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Docking: Fix generalizing the transition from loose windows to dock node so we can switch to single window dock node while transferring viewports (vs creating two viewports and dropping one). + Extracted DockContextGenNodeID out of DockContextAddNode().
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parent
ac10889bde
commit
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29
imgui.cpp
29
imgui.cpp
@ -9818,6 +9818,7 @@ namespace ImGui
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{
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// ImGuiDockContext
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static ImGuiDockNode* DockContextAddNode(ImGuiContext* ctx, ImGuiID id);
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static ImGuiID DockContextGenNodeID(ImGuiContext* ctx);
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static void DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node);
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static void DockContextQueueDock(ImGuiContext* ctx, ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, float split_ratio, bool split_outer);
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static void DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node);
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@ -10008,17 +10009,23 @@ static ImGuiDockNode* ImGui::DockContextFindNodeByID(ImGuiContext* ctx, ImGuiID
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return (ImGuiDockNode*)ctx->DockContext->Nodes.GetVoidPtr(id);
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}
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static ImGuiID ImGui::DockContextGenNodeID(ImGuiContext* ctx)
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{
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// Generate an ID for new node (the exact ID value doesn't matter as long as it is not already used)
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// FIXME-OPT: This is suboptimal, even if the node count is small enough not to be a worry. We should poke in ctx->Nodes to find a suitable ID faster.
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ImGuiID id = 0x0001;
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while (DockContextFindNodeByID(ctx, id) != NULL)
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id++;
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return id;
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}
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static ImGuiDockNode* ImGui::DockContextAddNode(ImGuiContext* ctx, ImGuiID id)
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{
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// Generate an ID for the new node (the exact ID value doesn't matter as long as it is not already used) and add the first window.
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if (id == 0)
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{
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// FIXME-OPT: This is suboptimal, even if the node count is small enough not to be a worry. We could poke in ctx->Nodes to find a suitable ID faster.
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id = 0x0001;
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while (DockContextFindNodeByID(ctx, id) != NULL)
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id++;
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}
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IM_ASSERT(DockContextFindNodeByID(ctx, id) == NULL);
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id = DockContextGenNodeID(ctx);
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else
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IM_ASSERT(DockContextFindNodeByID(ctx, id) == NULL);
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ImGuiDockNode* node = IM_NEW(ImGuiDockNode)(id);
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node->InitFromFirstWindowPosSize = node->InitFromFirstWindowViewport = true;
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ctx->DockContext->Nodes.SetVoidPtr(node->ID, node);
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@ -10436,14 +10443,15 @@ static void ImGui::DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, b
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// If 2+ windows appeared on the same frame, creating a new DockNode+TabBar from the second window,
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// then we need to hide the first one after the fact otherwise it would be visible as a standalone window for one frame.
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if (node->Windows.Size == 2 && node->HostWindow == NULL && node->Windows[0]->WasActive == false)
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if (node->HostWindow == NULL && node->Windows.Size == 2 && node->Windows[0]->WasActive == false)
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{
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node->Windows[0]->Hidden = true;
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node->Windows[0]->HiddenFramesRegular = 1;
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}
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// When reactivating a node from two loose window, the target window pos/size are authoritative
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if (node->Windows.Size == 2 && !node->IsDockSpace)
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// When reactivating a node with one or two loose window, the window pos/size/viewport are authoritative over the node storage.
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// In particular it is important we init the viewport from the first window so we don't create two viewports and drop one.
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if (node->HostWindow == NULL && !node->IsDockSpace && node->IsRootNode())
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node->InitFromFirstWindowPosSize = node->InitFromFirstWindowViewport = true;
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// Add to tab bar if requested
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@ -10817,7 +10825,6 @@ static void ImGui::DockNodeUpdate(ImGuiDockNode* node)
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}
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else if (node->HostWindow == NULL)
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{
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// Leaf
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SetNextWindowPos(node->Pos);
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SetNextWindowSize(node->Size);
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}
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