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Tables: Fixed holding on table pointers accross resize/invalidation of the pool buffer.
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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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