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	Tables: Fixed channel merge when resizing columns with headers. Disable unnecessary and broken merge when using _NoClipX.
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		@@ -2263,8 +2263,8 @@ namespace ImGui
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    IMGUI_API void          TableSetColumnWidth(int column_n, float width);
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    IMGUI_API void          TableSetColumnWidth(ImGuiTable* table, ImGuiTableColumn* column, float width);
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    IMGUI_API void          TableDrawBorders(ImGuiTable* table);
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    IMGUI_API void          TableDrawMergeChannels(ImGuiTable* table);
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    IMGUI_API void          TableDrawContextMenu(ImGuiTable* table, int column_n);
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    IMGUI_API void          TableReorderDrawChannelsForMerge(ImGuiTable* table);
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    IMGUI_API void          TableSortSpecsClickColumn(ImGuiTable* table, ImGuiTableColumn* column, bool add_to_existing_sort_orders);
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    IMGUI_API void          TableSortSpecsSanitize(ImGuiTable* table);
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    IMGUI_API void          TableSortSpecsBuild(ImGuiTable* table);
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@@ -82,7 +82,7 @@
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// - [...]                                      user emit contents
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// - EndTable()                                 user ends the table
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//    | TableDrawBorders()                      - draw outer borders, inner vertical borders
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//    | TableDrawMergeChannels()                - merge draw channels if clipping isn't required
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//    | TableReorderDrawChannelsForMerge()      - merge draw channels if clipping isn't required
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//    | EndChild()                              - (if ScrollX/ScrollY is set)
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//-----------------------------------------------------------------------------
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@@ -991,9 +991,34 @@ void    ImGui::EndTable()
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    if ((flags & ImGuiTableFlags_Borders) != 0)
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        TableDrawBorders(table);
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    // Store content width reference for each column (before attempting to merge draw calls)
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    const float backup_outer_cursor_pos_x = outer_window->DC.CursorPos.x;
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    const float backup_outer_max_pos_x = outer_window->DC.CursorMaxPos.x;
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    const float backup_inner_max_pos_x = inner_window->DC.CursorMaxPos.x;
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    float max_pos_x = backup_inner_max_pos_x;
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    for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
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    {
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        ImGuiTableColumn* column = &table->Columns[column_n];
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        // Store content width (for both Headers and Rows)
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        //float ref_x = column->MinX;
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        float ref_x_rows = column->StartXRows - table->CellPaddingX1;
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        float ref_x_headers = column->StartXHeaders - table->CellPaddingX1;
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        column->ContentWidthRowsFrozen = (ImS16)ImMax(0.0f, column->ContentMaxPosRowsFrozen - ref_x_rows);
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        column->ContentWidthRowsUnfrozen = (ImS16)ImMax(0.0f, column->ContentMaxPosRowsUnfrozen - ref_x_rows);
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        column->ContentWidthHeadersUsed = (ImS16)ImMax(0.0f, column->ContentMaxPosHeadersUsed - ref_x_headers);
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        column->ContentWidthHeadersIdeal = (ImS16)ImMax(0.0f, column->ContentMaxPosHeadersIdeal - ref_x_headers);
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        // Add an extra 1 pixel so we can see the last column vertical line if it lies on the right-most edge.
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        if (table->VisibleMaskByIndex & ((ImU64)1 << column_n))
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            max_pos_x = ImMax(max_pos_x, column->MaxX + 1.0f);
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    }
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    // Flatten channels and merge draw calls
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    table->DrawSplitter.SetCurrentChannel(inner_window->DrawList, 0);
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    TableDrawMergeChannels(table);
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    if ((table->Flags & ImGuiTableFlags_NoClipX) == 0)
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        TableReorderDrawChannelsForMerge(table);
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    table->DrawSplitter.Merge(inner_window->DrawList);
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    // When releasing a column being resized, scroll to keep the resulting column in sight
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    const float min_column_width = TableGetMinColumnWidth();
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@@ -1020,9 +1045,6 @@ void    ImGui::EndTable()
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    }
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    // Layout in outer window
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    const float backup_outer_cursor_pos_x = outer_window->DC.CursorPos.x;
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    const float backup_outer_max_pos_x = outer_window->DC.CursorMaxPos.x;
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    const float backup_inner_max_pos_x = inner_window->DC.CursorMaxPos.x;
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    inner_window->WorkRect = table->HostWorkRect;
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    inner_window->SkipItems = table->HostSkipItems;
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    outer_window->DC.CursorPos = table->OuterRect.Min;
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@@ -1039,26 +1061,6 @@ void    ImGui::EndTable()
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        ItemSize(item_size);
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    }
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    // Store content width reference for each column
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    float max_pos_x = backup_inner_max_pos_x;
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    for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
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    {
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        ImGuiTableColumn* column = &table->Columns[column_n];
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        // Store content width (for both Headers and Rows)
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        //float ref_x = column->MinX;
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        float ref_x_rows = column->StartXRows - table->CellPaddingX1;
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        float ref_x_headers = column->StartXHeaders - table->CellPaddingX1;
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        column->ContentWidthRowsFrozen = (ImS16)ImMax(0.0f, column->ContentMaxPosRowsFrozen - ref_x_rows);
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        column->ContentWidthRowsUnfrozen = (ImS16)ImMax(0.0f, column->ContentMaxPosRowsUnfrozen - ref_x_rows);
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        column->ContentWidthHeadersUsed = (ImS16)ImMax(0.0f, column->ContentMaxPosHeadersUsed - ref_x_headers);
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        column->ContentWidthHeadersIdeal = (ImS16)ImMax(0.0f, column->ContentMaxPosHeadersIdeal - ref_x_headers);
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        // Add an extra 1 pixel so we can see the last column vertical line if it lies on the right-most edge.
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        if (table->VisibleMaskByIndex & ((ImU64)1 << column_n))
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            max_pos_x = ImMax(max_pos_x, column->MaxX + 1.0f);
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    }
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    // Override EndChild/ItemSize max extent with our own to enable auto-resize on the X axis when possible
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    // FIXME-TABLE: This can be improved (e.g. for Fixed columns we don't want to auto AutoFitWidth? or propagate window auto-fit to table?)
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    if (table->Flags & ImGuiTableFlags_ScrollX)
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@@ -1292,9 +1294,13 @@ void ImGui::TableSetColumnWidth(ImGuiTable* table, ImGuiTableColumn* column_0, f
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    }
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}
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// Columns where the contents didn't stray off their local clip rectangle can be merged into a same draw command.
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// To achieve this we merge their clip rect and make them contiguous in the channel list so they can be merged.
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// This function first reorder the draw cmd which can be merged, by arranging them into a maximum of 4 distinct groups:
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// This function reorder draw channels based on matching clip rectangle, to facilitate merging them.
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//
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// Columns where the contents didn't stray off their local clip rectangle can be merged. To achieve
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// this we merge their clip rect and make them contiguous in the channel list, so they can be merged
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// by the call to DrawSplitter.Merge() following to the call to this function.
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//
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// We reorder draw commands by arranging them into a maximum of 4 distinct groups:
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//
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//   1 group:               2 groups:              2 groups:              4 groups:
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//   [ 0. ] no freeze       [ 0. ] row freeze      [ 01 ] col freeze      [ 02 ] row+col freeze
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@@ -1303,8 +1309,10 @@ void ImGui::TableSetColumnWidth(ImGuiTable* table, ImGuiTableColumn* column_0, f
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// Each column itself can use 1 channel (row freeze disabled) or 2 channels (row freeze enabled).
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// When the contents of a column didn't stray off its limit, we move its channels into the corresponding group
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// based on its position (within frozen rows/columns groups or not).
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// At the end of the operation our 1-4 groups will each have a ImDrawCmd using the same ClipRect, and they will be
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// merged by the DrawSplitter.Merge() call.
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// At the end of the operation our 1-4 groups will each have a ImDrawCmd using the same ClipRect.
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//
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// This function assume that each column are pointing to a distinct draw channel,
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// otherwise merge_group->ChannelsCount will not match set bit count of merge_group->ChannelsMask.
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//
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// Column channels will not be merged into one of the 1-4 groups in the following cases:
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// - The contents stray off its clipping rectangle (we only compare the MaxX value, not the MinX value).
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@@ -1315,7 +1323,7 @@ void ImGui::TableSetColumnWidth(ImGuiTable* table, ImGuiTableColumn* column_0, f
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// Columns for which the draw channel(s) haven't been merged with other will use their own ImDrawCmd.
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//
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// This function is particularly tricky to understand.. take a breath.
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void    ImGui::TableDrawMergeChannels(ImGuiTable* table)
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void    ImGui::TableReorderDrawChannelsForMerge(ImGuiTable* table)
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{
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    ImGuiContext& g = *GImGui;
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    ImDrawListSplitter* splitter = &table->DrawSplitter;
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@@ -1472,9 +1480,6 @@ void    ImGui::TableDrawMergeChannels(ImGuiTable* table)
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        IM_ASSERT(dst_tmp == g.DrawChannelsTempMergeBuffer.Data + g.DrawChannelsTempMergeBuffer.Size);
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        memcpy(splitter->_Channels.Data + 1, g.DrawChannelsTempMergeBuffer.Data, (splitter->_Count - 1) * sizeof(ImDrawChannel));
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    }
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    // 3. Actually merge (channels using the same clip rect will be contiguous and naturally merged)
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    splitter->Merge(table->InnerWindow->DrawList);
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}
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// We use a default parameter of 'init_width_or_weight == -1'
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