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Clipper: enhanced ImGuiListClipper (#3841)
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cd1b5f7883
153
imgui.cpp
153
imgui.cpp
@ -2288,6 +2288,42 @@ void ImGui::CalcListClipping(int items_count, float items_height, int* out_items
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*out_items_display_end = end;
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}
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static int SortAndFuseRanges(int* range_start, int* range_end, int range_count)
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{
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// Helper to order ranges and fuse them together if possible.
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// First sort both rangeStart and rangeEnd by rangeStart. Since this helper will just sort 2 or 3 entries, a bubble sort will do fine.
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for (int sort_end = range_count - 1; sort_end > 0; --sort_end)
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{
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for (int i = 0; i < sort_end; ++i)
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{
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if (range_start[i] > range_start[i + 1])
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{
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ImSwap(range_start[i], range_start[i + 1]);
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ImSwap(range_end[i], range_end[i + 1]);
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}
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}
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}
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// Now fuse ranges together as much as possible.
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for (int i = 1; i < range_count;)
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{
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if (range_end[i - 1] >= range_start[i])
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{
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range_end[i - 1] = ImMax(range_end[i - 1], range_end[i]);
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range_count--;
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for (int j = i; j < range_count; ++j)
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{
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range_start[j] = range_start[j + 1];
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range_end[j] = range_end[j + 1];
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}
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}
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else
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i++;
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}
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return range_count;
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}
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static void SetCursorPosYAndSetupForPrevLine(float pos_y, float line_height)
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{
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// Set cursor position and a few other things so that SetScrollHereY() and Columns() can work when seeking cursor.
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@ -2354,7 +2390,27 @@ void ImGuiListClipper::End()
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if (ItemsCount < INT_MAX && DisplayStart >= 0)
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SetCursorPosYAndSetupForPrevLine(StartPosY + (ItemsCount - ItemsFrozen) * ItemsHeight, ItemsHeight);
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ItemsCount = -1;
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StepNo = 3;
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StepNo = RangeCount;
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}
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void ImGuiListClipper::ForceDisplayRange(int item_start, int item_end)
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{
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if (DisplayStart < 0 && RangeCount + YRangeCount < 1) // Only allowed after Begin() and if there has not been a specified range yet.
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{
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RangeStart[RangeCount] = item_start;
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RangeEnd[RangeCount] = item_end;
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RangeCount++;
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}
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}
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void ImGuiListClipper::ForceDisplayYRange(float y_min, float y_max)
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{
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if (DisplayStart < 0 && RangeCount + YRangeCount < 1) // Only allowed after Begin() and if there has not been a specified range yet.
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{
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YRangeMin[YRangeCount] = y_min;
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YRangeMax[YRangeCount] = y_max;
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YRangeCount++;
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}
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}
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bool ImGuiListClipper::Step()
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@ -2373,6 +2429,8 @@ bool ImGuiListClipper::Step()
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return false;
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}
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bool calc_clipping = false;
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// Step 0: Let you process the first element (regardless of it being visible or not, so we can measure the element height)
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if (StepNo == 0)
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{
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@ -2389,22 +2447,24 @@ bool ImGuiListClipper::Step()
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StartPosY = window->DC.CursorPos.y;
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if (ItemsHeight <= 0.0f)
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{
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// Submit the first item so we can measure its height (generally it is 0..1)
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DisplayStart = ItemsFrozen;
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DisplayEnd = ItemsFrozen + 1;
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// Submit the first item (or range) so we can measure its height (generally it is 0..1)
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RangeStart[RangeCount] = ItemsFrozen;
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RangeEnd[RangeCount] = ItemsFrozen + 1;
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if (++RangeCount > 1)
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RangeCount = SortAndFuseRanges(RangeStart, RangeEnd, RangeCount);
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DisplayStart = ImMax(RangeStart[0], ItemsFrozen);
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DisplayEnd = ImMin(RangeEnd[0], ItemsCount);
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StepNo = 1;
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return true;
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}
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// Already has item height (given by user in Begin): skip to calculating step
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DisplayStart = DisplayEnd;
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StepNo = 2;
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calc_clipping = true; // If on the first step with known item height, calculate clipping.
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}
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// Step 1: the clipper infer height from first element
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if (StepNo == 1)
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// Step 1: Let the clipper infer height from first range
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if (ItemsHeight <= 0.0f)
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{
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IM_ASSERT(ItemsHeight <= 0.0f);
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IM_ASSERT(StepNo == 1);
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if (table)
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{
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const float pos_y1 = table->RowPosY1; // Using this instead of StartPosY to handle clipper straddling the frozen row
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@ -2414,49 +2474,72 @@ bool ImGuiListClipper::Step()
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}
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else
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{
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ItemsHeight = window->DC.CursorPos.y - StartPosY;
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ItemsHeight = (window->DC.CursorPos.y - StartPosY) / (float)(DisplayEnd - DisplayStart);
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}
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IM_ASSERT(ItemsHeight > 0.0f && "Unable to calculate item height! First item hasn't moved the cursor vertically!");
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StepNo = 2;
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calc_clipping = true; // If item height had to be calculated, calculate clipping afterwards.
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}
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// Reached end of list
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if (DisplayEnd >= ItemsCount)
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{
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End();
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return false;
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}
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// Step 2: calculate the actual range of elements to display, and position the cursor before the first element
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if (StepNo == 2)
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// Step 0 or 1: Calculate the actual range of visible elements.
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if (calc_clipping)
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{
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IM_ASSERT(ItemsHeight > 0.0f);
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int already_submitted = DisplayEnd;
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ImGui::CalcListClipping(ItemsCount - already_submitted, ItemsHeight, &DisplayStart, &DisplayEnd);
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DisplayStart += already_submitted;
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DisplayEnd += already_submitted;
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ImGui::CalcListClipping(ItemsCount - already_submitted, ItemsHeight, &RangeStart[RangeCount], &RangeEnd[RangeCount]);
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// Only add another range if it hasn't been handled by the initial range.
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if (RangeStart[RangeCount] < RangeEnd[RangeCount])
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{
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RangeStart[RangeCount] += already_submitted;
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RangeEnd[RangeCount] += already_submitted;
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RangeCount++;
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}
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// Convert specified y ranges to item index ranges.
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for (int i = 0; i < YRangeCount; ++i)
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{
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int start = already_submitted + (int)((YRangeMin[i] - window->DC.CursorPos.y) / ItemsHeight);
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int end = already_submitted + (int)((YRangeMax[i] - window->DC.CursorPos.y) / ItemsHeight) + 1;
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start = ImMax(start, already_submitted);
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end = ImMin(end, ItemsCount);
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if (start < end)
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{
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RangeStart[RangeCount] = start;
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RangeEnd[RangeCount] = end;
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RangeCount++;
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}
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}
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// Try to sort and fuse only if there is more than 1 range remaining.
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if (RangeCount > StepNo + 1)
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RangeCount = StepNo + SortAndFuseRanges(&RangeStart[StepNo], &RangeEnd[StepNo], RangeCount - StepNo);
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}
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// Step 0+ (if item height is given in advance) or 1+: Display the next range in line.
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if (StepNo < RangeCount)
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{
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int already_submitted = DisplayEnd;
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DisplayStart = ImMax(RangeStart[StepNo], already_submitted);
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DisplayEnd = ImMin(RangeEnd[StepNo], ItemsCount);
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// Seek cursor
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if (DisplayStart > already_submitted)
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SetCursorPosYAndSetupForPrevLine(StartPosY + (DisplayStart - ItemsFrozen) * ItemsHeight, ItemsHeight);
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StepNo = 3;
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StepNo++;
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return true;
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}
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// Step 3: the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd),
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// After the last step: Let the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd),
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// Advance the cursor to the end of the list and then returns 'false' to end the loop.
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if (StepNo == 3)
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{
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// Seek cursor
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if (ItemsCount < INT_MAX)
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SetCursorPosYAndSetupForPrevLine(StartPosY + (ItemsCount - ItemsFrozen) * ItemsHeight, ItemsHeight); // advance cursor
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ItemsCount = -1;
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return false;
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}
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if (ItemsCount < INT_MAX)
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SetCursorPosYAndSetupForPrevLine(StartPosY + (ItemsCount - ItemsFrozen) * ItemsHeight, ItemsHeight); // advance cursor
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ItemsCount = -1;
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IM_ASSERT(0);
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return false;
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}
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10
imgui.h
10
imgui.h
@ -2179,6 +2179,7 @@ struct ImGuiStorage
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// Usage:
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// ImGuiListClipper clipper;
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// clipper.Begin(1000); // We have 1000 elements, evenly spaced.
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// clipper.ForceDisplay(42); // Optional, force element with given index to be displayed (use f.e. if you need to update a tooltip for a drag&drop source)
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// while (clipper.Step())
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// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
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// ImGui::Text("line number %d", i);
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@ -2195,6 +2196,12 @@ struct ImGuiListClipper
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// [Internal]
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int ItemsCount;
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int RangeStart[4]; // 1 for the user, rest for internal use
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int RangeEnd[4];
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int RangeCount;
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int YRangeMin[1];
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int YRangeMax[1];
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int YRangeCount;
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int StepNo;
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int ItemsFrozen;
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float ItemsHeight;
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@ -2207,6 +2214,9 @@ struct ImGuiListClipper
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// items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing().
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IMGUI_API void Begin(int items_count, float items_height = -1.0f); // Automatically called by constructor if you passed 'items_count' or by Step() in Step 1.
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IMGUI_API void End(); // Automatically called on the last call of Step() that returns false.
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IMGUI_API void ForceDisplayRange(int item_start, int item_end); // Optionally call before the first call to Step() if you need a range of items to be displayed regardless of visibility.
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inline void ForceDisplay(int item_start, int item_count = 1) { ForceDisplayRange(item_start, item_start + item_count); } // Like ForceDisplayRange, but with a number instead of an end index.
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IMGUI_API void ForceDisplayYRange(float y_min, float y_max); // Like ForceDisplayRange, but with y coordinates instead of item indices.
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IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items.
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#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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