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Docking: Renamed ImGuiDockNodeFlags_PassthruDockspace to ImGuiDockNodeFlags_PassthruCentralNode. + Comments, shallow tweaks. (#2109)
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@ -133,7 +133,6 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
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- dock: A~ Unreal style document system (requires low-level controls of dockspace serialization fork/copy/delete). this is mostly working but the DockBuilderXXX api are not exposed/finished.
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- dock: B: when docking outer, perform size locking on neighbors nodes the same way we do it with splitters, so other nodes are not resized.
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- dock: B~ central node resizing behavior incorrect.
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- dock: B~ central node ID retrieval API?
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- dock: B: changing title font/style per-window is not supported as dock nodes are created in NewFrame.
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- dock: B- dock node inside its own viewports creates 1 temporary viewport per window on startup before ditching them (doesn't affect the user nor request platform windows to be created, but unnecessary)
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- dock: B- resize sibling locking behavior may be less desirable if we merged same-axis sibling in a same node level?
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28
imgui.cpp
28
imgui.cpp
@ -2605,7 +2605,7 @@ ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name)
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DockNode = DockNodeAsHost = NULL;
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DockId = 0;
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DockTabItemStatusFlags = 0;
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DockTabItemStatusFlags = ImGuiItemStatusFlags_None;
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DockOrder = -1;
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DockIsActive = DockTabIsVisible = DockTabWantClose = false;
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}
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@ -11343,7 +11343,7 @@ void ImGui::DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node)
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ImGuiDockNode::ImGuiDockNode(ImGuiID id)
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{
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ID = id;
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Flags = 0;
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Flags = ImGuiDockNodeFlags_None;
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ParentNode = ChildNodes[0] = ChildNodes[1] = NULL;
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TabBar = NULL;
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SplitAxis = ImGuiAxis_None;
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@ -11613,7 +11613,7 @@ static void ImGui::DockNodeUpdateVisibleFlagAndInactiveChilds(ImGuiDockNode* nod
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IM_ASSERT(node->ParentNode == NULL || node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node);
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// Inherit most flags
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ImGuiDockNodeFlags flags_to_inherit = ~0 & ~ImGuiDockNodeFlags_Dockspace;
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ImGuiDockNodeFlags flags_to_inherit = ~ImGuiDockNodeFlags_Dockspace;
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if (node->ParentNode)
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node->Flags = node->ParentNode->Flags & flags_to_inherit;
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@ -11854,9 +11854,9 @@ static void ImGui::DockNodeUpdate(ImGuiDockNode* node)
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if (g.NavWindow && g.NavWindow->RootWindowDockStop->DockNode && g.NavWindow->RootWindowDockStop->ParentWindow == host_window)
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node->LastFocusedNodeID = g.NavWindow->RootWindowDockStop->DockNode->ID;
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// We need to draw a background if requested by ImGuiDockNodeFlags_PassthruDockspace, but we will only know the correct pos/size after
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// We need to draw a background at the root level if requested by ImGuiDockNodeFlags_PassthruCentralNode, but we will only know the correct pos/size after
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// processing the resizing splitters. So we are using the DrawList channel splitting facility to submit drawing primitives out of order!
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const bool render_dockspace_bg = node->IsRootNode() && host_window && (node->Flags & ImGuiDockNodeFlags_PassthruDockspace) != 0;
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const bool render_dockspace_bg = node->IsRootNode() && host_window && (node->Flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0;
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if (render_dockspace_bg)
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{
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host_window->DrawList->ChannelsSplit(2);
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@ -11865,7 +11865,7 @@ static void ImGui::DockNodeUpdate(ImGuiDockNode* node)
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// Register a hit-test hole in the window unless we are currently dragging a window that is compatible with our dockspace
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const ImGuiDockNode* central_node = node->CentralNode;
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const bool central_node_hole = node->IsRootNode() && host_window && (node->Flags & ImGuiDockNodeFlags_PassthruDockspace) != 0 && central_node != NULL && central_node->IsEmpty();
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const bool central_node_hole = node->IsRootNode() && host_window && (node->Flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0 && central_node != NULL && central_node->IsEmpty();
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bool central_node_hole_register_hit_test_hole = central_node_hole;
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if (central_node_hole)
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if (const ImGuiPayload* payload = ImGui::GetDragDropPayload())
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@ -11892,10 +11892,10 @@ static void ImGui::DockNodeUpdate(ImGuiDockNode* node)
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}
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// Draw empty node background (currently can only be the Central Node)
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if (host_window && node->IsEmpty() && node->IsVisible && !(node->Flags & ImGuiDockNodeFlags_PassthruDockspace))
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if (host_window && node->IsEmpty() && node->IsVisible && !(node->Flags & ImGuiDockNodeFlags_PassthruCentralNode))
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host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, GetColorU32(ImGuiCol_DockingEmptyBg));
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// Draw whole dockspace background if ImGuiDockNodeFlags_PassthruDockspace if set.
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// Draw whole dockspace background if ImGuiDockNodeFlags_PassthruCentralNode if set.
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if (render_dockspace_bg && node->IsVisible)
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{
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host_window->DrawList->ChannelsSetCurrent(0);
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@ -12566,6 +12566,7 @@ void ImGui::DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImG
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DockNodeMoveWindows(parent_node->ChildNodes[split_inheritor_child_idx], parent_node);
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DockNodeTreeUpdatePosSize(parent_node, parent_node->Pos, parent_node->Size);
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// Flags transfer
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child_inheritor->IsCentralNode = parent_node->IsCentralNode;
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child_inheritor->IsHiddenTabBar = parent_node->IsHiddenTabBar;
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parent_node->IsCentralNode = false;
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@ -12599,9 +12600,11 @@ void ImGui::DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImG
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DockNodeApplyPosSizeToWindows(parent_node);
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parent_node->AutorityForPos = parent_node->AutorityForSize = parent_node->AutorityForViewport = ImGuiDataAutority_Auto;
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parent_node->VisibleWindow = merge_lead_child->VisibleWindow;
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parent_node->SizeRef = backup_last_explicit_size;
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// Flags transfer
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parent_node->IsCentralNode = (child_0 && child_0->IsCentralNode) || (child_1 && child_1->IsCentralNode);
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parent_node->IsHiddenTabBar = merge_lead_child->IsHiddenTabBar;
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parent_node->SizeRef = backup_last_explicit_size;
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if (child_0)
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{
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@ -12961,7 +12964,7 @@ void ImGui::DockSpace(ImGuiID id, const ImVec2& size_arg, ImGuiDockNodeFlags fla
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End();
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}
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// Tips: Use with ImGuiDockNodeFlags_PassthruDockspace!
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// Tips: Use with ImGuiDockNodeFlags_PassthruCentralNode!
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// The limitation with this call is that your window won't have a menu bar.
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// Even though we could pass window flags, it would also require the user to be able to call BeginMenuBar() somehow meaning we can't Begin/End in a single function.
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// So if you want a menu bar you need to repeat this code manually ourselves. As with advanced other Docking API, we may change this function signature.
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@ -12977,7 +12980,7 @@ ImGuiID ImGui::DockSpaceOverViewport(ImGuiViewport* viewport, ImGuiDockNodeFlags
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ImGuiWindowFlags host_window_flags = 0;
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host_window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoDocking;
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host_window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus;
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if (dockspace_flags & ImGuiDockNodeFlags_PassthruDockspace)
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if (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode)
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host_window_flags |= ImGuiWindowFlags_NoBackground;
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char label[32];
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@ -14186,6 +14189,7 @@ void ImGui::ShowDockingDebug()
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{
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static void NodeDockNode(ImGuiDockNode* node, const char* label)
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{
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ImGuiContext& g = *GImGui;
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ImGui::SetNextTreeNodeOpen(true, ImGuiCond_Once);
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bool open;
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if (node->Windows.Size > 0)
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@ -14203,7 +14207,7 @@ void ImGui::ShowDockingDebug()
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ImGui::BulletText("LastFocusedNodeID: 0x%08X", node->LastFocusedNodeID);
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ImGui::BulletText("Flags 0x%02X%s%s%s%s",
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node->Flags, node->IsDockSpace() ? ", IsDockSpace" : "", node->IsCentralNode ? ", IsCentralNode" : "",
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(GImGui->FrameCount - node->LastFrameAlive < 2) ? ", IsAlive" : "", (GImGui->FrameCount - node->LastFrameActive < 2) ? ", IsActive" : "");
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(g.FrameCount - node->LastFrameAlive < 2) ? ", IsAlive" : "", (g.FrameCount - node->LastFrameActive < 2) ? ", IsActive" : "");
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if (node->ChildNodes[0])
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NodeDockNode(node->ChildNodes[0], "Child[0]");
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if (node->ChildNodes[1])
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16
imgui.h
16
imgui.h
@ -591,7 +591,8 @@ namespace ImGui
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// Docking
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// [BETA API] Enable with io.ConfigFlags |= ImGuiConfigFlags_DockingEnable.
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// Note: you DO NOT need to call DockSpace() to use most Docking facilities!
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// To dock windows: hold SHIFT anywhere while moving windows (if io.ConfigDockingWithShift == true) or drag windows from their title bar (if io.ConfigDockingWithShift = false)
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// To dock windows: if io.ConfigDockingWithShift == false: drag window from their title bar.
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// To dock windows: if io.ConfigDockingWithShift == true: hold SHIFT anywhere while moving windows.
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// Use DockSpace() to create an explicit dock node _within_ an existing window. See Docking demo for details.
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IMGUI_API void DockSpace(ImGuiID id, const ImVec2& size = ImVec2(0, 0), ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL);
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IMGUI_API ImGuiID DockSpaceOverViewport(ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL);
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@ -882,13 +883,12 @@ enum ImGuiDockNodeFlags_
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{
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ImGuiDockNodeFlags_None = 0,
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ImGuiDockNodeFlags_KeepAliveOnly = 1 << 0, // Don't display the dockspace node but keep it alive. Windows docked into this dockspace node won't be undocked.
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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.
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//ImGuiDockNodeFlags_NoCentralNode = 1 << 2, // Disable Central Node (the node which can stay empty)
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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.
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//ImGuiDockNodeFlags_NoLayoutChanges = 1 << 4, // Disable adding/removing nodes interactively. Useful with programatically setup dockspaces.
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ImGuiDockNodeFlags_NoResize = 1 << 5, // Disable resizing child nodes using the splitter/separators. Useful with programatically setup dockspaces.
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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.
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ImGuiDockNodeFlags_AutoHideTabBar = 1 << 7 // Tab bar will automatically hide when there is a single window in the dock node.
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//ImGuiDockNodeFlags_NoCentralNode = 1 << 1, // Disable Central Node (the node which can stay empty)
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ImGuiDockNodeFlags_NoDockingInCentralNode = 1 << 2, // Disable docking inside the Central Node, which will be always kept empty. Note: when turned off, existing docked nodes will be preserved.
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ImGuiDockNodeFlags_NoSplit = 1 << 3, // 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.
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ImGuiDockNodeFlags_NoResize = 1 << 4, // Disable resizing child nodes using the splitter/separators. Useful with programatically setup dockspaces.
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ImGuiDockNodeFlags_PassthruCentralNode = 1 << 5, // 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. See demo for details.
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ImGuiDockNodeFlags_AutoHideTabBar = 1 << 6 // Tab bar will automatically hide when there is a single window in the dock node.
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};
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// Flags for ImGui::IsWindowFocused()
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@ -4259,8 +4259,8 @@ void ShowExampleAppDockSpace(bool* p_open)
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window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus;
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}
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// When using ImGuiDockNodeFlags_PassthruDockspace, DockSpace() will render our background and handle the pass-thru hole, so we ask Begin() to not render a background.
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if (dockspace_flags & ImGuiDockNodeFlags_PassthruDockspace)
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// When using ImGuiDockNodeFlags_PassthruCentralNode, DockSpace() will render our background and handle the pass-thru hole, so we ask Begin() to not render a background.
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if (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode)
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window_flags |= ImGuiWindowFlags_NoBackground;
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ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f));
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@ -4291,9 +4291,9 @@ void ShowExampleAppDockSpace(bool* p_open)
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//ImGui::MenuItem("Fullscreen", NULL, &opt_fullscreen_persistant);
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if (ImGui::MenuItem("Flag: NoSplit", "", (dockspace_flags & ImGuiDockNodeFlags_NoSplit) != 0)) dockspace_flags ^= ImGuiDockNodeFlags_NoSplit;
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if (ImGui::MenuItem("Flag: NoDockingInCentralNode", "", (dockspace_flags & ImGuiDockNodeFlags_NoDockingInCentralNode) != 0)) dockspace_flags ^= ImGuiDockNodeFlags_NoDockingInCentralNode;
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if (ImGui::MenuItem("Flag: NoResize", "", (dockspace_flags & ImGuiDockNodeFlags_NoResize) != 0)) dockspace_flags ^= ImGuiDockNodeFlags_NoResize;
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if (ImGui::MenuItem("Flag: PassthruDockspace", "", (dockspace_flags & ImGuiDockNodeFlags_PassthruDockspace) != 0)) dockspace_flags ^= ImGuiDockNodeFlags_PassthruDockspace;
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if (ImGui::MenuItem("Flag: NoDockingInCentralNode", "", (dockspace_flags & ImGuiDockNodeFlags_NoDockingInCentralNode) != 0)) dockspace_flags ^= ImGuiDockNodeFlags_NoDockingInCentralNode;
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if (ImGui::MenuItem("Flag: PassthruCentralNode", "", (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0)) dockspace_flags ^= ImGuiDockNodeFlags_PassthruCentralNode;
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if (ImGui::MenuItem("Flag: AutoHideTabBar", "", (dockspace_flags & ImGuiDockNodeFlags_AutoHideTabBar) != 0)) dockspace_flags ^= ImGuiDockNodeFlags_AutoHideTabBar;
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ImGui::Separator();
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if (ImGui::MenuItem("Close DockSpace", NULL, false, p_open != NULL))
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@ -4301,7 +4301,11 @@ void ShowExampleAppDockSpace(bool* p_open)
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ImGui::EndMenu();
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}
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HelpMarker(
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"You can _always_ dock _any_ window into another by holding the SHIFT key while moving a window. Try it now!" "\n"
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"When docking is enabled, you can ALWAYS dock MOST window into another! Try it now!" "\n\n"
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" > if io.ConfigDockingWithShift==false (default):" "\n"
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" drag windows from title bar to dock" "\n"
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" > if io.ConfigDockingWithShift==true:" "\n"
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" drag windows from anywhere and hold Shift to dock" "\n\n"
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"This demo app has nothing to do with it!" "\n\n"
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"This demo app only demonstrate the use of ImGui::DockSpace() which allows you to manually create a docking node _within_ another window. This is useful so you can decorate your main application window (e.g. with a menu bar)." "\n\n"
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"ImGui::DockSpace() comes with one hard constraint: it needs to be submitted _before_ any window which may be docked into it. Therefore, if you use a dock spot as the central point of your application, you'll probably want it to be part of the very first window you are submitting to imgui every frame." "\n\n"
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@ -903,12 +903,12 @@ struct ImGuiDockNode
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ImGuiDockNode(ImGuiID id);
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~ImGuiDockNode();
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bool IsRootNode() const { return ParentNode == NULL; }
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bool IsDockSpace() const { return (Flags & ImGuiDockNodeFlags_Dockspace) != 0; }
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bool IsSplitNode() const { return ChildNodes[0] != NULL; }
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bool IsLeafNode() const { return ChildNodes[0] == NULL; }
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bool IsEmpty() const { return ChildNodes[0] == NULL && Windows.Size == 0; }
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ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); }
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bool IsRootNode() const { return ParentNode == NULL; }
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bool IsDockSpace() const { return (Flags & ImGuiDockNodeFlags_Dockspace) != 0; }
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bool IsSplitNode() const { return ChildNodes[0] != NULL; }
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bool IsLeafNode() const { return ChildNodes[0] == NULL; }
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bool IsEmpty() const { return ChildNodes[0] == NULL && Windows.Size == 0; }
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ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); }
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};
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//-----------------------------------------------------------------------------
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