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Docking: Removed seemingly unnecessary test in TabItemEx() for undocking tab leading to window move. Added ImGuiDockNode::IsFloatingNode() helper to clarify code intent in various places.
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@ -11216,7 +11216,7 @@ void ImGui::DockContextUpdateDocking(ImGuiContext* ctx)
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// We can have NULL pointers when we delete nodes, but because ID are recycled this should amortize nicely (and our node count will never be very high)
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// We can have NULL pointers when we delete nodes, but because ID are recycled this should amortize nicely (and our node count will never be very high)
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for (int n = 0; n < dc->Nodes.Data.Size; n++)
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for (int n = 0; n < dc->Nodes.Data.Size; n++)
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if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
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if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
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if (node->IsRootNode() && !node->IsDockSpace())
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if (node->IsFloatingNode())
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DockNodeUpdate(node);
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DockNodeUpdate(node);
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}
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}
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@ -11702,7 +11702,7 @@ static void ImGui::DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, b
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// When reactivating a node with one or two loose window, the window pos/size/viewport are authoritative over the node storage.
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// When reactivating a node with one or two loose window, the window pos/size/viewport are authoritative over the node storage.
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// In particular it is important we init the viewport from the first window so we don't create two viewports and drop one.
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// In particular it is important we init the viewport from the first window so we don't create two viewports and drop one.
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if (node->HostWindow == NULL && !node->IsDockSpace() && node->IsRootNode())
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if (node->HostWindow == NULL && node->IsFloatingNode())
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{
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{
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if (node->AuthorityForPos == ImGuiDataAuthority_Auto)
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if (node->AuthorityForPos == ImGuiDataAuthority_Auto)
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node->AuthorityForPos = ImGuiDataAuthority_Window;
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node->AuthorityForPos = ImGuiDataAuthority_Window;
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@ -12026,7 +12026,7 @@ static void ImGui::DockNodeUpdate(ImGuiDockNode* node)
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DockNodeRemoveTabBar(node);
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DockNodeRemoveTabBar(node);
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// Early out for hidden root dock nodes (when all DockId references are in inactive windows, or there is only 1 floating window holding on the DockId)
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// Early out for hidden root dock nodes (when all DockId references are in inactive windows, or there is only 1 floating window holding on the DockId)
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if (node->Windows.Size <= 1 && node->IsRootNode() && node->IsLeafNode() && !node->IsDockSpace() && !g.IO.ConfigDockingTabBarOnSingleWindows)
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if (node->Windows.Size <= 1 && node->IsFloatingNode() && node->IsLeafNode() && !g.IO.ConfigDockingTabBarOnSingleWindows)
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{
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{
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if (node->Windows.Size == 1)
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if (node->Windows.Size == 1)
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{
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{
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@ -13219,6 +13219,7 @@ ImGuiDockNode* ImGui::DockNodeTreeFindNodeByPos(ImGuiDockNode* node, ImVec2 pos)
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// Docking: Public Functions (SetWindowDock, DockSpace, DockSpaceOverViewport)
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// Docking: Public Functions (SetWindowDock, DockSpace, DockSpaceOverViewport)
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// [Internal] Called via SetNextWindowDockID()
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void ImGui::SetWindowDock(ImGuiWindow* window, ImGuiID dock_id, ImGuiCond cond)
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void ImGui::SetWindowDock(ImGuiWindow* window, ImGuiID dock_id, ImGuiCond cond)
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{
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{
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// Test condition (NB: bit 0 is always true) and clear flags for next time
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// Test condition (NB: bit 0 is always true) and clear flags for next time
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@ -14156,7 +14157,7 @@ static void ImGui::DockSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettings
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if (ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_settings->ID))
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if (ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_settings->ID))
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{
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{
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buf->appendf("%*s", ImMax(2, (line_start_pos + 92) - buf->size()), ""); // Align everything
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buf->appendf("%*s", ImMax(2, (line_start_pos + 92) - buf->size()), ""); // Align everything
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if (node->IsDockSpace && node->HostWindow && node->HostWindow->ParentWindow)
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if (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow)
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buf->appendf(" ; in '%s'", node->HostWindow->ParentWindow->Name);
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buf->appendf(" ; in '%s'", node->HostWindow->ParentWindow->Name);
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int contains_window = 0;
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int contains_window = 0;
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for (int window_n = 0; window_n < ctx->SettingsWindows.Size; window_n++)
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for (int window_n = 0; window_n < ctx->SettingsWindows.Size; window_n++)
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2
imgui.h
2
imgui.h
@ -1612,7 +1612,7 @@ struct ImGuiWindowClass
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ImGuiID ParentViewportId; // Hint for the platform back-end. If non-zero, the platform back-end can create a parent<>child relationship between the platform windows. Not conforming back-ends are free to e.g. parent every viewport to the main viewport or not.
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ImGuiID ParentViewportId; // Hint for the platform back-end. If non-zero, the platform back-end can create a parent<>child relationship between the platform windows. Not conforming back-ends are free to e.g. parent every viewport to the main viewport or not.
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ImGuiViewportFlags ViewportFlagsOverrideMask; // Viewport flags to override when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis.
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ImGuiViewportFlags ViewportFlagsOverrideMask; // Viewport flags to override when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis.
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ImGuiViewportFlags ViewportFlagsOverrideValue; // Viewport flags values to override when a window of this class owns a viewport.
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ImGuiViewportFlags ViewportFlagsOverrideValue; // Viewport flags values to override when a window of this class owns a viewport.
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bool DockingAllowUnclassed; // true = can be docked/merged with an unclassed window
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bool DockingAllowUnclassed; // Set to true to allow windows of this class to be docked/merged with an unclassed window.
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ImGuiWindowClass() { ClassId = 0; ParentViewportId = 0; ViewportFlagsOverrideMask = ViewportFlagsOverrideValue = 0x00; DockingAllowUnclassed = true; }
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ImGuiWindowClass() { ClassId = 0; ParentViewportId = 0; ViewportFlagsOverrideMask = ViewportFlagsOverrideValue = 0x00; DockingAllowUnclassed = true; }
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};
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};
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@ -963,6 +963,7 @@ struct ImGuiDockNode
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~ImGuiDockNode();
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~ImGuiDockNode();
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bool IsRootNode() const { return ParentNode == NULL; }
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bool IsRootNode() const { return ParentNode == NULL; }
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bool IsDockSpace() const { return (LocalFlags & ImGuiDockNodeFlags_DockSpace) != 0; }
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bool IsDockSpace() const { return (LocalFlags & ImGuiDockNodeFlags_DockSpace) != 0; }
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bool IsFloatingNode() const { return ParentNode == NULL && (LocalFlags & ImGuiDockNodeFlags_DockSpace) == 0; }
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bool IsCentralNode() const { return (LocalFlags & ImGuiDockNodeFlags_CentralNode) != 0; }
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bool IsCentralNode() const { return (LocalFlags & ImGuiDockNodeFlags_CentralNode) != 0; }
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bool IsHiddenTabBar() const { return (LocalFlags & ImGuiDockNodeFlags_HiddenTabBar) != 0; } // Hidden tab bar can be shown back by clicking the small triangle
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bool IsHiddenTabBar() const { return (LocalFlags & ImGuiDockNodeFlags_HiddenTabBar) != 0; } // Hidden tab bar can be shown back by clicking the small triangle
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bool IsNoTabBar() const { return (LocalFlags & ImGuiDockNodeFlags_NoTabBar) != 0; } // Never show a tab bar
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bool IsNoTabBar() const { return (LocalFlags & ImGuiDockNodeFlags_NoTabBar) != 0; } // Never show a tab bar
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@ -6979,10 +6979,8 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
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SetItemAllowOverlap();
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SetItemAllowOverlap();
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// Drag and drop a single floating window node moves it
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// Drag and drop a single floating window node moves it
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// FIXME-DOCK: In theory we shouldn't test for the ConfigDockingNodifySingleWindows flag here.
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// When our single window node and OnlyNodeWithWindows are working properly we may remove this check here.
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ImGuiDockNode* node = docked_window ? docked_window->DockNode : NULL;
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ImGuiDockNode* node = docked_window ? docked_window->DockNode : NULL;
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const bool single_floating_window_node = node && node->IsRootNode() && !node->IsDockSpace() && node->Windows.Size == 1 && g.IO.ConfigDockingTabBarOnSingleWindows;
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const bool single_floating_window_node = node && node->IsFloatingNode() && (node->Windows.Size == 1);
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if (held && single_floating_window_node && IsMouseDragging(0, 0.0f))
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if (held && single_floating_window_node && IsMouseDragging(0, 0.0f))
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{
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{
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// Move
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// Move
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