diff --git a/imgui.cpp b/imgui.cpp index 3c7ba83df..6ed50ed6b 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -12873,7 +12873,7 @@ void ImGui::SetWindowDock(ImGuiWindow* window, ImGuiID dock_id, ImGuiCond cond) // Create an explicit dockspace node within an existing window. Also expose dock node flags and creates a CentralNode by default. // The Central Node is always displayed even when empty and shrink/extend according to the requested size of its neighbors. -void ImGui::DockSpace(ImGuiID id, const ImVec2& size_arg, ImGuiDockNodeFlags dockspace_flags, const ImGuiWindowClass* window_class) +void ImGui::DockSpace(ImGuiID id, const ImVec2& size_arg, ImGuiDockNodeFlags flags, const ImGuiWindowClass* window_class) { ImGuiContext* ctx = GImGui; ImGuiContext& g = *ctx; @@ -12881,18 +12881,19 @@ void ImGui::DockSpace(ImGuiID id, const ImVec2& size_arg, ImGuiDockNodeFlags doc if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) return; + IM_ASSERT((flags & ImGuiDockNodeFlags_Dockspace) == 0); ImGuiDockNode* node = DockContextFindNodeByID(ctx, id); if (!node) { node = DockContextAddNode(ctx, id); node->IsCentralNode = true; } - node->Flags = dockspace_flags; + node->Flags = flags; node->WindowClass = window_class ? *window_class : ImGuiWindowClass(); // When a Dockspace transitioned form implicit to explicit this may be called a second time // It is possible that the node has already been claimed by a docked window which appeared before the DockSpace() node, so we overwrite IsDockSpace again. - if (node->LastFrameActive == g.FrameCount && !(dockspace_flags & ImGuiDockNodeFlags_KeepAliveOnly)) + if (node->LastFrameActive == g.FrameCount && !(flags & ImGuiDockNodeFlags_KeepAliveOnly)) { IM_ASSERT(node->IsDockSpace() == false && "Cannot call DockSpace() twice a frame with the same ID"); node->Flags |= ImGuiDockNodeFlags_Dockspace; @@ -12901,7 +12902,7 @@ void ImGui::DockSpace(ImGuiID id, const ImVec2& size_arg, ImGuiDockNodeFlags doc node->Flags |= ImGuiDockNodeFlags_Dockspace; // Keep alive mode, this is allow windows docked into this node so stay docked even if they are not visible - if (dockspace_flags & ImGuiDockNodeFlags_KeepAliveOnly) + if (flags & ImGuiDockNodeFlags_KeepAliveOnly) { node->LastFrameAlive = g.FrameCount; return; @@ -13421,12 +13422,14 @@ void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open) g.NextWindowData.PosUndock = false; } +#if 0 // Undock if the ImGuiDockNodeFlags_NoDockingInCentralNode got set if (node->IsCentralNode && (node->Flags & ImGuiDockNodeFlags_NoDockingInCentralNode)) { DockContextProcessUndockWindow(ctx, window); return; } +#endif // Undock if our dockspace node disappeared // Note how we are testing for LastFrameAlive and NOT LastFrameActive. A DockSpace node can be maintained alive while being inactive with ImGuiDockNodeFlags_KeepAliveOnly. diff --git a/imgui.h b/imgui.h index 95b4a1fc6..57cddcb6b 100644 --- a/imgui.h +++ b/imgui.h @@ -594,7 +594,7 @@ namespace ImGui // To dock windows: hold SHIFT anywhere while moving windows (if io.ConfigDockingWithShift == true) or drag windows from their title bar (if io.ConfigDockingWithShift = false) // Use DockSpace() to create an explicit dock node _within_ an existing window. See Docking demo for details. IMGUI_API void DockSpace(ImGuiID id, const ImVec2& size = ImVec2(0, 0), ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL); - IMGUI_API ImGuiID DockSpaceOverViewport(ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags dockspace_flags = 0, const ImGuiWindowClass* window_class = NULL); + IMGUI_API ImGuiID DockSpaceOverViewport(ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL); IMGUI_API void SetNextWindowDockID(ImGuiID dock_id, ImGuiCond cond = 0); // set next window dock id (FIXME-DOCK) IMGUI_API void SetNextWindowClass(const ImGuiWindowClass* window_class); // set next window class (rare/advanced uses: provide hints to the platform back-end via altered viewport flags and parent/child info) IMGUI_API ImGuiID GetWindowDockID(); @@ -882,9 +882,9 @@ enum ImGuiDockNodeFlags_ { ImGuiDockNodeFlags_None = 0, ImGuiDockNodeFlags_KeepAliveOnly = 1 << 0, // Don't display the dockspace node but keep it alive. Windows docked into this dockspace node won't be undocked. - ImGuiDockNodeFlags_NoSplit = 1 << 1, // Disable splitting the node into smaller nodes. Useful e.g. when embedding dockspaces into a main root one (the root one may have splitting disabled to reduce confusion) + ImGuiDockNodeFlags_NoSplit = 1 << 1, // Disable splitting the node into smaller nodes. Useful e.g. when embedding dockspaces into a main root one (the root one may have splitting disabled to reduce confusion). Note: when turned off, existing splits will be preserved. //ImGuiDockNodeFlags_NoCentralNode = 1 << 2, // Disable Central Node (the node which can stay empty) - ImGuiDockNodeFlags_NoDockingInCentralNode = 1 << 3, // Disable docking inside the Central Node, which will be always kept empty. + ImGuiDockNodeFlags_NoDockingInCentralNode = 1 << 3, // Disable docking inside the Central Node, which will be always kept empty. Note: when turned off, existing docked nodes will be preserved. //ImGuiDockNodeFlags_NoLayoutChanges = 1 << 4, // Disable adding/removing nodes interactively. Useful with programatically setup dockspaces. ImGuiDockNodeFlags_NoResize = 1 << 5, // Disable resizing child nodes using the splitter/separators. Useful with programatically setup dockspaces. ImGuiDockNodeFlags_PassthruDockspace = 1 << 6, // Enable passthru dockspace: 1) DockSpace() will render a ImGuiCol_WindowBg background covering everything excepted the Central Node when empty. Meaning the host window should probably use SetNextWindowBgAlpha(0.0f) prior to Begin() when using this. 2) When Central Node is empty: let inputs pass-through + won't display a DockingEmptyBg background.