GUI: optimize orders window
don't render cell if not visible
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036fd94ea6
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7a544fc0e0
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@ -310,6 +310,9 @@ void FurnaceGUI::drawOrders() {
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ImVec2 clipBegin=ImGui::GetCursorScreenPos();
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ImVec2 clipEnd=clipBegin+ImGui::GetContentRegionAvail();
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if (ImGui::BeginTable("OrdersTable",1+displayChans,(tooSmall?ImGuiTableFlags_SizingFixedFit:ImGuiTableFlags_SizingStretchSame)|ImGuiTableFlags_ScrollX|ImGuiTableFlags_ScrollY)) {
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if (tooSmall) {
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// set up cell sizes? I don't know
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}
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ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing,prevSpacing);
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ImGui::TableSetupScrollFreeze(1,1);
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ImGui::TableNextRow(0,lineHeight);
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@ -360,7 +363,7 @@ void FurnaceGUI::drawOrders() {
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ImGui::PopStyleColor();
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for (int j=0; j<e->getTotalChannelCount(); j++) {
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if (!e->curSubSong->chanShow[j]) continue;
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ImGui::TableNextColumn();
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if (!ImGui::TableNextColumn()) continue;
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DivPattern* pat=e->curPat[j].getPattern(e->curOrders->ord[j][i],false);
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/*if (!pat->name.empty()) {
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snprintf(selID,4096,"%s##O_%.2x_%.2x",pat->name.c_str(),j,i);
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