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	Columns offsets cached to avoid repeated binary search.
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										29
									
								
								imgui.cpp
									
									
									
									
									
								
							
							
						
						
									
										29
									
								
								imgui.cpp
									
									
									
									
									
								
							@@ -897,6 +897,7 @@ struct ImGuiDrawContext
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    float                   ColumnsCellMaxY;
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    bool                    ColumnsShowBorders;
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    ImGuiID                 ColumnsSetID;
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    ImVector<float>         ColumnsOffsetsT;     // Columns offset normalized 0.0 (far left) -> 1.0 (far right)
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    ImGuiDrawContext()
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    {
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@@ -6224,7 +6225,6 @@ void ImGui::NextColumn()
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    }
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}
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// FIMXE-OPT: This is called too often. We need to cache offset for active columns set.
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float ImGui::GetColumnOffset(int column_index)
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{
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    ImGuiState& g = *GImGui;
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@@ -6232,11 +6232,9 @@ float ImGui::GetColumnOffset(int column_index)
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    if (column_index < 0)
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        column_index = window->DC.ColumnsCurrent;
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    const ImGuiID column_id = window->DC.ColumnsSetID + ImGuiID(column_index);
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    RegisterAliveId(column_id);
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    const float default_t = column_index / (float)window->DC.ColumnsCount;
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    const float t = window->StateStorage.GetFloat(column_id, default_t);      // Cheaply store our floating point value inside the integer (could store an union into the map?)
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    // Read from cache
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    IM_ASSERT(column_index < (int)window->DC.ColumnsOffsetsT.size());
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    const float t = window->DC.ColumnsOffsetsT[column_index];
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    const float offset = window->DC.ColumnsStartX + t * (window->Size.x - g.Style.ScrollBarWidth - window->DC.ColumnsStartX);
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    return offset;
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}
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@@ -6248,9 +6246,11 @@ void ImGui::SetColumnOffset(int column_index, float offset)
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    if (column_index < 0)
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        column_index = window->DC.ColumnsCurrent;
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    IM_ASSERT(column_index < (int)window->DC.ColumnsOffsetsT.size());
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    const ImGuiID column_id = window->DC.ColumnsSetID + ImGuiID(column_index);
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    const float t = (offset - window->DC.ColumnsStartX) / (window->Size.x - g.Style.ScrollBarWidth - window->DC.ColumnsStartX);
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    window->StateStorage.SetFloat(column_id, t);
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    window->DC.ColumnsOffsetsT[column_index] = t;
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}
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float ImGui::GetColumnWidth(int column_index)
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@@ -6337,9 +6337,26 @@ void ImGui::Columns(int columns_count, const char* id, bool border)
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    if (window->DC.ColumnsCount != 1)
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    {
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        // Cache column offsets
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        window->DC.ColumnsOffsetsT.resize((size_t)columns_count + 1);
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        for (int column_index = 0; column_index < columns_count + 1; column_index++)
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        {
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            const ImGuiID column_id = window->DC.ColumnsSetID + ImGuiID(column_index);
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            RegisterAliveId(column_id);
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            const float default_t = column_index / (float)window->DC.ColumnsCount;
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            const float t = window->StateStorage.GetFloat(column_id, default_t);      // Cheaply store our floating point value inside the integer (could store an union into the map?)
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            window->DC.ColumnsOffsetsT[column_index] = t;
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        }
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        PushColumnClipRect();
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        ImGui::PushItemWidth(ImGui::GetColumnWidth() * 0.65f);
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    }
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    else
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    {
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        window->DC.ColumnsOffsetsT.resize(2);
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        window->DC.ColumnsOffsetsT[0] = 0.0f;
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        window->DC.ColumnsOffsetsT[1] = 1.0f;
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    }
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}
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void ImGui::TreePush(const char* str_id)
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