Docking, Viewports: Moving code.

Moved NewFrame() sanity checks in NewFrameSanityChecks().
Moved some of DockNodeUpdate() into DockNodeUpdateForRootNode().
This commit is contained in:
omar 2019-11-27 19:13:15 +01:00
parent 71a58261f6
commit 4dff49b2f1

View File

@ -3693,22 +3693,8 @@ static void NewFrameSanityChecks()
// Perform simple check: the beta io.ConfigWindowsResizeFromEdges option requires back-end to honor mouse cursor changes and set the ImGuiBackendFlags_HasMouseCursors flag accordingly. // Perform simple check: the beta io.ConfigWindowsResizeFromEdges option requires back-end to honor mouse cursor changes and set the ImGuiBackendFlags_HasMouseCursors flag accordingly.
if (g.IO.ConfigWindowsResizeFromEdges && !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseCursors)) if (g.IO.ConfigWindowsResizeFromEdges && !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseCursors))
g.IO.ConfigWindowsResizeFromEdges = false; g.IO.ConfigWindowsResizeFromEdges = false;
}
void ImGui::NewFrame()
{
IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
ImGuiContext& g = *GImGui;
#ifdef IMGUI_ENABLE_TEST_ENGINE
ImGuiTestEngineHook_PreNewFrame(&g);
#endif
// Check and assert for various common IO and Configuration mistakes
NewFrameSanityChecks();
// Perform simple check: error if Docking or Viewport are enabled _exactly_ on frame 1 (instead of frame 0 or later), which is a common error leading to loss of .ini data. // Perform simple check: error if Docking or Viewport are enabled _exactly_ on frame 1 (instead of frame 0 or later), which is a common error leading to loss of .ini data.
g.ConfigFlagsLastFrame = g.ConfigFlagsCurrFrame;
if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_DockingEnable) == 0) if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_DockingEnable) == 0)
IM_ASSERT(0 && "Please set DockingEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!"); IM_ASSERT(0 && "Please set DockingEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!");
if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable) == 0) if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable) == 0)
@ -3720,12 +3706,12 @@ void ImGui::NewFrame()
if ((g.IO.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) && (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasViewports)) if ((g.IO.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) && (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasViewports))
{ {
IM_ASSERT((g.FrameCount == 0 || g.FrameCount == g.FrameCountPlatformEnded) && "Forgot to call UpdatePlatformWindows() in main loop after EndFrame()? Check examples/ applications for reference."); IM_ASSERT((g.FrameCount == 0 || g.FrameCount == g.FrameCountPlatformEnded) && "Forgot to call UpdatePlatformWindows() in main loop after EndFrame()? Check examples/ applications for reference.");
IM_ASSERT(g.PlatformIO.Platform_CreateWindow != NULL && "Platform init didn't install handlers?"); IM_ASSERT(g.PlatformIO.Platform_CreateWindow != NULL && "Platform init didn't install handlers?");
IM_ASSERT(g.PlatformIO.Platform_DestroyWindow != NULL && "Platform init didn't install handlers?"); IM_ASSERT(g.PlatformIO.Platform_DestroyWindow != NULL && "Platform init didn't install handlers?");
IM_ASSERT(g.PlatformIO.Platform_GetWindowPos != NULL && "Platform init didn't install handlers?"); IM_ASSERT(g.PlatformIO.Platform_GetWindowPos != NULL && "Platform init didn't install handlers?");
IM_ASSERT(g.PlatformIO.Platform_SetWindowPos != NULL && "Platform init didn't install handlers?"); IM_ASSERT(g.PlatformIO.Platform_SetWindowPos != NULL && "Platform init didn't install handlers?");
IM_ASSERT(g.PlatformIO.Platform_GetWindowSize != NULL && "Platform init didn't install handlers?"); IM_ASSERT(g.PlatformIO.Platform_GetWindowSize != NULL && "Platform init didn't install handlers?");
IM_ASSERT(g.PlatformIO.Platform_SetWindowSize != NULL && "Platform init didn't install handlers?"); IM_ASSERT(g.PlatformIO.Platform_SetWindowSize != NULL && "Platform init didn't install handlers?");
IM_ASSERT(g.PlatformIO.Monitors.Size > 0 && "Platform init didn't setup Monitors list?"); IM_ASSERT(g.PlatformIO.Monitors.Size > 0 && "Platform init didn't setup Monitors list?");
IM_ASSERT((g.Viewports[0]->PlatformUserData != NULL || g.Viewports[0]->PlatformHandle != NULL) && "Platform init didn't setup main viewport."); IM_ASSERT((g.Viewports[0]->PlatformUserData != NULL || g.Viewports[0]->PlatformHandle != NULL) && "Platform init didn't setup main viewport.");
if (g.IO.ConfigDockingTransparentPayload && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) if (g.IO.ConfigDockingTransparentPayload && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
@ -3750,6 +3736,20 @@ void ImGui::NewFrame()
IM_ASSERT(mon.DpiScale != 0.0f); IM_ASSERT(mon.DpiScale != 0.0f);
} }
} }
}
void ImGui::NewFrame()
{
IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
ImGuiContext& g = *GImGui;
#ifdef IMGUI_ENABLE_TEST_ENGINE
ImGuiTestEngineHook_PreNewFrame(&g);
#endif
// Check and assert for various common IO and Configuration mistakes
g.ConfigFlagsLastFrame = g.ConfigFlagsCurrFrame;
NewFrameSanityChecks();
g.ConfigFlagsCurrFrame = g.IO.ConfigFlags; g.ConfigFlagsCurrFrame = g.IO.ConfigFlags;
// Load settings on first frame (if not explicitly loaded manually before) // Load settings on first frame (if not explicitly loaded manually before)
@ -11232,6 +11232,7 @@ namespace ImGui
static void DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id); static void DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id);
static void DockNodeHideHostWindow(ImGuiDockNode* node); static void DockNodeHideHostWindow(ImGuiDockNode* node);
static void DockNodeUpdate(ImGuiDockNode* node); static void DockNodeUpdate(ImGuiDockNode* node);
static void DockNodeUpdateForRootNode(ImGuiDockNode* node);
static void DockNodeUpdateVisibleFlagAndInactiveChilds(ImGuiDockNode* node); static void DockNodeUpdateVisibleFlagAndInactiveChilds(ImGuiDockNode* node);
static void DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window); static void DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window);
static void DockNodeAddTabBar(ImGuiDockNode* node); static void DockNodeAddTabBar(ImGuiDockNode* node);
@ -12168,7 +12169,6 @@ static ImGuiWindow* ImGui::DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID i
static void ImGui::DockNodeUpdateVisibleFlagAndInactiveChilds(ImGuiDockNode* node) static void ImGui::DockNodeUpdateVisibleFlagAndInactiveChilds(ImGuiDockNode* node)
{ {
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
IM_ASSERT(node->ParentNode == NULL || node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node); IM_ASSERT(node->ParentNode == NULL || node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node);
// Inherit most flags // Inherit most flags
@ -12247,6 +12247,36 @@ static void ImGui::DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWind
g.ActiveIdClickOffset = backup_active_click_offset; g.ActiveIdClickOffset = backup_active_click_offset;
} }
// Update CentralNode, OnlyNodeWithWindows, LastFocusedNodeID. Copy window class.
static void ImGui::DockNodeUpdateForRootNode(ImGuiDockNode* node)
{
DockNodeUpdateVisibleFlagAndInactiveChilds(node);
// FIXME-DOCK: Merge this scan into the one above.
// - Setup central node pointers
// - Find if there's only a single visible window in the hierarchy (in which case we need to display a regular title bar -> FIXME-DOCK: that last part is not done yet!)
ImGuiDockNodeFindInfoResults results;
DockNodeFindInfo(node, &results);
node->CentralNode = results.CentralNode;
node->OnlyNodeWithWindows = (results.CountNodesWithWindows == 1) ? results.FirstNodeWithWindows : NULL;
if (node->LastFocusedNodeID == 0 && results.FirstNodeWithWindows != NULL)
node->LastFocusedNodeID = results.FirstNodeWithWindows->ID;
// Copy the window class from of our first window so it can be used for proper dock filtering.
// When node has mixed windows, prioritize the class with the most constraint (DockingAllowUnclassed = false) as the reference to copy.
// FIXME-DOCK: We don't recurse properly, this code could be reworked to work from DockNodeUpdateScanRec.
if (ImGuiDockNode* first_node_with_windows = results.FirstNodeWithWindows)
{
node->WindowClass = first_node_with_windows->Windows[0]->WindowClass;
for (int n = 1; n < first_node_with_windows->Windows.Size; n++)
if (first_node_with_windows->Windows[n]->WindowClass.DockingAllowUnclassed == false)
{
node->WindowClass = first_node_with_windows->Windows[n]->WindowClass;
break;
}
}
}
static void ImGui::DockNodeUpdate(ImGuiDockNode* node) static void ImGui::DockNodeUpdate(ImGuiDockNode* node)
{ {
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
@ -12256,33 +12286,7 @@ static void ImGui::DockNodeUpdate(ImGuiDockNode* node)
node->CentralNode = node->OnlyNodeWithWindows = NULL; node->CentralNode = node->OnlyNodeWithWindows = NULL;
if (node->IsRootNode()) if (node->IsRootNode())
{ DockNodeUpdateForRootNode(node);
DockNodeUpdateVisibleFlagAndInactiveChilds(node);
// FIXME-DOCK: Merge this scan into the one above.
// - Setup central node pointers
// - Find if there's only a single visible window in the hierarchy (in which case we need to display a regular title bar -> FIXME-DOCK: that last part is not done yet!)
ImGuiDockNodeFindInfoResults results;
DockNodeFindInfo(node, &results);
node->CentralNode = results.CentralNode;
node->OnlyNodeWithWindows = (results.CountNodesWithWindows == 1) ? results.FirstNodeWithWindows : NULL;
if (node->LastFocusedNodeID == 0 && results.FirstNodeWithWindows != NULL)
node->LastFocusedNodeID = results.FirstNodeWithWindows->ID;
// Copy the window class from of our first window so it can be used for proper dock filtering.
// When node has mixed windows, prioritize the class with the most constraint (DockingAllowUnclassed = false) as the reference to copy.
// FIXME-DOCK: We don't recurse properly, this code could be reworked to work from DockNodeUpdateScanRec.
if (ImGuiDockNode* first_node_with_windows = results.FirstNodeWithWindows)
{
node->WindowClass = first_node_with_windows->Windows[0]->WindowClass;
for (int n = 1; n < first_node_with_windows->Windows.Size; n++)
if (first_node_with_windows->Windows[n]->WindowClass.DockingAllowUnclassed == false)
{
node->WindowClass = first_node_with_windows->Windows[n]->WindowClass;
break;
}
}
}
// Remove tab bar if not needed // Remove tab bar if not needed
if (node->TabBar && node->IsNoTabBar()) if (node->TabBar && node->IsNoTabBar())