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Docking: Storing HoveredDockNode in context which can be useful for easily detecting e.g. hovering an empty node. (#3398)
This commit is contained in:
parent
acf043a675
commit
85a661d276
41
imgui.cpp
41
imgui.cpp
@ -11892,6 +11892,16 @@ void ImGui::DockContextUpdateDocking(ImGuiContext* ctx)
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if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
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if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
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return;
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return;
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// Store hovered dock node. We could in theory use DockNodeTreeFindVisibleNodeByPos() on the root host dock node, but using ->DockNode is a good shortcut.
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g.HoveredDockNode = NULL;
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if (ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow)
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{
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if (hovered_window->DockNode)
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g.HoveredDockNode = hovered_window->DockNode;
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else if (hovered_window->DockNodeAsHost)
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g.HoveredDockNode = DockNodeTreeFindVisibleNodeByPos(hovered_window->DockNodeAsHost, g.IO.MousePos);
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}
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// Process Docking requests
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// Process Docking requests
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for (int n = 0; n < dc->Requests.Size; n++)
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for (int n = 0; n < dc->Requests.Size; n++)
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if (dc->Requests[n].Type == ImGuiDockRequestType_Dock)
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if (dc->Requests[n].Type == ImGuiDockRequestType_Dock)
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@ -14027,8 +14037,7 @@ ImGuiDockNode* ImGui::DockNodeTreeFindVisibleNodeByPos(ImGuiDockNode* node, ImVe
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if (!node->IsVisible)
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if (!node->IsVisible)
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return NULL;
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return NULL;
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ImGuiContext& g = *GImGui;
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const float dock_spacing = 0.0f;// g.Style.ItemInnerSpacing.x; // FIXME: Relation to DOCKING_SPLITTER_SIZE?
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const float dock_spacing = g.Style.ItemInnerSpacing.x; // FIXME: Relation to DOCKING_SPLITTER_SIZE?
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ImRect r(node->Pos, node->Pos + node->Size);
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ImRect r(node->Pos, node->Pos + node->Size);
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r.Expand(dock_spacing * 0.5f);
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r.Expand(dock_spacing * 0.5f);
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bool inside = r.Contains(pos);
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bool inside = r.Contains(pos);
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@ -14860,26 +14869,19 @@ void ImGui::BeginDockableDragDropTarget(ImGuiWindow* window)
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if (AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect))
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if (AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect))
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{
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{
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// Select target node
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// Select target node
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ImGuiDockNode* node = NULL;
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// (we should not assume that g.HoveredDockNode is != NULL when window is a host dock node: it depends on padding/spacing handled by DockNodeTreeFindVisibleNodeByPos)
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bool allow_null_target_node = false;
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ImGuiDockNode* node = g.HoveredDockNode;
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if (window->DockNodeAsHost)
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const bool allow_null_target_node = window->DockNode == NULL && window->DockNodeAsHost == NULL;
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{
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node = DockNodeTreeFindVisibleNodeByPos(window->DockNodeAsHost, g.IO.MousePos);
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// There is an edge case when docking into a dockspace which only has inactive nodes (because none of the windows are active)
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// There is an edge case when docking into a dockspace which only has inactive nodes (because none of the windows are active)
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// In this case we need to fallback into any leaf mode, possibly the central node.
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// In this case we need to fallback into any leaf mode, possibly the central node.
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if (node && node->IsDockSpace() && node->IsRootNode())
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if (window->DockNodeAsHost && node && node->IsDockSpace() && node->IsRootNode())
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{
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{
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if (node->CentralNode && node->IsLeafNode()) // FIXME-20181220: We should not have to test for IsLeafNode() here but we have another bug to fix first.
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if (node->CentralNode && node->IsLeafNode()) // FIXME-20181220: We should not have to test for IsLeafNode() here but we have another bug to fix first.
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node = node->CentralNode;
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node = node->CentralNode;
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else
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else
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node = DockNodeTreeFindFallbackLeafNode(node);
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node = DockNodeTreeFindFallbackLeafNode(node);
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}
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}
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}
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else if (window->DockNode) // && window->DockIsActive)
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node = window->DockNode;
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else
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allow_null_target_node = true; // Dock into a regular window
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const ImRect explicit_target_rect = (node && node->TabBar && !node->IsHiddenTabBar() && !node->IsNoTabBar()) ? node->TabBar->BarRect : ImRect(window->Pos, window->Pos + ImVec2(window->Size.x, GetFrameHeight()));
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const ImRect explicit_target_rect = (node && node->TabBar && !node->IsHiddenTabBar() && !node->IsNoTabBar()) ? node->TabBar->BarRect : ImRect(window->Pos, window->Pos + ImVec2(window->Size.x, GetFrameHeight()));
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const bool is_explicit_target = g.IO.ConfigDockingWithShift || IsMouseHoveringRect(explicit_target_rect.Min, explicit_target_rect.Max);
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const bool is_explicit_target = g.IO.ConfigDockingWithShift || IsMouseHoveringRect(explicit_target_rect.Min, explicit_target_rect.Max);
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@ -15824,6 +15826,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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if (ImGui::SmallButton("Clear nodes")) { DockContextClearNodes(&g, 0, true); }
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if (ImGui::SmallButton("Clear nodes")) { DockContextClearNodes(&g, 0, true); }
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ImGui::SameLine();
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ImGui::SameLine();
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if (ImGui::SmallButton("Rebuild all")) { dc->WantFullRebuild = true; }
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if (ImGui::SmallButton("Rebuild all")) { dc->WantFullRebuild = true; }
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ImGui::Text("HoveredDockNode: 0x%08X", g.HoveredDockNode ? g.HoveredDockNode->ID : 0);
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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 (!root_nodes_only || node->IsRootNode())
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if (!root_nodes_only || node->IsRootNode())
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@ -15967,18 +15970,11 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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#ifdef IMGUI_HAS_DOCK
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#ifdef IMGUI_HAS_DOCK
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// Overlay: Display Docking info
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// Overlay: Display Docking info
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if (show_docking_nodes && g.IO.KeyCtrl)
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if (show_docking_nodes && g.IO.KeyCtrl && g.HoveredDockNode)
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{
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{
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ImGuiDockContext* dc = &g.DockContext;
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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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{
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ImGuiDockNode* root_node = DockNodeGetRootNode(node);
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if (ImGuiDockNode* hovered_node = DockNodeTreeFindVisibleNodeByPos(root_node, g.IO.MousePos))
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if (hovered_node != node)
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continue;
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char buf[64] = "";
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char buf[64] = "";
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char* p = buf;
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char* p = buf;
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ImGuiDockNode* node = g.HoveredDockNode;
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ImDrawList* overlay_draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList((ImGuiViewportP*)GetMainViewport());
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ImDrawList* overlay_draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList((ImGuiViewportP*)GetMainViewport());
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p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "DockId: %X%s\n", node->ID, node->IsCentralNode() ? " *CentralNode*" : "");
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p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "DockId: %X%s\n", node->ID, node->IsCentralNode() ? " *CentralNode*" : "");
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p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "WindowClass: %08X\n", node->WindowClass.ClassId);
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p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "WindowClass: %08X\n", node->WindowClass.ClassId);
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@ -15990,7 +15986,6 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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overlay_draw_list->AddRectFilled(pos - ImVec2(1, 1), pos + CalcTextSize(buf) + ImVec2(1, 1), IM_COL32(200, 100, 100, 255));
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overlay_draw_list->AddRectFilled(pos - ImVec2(1, 1), pos + CalcTextSize(buf) + ImVec2(1, 1), IM_COL32(200, 100, 100, 255));
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overlay_draw_list->AddText(NULL, 0.0f, pos, IM_COL32(255, 255, 255, 255), buf);
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overlay_draw_list->AddText(NULL, 0.0f, pos, IM_COL32(255, 255, 255, 255), buf);
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}
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}
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}
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#endif // #ifdef IMGUI_HAS_DOCK
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#endif // #ifdef IMGUI_HAS_DOCK
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ImGui::End();
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ImGui::End();
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@ -1296,6 +1296,7 @@ struct ImGuiContext
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ImGuiWindow* HoveredWindow; // Will catch mouse inputs
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ImGuiWindow* HoveredWindow; // Will catch mouse inputs
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ImGuiWindow* HoveredRootWindow; // Will catch mouse inputs (for focus/move only)
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ImGuiWindow* HoveredRootWindow; // Will catch mouse inputs (for focus/move only)
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ImGuiWindow* HoveredWindowUnderMovingWindow; // Hovered window ignoring MovingWindow. Only set if MovingWindow is set.
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ImGuiWindow* HoveredWindowUnderMovingWindow; // Hovered window ignoring MovingWindow. Only set if MovingWindow is set.
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ImGuiDockNode* HoveredDockNode;
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ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actually window that is moved is generally MovingWindow->RootWindow.
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ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actually window that is moved is generally MovingWindow->RootWindow.
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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.
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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.
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ImVec2 WheelingWindowRefMousePos;
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ImVec2 WheelingWindowRefMousePos;
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@ -1515,6 +1516,7 @@ struct ImGuiContext
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HoveredWindow = NULL;
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HoveredWindow = NULL;
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HoveredRootWindow = NULL;
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HoveredRootWindow = NULL;
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HoveredWindowUnderMovingWindow = NULL;
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HoveredWindowUnderMovingWindow = NULL;
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HoveredDockNode = NULL;
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MovingWindow = NULL;
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MovingWindow = NULL;
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WheelingWindow = NULL;
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WheelingWindow = NULL;
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WheelingWindowTimer = 0.0f;
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WheelingWindowTimer = 0.0f;
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