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Renamed ImGuiDockFamily to ImGuiWindowClass. Renamed CompatibleWithClassZero to DockingAllowUnclassed. (#2109)
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@ -566,11 +566,11 @@ struct ImGuiWindowSettings
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ImVec2 ViewportPos;
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ImGuiID ViewportId;
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ImGuiID DockId; // ID of last known DockNode (even if the DockNode is invisible because it has only 1 active window), or 0 if none.
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ImGuiID DockFamilyId; // ID of dock family if specified
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ImGuiID ClassId; // ID of window class if specified
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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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bool Collapsed;
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ImGuiWindowSettings() { Name = NULL; ID = 0; Pos = Size = ViewportPos = ImVec2(0, 0); ViewportId = DockId = DockFamilyId = 0; DockOrder = -1; Collapsed = false; }
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ImGuiWindowSettings() { Name = NULL; ID = 0; Pos = Size = ViewportPos = ImVec2(0, 0); ViewportId = DockId = ClassId = 0; DockOrder = -1; Collapsed = false; }
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};
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struct ImGuiSettingsHandler
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@ -734,7 +734,7 @@ struct ImGuiNextWindowData
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float BgAlphaVal;
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ImGuiID ViewportId;
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ImGuiID DockId;
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ImGuiDockFamily DockFamily;
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ImGuiWindowClass WindowClass;
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ImVec2 MenuBarOffsetMinVal; // This is not exposed publicly, so we don't clear it.
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ImGuiNextWindowData()
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@ -754,7 +754,7 @@ struct ImGuiNextWindowData
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void Clear()
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{
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PosCond = SizeCond = ContentSizeCond = CollapsedCond = SizeConstraintCond = FocusCond = BgAlphaCond = ViewportCond = DockCond = 0;
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DockFamily = ImGuiDockFamily();
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WindowClass = ImGuiWindowClass();
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}
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};
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@ -781,7 +781,7 @@ struct ImGuiDockNode
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ImVec2 Size; // Current size
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ImVec2 SizeRef; // [Split node only] Last explicitly written-to size (overridden when using a splitter affecting the node), used to calculate Size.
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int SplitAxis; // [Split node only] Split axis (X or Y)
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ImGuiDockFamily DockFamily;
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ImGuiWindowClass WindowClass;
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ImGuiWindow* HostWindow;
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ImGuiWindow* VisibleWindow;
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@ -1201,6 +1201,7 @@ struct IMGUI_API ImGuiWindow
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char* Name;
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ImGuiID ID; // == ImHash(Name)
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ImGuiWindowFlags Flags, FlagsPreviousFrame; // See enum ImGuiWindowFlags_
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ImGuiWindowClass WindowClass; // Advanced users only. Set with SetNextWindowClass()
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ImGuiViewportP* Viewport; // Always set in Begin(), only inactive windows may have a NULL value here
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ImGuiID ViewportId; // We backup the viewport id (since the viewport may disappear or never be created if the window is inactive)
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ImVec2 ViewportPos; // We backup the viewport position (since the viewport may disappear or never be created if the window is inactive)
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@ -1247,7 +1248,6 @@ struct IMGUI_API ImGuiWindow
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ImGuiCond SetWindowDockAllowFlags; // store acceptable condition flags for SetNextWindowDock() use.
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ImVec2 SetWindowPosVal; // store window position when using a non-zero Pivot (position set needs to be processed when we know the window size)
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ImVec2 SetWindowPosPivot; // store window pivot for positioning. ImVec2(0,0) when positioning from top-left corner; ImVec2(0.5f,0.5f) for centering; ImVec2(1,1) for bottom right.
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ImGuiDockFamily DockFamily; // set with SetNextWindowDockFamily()
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ImGuiWindowTempData DC; // Temporary per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the "DC" variable name.
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ImVector<ImGuiID> IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack
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