mirror of
https://github.com/Drezil/imgui.git
synced 2024-12-18 22:26:34 +00:00
Internals: rename RootWindow->RootWindowDockTree, RootWindowDockStop->RootWindow.
Why? So by default RootWindow matches user expectation on both branches, and RootWindowDockTree is more intentful. (Actually should reduce diff between master<>docking)
This commit is contained in:
parent
80533ea5e1
commit
705f082674
124
imgui.cpp
124
imgui.cpp
@ -3144,8 +3144,8 @@ static inline bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFla
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// FIXME-OPT: This could be cached/stored within the window.
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ImGuiContext& g = *GImGui;
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if (g.NavWindow)
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if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindow)
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if (focused_root_window->WasActive && focused_root_window != window->RootWindow)
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if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindowDockTree)
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if (focused_root_window->WasActive && focused_root_window != window->RootWindowDockTree)
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{
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// For the purpose of those flags we differentiate "standard popup" from "modal popup"
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// NB: The order of those two tests is important because Modal windows are also Popups.
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@ -3157,7 +3157,7 @@ static inline bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFla
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// Filter by viewport
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if (window->Viewport != g.MouseViewport)
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if (g.MovingWindow == NULL || window->RootWindow != g.MovingWindow->RootWindow)
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if (g.MovingWindow == NULL || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree)
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return false;
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return true;
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@ -3545,10 +3545,10 @@ void ImGui::StartMouseMovingWindow(ImGuiWindow* window)
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SetActiveID(window->MoveId, window);
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g.NavDisableHighlight = true;
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g.ActiveIdNoClearOnFocusLoss = true;
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g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - window->RootWindow->Pos;
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g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - window->RootWindowDockTree->Pos;
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bool can_move_window = true;
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if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindow->Flags & ImGuiWindowFlags_NoMove))
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if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindowDockTree->Flags & ImGuiWindowFlags_NoMove))
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can_move_window = false;
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if (ImGuiDockNode* node = window->DockNodeAsHost)
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if (node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove))
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@ -3596,8 +3596,8 @@ void ImGui::UpdateMouseMovingWindowNewFrame()
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// We actually want to move the root window. g.MovingWindow == window we clicked on (could be a child window).
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// We track it to preserve Focus and so that generally ActiveIdWindow == MovingWindow and ActiveId == MovingWindow->MoveId for consistency.
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KeepAliveID(g.ActiveId);
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IM_ASSERT(g.MovingWindow && g.MovingWindow->RootWindow);
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ImGuiWindow* moving_window = g.MovingWindow->RootWindow;
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IM_ASSERT(g.MovingWindow && g.MovingWindow->RootWindowDockTree);
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ImGuiWindow* moving_window = g.MovingWindow->RootWindowDockTree;
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if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos))
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{
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ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset;
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@ -3661,7 +3661,7 @@ void ImGui::UpdateMouseMovingWindowEndFrame()
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{
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// Handle the edge case of a popup being closed while clicking in its empty space.
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// If we try to focus it, FocusWindow() > ClosePopupsOverWindow() will accidentally close any parent popups because they are not linked together any more.
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ImGuiWindow* root_window = g.HoveredWindow ? g.HoveredWindow->RootWindowDockStop : NULL;
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ImGuiWindow* root_window = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL;
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const bool is_closed_popup = root_window && (root_window->Flags & ImGuiWindowFlags_Popup) && !IsPopupOpen(root_window->PopupId, ImGuiPopupFlags_AnyPopupLevel);
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if (root_window != NULL && !is_closed_popup)
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@ -3922,7 +3922,7 @@ void ImGui::UpdateHoveredWindowAndCaptureFlags()
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// Modal windows prevents mouse from hovering behind them.
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ImGuiWindow* modal_window = GetTopMostPopupModal();
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if (modal_window && g.HoveredWindow && !IsWindowChildOf(g.HoveredWindow->RootWindow, modal_window))
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if (modal_window && g.HoveredWindow && !IsWindowChildOf(g.HoveredWindow->RootWindowDockTree, modal_window))
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clear_hovered_windows = true;
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// Disabled mouse?
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@ -4534,15 +4534,15 @@ static void ImGui::EndFrameDrawDimmedBackgrounds()
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// Choose a draw list that will be front-most across all our children
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// In the unlikely case that the window wasn't made active we can't rely on its drawlist and skip rendering all-together.
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ImGuiWindow* window = g.NavWindowingTargetAnim;
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ImDrawList* draw_list = FindFrontMostVisibleChildWindow(window->RootWindow)->DrawList;
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ImDrawList* draw_list = FindFrontMostVisibleChildWindow(window->RootWindowDockTree)->DrawList;
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draw_list->PushClipRectFullScreen();
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// Docking: draw modal whitening background on other nodes of a same dock tree
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// For CTRL+TAB within a docking node we need to render the dimming background in 8 steps
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// (Because the root node renders the background in one shot, in order to avoid flickering when a child dock node is not submitted)
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if (window->RootWindowDockStop->DockIsActive)
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if (window->RootWindow != window->RootWindowDockStop)
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RenderRectFilledWithHole(draw_list, window->RootWindow->Rect(), window->RootWindowDockStop->Rect(), GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio), g.Style.WindowRounding);
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if (window->RootWindow->DockIsActive)
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if (window->RootWindowDockTree != window->RootWindow)
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RenderRectFilledWithHole(draw_list, window->RootWindowDockTree->Rect(), window->RootWindow->Rect(), GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio), g.Style.WindowRounding);
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// Draw navigation selection/windowing rectangle border
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float rounding = ImMax(window->WindowRounding, g.Style.WindowRounding);
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@ -4674,7 +4674,7 @@ void ImGui::Render()
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// Add ImDrawList to render
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ImGuiWindow* windows_to_render_top_most[2];
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windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindow : NULL;
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windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindowDockTree : NULL;
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windows_to_render_top_most[1] = (g.NavWindowingTarget ? g.NavWindowingListWindow : NULL);
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for (int n = 0; n != g.Windows.Size; n++)
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{
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@ -4799,7 +4799,7 @@ static void FindHoveredWindow()
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if (hovered_window == NULL)
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hovered_window = window;
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if (hovered_window_ignoring_moving_window == NULL && (!g.MovingWindow || window->RootWindow != g.MovingWindow->RootWindow))
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if (hovered_window_ignoring_moving_window == NULL && (!g.MovingWindow || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree))
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hovered_window_ignoring_moving_window = window;
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if (hovered_window && hovered_window_ignoring_moving_window)
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break;
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@ -5690,7 +5690,7 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& s
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window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
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// Navigation resize (keyboard/gamepad)
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if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindow == window)
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if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindowDockTree == window)
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{
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ImVec2 nav_resize_delta;
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if (g.NavInputSource == ImGuiInputSource_NavKeyboard && g.IO.KeyShift)
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@ -5975,12 +5975,12 @@ void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& titl
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void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window)
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{
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window->ParentWindow = parent_window;
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window->RootWindow = window->RootWindowDockStop = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window;
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window->RootWindow = window->RootWindowDockTree = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window;
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if (parent_window && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip))
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{
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window->RootWindow = parent_window->RootWindow;
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window->RootWindowDockTree = parent_window->RootWindowDockTree;
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if (!window->DockIsActive && !(parent_window->Flags & ImGuiWindowFlags_DockNodeHost))
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window->RootWindowDockStop = parent_window->RootWindowDockStop;
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window->RootWindow = parent_window->RootWindow;
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}
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if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)))
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window->RootWindowForTitleBarHighlight = parent_window->RootWindowForTitleBarHighlight;
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@ -6604,7 +6604,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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// Draw modal or window list full viewport dimming background (for other viewports we'll render them in EndFrame)
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ImGuiWindow* window_window_list = g.NavWindowingListWindow;
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const bool dim_bg_for_modal = (flags & ImGuiWindowFlags_Modal) && window == GetTopMostPopupModal() && window->HiddenFramesCannotSkipItems <= 0;
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const bool dim_bg_for_window_list = g.NavWindowingTargetAnim && ((window == g.NavWindowingTargetAnim->RootWindow) || (window == window_window_list && window_window_list->Viewport != g.NavWindowingTargetAnim->Viewport));
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const bool dim_bg_for_window_list = g.NavWindowingTargetAnim && ((window == g.NavWindowingTargetAnim->RootWindowDockTree) || (window == window_window_list && window_window_list->Viewport != g.NavWindowingTargetAnim->Viewport));
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if (dim_bg_for_modal || dim_bg_for_window_list)
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{
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const ImU32 dim_bg_col = GetColorU32(dim_bg_for_modal ? ImGuiCol_ModalWindowDimBg : ImGuiCol_NavWindowingDimBg, g.DimBgRatio);
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@ -6765,13 +6765,13 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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// Docking: Dragging a dockable window (or any of its child) turns it into a drag and drop source.
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// We need to do this _before_ we overwrite window->DC.LastItemId below because BeginDockableDragDropSource() also overwrites it.
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if ((g.MovingWindow == window) && (g.IO.ConfigDockingWithShift == g.IO.KeyShift))
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if ((window->RootWindow->Flags & ImGuiWindowFlags_NoDocking) == 0)
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if ((window->RootWindowDockTree->Flags & ImGuiWindowFlags_NoDocking) == 0)
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BeginDockableDragDropSource(window);
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// Docking: Any dockable window can act as a target. For dock node hosts we call BeginDockableDragDropTarget() in DockNodeUpdate() instead.
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if (g.DragDropActive && !(flags & ImGuiWindowFlags_NoDocking))
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if (g.MovingWindow == NULL || g.MovingWindow->RootWindow != window)
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if ((window == window->RootWindow) && !(window->Flags & ImGuiWindowFlags_DockNodeHost))
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if (g.MovingWindow == NULL || g.MovingWindow->RootWindowDockTree != window)
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if ((window == window->RootWindowDockTree) && !(window->Flags & ImGuiWindowFlags_DockNodeHost))
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BeginDockableDragDropTarget(window);
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}
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@ -6923,7 +6923,7 @@ void ImGui::BringWindowToDisplayFront(ImGuiWindow* window)
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* current_front_window = g.Windows.back();
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if (current_front_window == window || current_front_window->RootWindow == window) // Cheap early out (could be better)
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if (current_front_window == window || current_front_window->RootWindowDockTree == window) // Cheap early out (could be better)
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return;
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for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the top-most window
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if (g.Windows[i] == window)
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@ -6971,9 +6971,9 @@ void ImGui::FocusWindow(ImGuiWindow* window)
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ClosePopupsOverWindow(window, false);
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// Move the root window to the top of the pile
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IM_ASSERT(window == NULL || window->RootWindow != NULL);
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ImGuiWindow* focus_front_window = window ? window->RootWindowDockStop : NULL;
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ImGuiWindow* display_front_window = window ? window->RootWindow : NULL;
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IM_ASSERT(window == NULL || window->RootWindowDockTree != NULL);
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ImGuiWindow* focus_front_window = window ? window->RootWindow : NULL;
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ImGuiWindow* display_front_window = window ? window->RootWindowDockTree : NULL;
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ImGuiDockNode* dock_node = window ? window->DockNode : NULL;
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bool active_id_window_is_dock_node_host = (g.ActiveIdWindow && dock_node && dock_node->HostWindow == g.ActiveIdWindow);
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@ -6981,7 +6981,7 @@ void ImGui::FocusWindow(ImGuiWindow* window)
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// - Focus a window while an InputText in another window is active, if focus happens before the old InputText can run.
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// - When using Nav to activate menu items (due to timing of activating on press->new window appears->losing ActiveId)
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// - Using dock host items (tab, collapse button) can trigger this before we redirect the ActiveIdWindow toward the child window.
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if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindowDockStop != focus_front_window)
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if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != focus_front_window)
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if (!g.ActiveIdNoClearOnFocusLoss && !active_id_window_is_dock_node_host)
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ClearActiveID();
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@ -7015,7 +7015,7 @@ void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWind
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{
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// We may later decide to test for different NoXXXInputs based on the active navigation input (mouse vs nav) but that may feel more confusing to the user.
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ImGuiWindow* window = g.WindowsFocusOrder[i];
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if (window != ignore_window && window->WasActive && window->RootWindowDockStop == window)
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if (window != ignore_window && window->WasActive && window->RootWindow == window)
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if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs))
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{
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// FIXME-DOCK: This is failing (lagging by one frame) for docked windows.
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@ -7125,7 +7125,7 @@ void ImGui::PopTextWrapPos()
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bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent)
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{
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if (window->RootWindow == potential_parent)
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if (window->RootWindowDockTree == potential_parent)
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return true;
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while (window != NULL)
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{
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@ -7163,11 +7163,11 @@ bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags)
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switch (flags & (ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows))
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{
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case ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows:
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if (g.HoveredWindow->RootWindowDockStop != window->RootWindowDockStop)
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if (g.HoveredWindow->RootWindow != window->RootWindow)
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return false;
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break;
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case ImGuiHoveredFlags_RootWindow:
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if (g.HoveredWindow != window->RootWindowDockStop)
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if (g.HoveredWindow != window->RootWindow)
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return false;
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break;
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case ImGuiHoveredFlags_ChildWindows:
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@ -7200,9 +7200,9 @@ bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags)
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switch (flags & (ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows))
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{
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case ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows:
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return g.NavWindow && g.NavWindow->RootWindowDockStop == g.CurrentWindow->RootWindowDockStop;
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return g.NavWindow && g.NavWindow->RootWindow == g.CurrentWindow->RootWindow;
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case ImGuiFocusedFlags_RootWindow:
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return g.NavWindow == g.CurrentWindow->RootWindowDockStop;
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return g.NavWindow == g.CurrentWindow->RootWindow;
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case ImGuiFocusedFlags_ChildWindows:
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return g.NavWindow && IsWindowChildOf(g.NavWindow, g.CurrentWindow);
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default:
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@ -7227,7 +7227,7 @@ bool ImGui::IsWindowDocked()
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// If you want a window to never be focused, you may use the e.g. NoInputs flag.
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bool ImGui::IsWindowNavFocusable(ImGuiWindow* window)
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{
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return window->WasActive && window == window->RootWindowDockStop && !(window->Flags & ImGuiWindowFlags_NoNavFocus);
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return window->WasActive && window == window->RootWindow && !(window->Flags & ImGuiWindowFlags_NoNavFocus);
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}
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float ImGui::GetWindowWidth()
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@ -8800,12 +8800,12 @@ void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to
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// Trim the stack unless the popup is a direct parent of the reference window (the reference window is often the NavWindow)
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// - With this stack of window, clicking/focusing Popup1 will close Popup2 and Popup3:
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// Window -> Popup1 -> Popup2 -> Popup3
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// - Each popups may contain child windows, which is why we compare ->RootWindow!
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// - Each popups may contain child windows, which is why we compare ->RootWindowDockTree!
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// Window -> Popup1 -> Popup1_Child -> Popup2 -> Popup2_Child
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bool ref_window_is_descendent_of_popup = false;
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for (int n = popup_count_to_keep; n < g.OpenPopupStack.Size; n++)
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if (ImGuiWindow* popup_window = g.OpenPopupStack[n].Window)
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if (popup_window->RootWindow == ref_window->RootWindow)
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if (popup_window->RootWindowDockTree == ref_window->RootWindowDockTree)
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{
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ref_window_is_descendent_of_popup = true;
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break;
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@ -9488,7 +9488,7 @@ void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags mov
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static void ImGui::NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window)
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{
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ImGuiWindow* parent = nav_window;
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while (parent && parent->RootWindowDockStop != parent && (parent->Flags & ImGuiWindowFlags_ChildWindow) != 0 && (parent->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)
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while (parent && parent->RootWindow != parent && (parent->Flags & ImGuiWindowFlags_ChildWindow) != 0 && (parent->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)
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parent = parent->ParentWindow;
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if (parent && parent != nav_window)
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parent->NavLastChildNavWindow = nav_window;
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@ -9718,7 +9718,7 @@ static void ImGui::NavUpdate()
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if (!IsActiveIdUsingNavInput(ImGuiNavInput_Cancel))
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ClearActiveID();
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}
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else if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow) && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow && g.NavWindow != g.NavWindow->RootWindowDockStop)
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else if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow) && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow && g.NavWindow != g.NavWindow->RootWindow)
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{
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// Exit child window
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ImGuiWindow* child_window = g.NavWindow;
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@ -10166,7 +10166,7 @@ static void ImGui::NavUpdateWindowing()
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if (start_windowing_with_gamepad || start_windowing_with_keyboard)
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if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1))
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{
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g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindowDockStop;
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g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow;
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g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f;
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g.NavWindowingToggleLayer = start_windowing_with_keyboard ? false : true;
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g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_NavKeyboard : ImGuiInputSource_NavGamepad;
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@ -10230,7 +10230,7 @@ static void ImGui::NavUpdateWindowing()
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{
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const float NAV_MOVE_SPEED = 800.0f;
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const float move_speed = ImFloor(NAV_MOVE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y)); // FIXME: Doesn't handle variable framerate very well
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ImGuiWindow* moving_window = g.NavWindowingTarget->RootWindow;
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ImGuiWindow* moving_window = g.NavWindowingTarget->RootWindowDockTree;
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SetWindowPos(moving_window, moving_window->Pos + move_delta * move_speed, ImGuiCond_Always);
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MarkIniSettingsDirty(moving_window);
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g.NavDisableMouseHover = true;
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@ -10238,7 +10238,7 @@ static void ImGui::NavUpdateWindowing()
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}
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// Apply final focus
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if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindowDockStop))
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if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow))
|
||||
{
|
||||
ImGuiViewport* previous_viewport = g.NavWindow ? g.NavWindow->Viewport : NULL;
|
||||
ClearActiveID();
|
||||
@ -10524,7 +10524,7 @@ bool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id)
|
||||
|
||||
ImGuiWindow* window = g.CurrentWindow;
|
||||
ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow;
|
||||
if (hovered_window == NULL || window->RootWindow != hovered_window->RootWindow)
|
||||
if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree)
|
||||
return false;
|
||||
IM_ASSERT(id != 0);
|
||||
if (!IsMouseHoveringRect(bb.Min, bb.Max) || (id == g.DragDropPayload.SourceId))
|
||||
@ -10553,7 +10553,7 @@ bool ImGui::BeginDragDropTarget()
|
||||
if (!(window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect))
|
||||
return false;
|
||||
ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow;
|
||||
if (hovered_window == NULL || window->RootWindow != hovered_window->RootWindow)
|
||||
if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree)
|
||||
return false;
|
||||
|
||||
const ImRect& display_rect = (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? window->DC.LastItemDisplayRect : window->DC.LastItemRect;
|
||||
@ -11616,7 +11616,7 @@ ImGuiViewportP* ImGui::AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const
|
||||
flags |= ImGuiViewportFlags_IsPlatformWindow;
|
||||
if (window != NULL)
|
||||
{
|
||||
if (g.MovingWindow && g.MovingWindow->RootWindow == window)
|
||||
if (g.MovingWindow && g.MovingWindow->RootWindowDockTree == window)
|
||||
flags |= ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_NoFocusOnAppearing;
|
||||
if ((window->Flags & ImGuiWindowFlags_NoMouseInputs) && (window->Flags & ImGuiWindowFlags_NoNavInputs))
|
||||
flags |= ImGuiViewportFlags_NoInputs;
|
||||
@ -11729,7 +11729,7 @@ static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window)
|
||||
{
|
||||
window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None);
|
||||
}
|
||||
else if (g.MovingWindow && g.MovingWindow->RootWindow == window && IsMousePosValid())
|
||||
else if (g.MovingWindow && g.MovingWindow->RootWindowDockTree == window && IsMousePosValid())
|
||||
{
|
||||
if (window->Viewport != NULL && window->Viewport->Window == window)
|
||||
window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None);
|
||||
@ -12376,8 +12376,8 @@ void ImGui::DockContextNewFrameUpdateDocking(ImGuiContext* ctx)
|
||||
{
|
||||
if (hovered_window->DockNodeAsHost)
|
||||
g.HoveredDockNode = DockNodeTreeFindVisibleNodeByPos(hovered_window->DockNodeAsHost, g.IO.MousePos);
|
||||
else if (hovered_window->RootWindowDockStop->DockNode)
|
||||
g.HoveredDockNode = hovered_window->RootWindowDockStop->DockNode;
|
||||
else if (hovered_window->RootWindow->DockNode)
|
||||
g.HoveredDockNode = hovered_window->RootWindow->DockNode;
|
||||
}
|
||||
|
||||
// Process Docking requests
|
||||
@ -12973,7 +12973,7 @@ static void ImGui::DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
IM_ASSERT(window->DockNode == node);
|
||||
//IM_ASSERT(window->RootWindow == node->HostWindow);
|
||||
//IM_ASSERT(window->RootWindowDockTree == node->HostWindow);
|
||||
//IM_ASSERT(window->LastFrameActive < g.FrameCount); // We may call this from Begin()
|
||||
IM_ASSERT(save_dock_id == 0 || save_dock_id == node->ID);
|
||||
IMGUI_DEBUG_LOG_DOCKING("DockNodeRemoveWindow node 0x%08X window '%s'\n", node->ID, window->Name);
|
||||
@ -13451,8 +13451,8 @@ static void ImGui::DockNodeUpdate(ImGuiDockNode* node)
|
||||
if (node->IsSplitNode())
|
||||
IM_ASSERT(node->TabBar == NULL);
|
||||
if (node->IsRootNode())
|
||||
if (g.NavWindow && g.NavWindow->RootWindowDockStop->DockNode && g.NavWindow->RootWindowDockStop->ParentWindow == host_window)
|
||||
node->LastFocusedNodeId = g.NavWindow->RootWindowDockStop->DockNode->ID;
|
||||
if (g.NavWindow && g.NavWindow->RootWindow->DockNode && g.NavWindow->RootWindow->ParentWindow == host_window)
|
||||
node->LastFocusedNodeId = g.NavWindow->RootWindow->DockNode->ID;
|
||||
|
||||
// We need to draw a background at the root level if requested by ImGuiDockNodeFlags_PassthruCentralNode, but we will only know the correct pos/size
|
||||
// _after_ processing the resizing splitters. So we are using the DrawList channel splitting facility to submit drawing primitives out of order!
|
||||
@ -13532,7 +13532,7 @@ static void ImGui::DockNodeUpdate(ImGuiDockNode* node)
|
||||
|
||||
// Draw payload drop target
|
||||
if (host_window && node->IsVisible)
|
||||
if (node->IsRootNode() && (g.MovingWindow == NULL || g.MovingWindow->RootWindow != host_window))
|
||||
if (node->IsRootNode() && (g.MovingWindow == NULL || g.MovingWindow->RootWindowDockTree != host_window))
|
||||
BeginDockableDragDropTarget(host_window);
|
||||
|
||||
// We update this after DockNodeUpdateTabBar()
|
||||
@ -13641,7 +13641,7 @@ static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_w
|
||||
ImGuiDockNode* root_node = DockNodeGetRootNode(node);
|
||||
if (g.NavWindowingTarget)
|
||||
is_focused = (g.NavWindowingTarget->DockNode == node);
|
||||
else if (g.NavWindow && g.NavWindow->RootWindowForTitleBarHighlight == host_window->RootWindow && root_node->LastFocusedNodeId == node->ID)
|
||||
else if (g.NavWindow && g.NavWindow->RootWindowForTitleBarHighlight == host_window->RootWindowDockTree && root_node->LastFocusedNodeId == node->ID)
|
||||
is_focused = true;
|
||||
|
||||
// Hidden tab bar will show a triangle on the upper-left (in Begin)
|
||||
@ -13707,7 +13707,7 @@ static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_w
|
||||
for (int window_n = 0; window_n < node->Windows.Size; window_n++)
|
||||
{
|
||||
ImGuiWindow* window = node->Windows[window_n];
|
||||
if (g.NavWindow && g.NavWindow->RootWindowDockStop == window)
|
||||
if (g.NavWindow && g.NavWindow->RootWindow == window)
|
||||
tab_bar->SelectedTabId = window->ID;
|
||||
if (TabBarFindTabByID(tab_bar, window->ID) == NULL)
|
||||
TabBarAddTab(tab_bar, ImGuiTabItemFlags_Unsorted, window);
|
||||
@ -13796,7 +13796,7 @@ static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_w
|
||||
window->DockTabItemRect = host_window->DC.LastItemRect;
|
||||
|
||||
// Update navigation ID on menu layer
|
||||
if (g.NavWindow && g.NavWindow->RootWindowDockStop == window && (window->DC.NavLayerActiveMask & (1 << ImGuiNavLayer_Menu)) == 0)
|
||||
if (g.NavWindow && g.NavWindow->RootWindow == window && (window->DC.NavLayerActiveMask & (1 << ImGuiNavLayer_Menu)) == 0)
|
||||
host_window->NavLastIds[1] = window->ID;
|
||||
}
|
||||
}
|
||||
@ -15388,7 +15388,7 @@ void ImGui::BeginDockableDragDropSource(ImGuiWindow* window)
|
||||
IM_ASSERT(g.MovingWindow == window);
|
||||
|
||||
window->DC.LastItemId = window->MoveId;
|
||||
window = window->RootWindow;
|
||||
window = window->RootWindowDockTree;
|
||||
IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0);
|
||||
bool is_drag_docking = (g.IO.ConfigDockingWithShift) || ImRect(0, 0, window->SizeFull.x, GetFrameHeight()).Contains(g.ActiveIdClickOffset);
|
||||
if (is_drag_docking && BeginDragDropSource(ImGuiDragDropFlags_SourceNoPreviewTooltip | ImGuiDragDropFlags_SourceNoHoldToOpenOthers | ImGuiDragDropFlags_SourceAutoExpirePayload))
|
||||
@ -15407,7 +15407,7 @@ void ImGui::BeginDockableDragDropTarget(ImGuiWindow* window)
|
||||
ImGuiContext* ctx = GImGui;
|
||||
ImGuiContext& g = *ctx;
|
||||
|
||||
//IM_ASSERT(window->RootWindow == window); // May also be a DockSpace
|
||||
//IM_ASSERT(window->RootWindowDockTree == window); // May also be a DockSpace
|
||||
IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0);
|
||||
if (!g.DragDropActive)
|
||||
return;
|
||||
@ -16272,7 +16272,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
|
||||
Text("WINDOWING");
|
||||
Indent();
|
||||
Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL");
|
||||
Text("HoveredWindow->Root: '%s'", g.HoveredWindow ? g.HoveredWindow->RootWindow->Name : "NULL");
|
||||
Text("HoveredWindow->Root: '%s'", g.HoveredWindow ? g.HoveredWindow->RootWindowDockTree->Name : "NULL");
|
||||
Text("HoveredWindowUnderMovingWindow: '%s'", g.HoveredWindowUnderMovingWindow ? g.HoveredWindowUnderMovingWindow->Name : "NULL");
|
||||
Text("HoveredDockNode: 0x%08X", g.HoveredDockNode ? g.HoveredDockNode->ID : 0);
|
||||
Text("MovingWindow: '%s'", g.MovingWindow ? g.MovingWindow->Name : "NULL");
|
||||
@ -16701,10 +16701,10 @@ void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label)
|
||||
BulletText("DockId: 0x%04X, DockOrder: %d, Act: %d, Vis: %d", window->DockId, window->DockOrder, window->DockIsActive, window->DockTabIsVisible);
|
||||
if (window->DockNode || window->DockNodeAsHost)
|
||||
DebugNodeDockNode(window->DockNodeAsHost ? window->DockNodeAsHost : window->DockNode, window->DockNodeAsHost ? "DockNodeAsHost" : "DockNode");
|
||||
if (window->RootWindow != window) { DebugNodeWindow(window->RootWindow, "RootWindow"); }
|
||||
if (window->RootWindowDockStop != window->RootWindow) { DebugNodeWindow(window->RootWindowDockStop, "RootWindowDockStop"); }
|
||||
if (window->ParentWindow != NULL) { DebugNodeWindow(window->ParentWindow, "ParentWindow"); }
|
||||
if (window->DC.ChildWindows.Size > 0) { DebugNodeWindowsList(&window->DC.ChildWindows, "ChildWindows"); }
|
||||
if (window->RootWindow != window) { DebugNodeWindow(window->RootWindow, "RootWindow"); }
|
||||
if (window->RootWindowDockTree != window->RootWindow) { DebugNodeWindow(window->RootWindowDockTree, "RootWindowDockTree"); }
|
||||
if (window->ParentWindow != NULL) { DebugNodeWindow(window->ParentWindow, "ParentWindow"); }
|
||||
if (window->DC.ChildWindows.Size > 0) { DebugNodeWindowsList(&window->DC.ChildWindows, "ChildWindows"); }
|
||||
if (window->ColumnsStorage.Size > 0 && TreeNode("Columns", "Columns sets (%d)", window->ColumnsStorage.Size))
|
||||
{
|
||||
for (int n = 0; n < window->ColumnsStorage.Size; n++)
|
||||
|
@ -1474,7 +1474,7 @@ struct ImGuiContext
|
||||
|
||||
// Windows state
|
||||
ImVector<ImGuiWindow*> Windows; // Windows, sorted in display order, back to front
|
||||
ImVector<ImGuiWindow*> WindowsFocusOrder; // Windows, sorted in focus order, back to front. (FIXME: We could only store root windows here! Need to sort out the Docking equivalent which is RootWindowDockStop and is unfortunately a little more dynamic)
|
||||
ImVector<ImGuiWindow*> WindowsFocusOrder; // Windows, sorted in focus order, back to front. (FIXME: We could only store root windows here!)
|
||||
ImVector<ImGuiWindow*> WindowsTempSortBuffer; // Temporary buffer used in EndFrame() to reorder windows so parents are kept before their child
|
||||
ImVector<ImGuiWindow*> CurrentWindowStack;
|
||||
ImGuiStorage WindowsById; // Map window's ImGuiID to ImGuiWindow*
|
||||
@ -1483,7 +1483,7 @@ struct ImGuiContext
|
||||
ImGuiWindow* HoveredWindow; // Window the mouse is hovering. Will typically catch mouse inputs.
|
||||
ImGuiWindow* HoveredWindowUnderMovingWindow; // Hovered window ignoring MovingWindow. Only set if MovingWindow is set.
|
||||
ImGuiDockNode* HoveredDockNode; // Hovered dock node.
|
||||
ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actual window that is moved is generally MovingWindow->RootWindow.
|
||||
ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actual window that is moved is generally MovingWindow->RootWindowDockTree.
|
||||
ImGuiWindow* WheelingWindow; // Track the window we started mouse-wheeling on. Until a timer elapse or mouse has moved, generally keep scrolling the same window even if during the course of scrolling the mouse ends up hovering a child window.
|
||||
ImVec2 WheelingWindowRefMousePos;
|
||||
float WheelingWindowTimer;
|
||||
@ -2010,8 +2010,8 @@ struct IMGUI_API ImGuiWindow
|
||||
ImDrawList* DrawList; // == &DrawListInst (for backward compatibility reason with code using imgui_internal.h we keep this a pointer)
|
||||
ImDrawList DrawListInst;
|
||||
ImGuiWindow* ParentWindow; // If we are a child _or_ popup window, this is pointing to our parent. Otherwise NULL.
|
||||
ImGuiWindow* RootWindow; // Point to ourself or first ancestor that is not a child window == Top-level window.
|
||||
ImGuiWindow* RootWindowDockStop; // Point to ourself or first ancestor that is not a child window. Doesn't cross through dock nodes. We use this so IsWindowFocused() can behave consistently regardless of docking state.
|
||||
ImGuiWindow* RootWindow; // Point to ourself or first ancestor that is not a child window. Doesn't cross through dock nodes. We use this so IsWindowFocused() can behave consistently regardless of docking state.
|
||||
ImGuiWindow* RootWindowDockTree; // Point to ourself or first ancestor that is not a child window. Cross through dock nodes.
|
||||
ImGuiWindow* RootWindowForTitleBarHighlight; // Point to ourself or first ancestor which will display TitleBgActive color when this window is active.
|
||||
ImGuiWindow* RootWindowForNav; // Point to ourself or first ancestor which doesn't have the NavFlattened flag.
|
||||
|
||||
|
@ -272,12 +272,7 @@ inline ImGuiTableFlags TableFixFlags(ImGuiTableFlags flags, ImGuiWindow* outer_w
|
||||
flags |= ImGuiTableFlags_NoSavedSettings;
|
||||
|
||||
// Inherit _NoSavedSettings from top-level window (child windows always have _NoSavedSettings set)
|
||||
#ifdef IMGUI_HAS_DOCK
|
||||
ImGuiWindow* window_for_settings = outer_window->RootWindowDockStop;
|
||||
#else
|
||||
ImGuiWindow* window_for_settings = outer_window->RootWindow;
|
||||
#endif
|
||||
if (window_for_settings->Flags & ImGuiWindowFlags_NoSavedSettings)
|
||||
if (outer_window->RootWindow->Flags & ImGuiWindowFlags_NoSavedSettings)
|
||||
flags |= ImGuiTableFlags_NoSavedSettings;
|
||||
|
||||
return flags;
|
||||
|
@ -500,7 +500,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
|
||||
flags |= ImGuiButtonFlags_PressedOnDefault_;
|
||||
|
||||
ImGuiWindow* backup_hovered_window = g.HoveredWindow;
|
||||
const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredWindow && g.HoveredWindow->RootWindow == window->RootWindow;
|
||||
const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredWindow && g.HoveredWindow->RootWindowDockTree == window->RootWindowDockTree;
|
||||
if (flatten_hovered_children)
|
||||
g.HoveredWindow = window;
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user