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Tables: Fixed holding on table pointers accross resize/invalidation of the pool buffer.
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931829f701
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8ec05fc034
@ -2931,7 +2931,7 @@ static void SetCurrentWindow(ImGuiWindow* window)
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{
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ImGuiContext& g = *GImGui;
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g.CurrentWindow = window;
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g.CurrentTable = window ? window->DC.CurrentTable : NULL;
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g.CurrentTable = window && window->DC.CurrentTableIdx != -1 ? g.Tables.GetByIndex(window->DC.CurrentTableIdx) : NULL;
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if (window)
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g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();
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}
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@ -5623,6 +5623,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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window->ClipRect = ImVec4(-FLT_MAX, -FLT_MAX, +FLT_MAX, +FLT_MAX);
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window->IDStack.resize(1);
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window->DrawList->_ResetForNewFrame();
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window->DC.CurrentTableIdx = -1;
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// Restore buffer capacity when woken from a compacted state, to avoid
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if (window->MemoryCompacted)
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@ -1657,7 +1657,7 @@ struct IMGUI_API ImGuiWindowTempData
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ImVector<ImGuiWindow*> ChildWindows;
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ImGuiStorage* StateStorage; // Current persistent per-window storage (store e.g. tree node open/close state)
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ImGuiOldColumns* CurrentColumns; // Current columns set
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ImGuiTable* CurrentTable; // Current table set
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int CurrentTableIdx; // Current table index (into g.Tables)
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ImGuiLayoutType LayoutType;
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ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin()
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int FocusCounterRegular; // (Legacy Focus/Tabbing system) Sequential counter, start at -1 and increase as assigned via FocusableItemRegister() (FIXME-NAV: Needs redesign)
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@ -305,11 +305,12 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
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table->BorderX2 = table->InnerClipRect.Max.x;// +((table->Flags & ImGuiTableFlags_BordersOuter) ? 0.0f : +1.0f);
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// Make table current
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g.CurrentTableStack.push_back(ImGuiPtrOrIndex(g.Tables.GetIndex(table)));
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const int table_idx = g.Tables.GetIndex(table);
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g.CurrentTableStack.push_back(ImGuiPtrOrIndex(table_idx));
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g.CurrentTable = table;
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outer_window->DC.CurrentTable = table;
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outer_window->DC.CurrentTableIdx = table_idx;
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if (inner_window != outer_window) // So EndChild() within the inner window can restore the table properly.
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inner_window->DC.CurrentTable = table;
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inner_window->DC.CurrentTableIdx = table_idx;
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if ((table_last_flags & ImGuiTableFlags_Reorderable) && !(flags & ImGuiTableFlags_Reorderable))
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table->IsResetDisplayOrderRequest = true;
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@ -1116,7 +1117,8 @@ void ImGui::EndTable()
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IM_ASSERT(g.CurrentWindow == outer_window);
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IM_ASSERT(g.CurrentTable == table);
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g.CurrentTableStack.pop_back();
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outer_window->DC.CurrentTable = g.CurrentTable = g.CurrentTableStack.Size ? g.Tables.GetByIndex(g.CurrentTableStack.back().Index) : NULL;
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g.CurrentTable = g.CurrentTableStack.Size ? g.Tables.GetByIndex(g.CurrentTableStack.back().Index) : NULL;
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outer_window->DC.CurrentTableIdx = g.CurrentTable ? g.Tables.GetIndex(g.CurrentTable) : -1;
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}
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// FIXME-TABLE: This is a mess, need to redesign how we render borders.
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