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Docking: Preserve existing docked nodes when setting the ImGuiDockNodeFlags_NoDockingInCentralNode flag. (#2423, #2109)
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parent
7ba774a440
commit
c7619d4a6a
11
imgui.cpp
11
imgui.cpp
@ -12873,7 +12873,7 @@ void ImGui::SetWindowDock(ImGuiWindow* window, ImGuiID dock_id, ImGuiCond cond)
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// Create an explicit dockspace node within an existing window. Also expose dock node flags and creates a CentralNode by default.
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// The Central Node is always displayed even when empty and shrink/extend according to the requested size of its neighbors.
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void ImGui::DockSpace(ImGuiID id, const ImVec2& size_arg, ImGuiDockNodeFlags dockspace_flags, const ImGuiWindowClass* window_class)
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void ImGui::DockSpace(ImGuiID id, const ImVec2& size_arg, ImGuiDockNodeFlags flags, const ImGuiWindowClass* window_class)
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{
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ImGuiContext* ctx = GImGui;
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ImGuiContext& g = *ctx;
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@ -12881,18 +12881,19 @@ void ImGui::DockSpace(ImGuiID id, const ImVec2& size_arg, ImGuiDockNodeFlags doc
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if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
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return;
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IM_ASSERT((flags & ImGuiDockNodeFlags_Dockspace) == 0);
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ImGuiDockNode* node = DockContextFindNodeByID(ctx, id);
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if (!node)
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{
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node = DockContextAddNode(ctx, id);
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node->IsCentralNode = true;
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}
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node->Flags = dockspace_flags;
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node->Flags = flags;
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node->WindowClass = window_class ? *window_class : ImGuiWindowClass();
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// When a Dockspace transitioned form implicit to explicit this may be called a second time
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// It is possible that the node has already been claimed by a docked window which appeared before the DockSpace() node, so we overwrite IsDockSpace again.
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if (node->LastFrameActive == g.FrameCount && !(dockspace_flags & ImGuiDockNodeFlags_KeepAliveOnly))
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if (node->LastFrameActive == g.FrameCount && !(flags & ImGuiDockNodeFlags_KeepAliveOnly))
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{
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IM_ASSERT(node->IsDockSpace() == false && "Cannot call DockSpace() twice a frame with the same ID");
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node->Flags |= ImGuiDockNodeFlags_Dockspace;
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@ -12901,7 +12902,7 @@ void ImGui::DockSpace(ImGuiID id, const ImVec2& size_arg, ImGuiDockNodeFlags doc
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node->Flags |= ImGuiDockNodeFlags_Dockspace;
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// Keep alive mode, this is allow windows docked into this node so stay docked even if they are not visible
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if (dockspace_flags & ImGuiDockNodeFlags_KeepAliveOnly)
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if (flags & ImGuiDockNodeFlags_KeepAliveOnly)
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{
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node->LastFrameAlive = g.FrameCount;
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return;
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@ -13421,12 +13422,14 @@ void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open)
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g.NextWindowData.PosUndock = false;
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}
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#if 0
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// Undock if the ImGuiDockNodeFlags_NoDockingInCentralNode got set
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if (node->IsCentralNode && (node->Flags & ImGuiDockNodeFlags_NoDockingInCentralNode))
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{
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DockContextProcessUndockWindow(ctx, window);
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return;
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}
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#endif
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// Undock if our dockspace node disappeared
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// Note how we are testing for LastFrameAlive and NOT LastFrameActive. A DockSpace node can be maintained alive while being inactive with ImGuiDockNodeFlags_KeepAliveOnly.
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6
imgui.h
6
imgui.h
@ -594,7 +594,7 @@ namespace ImGui
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// To dock windows: hold SHIFT anywhere while moving windows (if io.ConfigDockingWithShift == true) or drag windows from their title bar (if io.ConfigDockingWithShift = false)
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// Use DockSpace() to create an explicit dock node _within_ an existing window. See Docking demo for details.
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IMGUI_API void DockSpace(ImGuiID id, const ImVec2& size = ImVec2(0, 0), ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL);
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IMGUI_API ImGuiID DockSpaceOverViewport(ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags dockspace_flags = 0, const ImGuiWindowClass* window_class = NULL);
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IMGUI_API ImGuiID DockSpaceOverViewport(ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL);
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IMGUI_API void SetNextWindowDockID(ImGuiID dock_id, ImGuiCond cond = 0); // set next window dock id (FIXME-DOCK)
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IMGUI_API void SetNextWindowClass(const ImGuiWindowClass* window_class); // set next window class (rare/advanced uses: provide hints to the platform back-end via altered viewport flags and parent/child info)
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IMGUI_API ImGuiID GetWindowDockID();
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@ -882,9 +882,9 @@ enum ImGuiDockNodeFlags_
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{
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ImGuiDockNodeFlags_None = 0,
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ImGuiDockNodeFlags_KeepAliveOnly = 1 << 0, // Don't display the dockspace node but keep it alive. Windows docked into this dockspace node won't be undocked.
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ImGuiDockNodeFlags_NoSplit = 1 << 1, // Disable splitting the node into smaller nodes. Useful e.g. when embedding dockspaces into a main root one (the root one may have splitting disabled to reduce confusion)
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ImGuiDockNodeFlags_NoSplit = 1 << 1, // Disable splitting the node into smaller nodes. Useful e.g. when embedding dockspaces into a main root one (the root one may have splitting disabled to reduce confusion). Note: when turned off, existing splits will be preserved.
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//ImGuiDockNodeFlags_NoCentralNode = 1 << 2, // Disable Central Node (the node which can stay empty)
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ImGuiDockNodeFlags_NoDockingInCentralNode = 1 << 3, // Disable docking inside the Central Node, which will be always kept empty.
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ImGuiDockNodeFlags_NoDockingInCentralNode = 1 << 3, // Disable docking inside the Central Node, which will be always kept empty. Note: when turned off, existing docked nodes will be preserved.
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//ImGuiDockNodeFlags_NoLayoutChanges = 1 << 4, // Disable adding/removing nodes interactively. Useful with programatically setup dockspaces.
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ImGuiDockNodeFlags_NoResize = 1 << 5, // Disable resizing child nodes using the splitter/separators. Useful with programatically setup dockspaces.
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ImGuiDockNodeFlags_PassthruDockspace = 1 << 6, // Enable passthru dockspace: 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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