Docking: Fixed undocking on whole dock node from leaving undesirable empty node in the docking tree. Fixed calls to MarkIniSettingsDirty().

This commit is contained in:
omar 2018-09-21 11:48:22 +02:00
parent 599d5f185c
commit 840652830d

View File

@ -10068,6 +10068,7 @@ void ImGui::DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req)
if (payload_window)
{
payload_node = payload_window->DockNodeAsHost;
payload_window->DockNodeAsHost = NULL; // Important to clear this as the node will have its life as a child which might be merged/deleted later.
if (payload_node && !payload_node->IsSplitNode())
next_selected_id = payload_node->TabBar->NextSelectedTabId ? payload_node->TabBar->NextSelectedTabId : payload_node->TabBar->SelectedTabId;
if (payload_node == NULL)
@ -10168,6 +10169,7 @@ void ImGui::DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req)
// Update selection immediately
if (target_node->TabBar)
target_node->TabBar->NextSelectedTabId = next_selected_id;
MarkIniSettingsDirty();
}
void ImGui::DockContextProcessUndockWindow(ImGuiContext* ctx, ImGuiWindow* window)
@ -10180,22 +10182,31 @@ void ImGui::DockContextProcessUndockWindow(ImGuiContext* ctx, ImGuiWindow* windo
window->Collapsed = false;
window->DockIsActive = false;
window->DockTabIsVisible = false;
MarkIniSettingsDirty();
}
// Extract a node out by creating a new one.
// In the case of a root node, a node will have to stay in place, otherwise the node will be hidden (and GC-ed later)
// (we could handle both cases differently with little benefit)
void ImGui::DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node)
{
// FIXME-DOCK: Transition persistent DockId for all non-active windows
(void)ctx;
IM_ASSERT(!node->IsSplitNode());
IM_ASSERT(node->Windows.Size >= 1);
ImGuiDockNode* new_node = DockContextAddNode(ctx, (ImGuiID)-1);
DockNodeMoveWindows(new_node, node);
for (int n = 0; n < new_node->Windows.Size; n++)
UpdateWindowParentAndRootLinks(new_node->Windows[n], new_node->Windows[n]->Flags, NULL);
new_node->WantMouseMove = true;
// In the case of a root node, a node will have to stay in place. Create a new node for this purpose.
// Otherwise delete the previous node by merging the other sibling back into the parent node.
// FIXME-DOCK: Transition persistent DockId for all non-active windows
if (!node->IsRootNode())
{
IM_ASSERT(node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node);
ImGuiDockNode* lead_sibling = node->ParentNode->ChildNodes[(node->ParentNode->ChildNodes[0] == node) ? 1 : 0];
DockNodeTreeMerge(ctx, node->ParentNode, lead_sibling);
}
MarkIniSettingsDirty();
}
//-----------------------------------------------------------------------------
@ -10252,7 +10263,6 @@ static void ImGui::DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window)
window->DockId = node->ID;
window->DockIsActive = (node->Windows.Size > 1);
window->DockTabWantClose = false;
MarkIniSettingsDirty();
// If 2+ windows appeared on the same frame, creating a new DockNode+TabBar from the second window,
// then we need to hide the first one after the fact otherwise it would be visible as a standalone window for one frame.
@ -10292,7 +10302,6 @@ static void ImGui::DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window
window->DockIsActive = window->DockTabWantClose = false;
window->DockId = save_dock_id;
UpdateWindowParentAndRootLinks(window, window->Flags & ~ImGuiWindowFlags_ChildWindow, NULL); // Update immediately
MarkIniSettingsDirty();
// Remove window
bool erased = false;