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Docking: Fix IsWindowAppearing() and ImGuiCond_Appearing on docked windows. (#4177, #3982, #1497, #1061)
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@ -108,7 +108,10 @@ Other Changes:
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Normally the right way to disable compiling the demo is to set IMGUI_DISABLE_DEMO_WINDOWS, but we want to avoid
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Normally the right way to disable compiling the demo is to set IMGUI_DISABLE_DEMO_WINDOWS, but we want to avoid
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implying that the file is required.
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implying that the file is required.
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- Backends: OpenGL3: Handle GL_CLIP_ORIGIN on <4.5 contexts if "GL_ARB_clip_control" extension is detected. (#4170, #3998)
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- Backends: OpenGL3: Handle GL_CLIP_ORIGIN on <4.5 contexts if "GL_ARB_clip_control" extension is detected. (#4170, #3998)
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>>>>>>> master
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Docking+Viewports Branch:
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- Docking: Fix IsWindowAppearing() and ImGuiCond_Appearing on docked windows. (#4177, #3982, #1497, #1061)
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-----------------------------------------------------------------------
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-----------------------------------------------------------------------
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18
imgui.cpp
18
imgui.cpp
@ -6100,7 +6100,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame);
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const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame);
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window->IsFallbackWindow = (g.CurrentWindowStack.Size == 0 && g.WithinFrameScopeWithImplicitWindow);
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window->IsFallbackWindow = (g.CurrentWindowStack.Size == 0 && g.WithinFrameScopeWithImplicitWindow);
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// Update the Appearing flag
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// Update the Appearing flag (note: the BeginDocked() path may also set this to true later)
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bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on
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bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on
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if (flags & ImGuiWindowFlags_Popup)
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if (flags & ImGuiWindowFlags_Popup)
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{
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{
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@ -6136,6 +6136,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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{
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{
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bool has_dock_node = (window->DockId != 0 || window->DockNode != NULL);
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bool has_dock_node = (window->DockId != 0 || window->DockNode != NULL);
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bool new_auto_dock_node = !has_dock_node && GetWindowAlwaysWantOwnTabBar(window);
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bool new_auto_dock_node = !has_dock_node && GetWindowAlwaysWantOwnTabBar(window);
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bool dock_node_was_visible = window->DockNodeIsVisible;
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bool dock_tab_was_visible = window->DockTabIsVisible;
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if (has_dock_node || new_auto_dock_node)
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if (has_dock_node || new_auto_dock_node)
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{
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{
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BeginDocked(window, p_open);
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BeginDocked(window, p_open);
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@ -6146,6 +6148,13 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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// Docking currently override constraints
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// Docking currently override constraints
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g.NextWindowData.Flags &= ~ImGuiNextWindowDataFlags_HasSizeConstraint;
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g.NextWindowData.Flags &= ~ImGuiNextWindowDataFlags_HasSizeConstraint;
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}
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}
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// Update the Appearing flag (again)
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if (window->DockTabIsVisible && !dock_tab_was_visible && dock_node_was_visible && !window->Appearing)
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{
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window->Appearing = true;
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SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true);
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}
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}
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}
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// Parent window is latched only on the first call to Begin() of the frame, so further append-calls can be done from a different window stack
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// Parent window is latched only on the first call to Begin() of the frame, so further append-calls can be done from a different window stack
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@ -12957,7 +12966,7 @@ void ImGui::DockContextProcessUndockWindow(ImGuiContext* ctx, ImGuiWindow* windo
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window->DockId = 0;
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window->DockId = 0;
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window->Collapsed = false;
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window->Collapsed = false;
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window->DockIsActive = false;
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window->DockIsActive = false;
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window->DockTabIsVisible = false;
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window->DockNodeIsVisible = window->DockTabIsVisible = false;
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window->Size = window->SizeFull = FixLargeWindowsWhenUndocking(window->SizeFull, window->Viewport);
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window->Size = window->SizeFull = FixLargeWindowsWhenUndocking(window->SizeFull, window->Viewport);
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MarkIniSettingsDirty();
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MarkIniSettingsDirty();
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@ -15503,7 +15512,7 @@ void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open)
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else
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else
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{
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{
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window->DockIsActive = true;
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window->DockIsActive = true;
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window->DockTabIsVisible = false;
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window->DockNodeIsVisible = window->DockTabIsVisible = false;
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}
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}
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return;
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return;
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}
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}
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@ -15518,7 +15527,7 @@ void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open)
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if (node->HostWindow == NULL)
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if (node->HostWindow == NULL)
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{
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{
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window->DockIsActive = (node->State == ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing);
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window->DockIsActive = (node->State == ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing);
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window->DockTabIsVisible = false;
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window->DockNodeIsVisible = window->DockTabIsVisible = false;
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if (node->Windows.Size > 1)
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if (node->Windows.Size > 1)
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DockNodeHideWindowDuringHostWindowCreation(window);
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DockNodeHideWindowDuringHostWindowCreation(window);
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return;
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return;
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@ -15542,6 +15551,7 @@ void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open)
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SetNextWindowSize(node->Size);
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SetNextWindowSize(node->Size);
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g.NextWindowData.PosUndock = false; // Cancel implicit undocking of SetNextWindowPos()
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g.NextWindowData.PosUndock = false; // Cancel implicit undocking of SetNextWindowPos()
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window->DockIsActive = true;
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window->DockIsActive = true;
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window->DockNodeIsVisible = true;
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window->DockTabIsVisible = false;
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window->DockTabIsVisible = false;
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if (node->SharedFlags & ImGuiDockNodeFlags_KeepAliveOnly)
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if (node->SharedFlags & ImGuiDockNodeFlags_KeepAliveOnly)
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return;
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return;
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@ -2101,6 +2101,7 @@ struct IMGUI_API ImGuiWindow
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// Docking
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// Docking
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bool DockIsActive :1; // When docking artifacts are actually visible. When this is set, DockNode is guaranteed to be != NULL. ~~ (DockNode != NULL) && (DockNode->Windows.Size > 1).
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bool DockIsActive :1; // When docking artifacts are actually visible. When this is set, DockNode is guaranteed to be != NULL. ~~ (DockNode != NULL) && (DockNode->Windows.Size > 1).
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bool DockNodeIsVisible :1;
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bool DockTabIsVisible :1; // Is our window visible this frame? ~~ is the corresponding tab selected?
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bool DockTabIsVisible :1; // Is our window visible this frame? ~~ is the corresponding tab selected?
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bool DockTabWantClose :1;
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bool DockTabWantClose :1;
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short DockOrder; // Order of the last time the window was visible within its DockNode. This is used to reorder windows that are reappearing on the same frame. Same value between windows that were active and windows that were none are possible.
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short DockOrder; // Order of the last time the window was visible within its DockNode. This is used to reorder windows that are reappearing on the same frame. Same value between windows that were active and windows that were none are possible.
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