Columns/Internals: (Breaking): Renamed data structures. (#125, #513, #913, #1204, #1444, #2142, #2707)

This commit is contained in:
ocornut 2020-11-18 23:42:44 +01:00
parent 72de6f3360
commit c0ac4fb788
3 changed files with 41 additions and 41 deletions

View File

@ -2188,7 +2188,7 @@ static void SetCursorPosYAndSetupForPrevLine(float pos_y, float line_height)
window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, pos_y); window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, pos_y);
window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height; // Setting those fields so that SetScrollHereY() can properly function after the end of our clipper usage. window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height; // Setting those fields so that SetScrollHereY() can properly function after the end of our clipper usage.
window->DC.PrevLineSize.y = (line_height - g.Style.ItemSpacing.y); // If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list. window->DC.PrevLineSize.y = (line_height - g.Style.ItemSpacing.y); // If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list.
if (ImGuiColumns* columns = window->DC.CurrentColumns) if (ImGuiOldColumns* columns = window->DC.CurrentColumns)
columns->LineMinY = window->DC.CursorPos.y; // Setting this so that cell Y position are set properly columns->LineMinY = window->DC.CursorPos.y; // Setting this so that cell Y position are set properly
} }
@ -2802,7 +2802,7 @@ ImGuiWindow::~ImGuiWindow()
IM_ASSERT(DrawList == &DrawListInst); IM_ASSERT(DrawList == &DrawListInst);
IM_DELETE(Name); IM_DELETE(Name);
for (int i = 0; i != ColumnsStorage.Size; i++) for (int i = 0; i != ColumnsStorage.Size; i++)
ColumnsStorage[i].~ImGuiColumns(); ColumnsStorage[i].~ImGuiOldColumns();
} }
ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end) ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end)
@ -10600,7 +10600,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
} }
// [DEBUG] Display contents of Columns // [DEBUG] Display contents of Columns
void ImGui::DebugNodeColumns(ImGuiColumns* columns) void ImGui::DebugNodeColumns(ImGuiOldColumns* columns)
{ {
if (!TreeNode((void*)(uintptr_t)columns->ID, "Columns Id: 0x%08X, Count: %d, Flags: 0x%04X", columns->ID, columns->Count, columns->Flags)) if (!TreeNode((void*)(uintptr_t)columns->ID, "Columns Id: 0x%08X, Count: %d, Flags: 0x%04X", columns->ID, columns->Count, columns->Flags))
return; return;
@ -10858,7 +10858,7 @@ void ImGui::DebugNodeWindowsList(ImVector<ImGuiWindow*>* windows, const char* la
#else #else
void ImGui::ShowMetricsWindow(bool*) {} void ImGui::ShowMetricsWindow(bool*) {}
void ImGui::DebugNodeColumns(ImGuiColumns*) {} void ImGui::DebugNodeColumns(ImGuiOldColumns*) {}
void ImGui::DebugNodeDrawList(ImGuiWindow*, const ImDrawList*, const char*) {} void ImGui::DebugNodeDrawList(ImGuiWindow*, const ImDrawList*, const char*) {}
void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImGuiWindow*, const ImDrawList*, const ImDrawCmd*, bool, bool) {} void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImGuiWindow*, const ImDrawList*, const ImDrawCmd*, bool, bool) {}
void ImGui::DebugNodeStorage(ImGuiStorage*, const char*) {} void ImGui::DebugNodeStorage(ImGuiStorage*, const char*) {}

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@ -92,8 +92,6 @@ struct ImRect; // An axis-aligned rectangle (2 points)
struct ImDrawDataBuilder; // Helper to build a ImDrawData instance struct ImDrawDataBuilder; // Helper to build a ImDrawData instance
struct ImDrawListSharedData; // Data shared between all ImDrawList instances struct ImDrawListSharedData; // Data shared between all ImDrawList instances
struct ImGuiColorMod; // Stacked color modifier, backup of modified data so we can restore it struct ImGuiColorMod; // Stacked color modifier, backup of modified data so we can restore it
struct ImGuiColumnData; // Storage data for a single column
struct ImGuiColumns; // Storage data for a columns set
struct ImGuiContext; // Main Dear ImGui context struct ImGuiContext; // Main Dear ImGui context
struct ImGuiContextHook; // Hook for extensions like ImGuiTestEngine struct ImGuiContextHook; // Hook for extensions like ImGuiTestEngine
struct ImGuiDataTypeInfo; // Type information associated to a ImGuiDataType enum struct ImGuiDataTypeInfo; // Type information associated to a ImGuiDataType enum
@ -105,6 +103,8 @@ struct ImGuiNavMoveResult; // Result of a gamepad/keyboard directional
struct ImGuiMetricsConfig; // Storage for ShowMetricsWindow() and DebugNodeXXX() functions struct ImGuiMetricsConfig; // Storage for ShowMetricsWindow() and DebugNodeXXX() functions
struct ImGuiNextWindowData; // Storage for SetNextWindow** functions struct ImGuiNextWindowData; // Storage for SetNextWindow** functions
struct ImGuiNextItemData; // Storage for SetNextItem** functions struct ImGuiNextItemData; // Storage for SetNextItem** functions
struct ImGuiOldColumnData; // Storage data for a single column for legacy Columns() api
struct ImGuiOldColumns; // Storage data for a columns set for legacy Columns() api
struct ImGuiPopupData; // Storage for current popup stack struct ImGuiPopupData; // Storage for current popup stack
struct ImGuiSettingsHandler; // Storage for one type registered in the .ini file struct ImGuiSettingsHandler; // Storage for one type registered in the .ini file
struct ImGuiStackSizes; // Storage of stack sizes for debugging/asserting struct ImGuiStackSizes; // Storage of stack sizes for debugging/asserting
@ -1011,17 +1011,17 @@ enum ImGuiOldColumnFlags_
#endif #endif
}; };
struct ImGuiColumnData struct ImGuiOldColumnData
{ {
float OffsetNorm; // Column start offset, normalized 0.0 (far left) -> 1.0 (far right) float OffsetNorm; // Column start offset, normalized 0.0 (far left) -> 1.0 (far right)
float OffsetNormBeforeResize; float OffsetNormBeforeResize;
ImGuiOldColumnFlags Flags; // Not exposed ImGuiOldColumnFlags Flags; // Not exposed
ImRect ClipRect; ImRect ClipRect;
ImGuiColumnData() { memset(this, 0, sizeof(*this)); } ImGuiOldColumnData() { memset(this, 0, sizeof(*this)); }
}; };
struct ImGuiColumns struct ImGuiOldColumns
{ {
ImGuiID ID; ImGuiID ID;
ImGuiOldColumnFlags Flags; ImGuiOldColumnFlags Flags;
@ -1036,10 +1036,10 @@ struct ImGuiColumns
ImRect HostInitialClipRect; // Backup of ClipRect at the time of BeginColumns() ImRect HostInitialClipRect; // Backup of ClipRect at the time of BeginColumns()
ImRect HostBackupClipRect; // Backup of ClipRect during PushColumnsBackground()/PopColumnsBackground() ImRect HostBackupClipRect; // Backup of ClipRect during PushColumnsBackground()/PopColumnsBackground()
ImRect HostBackupParentWorkRect;//Backup of WorkRect at the time of BeginColumns() ImRect HostBackupParentWorkRect;//Backup of WorkRect at the time of BeginColumns()
ImVector<ImGuiColumnData> Columns; ImVector<ImGuiOldColumnData> Columns;
ImDrawListSplitter Splitter; ImDrawListSplitter Splitter;
ImGuiColumns() { memset(this, 0, sizeof(*this)); } ImGuiOldColumns() { memset(this, 0, sizeof(*this)); }
}; };
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
@ -1578,7 +1578,7 @@ struct IMGUI_API ImGuiWindowTempData
ImU32 TreeJumpToParentOnPopMask; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31.. Could be turned into a ImU64 if necessary. ImU32 TreeJumpToParentOnPopMask; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31.. Could be turned into a ImU64 if necessary.
ImVector<ImGuiWindow*> ChildWindows; ImVector<ImGuiWindow*> ChildWindows;
ImGuiStorage* StateStorage; // Current persistent per-window storage (store e.g. tree node open/close state) ImGuiStorage* StateStorage; // Current persistent per-window storage (store e.g. tree node open/close state)
ImGuiColumns* CurrentColumns; // Current columns set ImGuiOldColumns* CurrentColumns; // Current columns set
ImGuiLayoutType LayoutType; ImGuiLayoutType LayoutType;
ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin() ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin()
int FocusCounterRegular; // (Legacy Focus/Tabbing system) Sequential counter, start at -1 and increase as assigned via FocusableItemRegister() (FIXME-NAV: Needs redesign) int FocusCounterRegular; // (Legacy Focus/Tabbing system) Sequential counter, start at -1 and increase as assigned via FocusableItemRegister() (FIXME-NAV: Needs redesign)
@ -1664,7 +1664,7 @@ struct IMGUI_API ImGuiWindow
float LastTimeActive; // Last timestamp the window was Active (using float as we don't need high precision there) float LastTimeActive; // Last timestamp the window was Active (using float as we don't need high precision there)
float ItemWidthDefault; float ItemWidthDefault;
ImGuiStorage StateStorage; ImGuiStorage StateStorage;
ImVector<ImGuiColumns> ColumnsStorage; ImVector<ImGuiOldColumns> ColumnsStorage;
float FontWindowScale; // User scale multiplier per-window, via SetWindowFontScale() float FontWindowScale; // User scale multiplier per-window, via SetWindowFontScale()
int SettingsOffset; // Offset into SettingsWindows[] (offsets are always valid as we only grow the array from the back) int SettingsOffset; // Offset into SettingsWindows[] (offsets are always valid as we only grow the array from the back)
@ -1970,9 +1970,9 @@ namespace ImGui
IMGUI_API void PushColumnsBackground(); IMGUI_API void PushColumnsBackground();
IMGUI_API void PopColumnsBackground(); IMGUI_API void PopColumnsBackground();
IMGUI_API ImGuiID GetColumnsID(const char* str_id, int count); IMGUI_API ImGuiID GetColumnsID(const char* str_id, int count);
IMGUI_API ImGuiColumns* FindOrCreateColumns(ImGuiWindow* window, ImGuiID id); IMGUI_API ImGuiOldColumns* FindOrCreateColumns(ImGuiWindow* window, ImGuiID id);
IMGUI_API float GetColumnOffsetFromNorm(const ImGuiColumns* columns, float offset_norm); IMGUI_API float GetColumnOffsetFromNorm(const ImGuiOldColumns* columns, float offset_norm);
IMGUI_API float GetColumnNormFromOffset(const ImGuiColumns* columns, float offset); IMGUI_API float GetColumnNormFromOffset(const ImGuiOldColumns* columns, float offset);
// Tab Bars // Tab Bars
IMGUI_API bool BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& bb, ImGuiTabBarFlags flags); IMGUI_API bool BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& bb, ImGuiTabBarFlags flags);
@ -2085,7 +2085,7 @@ namespace ImGui
inline void DebugDrawItemRect(ImU32 col = IM_COL32(255,0,0,255)) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; GetForegroundDrawList(window)->AddRect(window->DC.LastItemRect.Min, window->DC.LastItemRect.Max, col); } inline void DebugDrawItemRect(ImU32 col = IM_COL32(255,0,0,255)) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; GetForegroundDrawList(window)->AddRect(window->DC.LastItemRect.Min, window->DC.LastItemRect.Max, col); }
inline void DebugStartItemPicker() { ImGuiContext& g = *GImGui; g.DebugItemPickerActive = true; } inline void DebugStartItemPicker() { ImGuiContext& g = *GImGui; g.DebugItemPickerActive = true; }
IMGUI_API void DebugNodeColumns(ImGuiColumns* columns); IMGUI_API void DebugNodeColumns(ImGuiOldColumns* columns);
IMGUI_API void DebugNodeDrawList(ImGuiWindow* window, const ImDrawList* draw_list, const char* label); IMGUI_API void DebugNodeDrawList(ImGuiWindow* window, const ImDrawList* draw_list, const char* label);
IMGUI_API void DebugNodeDrawCmdShowMeshAndBoundingBox(ImGuiWindow* window, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb); IMGUI_API void DebugNodeDrawCmdShowMeshAndBoundingBox(ImGuiWindow* window, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb);
IMGUI_API void DebugNodeStorage(ImGuiStorage* storage, const char* label); IMGUI_API void DebugNodeStorage(ImGuiStorage* storage, const char* label);

View File

@ -1351,7 +1351,7 @@ void ImGui::SeparatorEx(ImGuiSeparatorFlags flags)
if (g.GroupStack.Size > 0 && g.GroupStack.back().WindowID == window->ID) if (g.GroupStack.Size > 0 && g.GroupStack.back().WindowID == window->ID)
x1 += window->DC.Indent.x; x1 += window->DC.Indent.x;
ImGuiColumns* columns = (flags & ImGuiSeparatorFlags_SpanAllColumns) ? window->DC.CurrentColumns : NULL; ImGuiOldColumns* columns = (flags & ImGuiSeparatorFlags_SpanAllColumns) ? window->DC.CurrentColumns : NULL;
if (columns) if (columns)
PushColumnsBackground(); PushColumnsBackground();
@ -7907,19 +7907,19 @@ int ImGui::GetColumnsCount()
return window->DC.CurrentColumns ? window->DC.CurrentColumns->Count : 1; return window->DC.CurrentColumns ? window->DC.CurrentColumns->Count : 1;
} }
float ImGui::GetColumnOffsetFromNorm(const ImGuiColumns* columns, float offset_norm) float ImGui::GetColumnOffsetFromNorm(const ImGuiOldColumns* columns, float offset_norm)
{ {
return offset_norm * (columns->OffMaxX - columns->OffMinX); return offset_norm * (columns->OffMaxX - columns->OffMinX);
} }
float ImGui::GetColumnNormFromOffset(const ImGuiColumns* columns, float offset) float ImGui::GetColumnNormFromOffset(const ImGuiOldColumns* columns, float offset)
{ {
return offset / (columns->OffMaxX - columns->OffMinX); return offset / (columns->OffMaxX - columns->OffMinX);
} }
static const float COLUMNS_HIT_RECT_HALF_WIDTH = 4.0f; static const float COLUMNS_HIT_RECT_HALF_WIDTH = 4.0f;
static float GetDraggedColumnOffset(ImGuiColumns* columns, int column_index) static float GetDraggedColumnOffset(ImGuiOldColumns* columns, int column_index)
{ {
// Active (dragged) column always follow mouse. The reason we need this is that dragging a column to the right edge of an auto-resizing // Active (dragged) column always follow mouse. The reason we need this is that dragging a column to the right edge of an auto-resizing
// window creates a feedback loop because we store normalized positions. So while dragging we enforce absolute positioning. // window creates a feedback loop because we store normalized positions. So while dragging we enforce absolute positioning.
@ -7939,7 +7939,7 @@ static float GetDraggedColumnOffset(ImGuiColumns* columns, int column_index)
float ImGui::GetColumnOffset(int column_index) float ImGui::GetColumnOffset(int column_index)
{ {
ImGuiWindow* window = GetCurrentWindowRead(); ImGuiWindow* window = GetCurrentWindowRead();
ImGuiColumns* columns = window->DC.CurrentColumns; ImGuiOldColumns* columns = window->DC.CurrentColumns;
if (columns == NULL) if (columns == NULL)
return 0.0f; return 0.0f;
@ -7952,7 +7952,7 @@ float ImGui::GetColumnOffset(int column_index)
return x_offset; return x_offset;
} }
static float GetColumnWidthEx(ImGuiColumns* columns, int column_index, bool before_resize = false) static float GetColumnWidthEx(ImGuiOldColumns* columns, int column_index, bool before_resize = false)
{ {
if (column_index < 0) if (column_index < 0)
column_index = columns->Current; column_index = columns->Current;
@ -7969,7 +7969,7 @@ float ImGui::GetColumnWidth(int column_index)
{ {
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow; ImGuiWindow* window = g.CurrentWindow;
ImGuiColumns* columns = window->DC.CurrentColumns; ImGuiOldColumns* columns = window->DC.CurrentColumns;
if (columns == NULL) if (columns == NULL)
return GetContentRegionAvail().x; return GetContentRegionAvail().x;
@ -7982,7 +7982,7 @@ void ImGui::SetColumnOffset(int column_index, float offset)
{ {
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow; ImGuiWindow* window = g.CurrentWindow;
ImGuiColumns* columns = window->DC.CurrentColumns; ImGuiOldColumns* columns = window->DC.CurrentColumns;
IM_ASSERT(columns != NULL); IM_ASSERT(columns != NULL);
if (column_index < 0) if (column_index < 0)
@ -8003,7 +8003,7 @@ void ImGui::SetColumnOffset(int column_index, float offset)
void ImGui::SetColumnWidth(int column_index, float width) void ImGui::SetColumnWidth(int column_index, float width)
{ {
ImGuiWindow* window = GetCurrentWindowRead(); ImGuiWindow* window = GetCurrentWindowRead();
ImGuiColumns* columns = window->DC.CurrentColumns; ImGuiOldColumns* columns = window->DC.CurrentColumns;
IM_ASSERT(columns != NULL); IM_ASSERT(columns != NULL);
if (column_index < 0) if (column_index < 0)
@ -8014,11 +8014,11 @@ void ImGui::SetColumnWidth(int column_index, float width)
void ImGui::PushColumnClipRect(int column_index) void ImGui::PushColumnClipRect(int column_index)
{ {
ImGuiWindow* window = GetCurrentWindowRead(); ImGuiWindow* window = GetCurrentWindowRead();
ImGuiColumns* columns = window->DC.CurrentColumns; ImGuiOldColumns* columns = window->DC.CurrentColumns;
if (column_index < 0) if (column_index < 0)
column_index = columns->Current; column_index = columns->Current;
ImGuiColumnData* column = &columns->Columns[column_index]; ImGuiOldColumnData* column = &columns->Columns[column_index];
PushClipRect(column->ClipRect.Min, column->ClipRect.Max, false); PushClipRect(column->ClipRect.Min, column->ClipRect.Max, false);
} }
@ -8026,7 +8026,7 @@ void ImGui::PushColumnClipRect(int column_index)
void ImGui::PushColumnsBackground() void ImGui::PushColumnsBackground()
{ {
ImGuiWindow* window = GetCurrentWindowRead(); ImGuiWindow* window = GetCurrentWindowRead();
ImGuiColumns* columns = window->DC.CurrentColumns; ImGuiOldColumns* columns = window->DC.CurrentColumns;
if (columns->Count == 1) if (columns->Count == 1)
return; return;
@ -8039,7 +8039,7 @@ void ImGui::PushColumnsBackground()
void ImGui::PopColumnsBackground() void ImGui::PopColumnsBackground()
{ {
ImGuiWindow* window = GetCurrentWindowRead(); ImGuiWindow* window = GetCurrentWindowRead();
ImGuiColumns* columns = window->DC.CurrentColumns; ImGuiOldColumns* columns = window->DC.CurrentColumns;
if (columns->Count == 1) if (columns->Count == 1)
return; return;
@ -8048,15 +8048,15 @@ void ImGui::PopColumnsBackground()
columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1); columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1);
} }
ImGuiColumns* ImGui::FindOrCreateColumns(ImGuiWindow* window, ImGuiID id) ImGuiOldColumns* ImGui::FindOrCreateColumns(ImGuiWindow* window, ImGuiID id)
{ {
// We have few columns per window so for now we don't need bother much with turning this into a faster lookup. // We have few columns per window so for now we don't need bother much with turning this into a faster lookup.
for (int n = 0; n < window->ColumnsStorage.Size; n++) for (int n = 0; n < window->ColumnsStorage.Size; n++)
if (window->ColumnsStorage[n].ID == id) if (window->ColumnsStorage[n].ID == id)
return &window->ColumnsStorage[n]; return &window->ColumnsStorage[n];
window->ColumnsStorage.push_back(ImGuiColumns()); window->ColumnsStorage.push_back(ImGuiOldColumns());
ImGuiColumns* columns = &window->ColumnsStorage.back(); ImGuiOldColumns* columns = &window->ColumnsStorage.back();
columns->ID = id; columns->ID = id;
return columns; return columns;
} }
@ -8084,7 +8084,7 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiOldColumnFl
// Acquire storage for the columns set // Acquire storage for the columns set
ImGuiID id = GetColumnsID(str_id, columns_count); ImGuiID id = GetColumnsID(str_id, columns_count);
ImGuiColumns* columns = FindOrCreateColumns(window, id); ImGuiOldColumns* columns = FindOrCreateColumns(window, id);
IM_ASSERT(columns->ID == id); IM_ASSERT(columns->ID == id);
columns->Current = 0; columns->Current = 0;
columns->Count = columns_count; columns->Count = columns_count;
@ -8118,7 +8118,7 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiOldColumnFl
columns->Columns.reserve(columns_count + 1); columns->Columns.reserve(columns_count + 1);
for (int n = 0; n < columns_count + 1; n++) for (int n = 0; n < columns_count + 1; n++)
{ {
ImGuiColumnData column; ImGuiOldColumnData column;
column.OffsetNorm = n / (float)columns_count; column.OffsetNorm = n / (float)columns_count;
columns->Columns.push_back(column); columns->Columns.push_back(column);
} }
@ -8127,7 +8127,7 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiOldColumnFl
for (int n = 0; n < columns_count; n++) for (int n = 0; n < columns_count; n++)
{ {
// Compute clipping rectangle // Compute clipping rectangle
ImGuiColumnData* column = &columns->Columns[n]; ImGuiOldColumnData* column = &columns->Columns[n];
float clip_x1 = IM_ROUND(window->Pos.x + GetColumnOffset(n)); float clip_x1 = IM_ROUND(window->Pos.x + GetColumnOffset(n));
float clip_x2 = IM_ROUND(window->Pos.x + GetColumnOffset(n + 1) - 1.0f); float clip_x2 = IM_ROUND(window->Pos.x + GetColumnOffset(n + 1) - 1.0f);
column->ClipRect = ImRect(clip_x1, -FLT_MAX, clip_x2, +FLT_MAX); column->ClipRect = ImRect(clip_x1, -FLT_MAX, clip_x2, +FLT_MAX);
@ -8158,7 +8158,7 @@ void ImGui::NextColumn()
return; return;
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
ImGuiColumns* columns = window->DC.CurrentColumns; ImGuiOldColumns* columns = window->DC.CurrentColumns;
if (columns->Count == 1) if (columns->Count == 1)
{ {
@ -8175,7 +8175,7 @@ void ImGui::NextColumn()
// Optimization: avoid PopClipRect() + SetCurrentChannel() + PushClipRect() // Optimization: avoid PopClipRect() + SetCurrentChannel() + PushClipRect()
// (which would needlessly attempt to update commands in the wrong channel, then pop or overwrite them), // (which would needlessly attempt to update commands in the wrong channel, then pop or overwrite them),
ImGuiColumnData* column = &columns->Columns[columns->Current]; ImGuiOldColumnData* column = &columns->Columns[columns->Current];
SetWindowClipRectBeforeSetChannel(window, column->ClipRect); SetWindowClipRectBeforeSetChannel(window, column->ClipRect);
columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1); columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1);
@ -8210,7 +8210,7 @@ void ImGui::EndColumns()
{ {
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
ImGuiWindow* window = GetCurrentWindow(); ImGuiWindow* window = GetCurrentWindow();
ImGuiColumns* columns = window->DC.CurrentColumns; ImGuiOldColumns* columns = window->DC.CurrentColumns;
IM_ASSERT(columns != NULL); IM_ASSERT(columns != NULL);
PopItemWidth(); PopItemWidth();
@ -8237,7 +8237,7 @@ void ImGui::EndColumns()
int dragging_column = -1; int dragging_column = -1;
for (int n = 1; n < columns->Count; n++) for (int n = 1; n < columns->Count; n++)
{ {
ImGuiColumnData* column = &columns->Columns[n]; ImGuiOldColumnData* column = &columns->Columns[n];
float x = window->Pos.x + GetColumnOffset(n); float x = window->Pos.x + GetColumnOffset(n);
const ImGuiID column_id = columns->ID + ImGuiID(n); const ImGuiID column_id = columns->ID + ImGuiID(n);
const float column_hit_hw = COLUMNS_HIT_RECT_HALF_WIDTH; const float column_hit_hw = COLUMNS_HIT_RECT_HALF_WIDTH;
@ -8289,7 +8289,7 @@ void ImGui::Columns(int columns_count, const char* id, bool border)
ImGuiOldColumnFlags flags = (border ? 0 : ImGuiOldColumnFlags_NoBorder); ImGuiOldColumnFlags flags = (border ? 0 : ImGuiOldColumnFlags_NoBorder);
//flags |= ImGuiOldColumnFlags_NoPreserveWidths; // NB: Legacy behavior //flags |= ImGuiOldColumnFlags_NoPreserveWidths; // NB: Legacy behavior
ImGuiColumns* columns = window->DC.CurrentColumns; ImGuiOldColumns* columns = window->DC.CurrentColumns;
if (columns != NULL && columns->Count == columns_count && columns->Flags == flags) if (columns != NULL && columns->Count == columns_count && columns->Flags == flags)
return; return;