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ImBitArray: Rename ClearBits() to ClearAllBits() and add SetAllBits(). ImBitArraySetBitRange work on range [n..n2) instead of [n..n2]
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@ -2285,8 +2285,8 @@ void ImGui::TableMergeDrawChannels(ImGuiTable* table)
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g.DrawChannelsTempMergeBuffer.resize(splitter->_Count - LEADING_DRAW_CHANNELS); // Use shared temporary storage so the allocation gets amortized
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ImDrawChannel* dst_tmp = g.DrawChannelsTempMergeBuffer.Data;
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ImBitArray<IMGUI_TABLE_MAX_DRAW_CHANNELS> remaining_mask; // We need 132-bit of storage
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remaining_mask.ClearBits();
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remaining_mask.SetBitRange(LEADING_DRAW_CHANNELS, splitter->_Count - 1);
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remaining_mask.ClearAllBits();
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remaining_mask.SetBitRange(LEADING_DRAW_CHANNELS, splitter->_Count);
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remaining_mask.ClearBit(table->Bg2DrawChannelUnfrozen);
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IM_ASSERT(has_freeze_v == false || table->Bg2DrawChannelUnfrozen != TABLE_DRAW_CHANNEL_BG2_FROZEN);
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int remaining_count = splitter->_Count - (has_freeze_v ? LEADING_DRAW_CHANNELS + 1 : LEADING_DRAW_CHANNELS);
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