight / sum_weights) * 100.0f : 0.0f,
++ column->MinX, column->MaxX, column->MaxX - column->MinX, column->ClipRect.Min.x, column->ClipRect.Max.x, column->ClipRect.Max.x - column->ClipRect.Min.x,
++ column->ContentMaxXFrozen - column->WorkMinX, column->ContentMaxXUnfrozen - column->WorkMinX, column->ContentMaxXHeadersUsed - column->WorkMinX, column->ContentMaxXHeadersIdeal - column->WorkMinX,
++ column->SortOrder, (column->SortDirection == ImGuiSortDirection_Ascending) ? " (Asc)" : (column->SortDirection == ImGuiSortDirection_Descending) ? " (Des)" : "", column->UserID, column->Flags,
++ (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? "WidthStretch " : "",
++ (column->Flags & ImGuiTableColumnFlags_WidthFixed) ? "WidthFixed " : "",
++ (column->Flags & ImGuiTableColumnFlags_NoResize) ? "NoResize " : "");
++ Bullet();
++ Selectable(buf);
++ if (IsItemHovered())
++ {
++ ImRect r(column->MinX, table->OuterRect.Min.y, column->MaxX, table->OuterRect.Max.y);
++ GetForegroundDrawList()->AddRect(r.Min, r.Max, IM_COL32(255, 255, 0, 255));
++ }
++ }
++ if (ImGuiTableSettings* settings = TableGetBoundSettings(table))
++ DebugNodeTableSettings(settings);
++ if (clear_settings)
++ table->IsResetAllRequest = true;
++ TreePop();
++ }
++
++ void ImGui::DebugNodeTableSettings(ImGuiTableSettings* settings)
++ {
++ if (!TreeNode((void*)(intptr_t)settings->ID, "Settings 0x%08X (%d columns)", settings->ID, settings->ColumnsCount))
++ return;
++ BulletText("SaveFlags: 0x%08X", settings->SaveFlags);
++ BulletText("ColumnsCount: %d (max %d)", settings->ColumnsCount, settings->ColumnsCountMax);
++ for (int n = 0; n < settings->ColumnsCount; n++)
++ {
++ ImGuiTableColumnSettings* column_settings = &settings->GetColumnSettings()[n];
++ ImGuiSortDirection sort_dir = (column_settings->SortOrder != -1) ? (ImGuiSortDirection)column_settings->SortDirection : ImGuiSortDirection_None;
++ BulletText("Column %d Order %d SortOrder %d %s Vis %d %s %7.3f UserID 0x%08X",
++ n, column_settings->DisplayOrder, column_settings->SortOrder,
++ (sort_dir == ImGuiSortDirection_Ascending) ? "Asc" : (sort_dir == ImGuiSortDirection_Descending) ? "Des" : "---",
++ column_settings->IsEnabled, column_settings->IsStretch ? "Weight" : "Width ", column_settings->WidthOrWeight, column_settings->UserID);
++ }
++ TreePop();
++ }
++
++ #else // #ifndef IMGUI_DISABLE_DEBUG_TOOLS
++
++ void ImGui::DebugNodeTable(ImGuiTable*) {}
++ void ImGui::DebugNodeTableSettings(ImGuiTableSettings*) {}
++
++ #endif
++
++
++ //-------------------------------------------------------------------------
++ // [SECTION] Columns, BeginColumns, EndColumns, etc.
++ // (This is a legacy API, prefer using BeginTable/EndTable!)
++ //-------------------------------------------------------------------------
++ // FIXME: sizing is lossy when columns width is very small (default width may turn negative etc.)
++ //-------------------------------------------------------------------------
++ // - SetWindowClipRectBeforeSetChannel() [Internal]
++ // - GetColumnIndex()
++ // - GetColumnsCount()
++ // - GetColumnOffset()
++ // - GetColumnWidth()
++ // - SetColumnOffset()
++ // - SetColumnWidth()
++ // - PushColumnClipRect() [Internal]
++ // - PushColumnsBackground() [Internal]
++ // - PopColumnsBackground() [Internal]
++ // - FindOrCreateColumns() [Internal]
++ // - GetColumnsID() [Internal]
++ // - BeginColumns()
++ // - NextColumn()
++ // - EndColumns()
++ // - Columns()
++ //-------------------------------------------------------------------------
++
++ // [Internal] Small optimization to avoid calls to PopClipRect/SetCurrentChannel/PushClipRect in sequences,
++ // they would meddle many times with the underlying ImDrawCmd.
++ // Instead, we do a preemptive overwrite of clipping rectangle _without_ altering the command-buffer and let
++ // the subsequent single call to SetCurrentChannel() does it things once.
++ void ImGui::SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect)
++ {
++ ImVec4 clip_rect_vec4 = clip_rect.ToVec4();
++ window->ClipRect = clip_rect;
++ window->DrawList->_CmdHeader.ClipRect = clip_rect_vec4;
++ window->DrawList->_ClipRectStack.Data[window->DrawList->_ClipRectStack.Size - 1] = clip_rect_vec4;
++ }
++
++ int ImGui::GetColumnIndex()
++ {
++ ImGuiWindow* window = GetCurrentWindowRead();
++ return window->DC.CurrentColumns ? window->DC.CurrentColumns->Current : 0;
++ }
++
++ int ImGui::GetColumnsCount()
++ {
++ ImGuiWindow* window = GetCurrentWindowRead();
++ return window->DC.CurrentColumns ? window->DC.CurrentColumns->Count : 1;
++ }
++
++ float ImGui::GetColumnOffsetFromNorm(const ImGuiOldColumns* columns, float offset_norm)
++ {
++ return offset_norm * (columns->OffMaxX - columns->OffMinX);
++ }
++
++ float ImGui::GetColumnNormFromOffset(const ImGuiOldColumns* columns, float offset)
++ {
++ return offset / (columns->OffMaxX - columns->OffMinX);
++ }
++
++ static const float COLUMNS_HIT_RECT_HALF_THICKNESS = 4.0f;
++
++ static float GetDraggedColumnOffset(ImGuiOldColumns* columns, int column_index)
++ {
++ // Active (dragged) column always follow mouse. The reason we need this is that dragging a column to the right edge of an auto-resizing
++ // window creates a feedback loop because we store normalized positions. So while dragging we enforce absolute positioning.
++ ImGuiContext& g = *GImGui;
++ ImGuiWindow* window = g.CurrentWindow;
++ IM_ASSERT(column_index > 0); // We are not supposed to drag column 0.
++ IM_ASSERT(g.ActiveId == columns->ID + ImGuiID(column_index));
++
++ float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x + ImTrunc(COLUMNS_HIT_RECT_HALF_THICKNESS * g.CurrentDpiScale) - window->Pos.x;
++ x = ImMax(x, ImGui::GetColumnOffset(column_index - 1) + g.Style.ColumnsMinSpacing);
++ if ((columns->Flags & ImGuiOldColumnFlags_NoPreserveWidths))
++ x = ImMin(x, ImGui::GetColumnOffset(column_index + 1) - g.Style.ColumnsMinSpacing);
++
++ return x;
++ }
++
++ float ImGui::GetColumnOffset(int column_index)
++ {
++ ImGuiWindow* window = GetCurrentWindowRead();
++ ImGuiOldColumns* columns = window->DC.CurrentColumns;
++ if (columns == NULL)
++ return 0.0f;
++
++ if (column_index < 0)
++ column_index = columns->Current;
++ IM_ASSERT(column_index < columns->Columns.Size);
++
++ const float t = columns->Columns[column_index].OffsetNorm;
++ const float x_offset = ImLerp(columns->OffMinX, columns->OffMaxX, t);
++ return x_offset;
++ }
++
++ static float GetColumnWidthEx(ImGuiOldColumns* columns, int column_index, bool before_resize = false)
++ {
++ if (column_index < 0)
++ column_index = columns->Current;
++
++ float offset_norm;
++ if (before_resize)
++ offset_norm = columns->Columns[column_index + 1].OffsetNormBeforeResize - columns->Columns[column_index].OffsetNormBeforeResize;
++ else
++ offset_norm = columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm;
++ return ImGui::GetColumnOffsetFromNorm(columns, offset_norm);
++ }
++
++ float ImGui::GetColumnWidth(int column_index)
++ {
++ ImGuiContext& g = *GImGui;
++ ImGuiWindow* window = g.CurrentWindow;
++ ImGuiOldColumns* columns = window->DC.CurrentColumns;
++ if (columns == NULL)
++ return GetContentRegionAvail().x;
++
++ if (column_index < 0)
++ column_index = columns->Current;
++ return GetColumnOffsetFromNorm(columns, columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm);
++ }
++
++ void ImGui::SetColumnOffset(int column_index, float offset)
++ {
++ ImGuiContext& g = *GImGui;
++ ImGuiWindow* window = g.CurrentWindow;
++ ImGuiOldColumns* columns = window->DC.CurrentColumns;
++ IM_ASSERT(columns != NULL);
++
++ if (column_index < 0)
++ column_index = columns->Current;
++ IM_ASSERT(column_index < columns->Columns.Size);
++
++ const bool preserve_width = !(columns->Flags & ImGuiOldColumnFlags_NoPreserveWidths) && (column_index < columns->Count - 1);
++ const float width = preserve_width ? GetColumnWidthEx(columns, column_index, columns->IsBeingResized) : 0.0f;
++
++ if (!(columns->Flags & ImGuiOldColumnFlags_NoForceWithinWindow))
++ offset = ImMin(offset, columns->OffMaxX - g.Style.ColumnsMinSpacing * (columns->Count - column_index));
++ columns->Columns[column_index].OffsetNorm = GetColumnNormFromOffset(columns, offset - columns->OffMinX);
++
++ if (preserve_width)
++ SetColumnOffset(column_index + 1, offset + ImMax(g.Style.ColumnsMinSpacing, width));
++ }
++
++ void ImGui::SetColumnWidth(int column_index, float width)
++ {
++ ImGuiWindow* window = GetCurrentWindowRead();
++ ImGuiOldColumns* columns = window->DC.CurrentColumns;
++ IM_ASSERT(columns != NULL);
++
++ if (column_index < 0)
++ column_index = columns->Current;
++ SetColumnOffset(column_index + 1, GetColumnOffset(column_index) + width);
++ }
++
++ void ImGui::PushColumnClipRect(int column_index)
++ {
++ ImGuiWindow* window = GetCurrentWindowRead();
++ ImGuiOldColumns* columns = window->DC.CurrentColumns;
++ if (column_index < 0)
++ column_index = columns->Current;
++
++ ImGuiOldColumnData* column = &columns->Columns[column_index];
++ PushClipRect(column->ClipRect.Min, column->ClipRect.Max, false);
++ }
++
++ // Get into the columns background draw command (which is generally the same draw command as before we called BeginColumns)
++ void ImGui::PushColumnsBackground()
++ {
++ ImGuiWindow* window = GetCurrentWindowRead();
++ ImGuiOldColumns* columns = window->DC.CurrentColumns;
++ if (columns->Count == 1)
++ return;
++
++ // Optimization: avoid SetCurrentChannel() + PushClipRect()
++ columns->HostBackupClipRect = window->ClipRect;
++ SetWindowClipRectBeforeSetChannel(window, columns->HostInitialClipRect);
++ columns->Splitter.SetCurrentChannel(window->DrawList, 0);
++ }
++
++ void ImGui::PopColumnsBackground()
++ {
++ ImGuiWindow* window = GetCurrentWindowRead();
++ ImGuiOldColumns* columns = window->DC.CurrentColumns;
++ if (columns->Count == 1)
++ return;
++
++ // Optimization: avoid PopClipRect() + SetCurrentChannel()
++ SetWindowClipRectBeforeSetChannel(window, columns->HostBackupClipRect);
++ columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1);
++ }
++
++ ImGuiOldColumns* ImGui::FindOrCreateColumns(ImGuiWindow* window, ImGuiID id)
++ {
++ // We have few columns per window so for now we don't need bother much with turning this into a faster lookup.
++ for (int n = 0; n < window->ColumnsStorage.Size; n++)
++ if (window->ColumnsStorage[n].ID == id)
++ return &window->ColumnsStorage[n];
++
++ window->ColumnsStorage.push_back(ImGuiOldColumns());
++ ImGuiOldColumns* columns = &window->ColumnsStorage.back();
++ columns->ID = id;
++ return columns;
++ }
++
++ ImGuiID ImGui::GetColumnsID(const char* str_id, int columns_count)
++ {
++ ImGuiWindow* window = GetCurrentWindow();
++
++ // Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget.
++ // In addition, when an identifier isn't explicitly provided we include the number of columns in the hash to make it uniquer.
++ PushID(0x11223347 + (str_id ? 0 : columns_count));
++ ImGuiID id = window->GetID(str_id ? str_id : "columns");
++ PopID();
++
++ return id;
++ }
++
++ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiOldColumnFlags flags)
++ {
++ ImGuiContext& g = *GImGui;
++ ImGuiWindow* window = GetCurrentWindow();
++
++ IM_ASSERT(columns_count >= 1);
++ IM_ASSERT(window->DC.CurrentColumns == NULL); // Nested columns are currently not supported
++
++ // Acquire storage for the columns set
++ ImGuiID id = GetColumnsID(str_id, columns_count);
++ ImGuiOldColumns* columns = FindOrCreateColumns(window, id);
++ IM_ASSERT(columns->ID == id);
++ columns->Current = 0;
++ columns->Count = columns_count;
++ columns->Flags = flags;
++ window->DC.CurrentColumns = columns;
++ window->DC.NavIsScrollPushableX = false; // Shortcut for NavUpdateCurrentWindowIsScrollPushableX();
++
++ columns->HostCursorPosY = window->DC.CursorPos.y;
++ columns->HostCursorMaxPosX = window->DC.CursorMaxPos.x;
++ columns->HostInitialClipRect = window->ClipRect;
++ columns->HostBackupParentWorkRect = window->ParentWorkRect;
++ window->ParentWorkRect = window->WorkRect;
++
++ // Set state for first column
++ // We aim so that the right-most column will have the same clipping width as other after being clipped by parent ClipRect
++ const float column_padding = g.Style.ItemSpacing.x;
++ const float half_clip_extend_x = ImTrunc(ImMax(window->WindowPadding.x * 0.5f, window->WindowBorderSize));
++ const float max_1 = window->WorkRect.Max.x + column_padding - ImMax(column_padding - window->WindowPadding.x, 0.0f);
++ const float max_2 = window->WorkRect.Max.x + half_clip_extend_x;
++ columns->OffMinX = window->DC.Indent.x - column_padding + ImMax(column_padding - window->WindowPadding.x, 0.0f);
++ columns->OffMaxX = ImMax(ImMin(max_1, max_2) - window->Pos.x, columns->OffMinX + 1.0f);
++ columns->LineMinY = columns->LineMaxY = window->DC.CursorPos.y;
++
++ // Clear data if columns count changed
++ if (columns->Columns.Size != 0 && columns->Columns.Size != columns_count + 1)
++ columns->Columns.resize(0);
++
++ // Initialize default widths
++ columns->IsFirstFrame = (columns->Columns.Size == 0);
++ if (columns->Columns.Size == 0)
++ {
++ columns->Columns.reserve(columns_count + 1);
++ for (int n = 0; n < columns_count + 1; n++)
++ {
++ ImGuiOldColumnData column;
++ column.OffsetNorm = n / (float)columns_count;
++ columns->Columns.push_back(column);
++ }
++ }
++
++ for (int n = 0; n < columns_count; n++)
++ {
++ // Compute clipping rectangle
++ ImGuiOldColumnData* column = &columns->Columns[n];
++ float clip_x1 = IM_ROUND(window->Pos.x + GetColumnOffset(n));
++ float clip_x2 = IM_ROUND(window->Pos.x + GetColumnOffset(n + 1) - 1.0f);
++ column->ClipRect = ImRect(clip_x1, -FLT_MAX, clip_x2, +FLT_MAX);
++ column->ClipRect.ClipWithFull(window->ClipRect);
++ }
++
++ if (columns->Count > 1)
++ {
++ columns->Splitter.Split(window->DrawList, 1 + columns->Count);
++ columns->Splitter.SetCurrentChannel(window->DrawList, 1);
++ PushColumnClipRect(0);
++ }
++
++ // We don't generally store Indent.x inside ColumnsOffset because it may be manipulated by the user.
++ float offset_0 = GetColumnOffset(columns->Current);
++ float offset_1 = GetColumnOffset(columns->Current + 1);
++ float width = offset_1 - offset_0;
++ PushItemWidth(width * 0.65f);
++ window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f);
++ window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
++ window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding;
++ window->WorkRect.Max.y = window->ContentRegionRect.Max.y;
++ }
++
++ void ImGui::NextColumn()
++ {
++ ImGuiWindow* window = GetCurrentWindow();
++ if (window->SkipItems || window->DC.CurrentColumns == NULL)
++ return;
++
++ ImGuiContext& g = *GImGui;
++ ImGuiOldColumns* columns = window->DC.CurrentColumns;
++
++ if (columns->Count == 1)
++ {
++ window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
++ IM_ASSERT(columns->Current == 0);
++ return;
++ }
++
++ // Next column
++ if (++columns->Current == columns->Count)
++ columns->Current = 0;
++
++ PopItemWidth();
++
++ // Optimization: avoid PopClipRect() + SetCurrentChannel() + PushClipRect()
++ // (which would needlessly attempt to update commands in the wrong channel, then pop or overwrite them),
++ ImGuiOldColumnData* column = &columns->Columns[columns->Current];
++ SetWindowClipRectBeforeSetChannel(window, column->ClipRect);
++ columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1);
++
++ const float column_padding = g.Style.ItemSpacing.x;
++ columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y);
++ if (columns->Current > 0)
++ {
++ // Columns 1+ ignore IndentX (by canceling it out)
++ // FIXME-COLUMNS: Unnecessary, could be locked?
++ window->DC.ColumnsOffset.x = GetColumnOffset(columns->Current) - window->DC.Indent.x + column_padding;
++ }
++ else
++ {
++ // New row/line: column 0 honor IndentX.
++ window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f);
++ window->DC.IsSameLine = false;
++ columns->LineMinY = columns->LineMaxY;
++ }
++ window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
++ window->DC.CursorPos.y = columns->LineMinY;
++ window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);
++ window->DC.CurrLineTextBaseOffset = 0.0f;
++
++ // FIXME-COLUMNS: Share code with BeginColumns() - move code on columns setup.
++ float offset_0 = GetColumnOffset(columns->Current);
++ float offset_1 = GetColumnOffset(columns->Current + 1);
++ float width = offset_1 - offset_0;
++ PushItemWidth(width * 0.65f);
++ window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding;
++ }
++
++ void ImGui::EndColumns()
++ {
++ ImGuiContext& g = *GImGui;
++ ImGuiWindow* window = GetCurrentWindow();
++ ImGuiOldColumns* columns = window->DC.CurrentColumns;
++ IM_ASSERT(columns != NULL);
++
++ PopItemWidth();
++ if (columns->Count > 1)
++ {
++ PopClipRect();
++ columns->Splitter.Merge(window->DrawList);
++ }
++
++ const ImGuiOldColumnFlags flags = columns->Flags;
++ columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y);
++ window->DC.CursorPos.y = columns->LineMaxY;
++ if (!(flags & ImGuiOldColumnFlags_GrowParentContentsSize))
++ window->DC.CursorMaxPos.x = columns->HostCursorMaxPosX; // Restore cursor max pos, as columns don't grow parent
++
++ // Draw columns borders and handle resize
++ // The IsBeingResized flag ensure we preserve pre-resize columns width so back-and-forth are not lossy
++ bool is_being_resized = false;
++ if (!(flags & ImGuiOldColumnFlags_NoBorder) && !window->SkipItems)
++ {
++ // We clip Y boundaries CPU side because very long triangles are mishandled by some GPU drivers.
++ const float y1 = ImMax(columns->HostCursorPosY, window->ClipRect.Min.y);
++ const float y2 = ImMin(window->DC.CursorPos.y, window->ClipRect.Max.y);
++ int dragging_column = -1;
++ for (int n = 1; n < columns->Count; n++)
++ {
++ ImGuiOldColumnData* column = &columns->Columns[n];
++ float x = window->Pos.x + GetColumnOffset(n);
++ const ImGuiID column_id = columns->ID + ImGuiID(n);
++ const float column_hit_hw = ImTrunc(COLUMNS_HIT_RECT_HALF_THICKNESS * g.CurrentDpiScale);
++ const ImRect column_hit_rect(ImVec2(x - column_hit_hw, y1), ImVec2(x + column_hit_hw, y2));
++ if (!ItemAdd(column_hit_rect, column_id, NULL, ImGuiItemFlags_NoNav))
++ continue;
++
++ bool hovered = false, held = false;
++ if (!(flags & ImGuiOldColumnFlags_NoResize))
++ {
++ ButtonBehavior(column_hit_rect, column_id, &hovered, &held);
++ if (hovered || held)
++ g.MouseCursor = ImGuiMouseCursor_ResizeEW;
++ if (held && !(column->Flags & ImGuiOldColumnFlags_NoResize))
++ dragging_column = n;
++ }
++
++ // Draw column
++ const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator);
++ const float xi = IM_TRUNC(x);
++ window->DrawList->AddLine(ImVec2(xi, y1 + 1.0f), ImVec2(xi, y2), col);
++ }
++
++ // Apply dragging after drawing the column lines, so our rendered lines are in sync with how items were displayed during the frame.
++ if (dragging_column != -1)
++ {
++ if (!columns->IsBeingResized)
++ for (int n = 0; n < columns->Count + 1; n++)
++ columns->Columns[n].OffsetNormBeforeResize = columns->Columns[n].OffsetNorm;
++ columns->IsBeingResized = is_being_resized = true;
++ float x = GetDraggedColumnOffset(columns, dragging_column);
++ SetColumnOffset(dragging_column, x);
++ }
++ }
++ columns->IsBeingResized = is_being_resized;
++
++ window->WorkRect = window->ParentWorkRect;
++ window->ParentWorkRect = columns->HostBackupParentWorkRect;
++ window->DC.CurrentColumns = NULL;
++ window->DC.ColumnsOffset.x = 0.0f;
++ window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
++ NavUpdateCurrentWindowIsScrollPushableX();
++ }
++
++ void ImGui::Columns(int columns_count, const char* id, bool border)
++ {
++ ImGuiWindow* window = GetCurrentWindow();
++ IM_ASSERT(columns_count >= 1);
++
++ ImGuiOldColumnFlags flags = (border ? 0 : ImGuiOldColumnFlags_NoBorder);
++ //flags |= ImGuiOldColumnFlags_NoPreserveWidths; // NB: Legacy behavior
++ ImGuiOldColumns* columns = window->DC.CurrentColumns;
++ if (columns != NULL && columns->Count == columns_count && columns->Flags == flags)
++ return;
++
++ if (columns != NULL)
++ EndColumns();
++
++ if (columns_count != 1)
++ BeginColumns(id, columns_count, flags);
++ }
++
++ //-------------------------------------------------------------------------
++
++ #endif // #ifndef IMGUI_DISABLE