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https://github.com/Drezil/imgui.git
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Docking: Reworked SetNextWindowUserType() as SetNextWindowDockFamily(), allowing multiple scene to be tagged with their scene id and not receive tabs from other scene + persistent storage for family id to allow for docking tree fork/remap.
This commit is contained in:
parent
85e1e2b0c8
commit
53a5d32df1
43
imgui.cpp
43
imgui.cpp
@ -2371,7 +2371,6 @@ ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name)
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HiddenFramesRegular = HiddenFramesForResize = 0;
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HiddenFramesRegular = HiddenFramesForResize = 0;
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SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = SetWindowDockAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing;
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SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = SetWindowDockAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing;
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SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX);
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SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX);
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UserTypeId = 0;
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LastFrameActive = -1;
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LastFrameActive = -1;
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ItemWidthDefault = 0.0f;
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ItemWidthDefault = 0.0f;
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@ -4969,7 +4968,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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{
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{
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window->SizeContentsExplicit = ImVec2(0.0f, 0.0f);
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window->SizeContentsExplicit = ImVec2(0.0f, 0.0f);
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}
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}
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window->UserTypeId = g.NextWindowData.UserTypeId;
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window->DockFamily = g.NextWindowData.DockFamily;
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if (g.NextWindowData.CollapsedCond)
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if (g.NextWindowData.CollapsedCond)
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SetWindowCollapsed(window, g.NextWindowData.CollapsedVal, g.NextWindowData.CollapsedCond);
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SetWindowCollapsed(window, g.NextWindowData.CollapsedVal, g.NextWindowData.CollapsedCond);
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if (g.NextWindowData.FocusCond)
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if (g.NextWindowData.FocusCond)
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@ -6357,10 +6356,10 @@ void ImGui::SetNextWindowDock(ImGuiID id, ImGuiCond cond)
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g.NextWindowData.DockId = id;
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g.NextWindowData.DockId = id;
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}
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}
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void ImGui::SetNextWindowUserType(ImGuiID user_type)
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void ImGui::SetNextWindowDockFamily(const ImGuiDockFamily* family)
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{
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{
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ImGuiContext& g = *GImGui;
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ImGuiContext& g = *GImGui;
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g.NextWindowData.UserTypeId = user_type;
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g.NextWindowData.DockFamily = *family;
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}
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}
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// In window space (not screen space!)
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// In window space (not screen space!)
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@ -10178,19 +10177,19 @@ void ImGui::DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node)
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ImGuiDockNode::ImGuiDockNode(ImGuiID id)
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ImGuiDockNode::ImGuiDockNode(ImGuiID id)
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{
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{
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ID = id;
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ID = id;
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UserTypeIdFilter = 0;
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Flags = 0;
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Flags = 0;
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ParentNode = ChildNodes[0] = ChildNodes[1] = NULL;
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ParentNode = ChildNodes[0] = ChildNodes[1] = NULL;
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TabBar = NULL;
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TabBar = NULL;
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SplitAxis = ImGuiAxis_None;
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SplitAxis = ImGuiAxis_None;
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HostWindow = VisibleWindow = NULL;
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HostWindow = VisibleWindow = NULL;
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OnlyNodeWithWindows = NULL;
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OnlyNodeWithWindows = NULL;
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LastFrameAlive = LastFrameActive = -1;
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LastFrameAlive = LastFrameActive = -1;
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LastFocusedNodeID = 0;
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LastFocusedNodeID = 0;
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SelectedTabID = 0;
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SelectedTabID = 0;
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WantCloseTabID = 0;
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WantCloseTabID = 0;
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IsVisible = true;
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InitFromFirstWindowPosSize = InitFromFirstWindowViewport = false;
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InitFromFirstWindowPosSize = InitFromFirstWindowViewport = false;
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IsVisible = true;
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IsDockSpace = IsDocumentRoot = HasCloseButton = HasCollapseButton = WantCloseAll = WantLockSizeOnce = WantMouseMove = false;
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IsDockSpace = IsDocumentRoot = HasCloseButton = HasCollapseButton = WantCloseAll = WantLockSizeOnce = WantMouseMove = false;
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}
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}
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@ -10493,9 +10492,18 @@ static void ImGui::DockNodeUpdate(ImGuiDockNode* node)
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DockNodeUpdateFindOnlyNodeWithWindowsRec(node, &count, &first_node_with_windows);
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DockNodeUpdateFindOnlyNodeWithWindowsRec(node, &count, &first_node_with_windows);
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node->OnlyNodeWithWindows = (count == 1 ? first_node_with_windows : NULL);
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node->OnlyNodeWithWindows = (count == 1 ? first_node_with_windows : NULL);
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// Copy the user type from _any_ of our window so it can be used for proper dock filtering.
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// Copy the dock family from of our window so it can be used for proper dock filtering.
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// When node has mixed windows, prioritize the family with the most constraint (CompatibleWithNeutral = false) as the reference to copy.
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if (first_node_with_windows)
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if (first_node_with_windows)
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node->UserTypeIdFilter = first_node_with_windows->Windows[0]->UserTypeId;
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{
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node->DockFamily = first_node_with_windows->Windows[0]->DockFamily;
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for (int n = 1; n < first_node_with_windows->Windows.Size; n++)
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if (first_node_with_windows->Windows[n]->DockFamily.CompatibleWithFamilyZero == false)
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{
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node->DockFamily = first_node_with_windows->Windows[n]->DockFamily;
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break;
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}
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}
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}
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}
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}
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}
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@ -10863,9 +10871,16 @@ static bool DockNodeIsDropAllowedOne(ImGuiWindow* payload, ImGuiWindow* host_win
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if ((host_window->Flags & ImGuiWindowFlags_DockNodeHost) && host_window->DockNodeAsHost->IsDockSpace && payload->BeginOrderWithinContext < host_window->BeginOrderWithinContext)
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if ((host_window->Flags & ImGuiWindowFlags_DockNodeHost) && host_window->DockNodeAsHost->IsDockSpace && payload->BeginOrderWithinContext < host_window->BeginOrderWithinContext)
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return false;
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return false;
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ImGuiID host_user_type_id = host_window->DockNodeAsHost ? host_window->DockNodeAsHost->UserTypeIdFilter : host_window->UserTypeId;
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ImGuiDockFamily* host_family = host_window->DockNodeAsHost ? &host_window->DockNodeAsHost->DockFamily : &host_window->DockFamily;
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if (payload->UserTypeId != host_user_type_id)
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ImGuiDockFamily* payload_family = &payload->DockFamily;
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if (host_family->FamilyId != payload_family->FamilyId)
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{
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if (host_family->FamilyId != 0 && host_family->CompatibleWithFamilyZero && payload_family->FamilyId == 0)
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return true;
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if (payload_family->FamilyId != 0 && payload_family->CompatibleWithFamilyZero && host_family->FamilyId == 0)
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return true;
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return false;
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return false;
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}
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return true;
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return true;
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}
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}
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@ -11443,7 +11458,7 @@ void ImGui::SetWindowDock(ImGuiWindow* window, ImGuiID dock_id, ImGuiCond cond)
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// Create an explicit dockspace node within an existing window. Also expose dock node flags and creates a DocumentRoot node by default.
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// Create an explicit dockspace node within an existing window. Also expose dock node flags and creates a DocumentRoot node by default.
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// The DocumentRoot node is always displayed even when empty and shrink/extend according to the requested size of its neighbors.
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// The DocumentRoot node is always displayed even when empty and shrink/extend according to the requested size of its neighbors.
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void ImGui::DockSpace(ImGuiID id, const ImVec2& size_arg, ImGuiDockNodeFlags dock_space_flags, ImGuiID user_type_filter)
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void ImGui::DockSpace(ImGuiID id, const ImVec2& size_arg, ImGuiDockNodeFlags dock_space_flags, const ImGuiDockFamily* dock_family)
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{
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{
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ImGuiContext* ctx = GImGui;
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ImGuiContext* ctx = GImGui;
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ImGuiContext& g = *ctx;
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ImGuiContext& g = *ctx;
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@ -11456,7 +11471,7 @@ void ImGui::DockSpace(ImGuiID id, const ImVec2& size_arg, ImGuiDockNodeFlags doc
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node->IsDocumentRoot = true;
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node->IsDocumentRoot = true;
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}
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}
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node->Flags = dock_space_flags;
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node->Flags = dock_space_flags;
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node->UserTypeIdFilter = user_type_filter;
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node->DockFamily = dock_family ? *dock_family : ImGuiDockFamily();
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// When a Dockspace transitioned form implicit to explicit this may be called a second time
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// When a Dockspace transitioned form implicit to explicit this may be called a second time
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// 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.
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// 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.
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@ -12391,6 +12406,7 @@ static void SettingsHandlerWindow_ReadLine(ImGuiContext*, ImGuiSettingsHandler*,
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else if (sscanf(line, "Collapsed=%d", &i) == 1) { settings->Collapsed = (i != 0); }
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else if (sscanf(line, "Collapsed=%d", &i) == 1) { settings->Collapsed = (i != 0); }
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else if (sscanf(line, "DockId=0x%X,%d", &u1, &i) == 2) { settings->DockId = u1; settings->DockOrder = (short)i; }
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else if (sscanf(line, "DockId=0x%X,%d", &u1, &i) == 2) { settings->DockId = u1; settings->DockOrder = (short)i; }
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else if (sscanf(line, "DockId=0x%X", &u1) == 1) { settings->DockId = u1; settings->DockOrder = -1; }
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else if (sscanf(line, "DockId=0x%X", &u1) == 1) { settings->DockId = u1; settings->DockOrder = -1; }
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else if (sscanf(line, "DockFamilyId=0x%X", &u1) == 1) { settings->DockFamilyId = u1; }
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}
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}
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static void SettingsHandlerWindow_WriteAll(ImGuiContext* imgui_ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf)
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static void SettingsHandlerWindow_WriteAll(ImGuiContext* imgui_ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf)
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@ -12419,6 +12435,7 @@ static void SettingsHandlerWindow_WriteAll(ImGuiContext* imgui_ctx, ImGuiSetting
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settings->ViewportPos = window->ViewportPos;
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settings->ViewportPos = window->ViewportPos;
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IM_ASSERT(window->DockNode == NULL || window->DockNode->ID == window->DockId);
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IM_ASSERT(window->DockNode == NULL || window->DockNode->ID == window->DockId);
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settings->DockId = window->DockId;
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settings->DockId = window->DockId;
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settings->DockFamilyId = window->DockFamily.FamilyId;
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settings->DockOrder = window->DockOrder;
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settings->DockOrder = window->DockOrder;
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settings->Collapsed = window->Collapsed;
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settings->Collapsed = window->Collapsed;
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}
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}
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@ -12449,6 +12466,8 @@ static void SettingsHandlerWindow_WriteAll(ImGuiContext* imgui_ctx, ImGuiSetting
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buf->appendf("DockId=0x%08X\n", settings->DockId);
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buf->appendf("DockId=0x%08X\n", settings->DockId);
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else
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else
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buf->appendf("DockId=0x%08X,%d\n", settings->DockId, settings->DockOrder);
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buf->appendf("DockId=0x%08X,%d\n", settings->DockId, settings->DockOrder);
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if (settings->DockFamilyId != 0)
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buf->appendf("DockFamilyId=0x%08X\n", settings->DockFamilyId);
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}
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}
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buf->appendf("\n");
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buf->appendf("\n");
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}
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}
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14
imgui.h
14
imgui.h
@ -77,6 +77,7 @@ struct ImColor; // Helper functions to create a color that c
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typedef void* ImTextureID; // User data to identify a texture (this is whatever to you want it to be! read the FAQ about ImTextureID in imgui.cpp)
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typedef void* ImTextureID; // User data to identify a texture (this is whatever to you want it to be! read the FAQ about ImTextureID in imgui.cpp)
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#endif
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#endif
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struct ImGuiContext; // ImGui context (opaque)
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struct ImGuiContext; // ImGui context (opaque)
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struct ImGuiDockFamily; // Docking family for dock filtering
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struct ImGuiIO; // Main configuration and I/O between your application and ImGui
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struct ImGuiIO; // Main configuration and I/O between your application and ImGui
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struct ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use)
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struct ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use)
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struct ImGuiListClipper; // Helper to manually clip large list of items
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struct ImGuiListClipper; // Helper to manually clip large list of items
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@ -519,9 +520,9 @@ namespace ImGui
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// [BETA API] Enable with io.ConfigFlags |= ImGuiConfigFlags_DockingEnable.
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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! You can hold SHIFT anywhere while moving windows.
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// Note: you DO NOT need to call DockSpace() to use most Docking facilities! You can 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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// 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, ImGuiID user_type_filter = 0);
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IMGUI_API void DockSpace(ImGuiID id, const ImVec2& size = ImVec2(0, 0), ImGuiDockNodeFlags flags = 0, const ImGuiDockFamily* dock_family = NULL);
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IMGUI_API void SetNextWindowDock(ImGuiID dock_id, ImGuiCond cond = 0); // set next window dock id (FIXME-DOCK)
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IMGUI_API void SetNextWindowDock(ImGuiID dock_id, ImGuiCond cond = 0); // set next window dock id (FIXME-DOCK)
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IMGUI_API void SetNextWindowUserType(ImGuiID user_type); // FIXME-DOCK: set next window user type (docking filters by same user_type)
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IMGUI_API void SetNextWindowDockFamily(const ImGuiDockFamily* dock_family); // FIXME-DOCK: set next window user type (docking filters by same user_type)
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IMGUI_API bool IsWindowDocked(); // is current window docked into another window?
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IMGUI_API bool IsWindowDocked(); // is current window docked into another window?
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// Logging/Capture: all text output from interface is captured to tty/file/clipboard. By default, tree nodes are automatically opened during logging.
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// Logging/Capture: all text output from interface is captured to tty/file/clipboard. By default, tree nodes are automatically opened during logging.
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@ -1563,6 +1564,15 @@ struct ImGuiSizeCallbackData
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ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing.
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ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing.
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};
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};
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// For SetNextWindowDockFamily() and DockSpace() function
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struct ImGuiDockFamily
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{
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ImGuiID FamilyId; // 0 = unaffiliated
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bool CompatibleWithFamilyZero; // true = can be docked/merged with an unaffiliated window
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ImGuiDockFamily() { FamilyId = 0; CompatibleWithFamilyZero = true; }
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};
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// Data payload for Drag and Drop operations
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// Data payload for Drag and Drop operations
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struct ImGuiPayload
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struct ImGuiPayload
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{
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{
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@ -541,10 +541,11 @@ struct ImGuiWindowSettings
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ImVec2 ViewportPos;
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ImVec2 ViewportPos;
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ImGuiID ViewportId;
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ImGuiID ViewportId;
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ImGuiID DockId; // ID of last known DockNode (even if the DockNode is invisible because it has only 1 active window), or 0 if none.
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ImGuiID DockId; // ID of last known DockNode (even if the DockNode is invisible because it has only 1 active window), or 0 if none.
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ImGuiID DockFamilyId; // ID of dock family if specified
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short DockOrder; // Order of the last time the window was visible within its DockNode. This is used to reorder windows that are reappearing on the same frame. Same value between windows that were active and windows that were none are possible.
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short DockOrder; // Order of the last time the window was visible within its DockNode. This is used to reorder windows that are reappearing on the same frame. Same value between windows that were active and windows that were none are possible.
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bool Collapsed;
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bool Collapsed;
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ImGuiWindowSettings() { Name = NULL; ID = 0; Pos = Size = ViewportPos = ImVec2(0, 0); ViewportId = DockId = 0; DockOrder = -1; Collapsed = false; }
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ImGuiWindowSettings() { Name = NULL; ID = 0; Pos = Size = ViewportPos = ImVec2(0, 0); ViewportId = DockId = DockFamilyId = 0; DockOrder = -1; Collapsed = false; }
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};
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};
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struct ImGuiSettingsHandler
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struct ImGuiSettingsHandler
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@ -704,7 +705,7 @@ struct ImGuiNextWindowData
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float BgAlphaVal;
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float BgAlphaVal;
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ImGuiID ViewportId;
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ImGuiID ViewportId;
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ImGuiID DockId;
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ImGuiID DockId;
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ImGuiID UserTypeId;
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ImGuiDockFamily DockFamily;
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ImVec2 MenuBarOffsetMinVal; // This is not exposed publicly, so we don't clear it.
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ImVec2 MenuBarOffsetMinVal; // This is not exposed publicly, so we don't clear it.
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ImGuiNextWindowData()
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ImGuiNextWindowData()
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@ -717,14 +718,14 @@ struct ImGuiNextWindowData
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SizeCallback = NULL;
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SizeCallback = NULL;
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SizeCallbackUserData = NULL;
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SizeCallbackUserData = NULL;
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BgAlphaVal = FLT_MAX;
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BgAlphaVal = FLT_MAX;
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ViewportId = DockId = UserTypeId = 0;
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ViewportId = DockId = 0;
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MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f);
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MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f);
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}
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}
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void Clear()
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void Clear()
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{
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{
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PosCond = SizeCond = ContentSizeCond = CollapsedCond = SizeConstraintCond = FocusCond = BgAlphaCond = ViewportCond = DockCond = 0;
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PosCond = SizeCond = ContentSizeCond = CollapsedCond = SizeConstraintCond = FocusCond = BgAlphaCond = ViewportCond = DockCond = 0;
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UserTypeId = 0;
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DockFamily = ImGuiDockFamily();
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}
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}
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};
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};
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@ -742,7 +743,6 @@ struct ImGuiTabBarSortItem
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struct ImGuiDockNode
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struct ImGuiDockNode
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{
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{
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ImGuiID ID;
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ImGuiID ID;
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ImGuiID UserTypeIdFilter;
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ImGuiDockNodeFlags Flags;
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ImGuiDockNodeFlags Flags;
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ImGuiDockNode* ParentNode;
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ImGuiDockNode* ParentNode;
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ImGuiDockNode* ChildNodes[2]; // [Split node only] Child nodes (left/right or top/bottom). Consider switching to an array.
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ImGuiDockNode* ChildNodes[2]; // [Split node only] Child nodes (left/right or top/bottom). Consider switching to an array.
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@ -752,6 +752,7 @@ struct ImGuiDockNode
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ImVec2 Size; // Current size
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ImVec2 Size; // Current size
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ImVec2 SizeRef; // [Split node only] Last explicitly written-to size (overridden when using a splitter affecting the node), used to calculate Size.
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ImVec2 SizeRef; // [Split node only] Last explicitly written-to size (overridden when using a splitter affecting the node), used to calculate Size.
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int SplitAxis; // [Split node only] Split axis (X or Y)
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int SplitAxis; // [Split node only] Split axis (X or Y)
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ImGuiDockFamily DockFamily;
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ImGuiWindow* HostWindow;
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ImGuiWindow* HostWindow;
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ImGuiWindow* VisibleWindow;
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ImGuiWindow* VisibleWindow;
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@ -1208,7 +1209,7 @@ struct IMGUI_API ImGuiWindow
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ImGuiCond SetWindowDockAllowFlags; // store acceptable condition flags for SetNextWindowDock() use.
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ImGuiCond SetWindowDockAllowFlags; // store acceptable condition flags for SetNextWindowDock() use.
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ImVec2 SetWindowPosVal; // store window position when using a non-zero Pivot (position set needs to be processed when we know the window size)
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ImVec2 SetWindowPosVal; // store window position when using a non-zero Pivot (position set needs to be processed when we know the window size)
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ImVec2 SetWindowPosPivot; // store window pivot for positioning. ImVec2(0,0) when positioning from top-left corner; ImVec2(0.5f,0.5f) for centering; ImVec2(1,1) for bottom right.
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ImVec2 SetWindowPosPivot; // store window pivot for positioning. ImVec2(0,0) when positioning from top-left corner; ImVec2(0.5f,0.5f) for centering; ImVec2(1,1) for bottom right.
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ImGuiID UserTypeId; // user value set with SetNextWindowUserType(const char*)
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ImGuiDockFamily DockFamily; // set with SetNextWindowDockFamily()
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ImGuiWindowTempData DC; // Temporary per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the "DC" variable name.
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ImGuiWindowTempData DC; // Temporary per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the "DC" variable name.
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ImVector<ImGuiID> IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack
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ImVector<ImGuiID> IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack
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||||||
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Loading…
Reference in New Issue
Block a user