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Docking: Better handling of window losing its dock node or having its dock node not active.
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parent
c355ed1267
commit
136fc56af0
18
imgui.cpp
18
imgui.cpp
@ -10132,7 +10132,7 @@ static void ImGui::DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window
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ImGuiDockContext* ctx = g.DockContext;
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IM_ASSERT(window->DockNode == node);
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//IM_ASSERT(window->RootWindow == node->HostWindow);
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IM_ASSERT(window->LastFrameActive < g.FrameCount);
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//IM_ASSERT(window->LastFrameActive < g.FrameCount); // We may call this from Begin()
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IM_ASSERT(save_dock_id == 0 || save_dock_id == node->ID);
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window->DockNode = NULL;
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@ -11385,8 +11385,12 @@ void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open)
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ImGuiDockNode* root_node = DockNodeGetRootNode(dock_node);
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if (root_node->LastFrameAlive < g.FrameCount)
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{
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root_node->IsExplicitRoot = false;
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window->DockIsActive = false;
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DockContextProcessUndock(g.DockContext, window);
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}
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else
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{
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window->DockIsActive = true;
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window->DockTabIsVisible = false;
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}
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return;
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}
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@ -11414,12 +11418,12 @@ void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open)
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g.NextWindowData.PosUndock = false; // Cancel implicit undocking of SetNextWindowPos()
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window->DockIsActive = true;
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window->DockTabIsVisible = false;
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if (dock_node->Flags & ImGuiDockSpaceFlags_KeepAliveOnly)
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{
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window->DockTabIsVisible = false;
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return;
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}
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window->DockTabIsVisible = (dock_node->TabBar && dock_node->TabBar->VisibleTabId == window->ID);
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if (dock_node->TabBar && dock_node->TabBar->VisibleTabId == window->ID)
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window->DockTabIsVisible = true;
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// When we are about to select this tab (which will only be visible on the _next frame_), flag it with a non-zero HiddenFramesForResize.
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// This will have the important effect of actually returning true in Begin() and not setting SkipItems, allowing an earlier submission of the window contents.
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