فهرست منبع

Tables: Moving legacy Columns code

ocornut 4 سال پیش
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818e1a4eb4
2فایلهای تغییر یافته به همراه434 افزوده شده و 441 حذف شده
  1. 434 0
      imgui_tables.cpp
  2. 0 441
      imgui_widgets.cpp

+ 434 - 0
imgui_tables.cpp

@@ -66,6 +66,440 @@
 // [SECTION] Widgets: Columns, BeginColumns, EndColumns, etc.
 // (This is a legacy API, prefer using BeginTable/EndTable!)
 //-------------------------------------------------------------------------
+// - SetWindowClipRectBeforeSetChannel() [Internal]
+// - GetColumnIndex()
+// - GetColumnsCount()
+// - GetColumnOffset()
+// - GetColumnWidth()
+// - SetColumnOffset()
+// - SetColumnWidth()
+// - PushColumnClipRect() [Internal]
+// - PushColumnsBackground() [Internal]
+// - PopColumnsBackground() [Internal]
+// - FindOrCreateColumns() [Internal]
+// - GetColumnsID() [Internal]
+// - BeginColumns()
+// - NextColumn()
+// - EndColumns()
+// - Columns()
+//-------------------------------------------------------------------------
+
+// [Internal] Small optimization to avoid calls to PopClipRect/SetCurrentChannel/PushClipRect in sequences,
+// they would meddle many times with the underlying ImDrawCmd.
+// Instead, we do a preemptive overwrite of clipping rectangle _without_ altering the command-buffer and let
+// the subsequent single call to SetCurrentChannel() does it things once.
+void ImGui::SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect)
+{
+    ImVec4 clip_rect_vec4 = clip_rect.ToVec4();
+    window->ClipRect = clip_rect;
+    window->DrawList->_CmdHeader.ClipRect = clip_rect_vec4;
+    window->DrawList->_ClipRectStack.Data[window->DrawList->_ClipRectStack.Size - 1] = clip_rect_vec4;
+}
+
+int ImGui::GetColumnIndex()
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    return window->DC.CurrentColumns ? window->DC.CurrentColumns->Current : 0;
+}
+
+int ImGui::GetColumnsCount()
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    return window->DC.CurrentColumns ? window->DC.CurrentColumns->Count : 1;
+}
+
+float ImGui::GetColumnOffsetFromNorm(const ImGuiOldColumns* columns, float offset_norm)
+{
+    return offset_norm * (columns->OffMaxX - columns->OffMinX);
+}
+
+float ImGui::GetColumnNormFromOffset(const ImGuiOldColumns* columns, float offset)
+{
+    return offset / (columns->OffMaxX - columns->OffMinX);
+}
+
+static const float COLUMNS_HIT_RECT_HALF_WIDTH = 4.0f;
+
+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
+    // window creates a feedback loop because we store normalized positions. So while dragging we enforce absolute positioning.
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    IM_ASSERT(column_index > 0); // We are not supposed to drag column 0.
+    IM_ASSERT(g.ActiveId == columns->ID + ImGuiID(column_index));
+
+    float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x + COLUMNS_HIT_RECT_HALF_WIDTH - window->Pos.x;
+    x = ImMax(x, ImGui::GetColumnOffset(column_index - 1) + g.Style.ColumnsMinSpacing);
+    if ((columns->Flags & ImGuiOldColumnFlags_NoPreserveWidths))
+        x = ImMin(x, ImGui::GetColumnOffset(column_index + 1) - g.Style.ColumnsMinSpacing);
+
+    return x;
+}
+
+float ImGui::GetColumnOffset(int column_index)
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    ImGuiOldColumns* columns = window->DC.CurrentColumns;
+    if (columns == NULL)
+        return 0.0f;
+
+    if (column_index < 0)
+        column_index = columns->Current;
+    IM_ASSERT(column_index < columns->Columns.Size);
+
+    const float t = columns->Columns[column_index].OffsetNorm;
+    const float x_offset = ImLerp(columns->OffMinX, columns->OffMaxX, t);
+    return x_offset;
+}
+
+static float GetColumnWidthEx(ImGuiOldColumns* columns, int column_index, bool before_resize = false)
+{
+    if (column_index < 0)
+        column_index = columns->Current;
+
+    float offset_norm;
+    if (before_resize)
+        offset_norm = columns->Columns[column_index + 1].OffsetNormBeforeResize - columns->Columns[column_index].OffsetNormBeforeResize;
+    else
+        offset_norm = columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm;
+    return ImGui::GetColumnOffsetFromNorm(columns, offset_norm);
+}
+
+float ImGui::GetColumnWidth(int column_index)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    ImGuiOldColumns* columns = window->DC.CurrentColumns;
+    if (columns == NULL)
+        return GetContentRegionAvail().x;
+
+    if (column_index < 0)
+        column_index = columns->Current;
+    return GetColumnOffsetFromNorm(columns, columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm);
+}
+
+void ImGui::SetColumnOffset(int column_index, float offset)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    ImGuiOldColumns* columns = window->DC.CurrentColumns;
+    IM_ASSERT(columns != NULL);
+
+    if (column_index < 0)
+        column_index = columns->Current;
+    IM_ASSERT(column_index < columns->Columns.Size);
+
+    const bool preserve_width = !(columns->Flags & ImGuiOldColumnFlags_NoPreserveWidths) && (column_index < columns->Count - 1);
+    const float width = preserve_width ? GetColumnWidthEx(columns, column_index, columns->IsBeingResized) : 0.0f;
+
+    if (!(columns->Flags & ImGuiOldColumnFlags_NoForceWithinWindow))
+        offset = ImMin(offset, columns->OffMaxX - g.Style.ColumnsMinSpacing * (columns->Count - column_index));
+    columns->Columns[column_index].OffsetNorm = GetColumnNormFromOffset(columns, offset - columns->OffMinX);
+
+    if (preserve_width)
+        SetColumnOffset(column_index + 1, offset + ImMax(g.Style.ColumnsMinSpacing, width));
+}
+
+void ImGui::SetColumnWidth(int column_index, float width)
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    ImGuiOldColumns* columns = window->DC.CurrentColumns;
+    IM_ASSERT(columns != NULL);
+
+    if (column_index < 0)
+        column_index = columns->Current;
+    SetColumnOffset(column_index + 1, GetColumnOffset(column_index) + width);
+}
+
+void ImGui::PushColumnClipRect(int column_index)
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    ImGuiOldColumns* columns = window->DC.CurrentColumns;
+    if (column_index < 0)
+        column_index = columns->Current;
+
+    ImGuiOldColumnData* column = &columns->Columns[column_index];
+    PushClipRect(column->ClipRect.Min, column->ClipRect.Max, false);
+}
+
+// Get into the columns background draw command (which is generally the same draw command as before we called BeginColumns)
+void ImGui::PushColumnsBackground()
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    ImGuiOldColumns* columns = window->DC.CurrentColumns;
+    if (columns->Count == 1)
+        return;
+
+    // Optimization: avoid SetCurrentChannel() + PushClipRect()
+    columns->HostBackupClipRect = window->ClipRect;
+    SetWindowClipRectBeforeSetChannel(window, columns->HostInitialClipRect);
+    columns->Splitter.SetCurrentChannel(window->DrawList, 0);
+}
+
+void ImGui::PopColumnsBackground()
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    ImGuiOldColumns* columns = window->DC.CurrentColumns;
+    if (columns->Count == 1)
+        return;
+
+    // Optimization: avoid PopClipRect() + SetCurrentChannel()
+    SetWindowClipRectBeforeSetChannel(window, columns->HostBackupClipRect);
+    columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1);
+}
+
+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.
+    for (int n = 0; n < window->ColumnsStorage.Size; n++)
+        if (window->ColumnsStorage[n].ID == id)
+            return &window->ColumnsStorage[n];
+
+    window->ColumnsStorage.push_back(ImGuiOldColumns());
+    ImGuiOldColumns* columns = &window->ColumnsStorage.back();
+    columns->ID = id;
+    return columns;
+}
+
+ImGuiID ImGui::GetColumnsID(const char* str_id, int columns_count)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+
+    // Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget.
+    // In addition, when an identifier isn't explicitly provided we include the number of columns in the hash to make it uniquer.
+    PushID(0x11223347 + (str_id ? 0 : columns_count));
+    ImGuiID id = window->GetID(str_id ? str_id : "columns");
+    PopID();
+
+    return id;
+}
+
+void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiOldColumnFlags flags)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+
+    IM_ASSERT(columns_count >= 1);
+    IM_ASSERT(window->DC.CurrentColumns == NULL);   // Nested columns are currently not supported
+
+    // Acquire storage for the columns set
+    ImGuiID id = GetColumnsID(str_id, columns_count);
+    ImGuiOldColumns* columns = FindOrCreateColumns(window, id);
+    IM_ASSERT(columns->ID == id);
+    columns->Current = 0;
+    columns->Count = columns_count;
+    columns->Flags = flags;
+    window->DC.CurrentColumns = columns;
+
+    columns->HostCursorPosY = window->DC.CursorPos.y;
+    columns->HostCursorMaxPosX = window->DC.CursorMaxPos.x;
+    columns->HostInitialClipRect = window->ClipRect;
+    columns->HostBackupParentWorkRect = window->ParentWorkRect;
+    window->ParentWorkRect = window->WorkRect;
+
+    // Set state for first column
+    // We aim so that the right-most column will have the same clipping width as other after being clipped by parent ClipRect
+    const float column_padding = g.Style.ItemSpacing.x;
+    const float half_clip_extend_x = ImFloor(ImMax(window->WindowPadding.x * 0.5f, window->WindowBorderSize));
+    const float max_1 = window->WorkRect.Max.x + column_padding - ImMax(column_padding - window->WindowPadding.x, 0.0f);
+    const float max_2 = window->WorkRect.Max.x + half_clip_extend_x;
+    columns->OffMinX = window->DC.Indent.x - column_padding + ImMax(column_padding - window->WindowPadding.x, 0.0f);
+    columns->OffMaxX = ImMax(ImMin(max_1, max_2) - window->Pos.x, columns->OffMinX + 1.0f);
+    columns->LineMinY = columns->LineMaxY = window->DC.CursorPos.y;
+
+    // Clear data if columns count changed
+    if (columns->Columns.Size != 0 && columns->Columns.Size != columns_count + 1)
+        columns->Columns.resize(0);
+
+    // Initialize default widths
+    columns->IsFirstFrame = (columns->Columns.Size == 0);
+    if (columns->Columns.Size == 0)
+    {
+        columns->Columns.reserve(columns_count + 1);
+        for (int n = 0; n < columns_count + 1; n++)
+        {
+            ImGuiOldColumnData column;
+            column.OffsetNorm = n / (float)columns_count;
+            columns->Columns.push_back(column);
+        }
+    }
+
+    for (int n = 0; n < columns_count; n++)
+    {
+        // Compute clipping rectangle
+        ImGuiOldColumnData* column = &columns->Columns[n];
+        float clip_x1 = IM_ROUND(window->Pos.x + GetColumnOffset(n));
+        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.ClipWithFull(window->ClipRect);
+    }
+
+    if (columns->Count > 1)
+    {
+        columns->Splitter.Split(window->DrawList, 1 + columns->Count);
+        columns->Splitter.SetCurrentChannel(window->DrawList, 1);
+        PushColumnClipRect(0);
+    }
+
+    // We don't generally store Indent.x inside ColumnsOffset because it may be manipulated by the user.
+    float offset_0 = GetColumnOffset(columns->Current);
+    float offset_1 = GetColumnOffset(columns->Current + 1);
+    float width = offset_1 - offset_0;
+    PushItemWidth(width * 0.65f);
+    window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f);
+    window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
+    window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding;
+}
+
+void ImGui::NextColumn()
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems || window->DC.CurrentColumns == NULL)
+        return;
+
+    ImGuiContext& g = *GImGui;
+    ImGuiOldColumns* columns = window->DC.CurrentColumns;
+
+    if (columns->Count == 1)
+    {
+        window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
+        IM_ASSERT(columns->Current == 0);
+        return;
+    }
+
+    // Next column
+    if (++columns->Current == columns->Count)
+        columns->Current = 0;
+
+    PopItemWidth();
+
+    // Optimization: avoid PopClipRect() + SetCurrentChannel() + PushClipRect()
+    // (which would needlessly attempt to update commands in the wrong channel, then pop or overwrite them),
+    ImGuiOldColumnData* column = &columns->Columns[columns->Current];
+    SetWindowClipRectBeforeSetChannel(window, column->ClipRect);
+    columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1);
+
+    const float column_padding = g.Style.ItemSpacing.x;
+    columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y);
+    if (columns->Current > 0)
+    {
+        // Columns 1+ ignore IndentX (by canceling it out)
+        // FIXME-COLUMNS: Unnecessary, could be locked?
+        window->DC.ColumnsOffset.x = GetColumnOffset(columns->Current) - window->DC.Indent.x + column_padding;
+    }
+    else
+    {
+        // New row/line: column 0 honor IndentX.
+        window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f);
+        columns->LineMinY = columns->LineMaxY;
+    }
+    window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
+    window->DC.CursorPos.y = columns->LineMinY;
+    window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);
+    window->DC.CurrLineTextBaseOffset = 0.0f;
+
+    // FIXME-COLUMNS: Share code with BeginColumns() - move code on columns setup.
+    float offset_0 = GetColumnOffset(columns->Current);
+    float offset_1 = GetColumnOffset(columns->Current + 1);
+    float width = offset_1 - offset_0;
+    PushItemWidth(width * 0.65f);
+    window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding;
+}
+
+void ImGui::EndColumns()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+    ImGuiOldColumns* columns = window->DC.CurrentColumns;
+    IM_ASSERT(columns != NULL);
+
+    PopItemWidth();
+    if (columns->Count > 1)
+    {
+        PopClipRect();
+        columns->Splitter.Merge(window->DrawList);
+    }
+
+    const ImGuiOldColumnFlags flags = columns->Flags;
+    columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y);
+    window->DC.CursorPos.y = columns->LineMaxY;
+    if (!(flags & ImGuiOldColumnFlags_GrowParentContentsSize))
+        window->DC.CursorMaxPos.x = columns->HostCursorMaxPosX;  // Restore cursor max pos, as columns don't grow parent
+
+    // Draw columns borders and handle resize
+    // The IsBeingResized flag ensure we preserve pre-resize columns width so back-and-forth are not lossy
+    bool is_being_resized = false;
+    if (!(flags & ImGuiOldColumnFlags_NoBorder) && !window->SkipItems)
+    {
+        // We clip Y boundaries CPU side because very long triangles are mishandled by some GPU drivers.
+        const float y1 = ImMax(columns->HostCursorPosY, window->ClipRect.Min.y);
+        const float y2 = ImMin(window->DC.CursorPos.y, window->ClipRect.Max.y);
+        int dragging_column = -1;
+        for (int n = 1; n < columns->Count; n++)
+        {
+            ImGuiOldColumnData* column = &columns->Columns[n];
+            float x = window->Pos.x + GetColumnOffset(n);
+            const ImGuiID column_id = columns->ID + ImGuiID(n);
+            const float column_hit_hw = COLUMNS_HIT_RECT_HALF_WIDTH;
+            const ImRect column_hit_rect(ImVec2(x - column_hit_hw, y1), ImVec2(x + column_hit_hw, y2));
+            KeepAliveID(column_id);
+            if (IsClippedEx(column_hit_rect, column_id, false))
+                continue;
+
+            bool hovered = false, held = false;
+            if (!(flags & ImGuiOldColumnFlags_NoResize))
+            {
+                ButtonBehavior(column_hit_rect, column_id, &hovered, &held);
+                if (hovered || held)
+                    g.MouseCursor = ImGuiMouseCursor_ResizeEW;
+                if (held && !(column->Flags & ImGuiOldColumnFlags_NoResize))
+                    dragging_column = n;
+            }
+
+            // Draw column
+            const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator);
+            const float xi = IM_FLOOR(x);
+            window->DrawList->AddLine(ImVec2(xi, y1 + 1.0f), ImVec2(xi, y2), col);
+        }
+
+        // Apply dragging after drawing the column lines, so our rendered lines are in sync with how items were displayed during the frame.
+        if (dragging_column != -1)
+        {
+            if (!columns->IsBeingResized)
+                for (int n = 0; n < columns->Count + 1; n++)
+                    columns->Columns[n].OffsetNormBeforeResize = columns->Columns[n].OffsetNorm;
+            columns->IsBeingResized = is_being_resized = true;
+            float x = GetDraggedColumnOffset(columns, dragging_column);
+            SetColumnOffset(dragging_column, x);
+        }
+    }
+    columns->IsBeingResized = is_being_resized;
+
+    window->WorkRect = window->ParentWorkRect;
+    window->ParentWorkRect = columns->HostBackupParentWorkRect;
+    window->DC.CurrentColumns = NULL;
+    window->DC.ColumnsOffset.x = 0.0f;
+    window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
+}
+
+void ImGui::Columns(int columns_count, const char* id, bool border)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    IM_ASSERT(columns_count >= 1);
+
+    ImGuiOldColumnFlags flags = (border ? 0 : ImGuiOldColumnFlags_NoBorder);
+    //flags |= ImGuiOldColumnFlags_NoPreserveWidths; // NB: Legacy behavior
+    ImGuiOldColumns* columns = window->DC.CurrentColumns;
+    if (columns != NULL && columns->Count == columns_count && columns->Flags == flags)
+        return;
+
+    if (columns != NULL)
+        EndColumns();
+
+    if (columns_count != 1)
+        BeginColumns(id, columns_count, flags);
+}
 
 
 //-------------------------------------------------------------------------

+ 0 - 441
imgui_widgets.cpp

@@ -7866,445 +7866,4 @@ void ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb,
 }
 
 
-//-------------------------------------------------------------------------
-// [SECTION] Widgets: Columns, BeginColumns, EndColumns, etc.
-// In the current version, Columns are very weak. Needs to be replaced with a more full-featured system.
-//-------------------------------------------------------------------------
-// - SetWindowClipRectBeforeSetChannel() [Internal]
-// - GetColumnIndex()
-// - GetColumnCount()
-// - GetColumnOffset()
-// - GetColumnWidth()
-// - SetColumnOffset()
-// - SetColumnWidth()
-// - PushColumnClipRect() [Internal]
-// - PushColumnsBackground() [Internal]
-// - PopColumnsBackground() [Internal]
-// - FindOrCreateColumns() [Internal]
-// - GetColumnsID() [Internal]
-// - BeginColumns()
-// - NextColumn()
-// - EndColumns()
-// - Columns()
-//-------------------------------------------------------------------------
-
-// [Internal] Small optimization to avoid calls to PopClipRect/SetCurrentChannel/PushClipRect in sequences,
-// they would meddle many times with the underlying ImDrawCmd.
-// Instead, we do a preemptive overwrite of clipping rectangle _without_ altering the command-buffer and let
-// the subsequent single call to SetCurrentChannel() does it things once.
-void ImGui::SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect)
-{
-    ImVec4 clip_rect_vec4 = clip_rect.ToVec4();
-    window->ClipRect = clip_rect;
-    window->DrawList->_CmdHeader.ClipRect = clip_rect_vec4;
-    window->DrawList->_ClipRectStack.Data[window->DrawList->_ClipRectStack.Size - 1] = clip_rect_vec4;
-}
-
-int ImGui::GetColumnIndex()
-{
-    ImGuiWindow* window = GetCurrentWindowRead();
-    return window->DC.CurrentColumns ? window->DC.CurrentColumns->Current : 0;
-}
-
-int ImGui::GetColumnsCount()
-{
-    ImGuiWindow* window = GetCurrentWindowRead();
-    return window->DC.CurrentColumns ? window->DC.CurrentColumns->Count : 1;
-}
-
-float ImGui::GetColumnOffsetFromNorm(const ImGuiOldColumns* columns, float offset_norm)
-{
-    return offset_norm * (columns->OffMaxX - columns->OffMinX);
-}
-
-float ImGui::GetColumnNormFromOffset(const ImGuiOldColumns* columns, float offset)
-{
-    return offset / (columns->OffMaxX - columns->OffMinX);
-}
-
-static const float COLUMNS_HIT_RECT_HALF_WIDTH = 4.0f;
-
-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
-    // window creates a feedback loop because we store normalized positions. So while dragging we enforce absolute positioning.
-    ImGuiContext& g = *GImGui;
-    ImGuiWindow* window = g.CurrentWindow;
-    IM_ASSERT(column_index > 0); // We are not supposed to drag column 0.
-    IM_ASSERT(g.ActiveId == columns->ID + ImGuiID(column_index));
-
-    float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x + COLUMNS_HIT_RECT_HALF_WIDTH - window->Pos.x;
-    x = ImMax(x, ImGui::GetColumnOffset(column_index - 1) + g.Style.ColumnsMinSpacing);
-    if ((columns->Flags & ImGuiOldColumnFlags_NoPreserveWidths))
-        x = ImMin(x, ImGui::GetColumnOffset(column_index + 1) - g.Style.ColumnsMinSpacing);
-
-    return x;
-}
-
-float ImGui::GetColumnOffset(int column_index)
-{
-    ImGuiWindow* window = GetCurrentWindowRead();
-    ImGuiOldColumns* columns = window->DC.CurrentColumns;
-    if (columns == NULL)
-        return 0.0f;
-
-    if (column_index < 0)
-        column_index = columns->Current;
-    IM_ASSERT(column_index < columns->Columns.Size);
-
-    const float t = columns->Columns[column_index].OffsetNorm;
-    const float x_offset = ImLerp(columns->OffMinX, columns->OffMaxX, t);
-    return x_offset;
-}
-
-static float GetColumnWidthEx(ImGuiOldColumns* columns, int column_index, bool before_resize = false)
-{
-    if (column_index < 0)
-        column_index = columns->Current;
-
-    float offset_norm;
-    if (before_resize)
-        offset_norm = columns->Columns[column_index + 1].OffsetNormBeforeResize - columns->Columns[column_index].OffsetNormBeforeResize;
-    else
-        offset_norm = columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm;
-    return ImGui::GetColumnOffsetFromNorm(columns, offset_norm);
-}
-
-float ImGui::GetColumnWidth(int column_index)
-{
-    ImGuiContext& g = *GImGui;
-    ImGuiWindow* window = g.CurrentWindow;
-    ImGuiOldColumns* columns = window->DC.CurrentColumns;
-    if (columns == NULL)
-        return GetContentRegionAvail().x;
-
-    if (column_index < 0)
-        column_index = columns->Current;
-    return GetColumnOffsetFromNorm(columns, columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm);
-}
-
-void ImGui::SetColumnOffset(int column_index, float offset)
-{
-    ImGuiContext& g = *GImGui;
-    ImGuiWindow* window = g.CurrentWindow;
-    ImGuiOldColumns* columns = window->DC.CurrentColumns;
-    IM_ASSERT(columns != NULL);
-
-    if (column_index < 0)
-        column_index = columns->Current;
-    IM_ASSERT(column_index < columns->Columns.Size);
-
-    const bool preserve_width = !(columns->Flags & ImGuiOldColumnFlags_NoPreserveWidths) && (column_index < columns->Count - 1);
-    const float width = preserve_width ? GetColumnWidthEx(columns, column_index, columns->IsBeingResized) : 0.0f;
-
-    if (!(columns->Flags & ImGuiOldColumnFlags_NoForceWithinWindow))
-        offset = ImMin(offset, columns->OffMaxX - g.Style.ColumnsMinSpacing * (columns->Count - column_index));
-    columns->Columns[column_index].OffsetNorm = GetColumnNormFromOffset(columns, offset - columns->OffMinX);
-
-    if (preserve_width)
-        SetColumnOffset(column_index + 1, offset + ImMax(g.Style.ColumnsMinSpacing, width));
-}
-
-void ImGui::SetColumnWidth(int column_index, float width)
-{
-    ImGuiWindow* window = GetCurrentWindowRead();
-    ImGuiOldColumns* columns = window->DC.CurrentColumns;
-    IM_ASSERT(columns != NULL);
-
-    if (column_index < 0)
-        column_index = columns->Current;
-    SetColumnOffset(column_index + 1, GetColumnOffset(column_index) + width);
-}
-
-void ImGui::PushColumnClipRect(int column_index)
-{
-    ImGuiWindow* window = GetCurrentWindowRead();
-    ImGuiOldColumns* columns = window->DC.CurrentColumns;
-    if (column_index < 0)
-        column_index = columns->Current;
-
-    ImGuiOldColumnData* column = &columns->Columns[column_index];
-    PushClipRect(column->ClipRect.Min, column->ClipRect.Max, false);
-}
-
-// Get into the columns background draw command (which is generally the same draw command as before we called BeginColumns)
-void ImGui::PushColumnsBackground()
-{
-    ImGuiWindow* window = GetCurrentWindowRead();
-    ImGuiOldColumns* columns = window->DC.CurrentColumns;
-    if (columns->Count == 1)
-        return;
-
-    // Optimization: avoid SetCurrentChannel() + PushClipRect()
-    columns->HostBackupClipRect = window->ClipRect;
-    SetWindowClipRectBeforeSetChannel(window, columns->HostInitialClipRect);
-    columns->Splitter.SetCurrentChannel(window->DrawList, 0);
-}
-
-void ImGui::PopColumnsBackground()
-{
-    ImGuiWindow* window = GetCurrentWindowRead();
-    ImGuiOldColumns* columns = window->DC.CurrentColumns;
-    if (columns->Count == 1)
-        return;
-
-    // Optimization: avoid PopClipRect() + SetCurrentChannel()
-    SetWindowClipRectBeforeSetChannel(window, columns->HostBackupClipRect);
-    columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1);
-}
-
-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.
-    for (int n = 0; n < window->ColumnsStorage.Size; n++)
-        if (window->ColumnsStorage[n].ID == id)
-            return &window->ColumnsStorage[n];
-
-    window->ColumnsStorage.push_back(ImGuiOldColumns());
-    ImGuiOldColumns* columns = &window->ColumnsStorage.back();
-    columns->ID = id;
-    return columns;
-}
-
-ImGuiID ImGui::GetColumnsID(const char* str_id, int columns_count)
-{
-    ImGuiWindow* window = GetCurrentWindow();
-
-    // Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget.
-    // In addition, when an identifier isn't explicitly provided we include the number of columns in the hash to make it uniquer.
-    PushID(0x11223347 + (str_id ? 0 : columns_count));
-    ImGuiID id = window->GetID(str_id ? str_id : "columns");
-    PopID();
-
-    return id;
-}
-
-void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiOldColumnFlags flags)
-{
-    ImGuiContext& g = *GImGui;
-    ImGuiWindow* window = GetCurrentWindow();
-
-    IM_ASSERT(columns_count >= 1);
-    IM_ASSERT(window->DC.CurrentColumns == NULL);   // Nested columns are currently not supported
-
-    // Acquire storage for the columns set
-    ImGuiID id = GetColumnsID(str_id, columns_count);
-    ImGuiOldColumns* columns = FindOrCreateColumns(window, id);
-    IM_ASSERT(columns->ID == id);
-    columns->Current = 0;
-    columns->Count = columns_count;
-    columns->Flags = flags;
-    window->DC.CurrentColumns = columns;
-
-    columns->HostCursorPosY = window->DC.CursorPos.y;
-    columns->HostCursorMaxPosX = window->DC.CursorMaxPos.x;
-    columns->HostInitialClipRect = window->ClipRect;
-    columns->HostBackupParentWorkRect = window->ParentWorkRect;
-    window->ParentWorkRect = window->WorkRect;
-
-    // Set state for first column
-    // We aim so that the right-most column will have the same clipping width as other after being clipped by parent ClipRect
-    const float column_padding = g.Style.ItemSpacing.x;
-    const float half_clip_extend_x = ImFloor(ImMax(window->WindowPadding.x * 0.5f, window->WindowBorderSize));
-    const float max_1 = window->WorkRect.Max.x + column_padding - ImMax(column_padding - window->WindowPadding.x, 0.0f);
-    const float max_2 = window->WorkRect.Max.x + half_clip_extend_x;
-    columns->OffMinX = window->DC.Indent.x - column_padding + ImMax(column_padding - window->WindowPadding.x, 0.0f);
-    columns->OffMaxX = ImMax(ImMin(max_1, max_2) - window->Pos.x, columns->OffMinX + 1.0f);
-    columns->LineMinY = columns->LineMaxY = window->DC.CursorPos.y;
-
-    // Clear data if columns count changed
-    if (columns->Columns.Size != 0 && columns->Columns.Size != columns_count + 1)
-        columns->Columns.resize(0);
-
-    // Initialize default widths
-    columns->IsFirstFrame = (columns->Columns.Size == 0);
-    if (columns->Columns.Size == 0)
-    {
-        columns->Columns.reserve(columns_count + 1);
-        for (int n = 0; n < columns_count + 1; n++)
-        {
-            ImGuiOldColumnData column;
-            column.OffsetNorm = n / (float)columns_count;
-            columns->Columns.push_back(column);
-        }
-    }
-
-    for (int n = 0; n < columns_count; n++)
-    {
-        // Compute clipping rectangle
-        ImGuiOldColumnData* column = &columns->Columns[n];
-        float clip_x1 = IM_ROUND(window->Pos.x + GetColumnOffset(n));
-        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.ClipWithFull(window->ClipRect);
-    }
-
-    if (columns->Count > 1)
-    {
-        columns->Splitter.Split(window->DrawList, 1 + columns->Count);
-        columns->Splitter.SetCurrentChannel(window->DrawList, 1);
-        PushColumnClipRect(0);
-    }
-
-    // We don't generally store Indent.x inside ColumnsOffset because it may be manipulated by the user.
-    float offset_0 = GetColumnOffset(columns->Current);
-    float offset_1 = GetColumnOffset(columns->Current + 1);
-    float width = offset_1 - offset_0;
-    PushItemWidth(width * 0.65f);
-    window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f);
-    window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
-    window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding;
-}
-
-void ImGui::NextColumn()
-{
-    ImGuiWindow* window = GetCurrentWindow();
-    if (window->SkipItems || window->DC.CurrentColumns == NULL)
-        return;
-
-    ImGuiContext& g = *GImGui;
-    ImGuiOldColumns* columns = window->DC.CurrentColumns;
-
-    if (columns->Count == 1)
-    {
-        window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
-        IM_ASSERT(columns->Current == 0);
-        return;
-    }
-
-    // Next column
-    if (++columns->Current == columns->Count)
-        columns->Current = 0;
-
-    PopItemWidth();
-
-    // Optimization: avoid PopClipRect() + SetCurrentChannel() + PushClipRect()
-    // (which would needlessly attempt to update commands in the wrong channel, then pop or overwrite them),
-    ImGuiOldColumnData* column = &columns->Columns[columns->Current];
-    SetWindowClipRectBeforeSetChannel(window, column->ClipRect);
-    columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1);
-
-    const float column_padding = g.Style.ItemSpacing.x;
-    columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y);
-    if (columns->Current > 0)
-    {
-        // Columns 1+ ignore IndentX (by canceling it out)
-        // FIXME-COLUMNS: Unnecessary, could be locked?
-        window->DC.ColumnsOffset.x = GetColumnOffset(columns->Current) - window->DC.Indent.x + column_padding;
-    }
-    else
-    {
-        // New row/line: column 0 honor IndentX.
-        window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f);
-        columns->LineMinY = columns->LineMaxY;
-    }
-    window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
-    window->DC.CursorPos.y = columns->LineMinY;
-    window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);
-    window->DC.CurrLineTextBaseOffset = 0.0f;
-
-    // FIXME-COLUMNS: Share code with BeginColumns() - move code on columns setup.
-    float offset_0 = GetColumnOffset(columns->Current);
-    float offset_1 = GetColumnOffset(columns->Current + 1);
-    float width = offset_1 - offset_0;
-    PushItemWidth(width * 0.65f);
-    window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding;
-}
-
-void ImGui::EndColumns()
-{
-    ImGuiContext& g = *GImGui;
-    ImGuiWindow* window = GetCurrentWindow();
-    ImGuiOldColumns* columns = window->DC.CurrentColumns;
-    IM_ASSERT(columns != NULL);
-
-    PopItemWidth();
-    if (columns->Count > 1)
-    {
-        PopClipRect();
-        columns->Splitter.Merge(window->DrawList);
-    }
-
-    const ImGuiOldColumnFlags flags = columns->Flags;
-    columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y);
-    window->DC.CursorPos.y = columns->LineMaxY;
-    if (!(flags & ImGuiOldColumnFlags_GrowParentContentsSize))
-        window->DC.CursorMaxPos.x = columns->HostCursorMaxPosX;  // Restore cursor max pos, as columns don't grow parent
-
-    // Draw columns borders and handle resize
-    // The IsBeingResized flag ensure we preserve pre-resize columns width so back-and-forth are not lossy
-    bool is_being_resized = false;
-    if (!(flags & ImGuiOldColumnFlags_NoBorder) && !window->SkipItems)
-    {
-        // We clip Y boundaries CPU side because very long triangles are mishandled by some GPU drivers.
-        const float y1 = ImMax(columns->HostCursorPosY, window->ClipRect.Min.y);
-        const float y2 = ImMin(window->DC.CursorPos.y, window->ClipRect.Max.y);
-        int dragging_column = -1;
-        for (int n = 1; n < columns->Count; n++)
-        {
-            ImGuiOldColumnData* column = &columns->Columns[n];
-            float x = window->Pos.x + GetColumnOffset(n);
-            const ImGuiID column_id = columns->ID + ImGuiID(n);
-            const float column_hit_hw = COLUMNS_HIT_RECT_HALF_WIDTH;
-            const ImRect column_hit_rect(ImVec2(x - column_hit_hw, y1), ImVec2(x + column_hit_hw, y2));
-            KeepAliveID(column_id);
-            if (IsClippedEx(column_hit_rect, column_id, false))
-                continue;
-
-            bool hovered = false, held = false;
-            if (!(flags & ImGuiOldColumnFlags_NoResize))
-            {
-                ButtonBehavior(column_hit_rect, column_id, &hovered, &held);
-                if (hovered || held)
-                    g.MouseCursor = ImGuiMouseCursor_ResizeEW;
-                if (held && !(column->Flags & ImGuiOldColumnFlags_NoResize))
-                    dragging_column = n;
-            }
-
-            // Draw column
-            const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator);
-            const float xi = IM_FLOOR(x);
-            window->DrawList->AddLine(ImVec2(xi, y1 + 1.0f), ImVec2(xi, y2), col);
-        }
-
-        // Apply dragging after drawing the column lines, so our rendered lines are in sync with how items were displayed during the frame.
-        if (dragging_column != -1)
-        {
-            if (!columns->IsBeingResized)
-                for (int n = 0; n < columns->Count + 1; n++)
-                    columns->Columns[n].OffsetNormBeforeResize = columns->Columns[n].OffsetNorm;
-            columns->IsBeingResized = is_being_resized = true;
-            float x = GetDraggedColumnOffset(columns, dragging_column);
-            SetColumnOffset(dragging_column, x);
-        }
-    }
-    columns->IsBeingResized = is_being_resized;
-
-    window->WorkRect = window->ParentWorkRect;
-    window->ParentWorkRect = columns->HostBackupParentWorkRect;
-    window->DC.CurrentColumns = NULL;
-    window->DC.ColumnsOffset.x = 0.0f;
-    window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
-}
-
-void ImGui::Columns(int columns_count, const char* id, bool border)
-{
-    ImGuiWindow* window = GetCurrentWindow();
-    IM_ASSERT(columns_count >= 1);
-
-    ImGuiOldColumnFlags flags = (border ? 0 : ImGuiOldColumnFlags_NoBorder);
-    //flags |= ImGuiOldColumnFlags_NoPreserveWidths; // NB: Legacy behavior
-    ImGuiOldColumns* columns = window->DC.CurrentColumns;
-    if (columns != NULL && columns->Count == columns_count && columns->Flags == flags)
-        return;
-
-    if (columns != NULL)
-        EndColumns();
-
-    if (columns_count != 1)
-        BeginColumns(id, columns_count, flags);
-}
-
-//-------------------------------------------------------------------------
-
 #endif // #ifndef IMGUI_DISABLE