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https://github.com/Drezil/imgui.git
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Docking: Extracted some of BeginDocked() into a DockContextBindNodeToWindow() function.
Moved one of the undocking blurb to favor fast path. (Commit intended to have no functional side effects)
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parent
27431dcc6b
commit
10a202422a
107
imgui.cpp
107
imgui.cpp
@ -11197,6 +11197,7 @@ namespace ImGui
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static void DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node);
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static void DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx);
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static ImGuiDockNode* DockContextFindNodeByID(ImGuiContext* ctx, ImGuiID id);
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static ImGuiDockNode* DockContextBindNodeToWindow(ImGuiContext* ctx, ImGuiWindow* window);
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static void DockContextClearNodes(ImGuiContext* ctx, ImGuiID root_id, bool clear_persistent_docking_refs); // Use root_id==0 to clear all
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static void DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* node_settings_array, int node_settings_count);
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static void DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id); // Use root_id==0 to add all
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@ -11208,6 +11209,7 @@ namespace ImGui
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static void DockNodeApplyPosSizeToWindows(ImGuiDockNode* node);
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static void DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id);
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static void DockNodeHideHostWindow(ImGuiDockNode* node);
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static ImGuiWindow* DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id);
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static void DockNodeUpdate(ImGuiDockNode* node);
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static void DockNodeUpdateVisibleFlagAndInactiveChilds(ImGuiDockNode* node);
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static void DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window);
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@ -11261,6 +11263,7 @@ namespace ImGui
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// - DockContextUpdateUndocking()
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// - DockContextUpdateDocking()
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// - DockContextFindNodeByID()
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// - DockContextBindNodeToWindow()
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// - DockContextGenNodeID()
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// - DockContextAddNode()
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// - DockContextRemoveNode()
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@ -11800,7 +11803,7 @@ void ImGui::DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node)
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}
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else
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{
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// Otherwise delete the previous node by merging the other sibling back into the parent node.
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// Otherwise extract our node and merging our sibling back into the parent node.
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IM_ASSERT(node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node);
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int index_in_parent = (node->ParentNode->ChildNodes[0] == node) ? 0 : 1;
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node->ParentNode->ChildNodes[index_in_parent] = NULL;
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@ -12295,6 +12298,7 @@ static void ImGui::DockNodeUpdate(ImGuiDockNode* node)
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const ImGuiDockNodeFlags node_flags = node->GetMergedFlags();
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// Bind or create host window
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ImGuiWindow* host_window = NULL;
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bool beginned_into_host_window = false;
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if (node->IsDockSpace())
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@ -14042,6 +14046,51 @@ bool ImGui::GetWindowAlwaysWantOwnTabBar(ImGuiWindow* window)
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return false;
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}
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static ImGuiDockNode* ImGui::DockContextBindNodeToWindow(ImGuiContext* ctx, ImGuiWindow* window)
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{
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ImGuiContext& g = *ctx;
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ImGuiDockNode* node = DockContextFindNodeByID(ctx, window->DockId);
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IM_ASSERT(window->DockNode == NULL);
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// We should not be docking into a split node (SetWindowDock should avoid this)
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if (node && node->IsSplitNode())
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{
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DockContextProcessUndockWindow(ctx, window);
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return NULL;
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}
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// Create node
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if (node == NULL)
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{
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node = DockContextAddNode(ctx, window->DockId);
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node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window;
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node->LastFrameAlive = g.FrameCount;
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}
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// If the node just turned visible and is part of a hierarchy, it doesn't have a Size assigned by DockNodeTreeUpdatePosSize() yet,
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// so we're forcing a Pos/Size update from the first ancestor that is already visible (often it will be the root node).
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// If we don't do this, the window will be assigned a zero-size on its first frame, which won't ideally warm up the layout.
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// This is a little wonky because we don't normally update the Pos/Size of visible node mid-frame.
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if (!node->IsVisible)
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{
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ImGuiDockNode* ancestor_node = node;
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while (!ancestor_node->IsVisible)
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{
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ancestor_node->IsVisible = true;
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ancestor_node->MarkedForPosSizeWrite = true;
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if (ancestor_node->ParentNode)
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ancestor_node = ancestor_node->ParentNode;
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}
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IM_ASSERT(ancestor_node->Size.x > 0.0f && ancestor_node->Size.y > 0.0f);
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DockNodeTreeUpdatePosSize(ancestor_node, ancestor_node->Pos, ancestor_node->Size, true);
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}
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// Add window to node
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DockNodeAddWindow(node, window, true);
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IM_ASSERT(node == window->DockNode);
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return node;
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}
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void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open)
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{
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ImGuiContext* ctx = GImGui;
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@ -14075,44 +14124,9 @@ void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open)
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IM_ASSERT(window->DockId == node->ID);
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if (window->DockId != 0 && node == NULL)
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{
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node = DockContextFindNodeByID(ctx, window->DockId);
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// We should not be docking into a split node (SetWindowDock should avoid this)
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if (node && node->IsSplitNode())
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{
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DockContextProcessUndockWindow(ctx, window);
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return;
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}
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// Create node
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node = DockContextBindNodeToWindow(ctx, window);
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if (node == NULL)
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{
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node = DockContextAddNode(ctx, window->DockId);
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node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window;
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node->LastFrameAlive = g.FrameCount;
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}
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// If the node just turned visible, it doesn't have a Size assigned by DockNodeTreeUpdatePosSize() yet,
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// so we're forcing a Pos/Size update from the first ancestor that is already visible (often it will be the root node).
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// If we don't do this, the window will be assigned a zero-size on its first frame, which won't ideally warm up the layout.
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// This is a little wonky because we don't normally update the Pos/Size of visible node mid-frame.
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if (!node->IsVisible)
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{
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ImGuiDockNode* ancestor_node = node;
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while (!ancestor_node->IsVisible)
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{
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ancestor_node->IsVisible = true;
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ancestor_node->MarkedForPosSizeWrite = true;
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if (ancestor_node->ParentNode)
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ancestor_node = ancestor_node->ParentNode;
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}
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IM_ASSERT(ancestor_node->Size.x > 0.0f && ancestor_node->Size.y > 0.0f);
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DockNodeTreeUpdatePosSize(ancestor_node, ancestor_node->Pos, ancestor_node->Size, true);
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}
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// Add window to node
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DockNodeAddWindow(node, window, true);
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IM_ASSERT(node == window->DockNode);
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return;
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}
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#if 0
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@ -14142,23 +14156,26 @@ void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open)
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return;
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}
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// Undock if we are submitted earlier than the host window
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if (node->HostWindow && window->BeginOrderWithinContext < node->HostWindow->BeginOrderWithinContext)
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{
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DockContextProcessUndockWindow(ctx, window);
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return;
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}
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// Fast path return. It is common for windows to hold on a persistent DockId but be the only visible window,
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// and never create neither a host window neither a tab bar.
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// FIXME-DOCK: replace ->HostWindow NULL compare with something more explicit (~was initially intended as a first frame test)
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if (node->HostWindow == NULL)
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{
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window->DockTabIsVisible = false;
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return;
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}
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IM_ASSERT(node->HostWindow);
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IM_ASSERT(node->IsLeafNode());
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IM_ASSERT(node->Size.x > 0.0f && node->Size.y > 0.0f);
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// Undock if we are submitted earlier than the host window
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if (window->BeginOrderWithinContext < node->HostWindow->BeginOrderWithinContext)
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{
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DockContextProcessUndockWindow(ctx, window);
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return;
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}
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// Position window
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SetNextWindowPos(node->Pos);
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SetNextWindowSize(node->Size);
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