Docking: Fix for handling of orphan/inactive dock node with ConfigDockingTabBarOnSingleWindows (would crash).

This commit is contained in:
omar 2019-01-03 23:02:40 +01:00
parent 7f7e8eeecd
commit 515ecbddc2

View File

@ -5299,6 +5299,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// Position child window
if (flags & ImGuiWindowFlags_ChildWindow)
{
IM_ASSERT(parent_window->Active);
window->BeginOrderWithinParent = (short)parent_window->DC.ChildWindows.Size;
parent_window->DC.ChildWindows.push_back(window);
if (!(flags & ImGuiWindowFlags_Popup) && !window_pos_set_by_api && !window_is_child_tooltip)
@ -12517,7 +12518,11 @@ void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open)
// Create node
if (dock_node == NULL)
{
dock_node = DockContextAddNode(ctx, window->DockId);
if (auto_dock_node)
dock_node->LastFrameAlive = g.FrameCount;
}
DockNodeAddWindow(dock_node, window, true);
IM_ASSERT(dock_node == window->DockNode);
@ -12538,7 +12543,7 @@ void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open)
// 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.
if (dock_node->LastFrameAlive < g.FrameCount && !auto_dock_node)
if (dock_node->LastFrameAlive < g.FrameCount)
{
// If the window has been orphaned, transition the docknode to an implicit node processed in DockContextUpdateDocking()
ImGuiDockNode* root_node = DockNodeGetRootNode(dock_node);