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Docking: Comments and renaming locals to facilitate debugging.
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parent
0947fa3de0
commit
c81a5a6070
71
imgui.cpp
71
imgui.cpp
@ -10462,10 +10462,10 @@ void ImGui::DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id
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if (window->DockNode != NULL)
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continue;
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ImGuiDockNode* dock_node = DockContextFindNodeByID(ctx, window->DockId);
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IM_ASSERT(dock_node != NULL); // This should have been called after DockContextBuildNodesFromSettings()
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if (root_id == 0 || DockNodeGetRootNode(dock_node)->ID == root_id)
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DockNodeAddWindow(dock_node, window, true);
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ImGuiDockNode* node = DockContextFindNodeByID(ctx, window->DockId);
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IM_ASSERT(node != NULL); // This should have been called after DockContextBuildNodesFromSettings()
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if (root_id == 0 || DockNodeGetRootNode(node)->ID == root_id)
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DockNodeAddWindow(node, window, true);
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}
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}
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@ -12589,10 +12589,10 @@ void ImGui::DockBuilderCopyDockspace(ImGuiID src_dockspace_id, ImGuiID dst_docks
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if (ImGuiID src_dock_id = node_remap_pairs[dock_remap_n])
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{
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ImGuiID dst_dock_id = node_remap_pairs[dock_remap_n + 1];
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ImGuiDockNode* dock_node = DockBuilderGetNode(src_dock_id);
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for (int window_n = 0; window_n < dock_node->Windows.Size; window_n++)
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ImGuiDockNode* node = DockBuilderGetNode(src_dock_id);
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for (int window_n = 0; window_n < node->Windows.Size; window_n++)
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{
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ImGuiWindow* window = dock_node->Windows[window_n];
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ImGuiWindow* window = node->Windows[window_n];
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if (src_windows.contains(window->ID))
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continue;
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@ -12644,30 +12644,30 @@ void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open)
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}
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// Bind to our dock node
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ImGuiDockNode* dock_node = window->DockNode;
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if (dock_node != NULL)
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IM_ASSERT(window->DockId == dock_node->ID);
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if (window->DockId != 0 && dock_node == NULL)
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ImGuiDockNode* node = window->DockNode;
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if (node != NULL)
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IM_ASSERT(window->DockId == node->ID);
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if (window->DockId != 0 && node == NULL)
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{
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dock_node = DockContextFindNodeByID(ctx, window->DockId);
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node = DockContextFindNodeByID(ctx, window->DockId);
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// We should not be docking into a split node (SetWindowDock should avoid this)
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if (dock_node && dock_node->IsSplitNode())
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if (node && node->IsSplitNode())
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{
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DockContextProcessUndockWindow(ctx, window);
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return;
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}
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// Create node
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if (dock_node == NULL)
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if (node == NULL)
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{
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dock_node = DockContextAddNode(ctx, window->DockId);
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node = DockContextAddNode(ctx, window->DockId);
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if (auto_dock_node)
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dock_node->LastFrameAlive = g.FrameCount;
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node->LastFrameAlive = g.FrameCount;
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}
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DockNodeAddWindow(dock_node, window, true);
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IM_ASSERT(dock_node == window->DockNode);
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DockNodeAddWindow(node, window, true);
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IM_ASSERT(node == window->DockNode);
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// Fix an edge case with auto-resizing windows: if they are created on the same frame they are creating their dock node,
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// we don't want their initial zero-size to spread to the DockNode. We preserve their size.
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@ -12677,7 +12677,7 @@ void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open)
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}
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// Undock if the ImGuiDockNodeFlags_NoDockingInCentralNode got set
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if (dock_node->IsCentralNode && (dock_node->Flags & ImGuiDockNodeFlags_NoDockingInCentralNode))
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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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@ -12685,10 +12685,10 @@ void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open)
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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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if (dock_node->LastFrameAlive < g.FrameCount)
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if (node->LastFrameAlive < g.FrameCount)
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{
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// If the window has been orphaned, transition the docknode to an implicit node processed in DockContextUpdateDocking()
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ImGuiDockNode* root_node = DockNodeGetRootNode(dock_node);
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ImGuiDockNode* root_node = DockNodeGetRootNode(node);
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if (root_node->LastFrameAlive < g.FrameCount)
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{
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DockContextProcessUndockWindow(ctx, window);
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@ -12702,34 +12702,34 @@ void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open)
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}
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// Undock if we are submitted earlier than the host window
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if (dock_node->HostWindow && window->BeginOrderWithinContext < dock_node->HostWindow->BeginOrderWithinContext)
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if (node->HostWindow && window->BeginOrderWithinContext < node->HostWindow->BeginOrderWithinContext)
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{
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DockContextProcessUndockWindow(ctx, window);
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return;
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}
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// FIXME-DOCK: replace ->HostWindow NULL compare with something more explicit (~was initially intended as a first frame test)
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if (dock_node->HostWindow == NULL)
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if (node->HostWindow == NULL)
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{
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window->DockTabIsVisible = false;
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return;
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}
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IM_ASSERT(dock_node->HostWindow);
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IM_ASSERT(dock_node->IsLeafNode());
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IM_ASSERT(node->HostWindow);
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IM_ASSERT(node->IsLeafNode());
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// Position window
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SetNextWindowPos(dock_node->Pos);
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SetNextWindowSize(dock_node->Size);
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SetNextWindowPos(node->Pos);
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SetNextWindowSize(node->Size);
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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->DockTabIsVisible = false;
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if (dock_node->Flags & ImGuiDockNodeFlags_KeepAliveOnly)
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if (node->Flags & ImGuiDockNodeFlags_KeepAliveOnly)
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return;
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// When the window is selected we mark it as visible.
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if (dock_node->TabBar && dock_node->TabBar->VisibleTabId == window->ID)
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if (node->TabBar && node->TabBar->VisibleTabId == window->ID)
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window->DockTabIsVisible = true;
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// When we are about to select this tab (which will only be visible on the _next frame_), flag it with a non-zero HiddenFramesForResize.
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@ -12737,22 +12737,22 @@ void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open)
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// This is analogous to regular windows being hidden from one frame. It is especially important as nested TabBars would otherwise generate flicker in the form
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// of one empty frame.
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// Note that we set HiddenFramesForResize=2 because BeginDocked() is called just before Begin() has a chance to decrement the value. Effectively it'll be a 1 frame thing.
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if (!window->DockTabIsVisible && dock_node->TabBar && dock_node->TabBar->NextSelectedTabId == window->ID)
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if (!window->DockTabIsVisible && node->TabBar && node->TabBar->NextSelectedTabId == window->ID)
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window->HiddenFramesForResize = 2;
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// Update window flag
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IM_ASSERT((window->Flags & ImGuiWindowFlags_ChildWindow) == 0);
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window->Flags |= ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_NoResize;
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if (dock_node->IsHiddenTabBar)
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if (node->IsHiddenTabBar)
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window->Flags |= ImGuiWindowFlags_NoTitleBar;
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else
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window->Flags &= ~ImGuiWindowFlags_NoTitleBar; // Clear the NoTitleBar flag in case the user set it: confusingly enough we need a title bar height so we are correctly offset, but it won't be displayed!
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// Save new dock order only if the tab bar is active
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if (dock_node->TabBar)
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if (node->TabBar)
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window->DockOrder = (short)DockNodeGetTabOrder(window);
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if ((dock_node->WantCloseAll || dock_node->WantCloseTabID == window->ID) && p_open != NULL)
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if ((node->WantCloseAll || node->WantCloseTabID == window->ID) && p_open != NULL)
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*p_open = false;
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// Update ChildId to allow returning from Child to Parent with Escape
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@ -13847,13 +13847,16 @@ void ImGui::ShowDockingDebug()
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if (node->Windows.Size > 0)
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open = ImGui::TreeNode((void*)(intptr_t)node->ID, "%s 0x%04X%s: %d windows (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", node->Windows.Size, node->VisibleWindow ? node->VisibleWindow->Name : "NULL");
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else
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open = ImGui::TreeNode((void*)(intptr_t)node->ID, "%s 0x%04X%s: split %s (act: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", (node->SplitAxis == ImGuiAxis_X) ? "horizontal" : (node->SplitAxis == ImGuiAxis_Y) ? "vertical" : "n/a", node->VisibleWindow ? node->VisibleWindow->Name : "NULL");
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open = ImGui::TreeNode((void*)(intptr_t)node->ID, "%s 0x%04X%s: %s split (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", (node->SplitAxis == ImGuiAxis_X) ? "horizontal" : (node->SplitAxis == ImGuiAxis_Y) ? "vertical" : "n/a", node->VisibleWindow ? node->VisibleWindow->Name : "NULL");
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if (open)
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{
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IM_ASSERT(node->ChildNodes[0] == NULL || node->ChildNodes[0]->ParentNode == node);
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IM_ASSERT(node->ChildNodes[1] == NULL || node->ChildNodes[1]->ParentNode == node);
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ImGui::BulletText("Pos (%.0f,%.0f), Size (%.0f, %.0f) Ref (%.0f, %.0f)",
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node->Pos.x, node->Pos.y, node->Size.x, node->Size.y, node->SizeRef.x, node->SizeRef.y);
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ImGui::BulletText("VisibleWindow: 0x%08X %s", node->VisibleWindow ? node->VisibleWindow->ID : 0, node->VisibleWindow ? node->VisibleWindow->Name : "NULL");
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ImGui::BulletText("SelectedTabID: 0x%08X", node->SelectedTabID);
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ImGui::BulletText("LastFocusedNodeID: 0x%08X", node->LastFocusedNodeID);
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ImGui::BulletText("Flags 0x%02X%s%s%s%s",
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node->Flags, node->IsDockSpace ? ", IsDockSpace" : "", node->IsCentralNode ? ", IsCentralNode" : "",
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(GImGui->FrameCount - node->LastFrameAlive < 2) ? ", IsAlive" : "", (GImGui->FrameCount - node->LastFrameActive < 2) ? ", IsActive" : "");
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@ -829,13 +829,13 @@ struct ImGuiDockNode
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ImGuiWindowClass WindowClass;
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ImGuiWindow* HostWindow;
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ImGuiWindow* VisibleWindow;
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ImGuiWindow* VisibleWindow; // Generally point to window which is ID is == SelectedTabID, but when CTRL+Tabbing this can be a different window.
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ImGuiDockNode* CentralNode; // [Root node only] Pointer to central node.
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ImGuiDockNode* OnlyNodeWithWindows; // [Root node only] Set when there is a single visible node within the hierarchy.
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int LastFrameAlive; // Last frame number the node was updated or kept alive explicitly with DockSpace() + ImGuiDockNodeFlags_KeepAliveOnly
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int LastFrameActive; // Last frame number the node was updated.
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int LastFrameFocused; // Last frame number the node was focused.
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ImGuiID LastFocusedNodeID; // [Root node only] Which of our child node (any ancestor in the hierarchy) was last focused.
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ImGuiID LastFocusedNodeID; // [Root node only] Which of our child docking node (any ancestor in the hierarchy) was last focused.
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ImGuiID SelectedTabID; // [Tab node only] Which of our tab is selected.
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ImGuiID WantCloseTabID; // [Tab node only] Set when closing a specific tab.
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bool InitFromFirstWindowPosSize :1;
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