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Docking: Kept ImGuiDockNodeFlags_PassthruDockspace and removed ImGuiDockNodeFlags_PassthruInEmptyNodes, ImGuiDockNodeFlags_RenderWindowBg. Doesn't include ImGuiDockNodeFlags_NoDockingInCentralNode. (#2109)
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@ -124,11 +124,10 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
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- splitter/separator: formalize the splitter idiom into an official api (we want to handle n-way split) (#319)
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- dock: A~ Unreal style document system (requires low-level controls of dockspace serialization fork/copy/delete). this is mostly working but the DockBuilderXXX api are not exposed/finished.
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- dock: A- implicit, invisible per-viewport dockspace to dock to.
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- dock: B: when docking outer, perform size locking on neighbors nodes the same way we do it with splitters, so other nodes are not resized.
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- dock: B~ central node resizing behavior incorrect.
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- dock: B~ central node ID retrieval API?
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- dock: B- debug full rebuild loses viewport of floating dock nodes.
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- dock: B- full rebuild (which is a debug option) loses viewport of floating dock nodes.
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- dock: B- dock node inside its own viewports creates 1 temporary viewport per window on startup before ditching them (doesn't affect the user nor request platform windows to be created, but unnecessary)
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- dock: B- resize sibling locking behavior may be less desirable if we merged same-axis sibling in a same node level?
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- dock: B- single visible node part of a hidden split hierarchy (OnlyNodeWithWindows != NULL) should show a normal title bar (not a tab bar)
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@ -147,6 +146,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
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- dock: B- dockspace: flag to lock the dock tree and/or sizes
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- dock: B- reintroduce collapsing a floating dock node. also collapsing a docked dock node!
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- dock: B- allow dragging a non-floating dock node by clicking on the title-bar-looking section (not just the collapse/menu button)
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- dock: B- option to remember undocked window size? (instead of keeping their docked size) (relate to #2104)
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- dock: C- nav: CTRL+TAB highlighting tabs shows the mismatch between focus-stack and tab-order (not visible in VS because it doesn't highlight the tabs)
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- dock: C- after a dock/undock, the Scrollbar Status update in Begin() should use an updated e.g. size_y_for_scrollbars to avoid a 1 frame scrollbar flicker.
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11
imgui.cpp
11
imgui.cpp
@ -10197,7 +10197,6 @@ void ImGui::DockContextProcessUndockWindow(ImGuiContext* ctx, ImGuiWindow* windo
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void ImGui::DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node)
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{
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(void)ctx;
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IM_ASSERT(node->IsLeafNode());
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IM_ASSERT(node->Windows.Size >= 1);
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@ -10695,9 +10694,9 @@ static void ImGui::DockNodeUpdate(ImGuiDockNode* node)
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if (g.NavWindow && g.NavWindow->RootWindowDockStop->DockNode && g.NavWindow->RootWindowDockStop->ParentWindow == host_window)
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node->LastFocusedNodeID = g.NavWindow->RootWindowDockStop->DockNode->ID;
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// We need to draw a background if requested by ImGuiDockNodeFlags_RenderWindowBg, but we will only know the correct pos/size after
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// We need to draw a background if requested by ImGuiDockNodeFlags_PassthruDockspace, but we will only know the correct pos/size after
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// processing the resizing splitters. So we are using the DrawList channel splitting facility to submit drawing primitives out of order!
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const bool render_dockspace_bg = node->IsRootNode() && host_window && (node->Flags & ImGuiDockNodeFlags_RenderWindowBg) != 0;
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const bool render_dockspace_bg = node->IsRootNode() && host_window && (node->Flags & ImGuiDockNodeFlags_PassthruDockspace) != 0;
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if (render_dockspace_bg)
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{
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host_window->DrawList->ChannelsSplit(2);
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@ -10705,7 +10704,7 @@ static void ImGui::DockNodeUpdate(ImGuiDockNode* node)
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}
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// Register a hit-test hole in the window unless we are currently dragging a window that is compatible our dockspace
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bool central_node_hole = node->IsRootNode() && host_window && (node->Flags & ImGuiDockNodeFlags_PassthruInEmptyNodes) != 0 && central_node != NULL && central_node->IsEmpty();
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bool central_node_hole = node->IsRootNode() && host_window && (node->Flags & ImGuiDockNodeFlags_PassthruDockspace) != 0 && central_node != NULL && central_node->IsEmpty();
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bool central_node_hole_register_hit_test_hole = central_node_hole;
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if (central_node_hole)
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if (const ImGuiPayload* payload = ImGui::GetDragDropPayload())
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@ -10732,10 +10731,10 @@ static void ImGui::DockNodeUpdate(ImGuiDockNode* node)
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}
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// Draw empty node background (currently can only be the Central Node)
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if (host_window && node->IsEmpty() && node->IsVisible && !(node->Flags & ImGuiDockNodeFlags_PassthruInEmptyNodes))
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if (host_window && node->IsEmpty() && node->IsVisible && !(node->Flags & ImGuiDockNodeFlags_PassthruDockspace))
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host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, GetColorU32(ImGuiCol_DockingEmptyBg));
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// Draw whole dockspace background if ImGuiDockNodeFlags_RenderWindowBg if set.
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// Draw whole dockspace background if ImGuiDockNodeFlags_PassthruDockspace if set.
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if (render_dockspace_bg && node->IsVisible)
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{
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host_window->DrawList->ChannelsSetCurrent(0);
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4
imgui.h
4
imgui.h
@ -801,9 +801,7 @@ enum ImGuiDockNodeFlags_
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//ImGuiDockNodeFlags_NoCentralNode = 1 << 2, // Disable Central Node (the node which can stay empty)
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//ImGuiDockNodeFlags_NoOuterBorder = 1 << 3, // Disable outer border on a DockSpace() node.
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ImGuiDockNodeFlags_NoDockingInCentralNode = 1 << 4, // Disable docking inside the Central Node, which will be always kept empty.
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ImGuiDockNodeFlags_PassthruInEmptyNodes = 1 << 5, // When Central Node is empty: let inputs pass-through + won't display a DockingEmptyBg background.
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ImGuiDockNodeFlags_RenderWindowBg = 1 << 6, // DockSpace() will render a ImGuiCol_WindowBg background covering everything excepted the Central Node (when empty). Meaning the host window should properly use SetNextWindowBgAlpha(0.0f) + ImGuiDockNodeFlags_NoOuterBorder prior to Begin() when using this.
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ImGuiDockNodeFlags_PassthruDockspace = ImGuiDockNodeFlags_NoDockingInCentralNode | ImGuiDockNodeFlags_RenderWindowBg | ImGuiDockNodeFlags_PassthruInEmptyNodes
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ImGuiDockNodeFlags_PassthruDockspace = 1 << 5 // 1) DockSpace() will render a ImGuiCol_WindowBg background covering everything excepted the Central Node when empty. Meaning the host window should probably use SetNextWindowBgAlpha(0.0f) prior to Begin() when using this. 2) When Central Node is empty: let inputs pass-through + won't display a DockingEmptyBg background.
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};
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// Flags for ImGui::IsWindowFocused()
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@ -3733,8 +3733,8 @@ void ShowExampleAppDockSpace(bool* p_open)
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window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus;
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}
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// When using ImGuiDockNodeFlags_RenderWindowBg or ImGuiDockNodeFlags_InvisibleDockspace, DockSpace() will render our background and handle the pass-thru hole, so we ask Begin() to not render a background.
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if (opt_flags & ImGuiDockNodeFlags_RenderWindowBg)
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// When using ImGuiDockNodeFlags_PassthruDockspace, DockSpace() will render our background and handle the pass-thru hole, so we ask Begin() to not render a background.
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if (opt_flags & ImGuiDockNodeFlags_PassthruDockspace)
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ImGui::SetNextWindowBgAlpha(0.0f);
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ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f));
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@ -3766,10 +3766,7 @@ void ShowExampleAppDockSpace(bool* p_open)
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if (ImGui::MenuItem("Flag: NoSplit", "", (opt_flags & ImGuiDockNodeFlags_NoSplit) != 0)) opt_flags ^= ImGuiDockNodeFlags_NoSplit;
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if (ImGui::MenuItem("Flag: NoDockingInCentralNode", "", (opt_flags & ImGuiDockNodeFlags_NoDockingInCentralNode) != 0)) opt_flags ^= ImGuiDockNodeFlags_NoDockingInCentralNode;
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if (ImGui::MenuItem("Flag: PassthruInEmptyNodes", "", (opt_flags & ImGuiDockNodeFlags_PassthruInEmptyNodes) != 0)) opt_flags ^= ImGuiDockNodeFlags_PassthruInEmptyNodes;
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if (ImGui::MenuItem("Flag: RenderWindowBg", "", (opt_flags & ImGuiDockNodeFlags_RenderWindowBg) != 0)) opt_flags ^= ImGuiDockNodeFlags_RenderWindowBg;
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if (ImGui::MenuItem("Flag: PassthruDockspace (all 3 above)", "", (opt_flags & ImGuiDockNodeFlags_PassthruDockspace) == ImGuiDockNodeFlags_PassthruDockspace))
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opt_flags = (opt_flags & ~ImGuiDockNodeFlags_PassthruDockspace) | ((opt_flags & ImGuiDockNodeFlags_PassthruDockspace) == ImGuiDockNodeFlags_PassthruDockspace) ? 0 : ImGuiDockNodeFlags_PassthruDockspace;
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if (ImGui::MenuItem("Flag: PassthruDockspace", "", (opt_flags & ImGuiDockNodeFlags_PassthruDockspace) != 0)) opt_flags ^= ImGuiDockNodeFlags_PassthruDockspace;
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ImGui::Separator();
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if (ImGui::MenuItem("Close DockSpace", NULL, false, p_open != NULL))
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*p_open = false;
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@ -1487,11 +1487,11 @@ namespace ImGui
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// Docking - Builder function needs to be generally called before the DockSpace() node is submitted.
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IMGUI_API void DockBuilderDockWindow(const char* window_name, ImGuiID node_id);
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IMGUI_API ImGuiDockNode*DockBuilderGetNode(ImGuiID node_id);
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IMGUI_API ImGuiDockNode*DockBuilderGetNode(ImGuiID node_id); // Warning: DO NOT HOLD ON ImGuiDockNode* pointer, will be invalided by any split/merge/remove operation.
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IMGUI_API void DockBuilderAddNode(ImGuiID node_id, ImVec2 ref_size, ImGuiDockNodeFlags flags = 0);
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IMGUI_API void DockBuilderRemoveNode(ImGuiID node_id); // Remove node and all its child, undock all windows
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IMGUI_API void DockBuilderRemoveNode(ImGuiID node_id); // Remove node and all its child, undock all windows
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IMGUI_API void DockBuilderRemoveNodeDockedWindows(ImGuiID node_id, bool clear_persistent_docking_references = true);
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IMGUI_API void DockBuilderRemoveNodeChildNodes(ImGuiID node_id); // Remove all split/hierarchy. All remaining docked windows will be re-docked to the root.
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IMGUI_API void DockBuilderRemoveNodeChildNodes(ImGuiID node_id); // Remove all split/hierarchy. All remaining docked windows will be re-docked to the root.
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IMGUI_API ImGuiID DockBuilderSplitNode(ImGuiID node_id, ImGuiDir split_dir, float size_ratio_for_node_at_dir, ImGuiID* out_id_dir, ImGuiID* out_id_other);
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IMGUI_API void DockBuilderCopyDockspace(ImGuiID src_dockspace_id, ImGuiID dst_dockspace_id, ImVector<const char*>* in_window_remap_pairs);
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IMGUI_API void DockBuilderCopyNode(ImGuiID src_node_id, ImGuiID dst_node_id, ImVector<ImGuiID>* out_node_remap_pairs);
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