perf(style): make GlobalStyleScope.StackHandle GC-free via counter scope
This commit is contained in:
@@ -1,5 +1,4 @@
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using Dalamud.Bindings.ImGui;
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using Dalamud.Interface.Utility.Raii;
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using HellionChat.Themes;
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using HellionChat.Util;
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@@ -33,60 +32,73 @@ internal static class GlobalStyleScope
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var childBgWithAlpha = ResolveChildBgAlpha(c.ChildBg, windowOpacity);
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var stack = new StackHandle();
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stack.PushStyleVar(ImGuiStyleVar.WindowRounding, l.WindowRounding);
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stack.PushStyleVar(ImGuiStyleVar.ChildRounding, l.ChildRounding);
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stack.PushStyleVar(ImGuiStyleVar.PopupRounding, l.PopupRounding);
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stack.PushStyleVar(ImGuiStyleVar.FrameRounding, l.FrameRounding);
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stack.PushStyleVar(ImGuiStyleVar.GrabRounding, l.GrabRounding);
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stack.PushStyleVar(ImGuiStyleVar.TabRounding, l.TabRounding);
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stack.PushStyleVar(ImGuiStyleVar.ScrollbarRounding, l.ScrollbarRounding);
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stack.PushStyleVar(ImGuiStyleVar.WindowBorderSize, l.WindowBorderSize);
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stack.PushStyleVar(ImGuiStyleVar.FrameBorderSize, l.FrameBorderSize);
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// Hard contract: every push must be balanced by a pop. The pushes below
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// are pure, practically non-throwing ImGui calls, but if one ever threw
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// mid-stack we must still pop what we pushed before the exception escapes,
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// or the global style stack stays corrupt for every other window this
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// frame. Dispose then rethrow.
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try
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{
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stack.PushStyleVar(ImGuiStyleVar.WindowRounding, l.WindowRounding);
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stack.PushStyleVar(ImGuiStyleVar.ChildRounding, l.ChildRounding);
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stack.PushStyleVar(ImGuiStyleVar.PopupRounding, l.PopupRounding);
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stack.PushStyleVar(ImGuiStyleVar.FrameRounding, l.FrameRounding);
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stack.PushStyleVar(ImGuiStyleVar.GrabRounding, l.GrabRounding);
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stack.PushStyleVar(ImGuiStyleVar.TabRounding, l.TabRounding);
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stack.PushStyleVar(ImGuiStyleVar.ScrollbarRounding, l.ScrollbarRounding);
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stack.PushStyleVar(ImGuiStyleVar.WindowBorderSize, l.WindowBorderSize);
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stack.PushStyleVar(ImGuiStyleVar.FrameBorderSize, l.FrameBorderSize);
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stack.PushColor(ImGuiCol.WindowBg, windowBgWithAlpha);
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stack.PushColor(ImGuiCol.ChildBg, childBgWithAlpha);
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stack.PushColorAbgr(ImGuiCol.PopupBg, a.ChildBg);
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stack.PushColorAbgr(ImGuiCol.Border, a.Border);
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stack.PushColorAbgr(ImGuiCol.BorderShadow, 0u);
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stack.PushColor(ImGuiCol.WindowBg, windowBgWithAlpha);
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stack.PushColor(ImGuiCol.ChildBg, childBgWithAlpha);
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stack.PushColorAbgr(ImGuiCol.PopupBg, a.ChildBg);
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stack.PushColorAbgr(ImGuiCol.Border, a.Border);
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stack.PushColorAbgr(ImGuiCol.BorderShadow, 0u);
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stack.PushColorAbgr(ImGuiCol.FrameBg, a.FrameBg);
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stack.PushColorAbgr(ImGuiCol.FrameBgHovered, a.SurfaceHover);
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stack.PushColorAbgr(ImGuiCol.FrameBgActive, a.Surface);
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stack.PushColorAbgr(ImGuiCol.FrameBg, a.FrameBg);
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stack.PushColorAbgr(ImGuiCol.FrameBgHovered, a.SurfaceHover);
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stack.PushColorAbgr(ImGuiCol.FrameBgActive, a.Surface);
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stack.PushColorAbgr(ImGuiCol.TitleBg, a.WindowBg);
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stack.PushColorAbgr(ImGuiCol.TitleBgActive, a.Identity);
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stack.PushColorAbgr(ImGuiCol.TitleBgCollapsed, a.WindowBg);
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stack.PushColorAbgr(ImGuiCol.TitleBg, a.WindowBg);
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stack.PushColorAbgr(ImGuiCol.TitleBgActive, a.Identity);
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stack.PushColorAbgr(ImGuiCol.TitleBgCollapsed, a.WindowBg);
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stack.PushColorAbgr(ImGuiCol.Button, a.Primary);
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stack.PushColorAbgr(ImGuiCol.ButtonHovered, a.PrimaryLight);
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stack.PushColorAbgr(ImGuiCol.ButtonActive, a.PrimaryDark);
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stack.PushColorAbgr(ImGuiCol.Button, a.Primary);
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stack.PushColorAbgr(ImGuiCol.ButtonHovered, a.PrimaryLight);
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stack.PushColorAbgr(ImGuiCol.ButtonActive, a.PrimaryDark);
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stack.PushColorAbgr(ImGuiCol.Header, a.Surface);
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stack.PushColorAbgr(ImGuiCol.HeaderHovered, a.SurfaceHover);
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stack.PushColorAbgr(ImGuiCol.HeaderActive, a.Identity);
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stack.PushColorAbgr(ImGuiCol.Header, a.Surface);
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stack.PushColorAbgr(ImGuiCol.HeaderHovered, a.SurfaceHover);
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stack.PushColorAbgr(ImGuiCol.HeaderActive, a.Identity);
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stack.PushColorAbgr(ImGuiCol.Tab, a.FrameBg);
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stack.PushColorAbgr(ImGuiCol.TabHovered, a.PrimaryLight);
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stack.PushColorAbgr(ImGuiCol.TabActive, a.Identity);
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stack.PushColorAbgr(ImGuiCol.TabUnfocused, a.ChildBg);
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stack.PushColorAbgr(ImGuiCol.TabUnfocusedActive, a.PrimaryDark);
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stack.PushColorAbgr(ImGuiCol.Tab, a.FrameBg);
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stack.PushColorAbgr(ImGuiCol.TabHovered, a.PrimaryLight);
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stack.PushColorAbgr(ImGuiCol.TabActive, a.Identity);
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stack.PushColorAbgr(ImGuiCol.TabUnfocused, a.ChildBg);
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stack.PushColorAbgr(ImGuiCol.TabUnfocusedActive, a.PrimaryDark);
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stack.PushColorAbgr(ImGuiCol.ScrollbarBg, a.WindowBg);
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stack.PushColorAbgr(ImGuiCol.ScrollbarGrab, a.Surface);
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stack.PushColorAbgr(ImGuiCol.ScrollbarGrabHovered, a.AccentLight);
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stack.PushColorAbgr(ImGuiCol.ScrollbarGrabActive, a.Accent);
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stack.PushColorAbgr(ImGuiCol.ScrollbarBg, a.WindowBg);
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stack.PushColorAbgr(ImGuiCol.ScrollbarGrab, a.Surface);
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stack.PushColorAbgr(ImGuiCol.ScrollbarGrabHovered, a.AccentLight);
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stack.PushColorAbgr(ImGuiCol.ScrollbarGrabActive, a.Accent);
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stack.PushColorAbgr(ImGuiCol.ResizeGrip, a.FrameBg);
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stack.PushColorAbgr(ImGuiCol.ResizeGripHovered, a.AccentLight);
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stack.PushColorAbgr(ImGuiCol.ResizeGripActive, a.Accent);
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stack.PushColorAbgr(ImGuiCol.ResizeGrip, a.FrameBg);
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stack.PushColorAbgr(ImGuiCol.ResizeGripHovered, a.AccentLight);
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stack.PushColorAbgr(ImGuiCol.ResizeGripActive, a.Accent);
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stack.PushColorAbgr(ImGuiCol.CheckMark, a.Primary);
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stack.PushColorAbgr(ImGuiCol.SliderGrab, a.Primary);
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stack.PushColorAbgr(ImGuiCol.SliderGrabActive, a.PrimaryLight);
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stack.PushColorAbgr(ImGuiCol.CheckMark, a.Primary);
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stack.PushColorAbgr(ImGuiCol.SliderGrab, a.Primary);
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stack.PushColorAbgr(ImGuiCol.SliderGrabActive, a.PrimaryLight);
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stack.PushColorAbgr(ImGuiCol.Separator, a.Border);
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stack.PushColorAbgr(ImGuiCol.SeparatorHovered, a.PrimaryLight);
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stack.PushColorAbgr(ImGuiCol.SeparatorActive, a.Primary);
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stack.PushColorAbgr(ImGuiCol.Separator, a.Border);
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stack.PushColorAbgr(ImGuiCol.SeparatorHovered, a.PrimaryLight);
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stack.PushColorAbgr(ImGuiCol.SeparatorActive, a.Primary);
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}
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catch
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{
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stack.Dispose();
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throw;
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}
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return stack;
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}
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@@ -101,24 +113,46 @@ internal static class GlobalStyleScope
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return (themeChildBgRgba & 0xFFFFFF00u) | childBgAlpha;
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}
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// Counter-based scope: pushes go straight onto the global ImGui style
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// stack and we only remember how many of each kind we pushed. Dispose
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// pops them in one batched PopStyleColor(count)/PopStyleVar(count) call.
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// This replaces the old List<IDisposable> + per-push boxed ImRaii structs
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// (44 allocations/frame) with two ints — zero per-frame GC. Every style
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// var pushed here is a single-float var, so PopStyleVar(count) is valid;
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// both colour paths funnel into one PushStyleColor, so one colour counter
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// covers them. Symmetry is the whole contract: the pop counts must equal
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// the push counts or the global stack corrupts for every other window.
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private sealed class StackHandle : IDisposable
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{
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private readonly List<IDisposable> _items = new(64);
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private int _colorCount;
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private int _styleVarCount;
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internal void PushColor(ImGuiCol slot, uint rgba) =>
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_items.Add(ImRaii.PushColor(slot, ColourUtil.RgbaToAbgr(rgba)));
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internal void PushColor(ImGuiCol slot, uint rgba)
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{
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ImGui.PushStyleColor(slot, ColourUtil.RgbaToAbgr(rgba));
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_colorCount++;
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}
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internal void PushColorAbgr(ImGuiCol slot, uint abgr) =>
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_items.Add(ImRaii.PushColor(slot, abgr));
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internal void PushColorAbgr(ImGuiCol slot, uint abgr)
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{
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ImGui.PushStyleColor(slot, abgr);
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_colorCount++;
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}
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internal void PushStyleVar(ImGuiStyleVar var, float value) =>
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_items.Add(ImRaii.PushStyle(var, value));
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internal void PushStyleVar(ImGuiStyleVar var, float value)
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{
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ImGui.PushStyleVar(var, value);
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_styleVarCount++;
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}
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public void Dispose()
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{
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for (var i = _items.Count - 1; i >= 0; i--)
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_items[i].Dispose();
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_items.Clear();
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if (_styleVarCount > 0)
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ImGui.PopStyleVar(_styleVarCount);
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if (_colorCount > 0)
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ImGui.PopStyleColor(_colorCount);
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_styleVarCount = 0;
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_colorCount = 0;
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}
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}
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}
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