Tables: index tweaks, fixed some inconsistent spacings.

This commit is contained in:
ocornut 2020-12-01 17:51:17 +01:00
parent 5877b9d722
commit 6aa8388e9f
3 changed files with 108 additions and 103 deletions

View File

@ -1892,7 +1892,7 @@ struct ImGuiPayload
bool IsDelivery() const { return Delivery; }
};
// Sorting specification for one column of a table (sizeof == 8 bytes)
// Sorting specification for one column of a table (sizeof == 12 bytes)
struct ImGuiTableSortSpecsColumn
{
ImGuiID ColumnUserID; // User id of the column (if specified by a TableSetupColumn() call)

View File

@ -1891,7 +1891,7 @@ struct ImGuiTabBar
#define IM_COL32_DISABLE IM_COL32(0,0,0,1) // Special sentinel code which cannot be used as a regular color.
#define IMGUI_TABLE_MAX_COLUMNS 64 // sizeof(ImU64) * 8. This is solely because we frequently encode columns set in a ImU64.
#define IMGUI_TABLE_MAX_DRAW_CHANNELS (4 + 64 * 2) // See TableUpdateDrawChannels()
#define IMGUI_TABLE_MAX_DRAW_CHANNELS (4 + 64 * 2) // See TableSetupDrawChannels()
// [Internal] sizeof() ~ 104
// We use the terminology "Visible" to refer to a columns that are not Hidden by user or settings. However it may still be out of view and clipped (and IsClipped would be set).
@ -2282,6 +2282,7 @@ namespace ImGui
// Tables: Internals
IMGUI_API ImGuiTable* TableFindByID(ImGuiID id);
IMGUI_API bool BeginTableEx(const char* name, ImGuiID id, int columns_count, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0, 0), float inner_width = 0.0f);
IMGUI_API void TableBeginInitMemory(ImGuiTable* table, int columns_count);
IMGUI_API void TableBeginApplyRequests(ImGuiTable* table);
IMGUI_API void TableSetupDrawChannels(ImGuiTable* table);
IMGUI_API void TableUpdateLayout(ImGuiTable* table);

View File

@ -5,7 +5,7 @@
Index of this file:
// [SECTION] Tables: BeginTable, EndTable, etc.
// [SECTION] Tables: Main code
// [SECTION] Tables: Drawing
// [SECTION] Tables: Sorting
// [SECTION] Tables: Headers
@ -17,6 +17,39 @@ Index of this file:
*/
//-----------------------------------------------------------------------------
// Typical tables call flow: (root level is generally public API):
//-----------------------------------------------------------------------------
// - BeginTable() user begin into a table
// | BeginChild() - (if ScrollX/ScrollY is set)
// | 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] automatically called by the FIRST call to TableNextRow() or TableHeadersRow(): lock all widths, columns positions, clipping rectangles
// | TableSetupDrawChannels() - setup ImDrawList channels
// | TableUpdateBorders() - detect hovering columns for resize, ahead of contents submission
// | TableDrawContextMenu() - draw right-click context menu
//-----------------------------------------------------------------------------
// - 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)
//-----------------------------------------------------------------------------
#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
#define _CRT_SECURE_NO_WARNINGS
#endif
@ -71,37 +104,7 @@ Index of this file:
#endif
//-----------------------------------------------------------------------------
// [SECTION] Tables: BeginTable, EndTable, etc.
//-----------------------------------------------------------------------------
// Typical call flow: (root level is public API):
// - BeginTable() user begin into a table
// | BeginChild() - (if ScrollX/ScrollY is set)
// | 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] automatically called by the FIRST call to TableNextRow() or TableHeadersRow(): lock all widths, columns positions, clipping rectangles
// | TableSetupDrawChannels() - setup ImDrawList channels
// | TableUpdateBorders() - detect hovering columns for resize, ahead of contents submission
// | TableDrawContextMenu() - draw right-click context menu
//-----------------------------------------------------------------------------
// - 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)
// [SECTION] Tables: Main code
//-----------------------------------------------------------------------------
// Configuration
@ -155,12 +158,6 @@ inline ImGuiTableFlags TableFixFlags(ImGuiTableFlags flags, ImGuiWindow* outer_w
return flags;
}
ImGuiTable* ImGui::TableFindByID(ImGuiID id)
{
ImGuiContext& g = *GImGui;
return g.Tables.GetByKey(id);
}
ImGuiTable::ImGuiTable()
{
memset(this, 0, sizeof(*this));
@ -180,6 +177,12 @@ ImGuiTable::~ImGuiTable()
IM_FREE(RawData);
}
ImGuiTable* ImGui::TableFindByID(ImGuiID id)
{
ImGuiContext& g = *GImGui;
return g.Tables.GetByKey(id);
}
// (Read carefully because this is subtle but it does make sense!)
// About 'outer_size', its meaning needs to differ slightly depending of if we are using ScrollX/ScrollY flags:
// X:
@ -212,37 +215,6 @@ bool ImGui::BeginTable(const char* str_id, int columns_count, ImGuiTableFlags
return BeginTableEx(str_id, id, columns_count, flags, outer_size, inner_width);
}
// 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)
// + 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 TableUpdateDrawChannels() for details.
// Unused channels don't perform their +2 allocations.
static void TableBeginInitMemory(ImGuiTable* table, int columns_count)
{
// Allocate single buffer for our arrays
ImSpanAllocator<3> span_allocator;
span_allocator.ReserveBytes(0, columns_count * sizeof(ImGuiTableColumn));
span_allocator.ReserveBytes(1, columns_count * sizeof(ImS8));
span_allocator.ReserveBytes(2, columns_count * sizeof(ImGuiTableCellData));
table->RawData = IM_ALLOC(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);
memset(table->RowCellData.Data, 0, table->RowCellData.size_in_bytes());
for (int n = 0; n < columns_count; n++)
{
ImGuiTableColumn* column = &table->Columns[n];
*column = ImGuiTableColumn();
column->DisplayOrder = table->DisplayOrderToIndex[n] = (ImS8)n;
column->AutoFitQueue = column->CannotSkipItemsQueue = (1 << 3) - 1; // Fit for three frames
}
}
bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImGuiTableFlags flags, const ImVec2& outer_size, float inner_width)
{
ImGuiContext& g = *GImGui;
@ -460,6 +432,37 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
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)
// + 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
ImSpanAllocator<3> span_allocator;
span_allocator.ReserveBytes(0, columns_count * sizeof(ImGuiTableColumn));
span_allocator.ReserveBytes(1, columns_count * sizeof(ImS8));
span_allocator.ReserveBytes(2, columns_count * sizeof(ImGuiTableCellData));
table->RawData = IM_ALLOC(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);
memset(table->RowCellData.Data, 0, table->RowCellData.size_in_bytes());
for (int n = 0; n < columns_count; n++)
{
ImGuiTableColumn* column = &table->Columns[n];
*column = ImGuiTableColumn();
column->DisplayOrder = table->DisplayOrderToIndex[n] = (ImS8)n;
column->AutoFitQueue = column->CannotSkipItemsQueue = (1 << 3) - 1; // Fit for three frames
}
}
// Apply queued resizing/reordering/hiding requests
void ImGui::TableBeginApplyRequests(ImGuiTable* table)
{
@ -571,7 +574,7 @@ static float TableGetMinColumnWidth()
// FIXME-TABLE: Our width (and therefore our WorkRect) will be minimal in the first frame for WidthAutoResize
// columns, increase feedback side-effect with widgets relying on WorkRect.Max.x. Maybe provide a default distribution
// for WidthAutoResize columns?
void ImGui::TableUpdateLayout(ImGuiTable* table)
void ImGui::TableUpdateLayout(ImGuiTable* table)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(table->IsLayoutLocked == false);
@ -982,7 +985,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
// - Set table->HoveredColumnBorder with a short delay/timer to reduce feedback noise
// - Submit ahead of table contents and header, use ImGuiButtonFlags_AllowItemOverlap to prioritize widgets
// overlapping the same area.
void ImGui::TableUpdateBorders(ImGuiTable* table)
void ImGui::TableUpdateBorders(ImGuiTable* table)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(table->Flags & ImGuiTableFlags_Resizable);
@ -1307,7 +1310,7 @@ void ImGui::TableSetColumnWidth(int column_n, float width)
// - with ImGuiTableColumnFlags_WidthStretch, weight < 0 --> init weight == 1.0f
// - with ImGuiTableColumnFlags_WidthStretch, weight >= 0 --> init weight == custom
// Widths are specified _without_ CellPadding. So if you specify a width of 100.0f the column will be 100.0f+Padding*2.0f and you can fit a 100.0-wide item in it.
void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, float init_width_or_weight, ImGuiID user_id)
void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, float init_width_or_weight, ImGuiID user_id)
{
ImGuiContext& g = *GImGui;
ImGuiTable* table = g.CurrentTable;
@ -1367,6 +1370,7 @@ void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags,
}
}
// [Public]
void ImGui::TableSetupScrollFreeze(int columns, int rows)
{
ImGuiContext& g = *GImGui;
@ -1383,8 +1387,8 @@ void ImGui::TableSetupScrollFreeze(int columns, int rows)
table->IsUnfrozen = (table->FreezeRowsCount == 0); // Make sure this is set before TableUpdateLayout() so ImGuiListClipper can benefit from it.b
}
// Starts into the first cell of a new row
void ImGui::TableNextRow(ImGuiTableRowFlags row_flags, float row_min_height)
// [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;
@ -1409,7 +1413,7 @@ void ImGui::TableNextRow(ImGuiTableRowFlags row_flags, float row_min_height)
}
// [Internal] Called by TableNextRow()!
void ImGui::TableBeginRow(ImGuiTable* table)
void ImGui::TableBeginRow(ImGuiTable* table)
{
ImGuiWindow* window = table->InnerWindow;
IM_ASSERT(!table->IsInsideRow);
@ -1442,7 +1446,7 @@ void ImGui::TableBeginRow(ImGuiTable* table)
}
// [Internal] Called by TableNextRow()!
void ImGui::TableEndRow(ImGuiTable* table)
void ImGui::TableEndRow(ImGuiTable* table)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
@ -1576,7 +1580,7 @@ void ImGui::TableEndRow(ImGuiTable* table)
// [Internal] Called by 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)
void ImGui::TableBeginCell(ImGuiTable* table, int column_n)
{
ImGuiTableColumn* column = &table->Columns[column_n];
ImGuiWindow* window = table->InnerWindow;
@ -1620,7 +1624,7 @@ void ImGui::TableBeginCell(ImGuiTable* table, int column_n)
}
// [Internal] Called by TableNextRow()/TableNextColumn()!
void ImGui::TableEndCell(ImGuiTable* table)
void ImGui::TableEndCell(ImGuiTable* table)
{
ImGuiTableColumn* column = &table->Columns[table->CurrentColumn];
ImGuiWindow* window = table->InnerWindow;
@ -1640,8 +1644,8 @@ void ImGui::TableEndCell(ImGuiTable* table)
table->RowTextBaseline = ImMax(table->RowTextBaseline, window->DC.PrevLineTextBaseOffset);
}
// Append into the next column/cell
bool ImGui::TableNextColumn()
// [Public] Append into the next column/cell
bool ImGui::TableNextColumn()
{
ImGuiContext& g = *GImGui;
ImGuiTable* table = g.CurrentTable;
@ -1665,7 +1669,8 @@ bool ImGui::TableNextColumn()
return (table->EnabledUnclippedMaskByIndex & ((ImU64)1 << column_n)) != 0;
}
bool ImGui::TableSetColumnIndex(int column_n)
// [Public] Append into a specific column
bool ImGui::TableSetColumnIndex(int column_n)
{
ImGuiContext& g = *GImGui;
ImGuiTable* table = g.CurrentTable;
@ -1691,7 +1696,7 @@ int ImGui::TableGetColumnCount()
return table ? table->ColumnsCount : 0;
}
const char* ImGui::TableGetColumnName(int column_n)
const char* ImGui::TableGetColumnName(int column_n)
{
ImGuiContext& g = *GImGui;
ImGuiTable* table = g.CurrentTable;
@ -1702,7 +1707,7 @@ const char* ImGui::TableGetColumnName(int column_n)
return TableGetColumnName(table, column_n);
}
bool ImGui::TableGetColumnIsEnabled(int column_n)
bool ImGui::TableGetColumnIsEnabled(int column_n)
{
ImGuiContext& g = *GImGui;
ImGuiTable* table = g.CurrentTable;
@ -1724,7 +1729,7 @@ void ImGui::TableSetColumnIsEnabled(int column_n, bool hidden)
table->Columns[column_n].IsEnabledNextFrame = !hidden;
}
int ImGui::TableGetColumnIndex()
int ImGui::TableGetColumnIndex()
{
ImGuiContext& g = *GImGui;
ImGuiTable* table = g.CurrentTable;
@ -1734,7 +1739,7 @@ int ImGui::TableGetColumnIndex()
}
// Note: for row coloring we use ->RowBgColorCounter which is the same value without counting header rows
int ImGui::TableGetRowIndex()
int ImGui::TableGetRowIndex()
{
ImGuiContext& g = *GImGui;
ImGuiTable* table = g.CurrentTable;
@ -1748,7 +1753,7 @@ int ImGui::TableGetRowIndex()
// The only case where this is correct is if we provided a min_row_height to TableNextRow() and don't go below it.
// - 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.
ImRect ImGui::TableGetCellBgRect(const ImGuiTable* table, int column_n)
ImRect ImGui::TableGetCellBgRect(const ImGuiTable* table, int column_n)
{
const ImGuiTableColumn* column = &table->Columns[column_n];
float x1 = column->MinX;
@ -1778,7 +1783,7 @@ ImGuiID ImGui::TableGetColumnResizeID(const ImGuiTable* table, int column_n, int
// 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)
void ImGui::TableSetColumnWidthAutoSingle(ImGuiTable* table, int column_n)
{
// Single auto width uses auto-fit
ImGuiTableColumn* column = &table->Columns[column_n];
@ -1790,7 +1795,7 @@ void ImGui::TableSetColumnWidthAutoSingle(ImGuiTable* table, int column_n)
table->AutoFitSingleStretchColumn = (ImS8)column_n;
}
void ImGui::TableSetColumnWidthAutoAll(ImGuiTable* table)
void ImGui::TableSetColumnWidthAutoAll(ImGuiTable* table)
{
for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
{
@ -1860,11 +1865,11 @@ void ImGui::TableSetBgColor(ImGuiTableBgTarget bg_target, ImU32 color, int colum
// - TablePushBackgroundChannel() [Internal]
// - TablePopBackgroundChannel() [Internal]
// - TableSetupDrawChannels() [Internal]
// - TableReorderDrawChannelsForMerge() [Internal]
// - TableMergeDrawChannels() [Internal]
// - TableDrawBorders() [Internal]
//-------------------------------------------------------------------------
void ImGui::TablePushBackgroundChannel()
void ImGui::TablePushBackgroundChannel()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
@ -1876,7 +1881,7 @@ void ImGui::TablePushBackgroundChannel()
table->DrawSplitter.SetCurrentChannel(window->DrawList, table->Bg1DrawChannelCurrent);
}
void ImGui::TablePopBackgroundChannel()
void ImGui::TablePopBackgroundChannel()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
@ -1964,7 +1969,7 @@ void ImGui::TableSetupDrawChannels(ImGuiTable* table)
// 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)
void ImGui::TableMergeDrawChannels(ImGuiTable* table)
{
ImGuiContext& g = *GImGui;
ImDrawListSplitter* splitter = &table->DrawSplitter;
@ -2053,7 +2058,7 @@ void ImGui::TableMergeDrawChannels(ImGuiTable* table)
// 2. Rewrite channel list in our preferred order
if (merge_group_mask != 0)
{
// We skip channel 0 (Bg0) and 1 (Bg1 frozen) from the shuffling since they won't move - see channels allocation in TableUpdateDrawChannels().
// We skip channel 0 (Bg0) and 1 (Bg1 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;
@ -2415,7 +2420,7 @@ void ImGui::TableSortSpecsBuild(ImGuiTable* table)
// 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 preceeded by Checkbox() or other custom widgets.
// See 'Demo->Tables->Custom headers' for a demonstration of implementing a custom version of this.
void ImGui::TableHeadersRow()
void ImGui::TableHeadersRow()
{
ImGuiStyle& style = ImGui::GetStyle();
@ -2480,7 +2485,7 @@ void ImGui::TableHeadersRow()
// 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()
// FIXME-TABLE: Style confusion between CellPadding.y and FramePadding.y
void ImGui::TableHeader(const char* label)
void ImGui::TableHeader(const char* label)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
@ -2626,7 +2631,7 @@ void ImGui::TableHeader(const char* label)
//-------------------------------------------------------------------------
// Use -1 to open menu not specific to a given column.
void ImGui::TableOpenContextMenu(int column_n)
void ImGui::TableOpenContextMenu(int column_n)
{
ImGuiContext& g = *GImGui;
ImGuiTable* table = g.CurrentTable;
@ -2647,7 +2652,7 @@ void ImGui::TableOpenContextMenu(int column_n)
// 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?
void ImGui::TableDrawContextMenu(ImGuiTable* table)
void ImGui::TableDrawContextMenu(ImGuiTable* table)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
@ -3028,7 +3033,7 @@ static void TableSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandle
}
}
void ImGui::TableSettingsInstallHandler(ImGuiContext* context)
void ImGui::TableSettingsInstallHandler(ImGuiContext* context)
{
ImGuiContext& g = *context;
ImGuiSettingsHandler ini_handler;
@ -3051,7 +3056,7 @@ void ImGui::TableSettingsInstallHandler(ImGuiContext* context)
//-------------------------------------------------------------------------
// Remove Table (currently only used by TestEngine)
void ImGui::TableRemove(ImGuiTable* table)
void ImGui::TableRemove(ImGuiTable* table)
{
//IMGUI_DEBUG_LOG("TableRemove() id=0x%08X\n", table->ID);
ImGuiContext& g = *GImGui;
@ -3063,7 +3068,7 @@ void ImGui::TableRemove(ImGuiTable* table)
}
// Free up/compact internal Table buffers for when it gets unused
void ImGui::TableGcCompactTransientBuffers(ImGuiTable* table)
void ImGui::TableGcCompactTransientBuffers(ImGuiTable* table)
{
//IMGUI_DEBUG_LOG("TableGcCompactTransientBuffers() id=0x%08X\n", table->ID);
ImGuiContext& g = *GImGui;
@ -3620,7 +3625,6 @@ void ImGui::Columns(int columns_count, const char* id, bool border)
BeginColumns(id, columns_count, flags);
}
//-------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE