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Tables, Nav, Scrolling: fixed scrolling functions and focus tracking with frozen rows and columns. (#5143, #4868, #3692)
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@ -2250,6 +2250,7 @@ struct IMGUI_API ImGuiWindow
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float WindowBorderSize; // Window border size at the time of Begin().
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float DecoOuterSizeX1, DecoOuterSizeY1; // Left/Up offsets. Sum of non-scrolling outer decorations (X1 generally == 0.0f. Y1 generally = TitleBarHeight + MenuBarHeight). Locked during Begin().
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float DecoOuterSizeX2, DecoOuterSizeY2; // Right/Down offsets (X2 generally == ScrollbarSize.x, Y2 == ScrollbarSizes.y).
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float DecoInnerSizeX1, DecoInnerSizeY1; // Applied AFTER/OVER InnerRect. Specialized for Tables as they use specialized form of clipping and frozen rows/columns are inside InnerRect (and not part of regular decoration sizes).
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int NameBufLen; // Size of buffer storing Name. May be larger than strlen(Name)!
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ImGuiID MoveId; // == window->GetID("#MOVE")
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ImGuiID ChildId; // ID of corresponding item in parent window (for navigation to return from child window to parent window)
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@ -2519,9 +2520,10 @@ struct ImGuiTableCellData
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struct ImGuiTableInstanceData
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{
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float LastOuterHeight; // Outer height from last frame
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float LastFirstRowHeight; // Height of first row from last frame
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float LastFirstRowHeight; // Height of first row from last frame (FIXME: this is used as "header height" and may be reworked)
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float LastFrozenHeight; // Height of frozen section from last frame
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ImGuiTableInstanceData() { LastOuterHeight = LastFirstRowHeight = 0.0f; }
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ImGuiTableInstanceData() { LastOuterHeight = LastFirstRowHeight = LastFrozenHeight = 0.0f; }
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};
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// FIXME-TABLE: more transient data could be stored in a per-stacked table structure: DrawSplitter, SortSpecs, incoming RowData
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