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Tables: Fix for 64 columns (maximum of 131 temporary draw channels).
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@ -1888,7 +1888,7 @@ struct ImGuiTabBar
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#define IM_COL32_DISABLE IM_COL32(0,0,0,1) // Special sentinel code which cannot be used as a regular color.
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#define IMGUI_TABLE_MAX_COLUMNS 64 // sizeof(ImU64) * 8. This is solely because we frequently encode columns set in a ImU64.
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#define IMGUI_TABLE_MAX_DRAW_CHANNELS (2 + 64 * 2) // See TableUpdateDrawChannels()
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#define IMGUI_TABLE_MAX_DRAW_CHANNELS (1 + 2 + 64 * 2) // See TableUpdateDrawChannels()
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// [Internal] sizeof() ~ 100
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// We use the terminology "Visible" to refer to a column that is not Hidden by user or settings. However it may still be out of view and clipped (see IsClipped).
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@ -1918,15 +1918,15 @@ struct ImGuiTableColumn
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ImGuiNavLayer NavLayerCurrent;
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ImS8 DisplayOrder; // Index within Table's IndexToDisplayOrder[] (column may be reordered by users)
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ImS8 IndexWithinVisibleSet; // Index within visible set (<= IndexToDisplayOrder)
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ImS8 DrawChannelCurrent; // Index within DrawSplitter.Channels[]
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ImS8 DrawChannelFrozen;
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ImS8 DrawChannelUnfrozen;
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ImS8 PrevVisibleColumn; // Index of prev visible column within Columns[], -1 if first visible column
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ImS8 NextVisibleColumn; // Index of next visible column within Columns[], -1 if last visible column
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ImS8 AutoFitQueue; // Queue of 8 values for the next 8 frames to request auto-fit
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ImS8 CannotSkipItemsQueue; // Queue of 8 values for the next 8 frames to disable Clipped/SkipItem
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ImS8 SortOrder; // -1: Not sorting on this column
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ImS8 SortDirection; // enum ImGuiSortDirection_
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ImU8 AutoFitQueue; // Queue of 8 values for the next 8 frames to request auto-fit
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ImU8 CannotSkipItemsQueue; // Queue of 8 values for the next 8 frames to disable Clipped/SkipItem
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ImU8 DrawChannelCurrent; // Index within DrawSplitter.Channels[]
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ImU8 DrawChannelFrozen;
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ImU8 DrawChannelUnfrozen;
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ImGuiTableColumn()
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{
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@ -1935,11 +1935,11 @@ struct ImGuiTableColumn
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NameOffset = -1;
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IsVisible = IsVisibleNextFrame = true;
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DisplayOrder = IndexWithinVisibleSet = -1;
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DrawChannelCurrent = DrawChannelFrozen = DrawChannelUnfrozen = -1;
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PrevVisibleColumn = NextVisibleColumn = -1;
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AutoFitQueue = CannotSkipItemsQueue = (1 << 3) - 1; // Skip for three frames
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SortOrder = -1;
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SortDirection = ImGuiSortDirection_None;
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AutoFitQueue = CannotSkipItemsQueue = (1 << 3) - 1; // Skip for three frames
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DrawChannelCurrent = DrawChannelFrozen = DrawChannelUnfrozen = (ImU8)-1;
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}
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};
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@ -2025,13 +2025,13 @@ struct ImGuiTable
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ImS8 RightMostVisibleColumn; // Index of right-most non-hidden column.
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ImS8 LeftMostStretchedColumnDisplayOrder; // Display order of left-most stretched column.
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ImS8 ContextPopupColumn; // Column right-clicked on, of -1 if opening context menu from a neutral/empty spot
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ImS8 DummyDrawChannel; // Redirect non-visible columns here.
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ImS8 BgDrawChannelUnfrozen; // Index within DrawSplitter.Channels[]
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ImS8 FreezeRowsRequest; // Requested frozen rows count
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ImS8 FreezeRowsCount; // Actual frozen row count (== FreezeRowsRequest, or == 0 when no scrolling offset)
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ImS8 FreezeColumnsRequest; // Requested frozen columns count
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ImS8 FreezeColumnsCount; // Actual frozen columns count (== FreezeColumnsRequest, or == 0 when no scrolling offset)
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ImS8 RowCellDataCurrent; // Index of current RowCellData[] entry in current row
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ImU8 DummyDrawChannel; // Redirect non-visible columns here.
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ImU8 BgDrawChannelUnfrozen; // Index within DrawSplitter.Channels[]
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bool IsLayoutLocked; // Set by TableUpdateLayout() which is called when beginning the first row.
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bool IsInsideRow; // Set when inside TableBeginRow()/TableEndRow().
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bool IsInitializing;
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