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Tables comments + Backends: DirectX9: calling IDirect3DStateBlock9::Capture() after CreateStateBlock() which appears to workaround/fix state restoring issues. . (#3857)
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@ -11,6 +11,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2021-03-18: DirectX9: Calling IDirect3DStateBlock9::Capture() after CreateStateBlock() as a workaround for state restoring issues (see #3857).
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// 2021-03-03: DirectX9: Added support for IMGUI_USE_BGRA_PACKED_COLOR in user's imconfig file.
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// 2021-02-18: DirectX9: Change blending equation to preserve alpha in output buffer.
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// 2019-05-29: DirectX9: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
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@ -137,6 +138,11 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
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IDirect3DStateBlock9* d3d9_state_block = NULL;
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if (g_pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0)
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return;
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if (d3d9_state_block->Capture() < 0)
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{
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d3d9_state_block->Release();
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return;
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}
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// Backup the DX9 transform (DX9 documentation suggests that it is included in the StateBlock but it doesn't appear to)
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D3DMATRIX last_world, last_view, last_projection;
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@ -42,6 +42,8 @@ Other Changes:
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- Drags, Sliders, Inputs: Specifying a NULL format to Float functions default them to "%.3f" to be
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consistent with the compile-time default. (#3922)
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- DragScalar: Add default value for v_speed argument to match higher-level functions. (#3922) [@eliasdaler]
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- Backends: DirectX9: calling IDirect3DStateBlock9::Capture() after CreateStateBlock() which appears to
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workaround/fix state restoring issues. Unknown exactly why so, but bit of a cargo-cult fix. (#3857)
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- Docs: Improvements to minor mistakes in documentation comments (#3923) [@ANF-Studios]
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@ -8,6 +8,7 @@ Index of this file:
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// [SECTION] Commentary
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// [SECTION] Header mess
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// [SECTION] Tables: Main code
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// [SECTION] Tables: Simple accessors
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// [SECTION] Tables: Row changes
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// [SECTION] Tables: Columns changes
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// [SECTION] Tables: Columns width management
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@ -235,6 +236,19 @@ Index of this file:
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//-----------------------------------------------------------------------------
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// [SECTION] Tables: Main code
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//-----------------------------------------------------------------------------
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// - TableFixFlags() [Internal]
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// - TableFindByID() [Internal]
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// - BeginTable()
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// - BeginTableEx() [Internal]
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// - TableBeginInitMemory() [Internal]
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// - TableBeginApplyRequests() [Internal]
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// - TableSetupColumnFlags() [Internal]
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// - TableUpdateLayout() [Internal]
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// - TableUpdateBorders() [Internal]
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// - EndTable()
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// - TableSetupColumn()
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// - TableSetupScrollFreeze()
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//-----------------------------------------------------------------------------
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// Configuration
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static const int TABLE_DRAW_CHANNEL_BG0 = 0;
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@ -1435,6 +1449,20 @@ void ImGui::TableSetupScrollFreeze(int columns, int rows)
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table->IsUnfrozenRows = (table->FreezeRowsCount == 0); // Make sure this is set before TableUpdateLayout() so ImGuiListClipper can benefit from it.b
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}
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//-----------------------------------------------------------------------------
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// [SECTION] Tables: Simple accessors
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//-----------------------------------------------------------------------------
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// - TableGetColumnCount()
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// - TableGetColumnName()
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// - TableGetColumnName() [Internal]
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// - TableSetColumnEnabled() [Internal]
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// - TableGetColumnFlags()
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// - TableGetCellBgRect() [Internal]
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// - TableGetColumnResizeID() [Internal]
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// - TableGetHoveredColumn() [Internal]
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// - TableSetBgColor()
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//-----------------------------------------------------------------------------
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int ImGui::TableGetColumnCount()
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{
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ImGuiContext& g = *GImGui;
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