diff --git a/imgui.cpp b/imgui.cpp index 08dc636c..45709544 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -8503,55 +8503,2057 @@ void ImGui::EndDragDropTarget() // Docking: Internal Types //----------------------------------------------------------------------------- +static float IMGUI_DOCK_SPLITTER_SIZE = 4.0f; +struct ImGuiDockRequest +{ + ImGuiWindow* WindowDockTarget; // Destination/Target window to dock into (may be a loose window or a DockNode) + ImGuiDockNode* WindowDockTargetNode; + ImGuiWindow* WindowDockPayload; // Source/Payload window to dock (may be a loose window or a DockNode) + ImGuiDir WindowDockSplitDir; + float WindowDockSplitRatio; + bool WindowDockSplitOuter; + ImGuiWindow* WindowUndock; + + ImGuiDockRequest() + { + WindowDockTarget = WindowDockPayload = WindowUndock = NULL; + WindowDockTargetNode = NULL; + WindowDockSplitDir = ImGuiDir_None; + WindowDockSplitRatio = 0.5f; + WindowDockSplitOuter = false; + } +}; + +struct ImGuiDockPreviewData +{ + ImGuiDockNode FutureNode; + bool IsDropAllowed; + bool IsCenterAvailable; + bool IsSidesAvailable; // Hold your breath, grammar freaks.. + bool IsSplitDirExplicit; // Set when hovered the drop rect (vs. implicit SplitDir==None when hovered the window) + ImGuiDockNode* SplitNode; + ImGuiDir SplitDir; + float SplitRatio; + ImRect DropRectsDraw[ImGuiDir_COUNT + 1]; // May be slightly different from hit-testing drop rects used in DockNodeCalcDropRects() + + ImGuiDockPreviewData() : FutureNode(0) { IsDropAllowed = IsCenterAvailable = IsSidesAvailable = IsSplitDirExplicit = false; SplitNode = NULL; SplitDir = ImGuiDir_None; SplitRatio = 0.f; } +}; + +// Persistent Settings data, stored contiguously in SettingsNodes (sizeof() ~32 bytes) +struct ImGuiDockNodeSettings +{ + ImGuiID ID; + ImGuiID ParentID; + ImGuiID SelectedTabID; + float SplitRatio; + char SplitAxis; + char Depth; + char IsExplicitRoot; + char IsDocumentRoot; + ImVec2ih Pos; + ImVec2ih Size; + ImVec2ih LastExplicitSize; + ImGuiDockNodeSettings() { ID = ParentID = SelectedTabID = 0; SplitRatio = 0.0f; SplitAxis = ImGuiAxis_None; Depth = 0; IsExplicitRoot = IsDocumentRoot = 0; } +}; + +struct ImGuiDockContext +{ + ImGuiStorage Nodes; // Map ID -> ImGuiDockNode*: Active nodes + ImVector Requests; + ImVector SettingsNodes; + int SettingsMaxDepth; + bool WantFullRebuild; + ImGuiDockContext() { SettingsMaxDepth = 0; WantFullRebuild = false; } +}; //----------------------------------------------------------------------------- // Docking: Forward Declarations //----------------------------------------------------------------------------- +namespace ImGui +{ + // ImGuiDockContext + static ImGuiDockNode* DockContextFindNodeByID(ImGuiDockContext* ctx, ImGuiID id); + static ImGuiDockNode* DockContextAddNode(ImGuiDockContext* ctx, ImGuiID id); + static void DockContextRemoveNode(ImGuiDockContext* ctx, ImGuiDockNode* node); + static void DockContextQueueDock(ImGuiDockContext* ctx, ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, float split_ratio, bool split_outer); + static void DockContextProcessDock(ImGuiDockContext* ctx, ImGuiDockRequest* req); + static void DockContextProcessUndock(ImGuiDockContext* ctx, ImGuiWindow* window); + static void DockContextClearNodes(ImGuiDockContext* ctx, bool clear_references); + static void DockContextGcUnusedNodes(ImGuiDockContext* ctx); + static void DockContextBuildNodesFromSettings(ImGuiDockContext* ctx); + static void DockContextBuildAddWindowsToNodes(ImGuiDockContext* ctx); + // ImGuiDockNode + static void DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window); + static void DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* src_node); + static void DockNodeMoveChilds(ImGuiDockNode* dst_node, ImGuiDockNode* src_node); + static void DockNodeApplyPosSizeToWindows(ImGuiDockNode* node); + static void DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id); + static void DockNodeHideHostWindow(ImGuiDockNode* node); + static void DockNodeUpdate(ImGuiDockNode* node); + static ImGuiDockNode* DockNodeUpdateFindOnlyNodeWithWindows(ImGuiDockNode* node); + static void DockNodeUpdateVisibleFlagAndInactiveChilds(ImGuiDockNode* node); + static void DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window); + static void DockNodeUpdateVisibleFlag(ImGuiDockNode* node); + static bool DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* payload_window); + static bool DockNodePreviewDockCalc(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, ImGuiDockPreviewData* preview_data, bool is_explicit_target, bool is_outer_docking); + static void DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, const ImGuiDockPreviewData* preview_data); + static ImRect DockNodeCalcTabBarRect(const ImGuiDockNode* node); + static void DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired); + static bool DockNodeCalcDropRects(const ImRect& parent, ImGuiDir dir, ImRect& out_draw, bool outer_docking); + static ImGuiDockNode* DockNodeGetRootNode(ImGuiDockNode* node) { while (node->ParentNode) node = node->ParentNode; return node; } + static int DockNodeGetDepth(ImGuiDockNode* node) { int depth = 0; while (node->ParentNode) { node = node->ParentNode; depth++; } return depth; } + static int DockNodeGetTabOrder(ImGuiWindow* window); + + // ImGuiDockNode tree manipulations + static void DockNodeTreeSplit(ImGuiDockContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_first_child, float split_ratio, ImGuiDockNode* new_node); + static void DockNodeTreeMerge(ImGuiDockContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child); + static void DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size); + static void DockNodeTreeUpdateSplitter(ImGuiDockNode* node); + static ImGuiDockNode* DockNodeTreeFindNodeByPos(ImGuiDockNode* node, ImVec2 pos); + + // Settings + static void DockSettingsRemoveAllReferencesToNode(ImGuiID node_id); + static ImGuiDockNodeSettings* DockSettingsFindNodeSettings(ImGuiDockContext* ctx, ImGuiID node_id); + static void* DockSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name); + static void DockSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line); + static void DockSettingsHandler_WriteAll(ImGuiContext* imgui_ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf); +} //----------------------------------------------------------------------------- // Docking: ImGuiDockContext //----------------------------------------------------------------------------- +void ImGui::DockContextInitialize(ImGuiContext* imgui_context) +{ + ImGuiContext& g = *imgui_context; + IM_ASSERT(g.DockContext == NULL); + g.DockContext = IM_NEW(ImGuiDockContext)(); + // Add .ini handle for persistent docking data + ImGuiSettingsHandler ini_handler; + ini_handler.TypeName = "Docking"; + ini_handler.TypeHash = ImHash("Docking", 0, 0); + ini_handler.ReadOpenFn = DockSettingsHandler_ReadOpen; + ini_handler.ReadLineFn = DockSettingsHandler_ReadLine; + ini_handler.WriteAllFn = DockSettingsHandler_WriteAll; + g.SettingsHandlers.push_back(ini_handler); +} + +void ImGui::DockContextShutdown(ImGuiContext* imgui_context) +{ + ImGuiContext& g = *imgui_context; + ImGuiDockContext* ctx = g.DockContext; + for (int n = 0; n < ctx->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)ctx->Nodes.Data[n].val_p) + IM_DELETE(node); + IM_DELETE(g.DockContext); + g.DockContext = NULL; +} + +void ImGui::DockContextOnLoadSettings() +{ + ImGuiContext& g = *GImGui; + ImGuiDockContext* ctx = g.DockContext; + DockContextGcUnusedNodes(ctx); + DockContextBuildNodesFromSettings(ctx); +} + +void ImGui::DockContextRebuild(ImGuiDockContext* ctx) +{ + SaveIniSettingsToMemory(); + DockContextClearNodes(ctx, false); + DockContextBuildNodesFromSettings(ctx); + DockContextBuildAddWindowsToNodes(ctx); +} + +void ImGui::DockContextUpdateUndocking(ImGuiDockContext* ctx) +{ + ImGuiContext& g = *GImGui; + if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) + { + if (ctx->Nodes.Data.Size > 0 || ctx->Requests.Size > 0) + DockContextClearNodes(ctx, true); + return; + } + +#if 0 + if (ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_C))) + ctx->WantFullRebuild = true; +#endif + if (ctx->WantFullRebuild) + { + DockContextRebuild(ctx); + ctx->WantFullRebuild = false; + } + + // Process Undocking requests (called from NewFrame before UpdateMovingWindow) + for (int n = 0; n < ctx->Requests.Size; n++) + if (ctx->Requests[n].WindowUndock) + DockContextProcessUndock(ctx, ctx->Requests[n].WindowUndock); +} + +void ImGui::DockContextUpdateDocking(ImGuiDockContext* ctx) +{ + ImGuiContext& g = *GImGui; + if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) + return; + + // Process Docking requests + for (int n = 0; n < ctx->Requests.Size; n++) + if (ctx->Requests[n].WindowDockTarget) + DockContextProcessDock(ctx, &ctx->Requests[n]); + ctx->Requests.resize(0); + + // Create windows for each automatic docking nodes + // We can have NULL pointers when we delete nodes, but because ID are recycled this should amortize nicely (and our node count will never be very high) + for (int n = 0; n < ctx->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)ctx->Nodes.Data[n].val_p) + if (!node->IsExplicitRoot && node->IsRootNode()) + DockNodeUpdate(node); +} + + +static ImGuiDockNode* ImGui::DockContextFindNodeByID(ImGuiDockContext* ctx, ImGuiID id) +{ + return (ImGuiDockNode*)ctx->Nodes.GetVoidPtr(id); +} + +static ImGuiDockNode* ImGui::DockContextAddNode(ImGuiDockContext* ctx, ImGuiID id) +{ + // Generate an ID for the new node (the exact ID value doesn't matter as long as it is not already used) and add the first window. + if (id == (ImGuiID)-1) + { + // FIXME-OPT: This is very suboptimal, however the node count is small enough not to be a worry. + id = 0x0001; + while (DockContextFindNodeByID(ctx, id) != NULL) + id++; + } + IM_ASSERT(DockContextFindNodeByID(ctx, id) == NULL); + ImGuiDockNode* node = IM_NEW(ImGuiDockNode)(id); + node->InitFromFirstWindow = true; + ctx->Nodes.SetVoidPtr(node->ID, node); + return node; +} + +static void ImGui::DockContextRemoveNode(ImGuiDockContext* ctx, ImGuiDockNode* node) +{ + //printf("[%05d] RemoveNode 0x%04X\n", node->ID); + IM_ASSERT(DockContextFindNodeByID(ctx, node->ID) == node); + IM_ASSERT(node->ChildNodes[0] == NULL && node->ChildNodes[1] == NULL); + IM_ASSERT(node->Windows.Size == 1 || node->HostWindow->DockNodeAsHost == node); + + if (node->HostWindow) + node->HostWindow->DockNodeAsHost = NULL; + + if (ImGuiDockNode* parent_node = node->ParentNode) + { + IM_ASSERT(parent_node->ChildNodes[0] == node || parent_node->ChildNodes[1] == node); + ImGuiDockNode* sibling_node = (parent_node->ChildNodes[0] == node ? parent_node->ChildNodes[1] : parent_node->ChildNodes[0]); + DockNodeTreeMerge(ctx, parent_node, sibling_node); + } + else + { + ctx->Nodes.SetVoidPtr(node->ID, NULL); + IM_DELETE(node); + } +} + +// Stress/functional test to make sure we can rebuild from scratch without a glitch +void ImGui::DockContextClearNodes(ImGuiDockContext* ctx, bool clear_references) +{ + SaveIniSettingsToMemory(NULL); + + ImGuiContext& g = *GImGui; + for (int n = 0; n < ctx->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)ctx->Nodes.Data[n].val_p) + IM_DELETE(node); + ctx->Nodes.Clear(); + ctx->Requests.clear(); + for (int n = 0; n < g.Windows.Size; n++) + { + ImGuiWindow* window = g.Windows[n]; + window->DockNode = window->DockNodeAsHost = NULL; + window->DockIsActive = false; + if (clear_references) + window->DockId = 0; + } +} + +static void ImGui::DockContextGcUnusedNodes(ImGuiDockContext* ctx) +{ + ImGuiContext& g = *GImGui; + + // Count reference to dock ids from window settings + ImGuiStorage ref_count_map; // Map dock_id -> counter + ref_count_map.Data.reserve(ctx->SettingsNodes.Size); + for (int settings_n = 0; settings_n < g.SettingsWindows.Size; settings_n++) + if (g.SettingsWindows[settings_n].DockId != 0) + (*ref_count_map.GetIntRef(g.SettingsWindows[settings_n].DockId, 0))++; + + // Mark nodes that are parents + ImGuiStorage is_parent_map; + is_parent_map.Data.reserve(ctx->SettingsNodes.Size); + for (int settings_n = 0; settings_n < ctx->SettingsNodes.Size; settings_n++) + if (ctx->SettingsNodes[settings_n].ParentID) + is_parent_map.SetInt(ctx->SettingsNodes[settings_n].ParentID, 1); + + // If a root node has only 1 reference in window settings we clear it + for (int settings_n = 0; settings_n < ctx->SettingsNodes.Size; settings_n++) + { + ImGuiDockNodeSettings* settings = &ctx->SettingsNodes[settings_n]; + int ref_count = ref_count_map.GetInt(settings->ID, 0); + if (ref_count <= 1) + { + bool remove = false; + remove |= (ref_count == 1 && settings->ParentID == 0 && !settings->IsDocumentRoot); // Root node with only 1 window + remove |= (ref_count == 0 && settings->ParentID == 0 && is_parent_map.GetInt(settings->ID, 0) == 0); // Leaf nodes with 0 window + if (remove) + { + DockSettingsRemoveAllReferencesToNode(settings->ID); + settings->ID = 0; + } + } + } +} + +static void ImGui::DockContextBuildNodesFromSettings(ImGuiDockContext* ctx) +{ + // Build nodes + for (int node_n = 0; node_n < ctx->SettingsNodes.Size; node_n++) + { + ImGuiDockNodeSettings* node_settings = &ctx->SettingsNodes[node_n]; + if (node_settings->ID == 0) + continue; + ImGuiDockNode* node = DockContextAddNode(ctx, node_settings->ID); + node->ParentNode = node_settings->ParentID ? DockContextFindNodeByID(ctx, node_settings->ParentID) : NULL; + node->Pos = ImVec2(node_settings->Pos.x, node_settings->Pos.y); + node->Size = ImVec2(node_settings->Size.x, node_settings->Size.y); + node->LastExplicitSize = ImVec2(node_settings->LastExplicitSize.x, node_settings->LastExplicitSize.y); + if (node->ParentNode && node->ParentNode->ChildNodes[0] == NULL) + node->ParentNode->ChildNodes[0] = node; + else if (node->ParentNode && node->ParentNode->ChildNodes[1] == NULL) + node->ParentNode->ChildNodes[1] = node; + node->SelectedTabID = node_settings->SelectedTabID; + node->SplitAxis = node_settings->SplitAxis; + node->SplitRatio = node_settings->SplitRatio; + node->IsExplicitRoot = node_settings->IsExplicitRoot != 0; + node->IsDocumentRoot = node_settings->IsDocumentRoot != 0; + } +} + +void ImGui::DockContextBuildAddWindowsToNodes(ImGuiDockContext* ctx) +{ + // Rebuild nodes (they can also lazily rebuild but we'll have a visible glitch during the first frame) + ImGuiContext& g = *GImGui; + for (int n = 0; n < g.Windows.Size; n++) + { + ImGuiWindow* window = g.Windows[n]; + if (window->DockId == 0 || window->LastFrameActive < g.FrameCount - 1) + continue; + + ImGuiDockNode* dock_node = DockContextFindNodeByID(ctx, window->DockId); + if (dock_node == NULL) + dock_node = DockContextAddNode(ctx, window->DockId); + DockNodeAddWindow(dock_node, window); + } +} //----------------------------------------------------------------------------- // Docking: ImGuiDockContext Docking/Undocking functions //----------------------------------------------------------------------------- +void ImGui::DockContextQueueDock(ImGuiDockContext* ctx, ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, float split_ratio, bool split_outer) +{ + ImGuiDockRequest req; + req.WindowDockTarget = target; + req.WindowDockTargetNode = target_node; + req.WindowDockPayload = payload; + req.WindowDockSplitDir = split_dir; + req.WindowDockSplitRatio = split_ratio; + req.WindowDockSplitOuter = split_outer; + ctx->Requests.push_back(req); +} +void ImGui::DockContextQueueUndock(ImGuiDockContext* ctx, ImGuiWindow* window) +{ + ImGuiDockRequest req; + req.WindowUndock = window; + ctx->Requests.push_back(req); +} + +void ImGui::DockContextProcessDock(ImGuiDockContext* ctx, ImGuiDockRequest* req) +{ + ImGuiWindow* target_window = req->WindowDockTarget; + ImGuiWindow* payload_window = req->WindowDockPayload; + ImGuiDockNode* target_node = req->WindowDockTargetNode; + + // Decide which Tab will be selected at the end of the operation (do it before the target/payload swap) + ImGuiID next_selected_id = 0; + ImGuiDockNode* payload_node = payload_window->DockNodeAsHost; + if (payload_node && !payload_node->IsParent()) + next_selected_id = payload_node->TabBar->NextSelectedTabId ? payload_node->TabBar->NextSelectedTabId : payload_node->TabBar->SelectedTabId; + if (payload_node == NULL) + next_selected_id = payload_window->ID; + + // FIXME-DOCK: When we are trying to dock an existing single-window node into a loose window, transfer Node ID as well + + if (target_node && target_node == target_window->DockNodeAsHost) + IM_ASSERT(target_node->Windows.Size > 1 || target_node->IsParent() || target_node->IsDocumentRoot); + + if (target_node == NULL) + { + // Create new node and add existing window to it + target_node = DockContextAddNode(ctx, (ImGuiID)-1); + target_node->Pos = target_window->Pos; + target_node->Size = target_window->Size; + if (target_window->DockNodeAsHost == NULL) + { + DockNodeAddWindow(target_node, target_window); + target_window->DockIsActive = true; + } + } + + ImGuiDir split_dir = req->WindowDockSplitDir; + if (split_dir == ImGuiDir_None) + { + target_node->LastFocusedNodeID = target_node ? target_node->ID : 0; + } + else + { + // Split into one, one side will be our payload node unless we are dropping a loose window + const ImGuiAxis split_axis = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; + const int split_inheritor_child_idx = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0; + const float split_ratio = req->WindowDockSplitRatio; + if (payload_node) + DockNodeTreeSplit(ctx, target_node, split_axis, split_inheritor_child_idx, split_ratio, payload_node); + else + DockNodeTreeSplit(ctx, target_node, split_axis, split_inheritor_child_idx, split_ratio, NULL); + ImGuiDockNode* inheritor_node = target_node->ChildNodes[split_inheritor_child_idx]; + ImGuiDockNode* new_node = target_node->ChildNodes[split_inheritor_child_idx ^ 1]; + target_node->LastFocusedNodeID = new_node->ID; + new_node->HostWindow = target_node->HostWindow; + if (target_node) + { + inheritor_node->IsDocumentRoot = target_node->IsDocumentRoot; + target_node->IsDocumentRoot = false; + } + target_node = new_node; + } + + if (target_node != payload_node) + { + // Create tab bar before we call DockNoveMoveWindows (which would attempt to move the old tab-bar, not holding the tab order we expect) + if (target_node->Windows.Size > 0 && target_node->TabBar == NULL) + { + target_node->TabBar = IM_NEW(ImGuiTabBar)(); + for (int n = 0; n < target_node->Windows.Size; n++) + TabBarAddTab(target_node->TabBar, target_node->Windows[n]); + } + + if (payload_node != NULL) + { + // Transfer full payload node (with 1+ child windows or child nodes) + // FIXME-DOCKING: Transition persistent DockId for all non-active windows? + if (payload_node->IsParent()) + { + if (target_node->Windows.Size > 0) + { + // When can dock into a node that already has windows only if our payload is a node tree + // with a single visible node. In this situation, we move the windows of the target node + // into the visible node of the payload. + IM_ASSERT(payload_node->OnlyNodeWithWindows != NULL); + ImGuiDockNode* visible_node = payload_node->OnlyNodeWithWindows; + if (visible_node->TabBar) + IM_ASSERT(visible_node->TabBar->Tabs.Size > 0); + for (int n = 0; n < visible_node->Windows.Size; n++) + TabBarAddTab(target_node->TabBar, visible_node->Windows[n]); + DockNodeMoveWindows(target_node, visible_node); + DockNodeMoveWindows(visible_node, target_node); + } + DockNodeMoveChilds(target_node, payload_node); + } + else + { + DockNodeMoveWindows(target_node, payload_node); + } + DockContextRemoveNode(ctx, payload_node); + } + else + { + // Transfer single window + target_node->VisibleWindow = payload_window; + DockNodeAddWindow(target_node, payload_window); + } + } + + // Update selection immediately + if (target_node->TabBar) + target_node->TabBar->NextSelectedTabId = next_selected_id; +} + +void ImGui::DockContextProcessUndock(ImGuiDockContext* ctx, ImGuiWindow* window) +{ + (void)ctx; + if (window->DockNode) + DockNodeRemoveWindow(window->DockNode, window, 0); + else + window->DockId = 0; + window->Collapsed = false; + window->DockIsActive = false; + window->DockTabIsVisible = false; +} //----------------------------------------------------------------------------- // Docking: ImGuiDockNode //----------------------------------------------------------------------------- +ImGuiDockNode::ImGuiDockNode(ImGuiID id) +{ + ID = id; + ParentNode = ChildNodes[0] = ChildNodes[1] = NULL; + TabBar = NULL; + SplitAxis = ImGuiAxis_None; + SplitRatio = 0.5f; + HostWindow = VisibleWindow = NULL; + OnlyNodeWithWindows = NULL; + SelectedTabID = 0; + LastFocusedNodeID = 0; + LastFrameActive = -1; + WantCloseOne = 0; + IsVisible = true; + InitFromFirstWindow = IsExplicitRoot = IsDocumentRoot = HasCloseButton = HasCollapseButton = WantCloseAll = WantLockSizeOnce = false; +} +ImGuiDockNode::~ImGuiDockNode() +{ + IM_DELETE(TabBar); + TabBar = NULL; +} + +int ImGui::DockNodeGetTabOrder(ImGuiWindow* window) +{ + ImGuiTabBar* tab_bar = window->DockNode->TabBar; + if (tab_bar == NULL) + return -1; + ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, window->ID); + return tab ? tab_bar->GetTabOrder(tab) : -1; +} + +static void ImGui::DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; (void)g; + if (window->DockNode) + { + // Can overwrite an existing window->DockNode (e.g. pointing to a disabled DockSpace) + IM_ASSERT(window->DockNode->ID != node->ID); + DockNodeRemoveWindow(window->DockNode, window, 0); + } + IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL); + + node->Windows.push_back(window); + window->DockNode = node; + window->DockId = node->ID; + window->DockIsActive = (node->Windows.Size > 1); + window->DockTabWantClose = false; + MarkIniSettingsDirty(); + + // If 2+ windows appeared on the same frame, creating a new DockNode+TabBar from the second window, + // then we need to hide the first one after the fact otherwise it would be visible as a standalone window for one frame. + if (node->Windows.Size == 2 && node->HostWindow == NULL && node->Windows[0]->WasActive == false) + { + IM_ASSERT(node->Windows[0]->DockIsActive == false); + node->Windows[0]->Hidden = true; + node->Windows[0]->HiddenFramesRegular = 1; + } + + // When reactivating a node from two loose window, the target window pos/size are authoritative + if (node->Windows.Size == 2 && !node->IsExplicitRoot) + node->InitFromFirstWindow = true; + + if (node->TabBar) + node->TabBar->NextSelectedTabId = window->ID; + + DockNodeUpdateVisibleFlag(node); + + // Update this without waiting for the next time we Begin() in the window, so our host window will have the proper title bar color on its first frame. + if (node->HostWindow) + UpdateWindowParentAndRootLinks(window, window->Flags | ImGuiWindowFlags_ChildWindow, node->HostWindow); +} + +static void ImGui::DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id) +{ + ImGuiContext& g = *GImGui; + ImGuiDockContext* ctx = g.DockContext; + IM_ASSERT(window->DockNode == node); + //IM_ASSERT(window->RootWindow == node->HostWindow); + IM_ASSERT(window->LastFrameActive < g.FrameCount); + IM_ASSERT(save_dock_id == 0 || save_dock_id == node->ID); + + window->DockNode = NULL; + window->DockIsActive = window->DockTabWantClose = false; + window->DockId = save_dock_id; + UpdateWindowParentAndRootLinks(window, window->Flags & ~ImGuiWindowFlags_ChildWindow, NULL); // Update immediately + MarkIniSettingsDirty(); + + if (node->Windows.Size == 1 && !node->IsDocumentRoot && window->DockId != node->ID) + { + // Automatic dock node delete themselves if they are not holding at least one tab + IM_ASSERT(node->Windows[0] == window); + DockContextRemoveNode(ctx, node); + return; + } + + bool erased = false; + for (int n = 0; n < node->Windows.Size; n++) + if (node->Windows[n] == window) + { + node->Windows.erase(node->Windows.Data + n); + erased = true; + break; + } + IM_ASSERT(erased); + + if (node->TabBar) + TabBarRemoveTab(node->TabBar, window->ID); + + if (node->Windows.Size == 1 && !node->IsDocumentRoot && node->HostWindow) + { + ImGuiWindow* remaining_window = node->Windows[0]; + remaining_window->Collapsed = node->HostWindow->Collapsed; + } + + int tab_count_threshold_for_tab_bar = node->IsDocumentRoot ? 1 : 2; + if (node->Windows.Size < tab_count_threshold_for_tab_bar && node->TabBar) + { + IM_DELETE(node->TabBar); + node->TabBar = NULL; + } + + // Update visibility immediately is required so the DockNodeUpdateRemoveInactiveChilds() processing can reflect changes up the tree + DockNodeUpdateVisibleFlag(node); +} + +static void ImGui::DockNodeMoveChilds(ImGuiDockNode* dst_node, ImGuiDockNode* src_node) +{ + IM_ASSERT(dst_node->Windows.Size == 0); + dst_node->ChildNodes[0] = src_node->ChildNodes[0]; + dst_node->ChildNodes[1] = src_node->ChildNodes[1]; + if (dst_node->ChildNodes[0]) + dst_node->ChildNodes[0]->ParentNode = dst_node; + if (dst_node->ChildNodes[1]) + dst_node->ChildNodes[1]->ParentNode = dst_node; + dst_node->SplitAxis = src_node->SplitAxis; + dst_node->SplitRatio = src_node->SplitRatio; + src_node->ChildNodes[0] = src_node->ChildNodes[1] = NULL; +} + +static void ImGui::DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* src_node) +{ + // Insert tabs in the same orders as currently ordered (node->Windows isn't ordered) + IM_ASSERT(dst_node != src_node); + ImGuiTabBar* src_tab_bar = src_node->TabBar; + if (src_tab_bar != NULL) + IM_ASSERT(src_node->Windows.Size == src_node->TabBar->Tabs.Size); + for (int n = 0; n < src_node->Windows.Size; n++) + { + ImGuiWindow* window = src_tab_bar ? src_tab_bar->Tabs[n].Window : src_node->Windows[n]; + window->DockNode = NULL; + window->DockIsActive = false; + DockNodeAddWindow(dst_node, window); + } + if (dst_node->TabBar == NULL) + dst_node->TabBar = src_node->TabBar; + else + IM_DELETE(src_node->TabBar); + src_node->TabBar = NULL; + src_node->Windows.clear(); +} + +static void ImGui::DockNodeApplyPosSizeToWindows(ImGuiDockNode* node) +{ + for (int n = 0; n < node->Windows.Size; n++) + { + node->Windows[n]->Pos = node->Pos; + node->Windows[n]->SizeFull = node->Size; + } +} + +static void ImGui::DockNodeHideHostWindow(ImGuiDockNode* node) +{ + if (node->HostWindow) + { + if (node->HostWindow->DockNodeAsHost == node) + node->HostWindow->DockNodeAsHost = NULL; + node->HostWindow = NULL; + } + + if (node->Windows.Size == 1) + { + node->VisibleWindow = node->Windows[0]; + node->Windows[0]->DockIsActive = false; + } + + if (node->TabBar) + { + IM_DELETE(node->TabBar); + node->TabBar = NULL; + } +} + +static void DockNodeUpdateFindOnlyNodeWithWindowsRec(ImGuiDockNode* node, int* p_count, ImGuiDockNode** p_only_node_with_windows) +{ + if (node->Windows.Size > 0) + { + if (*p_only_node_with_windows == NULL) + *p_only_node_with_windows = node; + (*p_count)++; + } + if (*p_count > 1) + return; + if (node->ChildNodes[0]) + DockNodeUpdateFindOnlyNodeWithWindowsRec(node->ChildNodes[0], p_count, p_only_node_with_windows); + if (node->ChildNodes[1]) + DockNodeUpdateFindOnlyNodeWithWindowsRec(node->ChildNodes[1], p_count, p_only_node_with_windows); +} + +static ImGuiDockNode* ImGui::DockNodeUpdateFindOnlyNodeWithWindows(ImGuiDockNode* node) +{ + int count = 0; + ImGuiDockNode* only_node_with_windows = NULL; + DockNodeUpdateFindOnlyNodeWithWindowsRec(node, &count, &only_node_with_windows); + return (count == 1 ? only_node_with_windows : NULL); +} + +static void ImGui::DockNodeUpdateVisibleFlagAndInactiveChilds(ImGuiDockNode* node) +{ + ImGuiContext& g = *GImGui; + + IM_ASSERT(node->ParentNode == NULL || node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node); + + // Recurse into children + // There is the possibility that one of our child becoming empty will delete itself and moving its sibling contents into 'node'. + // If 'node->ChildNode[0]' delete itself, then 'node->ChildNode[1]->Windows' will be moved into 'node' + // If 'node->ChildNode[1]' delete itself, then 'node->ChildNode[0]->Windows' will be moved into 'node' and the "remove inactive windows" loop will have run twice on those windows (harmless) + if (node->ChildNodes[0]) + DockNodeUpdateVisibleFlagAndInactiveChilds(node->ChildNodes[0]); + if (node->ChildNodes[1]) + DockNodeUpdateVisibleFlagAndInactiveChilds(node->ChildNodes[1]); + + // Remove inactive windows + for (int window_n = 0; window_n < node->Windows.Size; window_n++) + { + ImGuiWindow* window = node->Windows[window_n]; + IM_ASSERT(window->DockNode == node); + + bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount); + bool remove = false; + remove |= node_was_active && (window->LastFrameActive + 1 < g.FrameCount); + remove |= node_was_active && (node->WantCloseAll || node->WantCloseOne == window->ID) && window->HasCloseButton && !(window->Flags & ImGuiWindowFlags_UnsavedDocument); // Submit all _expected_ closure from last frame + remove |= (window->DockTabWantClose); + if (!remove) + continue; + window->DockTabWantClose = false; + if (node->Windows.Size == 1 && !node->IsDocumentRoot) + { + DockNodeHideHostWindow(node); + DockNodeRemoveWindow(node, window, node->ID); // Will delete the node so it'll be invalid on return + return; + } + DockNodeRemoveWindow(node, window, node->ID); + window_n--; + } + + DockNodeUpdateVisibleFlag(node); +} + +static void ImGui::DockNodeUpdateVisibleFlag(ImGuiDockNode* node) +{ + // Update visibility flag + bool is_visible = (node->ParentNode == 0) ? node->IsExplicitRoot : node->IsDocumentRoot; + is_visible |= (node->Windows.Size > 0); + is_visible |= (node->ChildNodes[0] && node->ChildNodes[0]->IsVisible); + is_visible |= (node->ChildNodes[1] && node->ChildNodes[1]->IsVisible); + node->IsVisible = is_visible; +} + +static void ImGui::DockNodeUpdate(ImGuiDockNode* node) +{ + ImGuiContext& g = *GImGui; + + if (node->IsRootNode()) + { + DockNodeUpdateVisibleFlagAndInactiveChilds(node); + ImGuiDockNode* only_node_with_windows = node->IsExplicitRoot ? NULL : DockNodeUpdateFindOnlyNodeWithWindows(node); + node->OnlyNodeWithWindows = only_node_with_windows; + } + + // Early out for standalone floating window that are holding on a DockId (with an invisible dock node) + if (node->IsRootNode() && node->Windows.Size == 1 && !node->IsExplicitRoot) + { + // Floating window pos/size is authoritative + node->Pos = node->Windows[0]->Pos; + node->Size = node->Windows[0]->SizeFull; + + // Transfer focus immediately so when we revert to a regular window it is immediately selected + if (node->HostWindow && g.NavWindow == node->HostWindow) + FocusWindow(node->Windows[0]); + + DockNodeHideHostWindow(node); + node->InitFromFirstWindow = false; + node->WantCloseAll = false; + node->WantCloseOne = 0; + node->HasCloseButton = node->HasCollapseButton = false; + node->LastFrameActive = g.FrameCount; + return; + } + + ImGuiWindow* host_window = NULL; + bool beginned_into_host_window = false; + if (node->IsExplicitRoot) + { + // [Explicit root node] + IM_ASSERT(node->HostWindow); + node->HasCloseButton = false; + node->HasCollapseButton = true; + host_window = node->HostWindow; + } + else + { + // [Automatic root or child nodes] + node->HasCloseButton = false; + node->HasCollapseButton = (node->Windows.Size > 0); + for (int window_n = 0; window_n < node->Windows.Size; window_n++) + { + ImGuiWindow* window = node->Windows[window_n]; + window->DockIsActive = (node->Windows.Size > 1); + node->HasCloseButton |= window->HasCloseButton; + } + + if (node->IsRootNode() && node->IsVisible) + { + if (node->InitFromFirstWindow && node->Windows.Size > 0) + { + ImGuiWindow* init_window = node->Windows[0]; + SetNextWindowPos(init_window->Pos); + SetNextWindowSize(init_window->SizeFull); + SetNextWindowCollapsed(init_window->Collapsed); + } + else if (node->HostWindow == NULL) + { + // Leaf + SetNextWindowPos(node->Pos); + SetNextWindowSize(node->Size); + } + + // Begin into the host window + char window_label[20]; + ImFormatString(window_label, IM_ARRAYSIZE(window_label), "##DockNode_%02X", node->ID); + ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse | ImGuiWindowFlags_DockNodeHost; + window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus; + window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse; + + PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0)); + Begin(window_label, NULL, window_flags); + PopStyleVar(); + beginned_into_host_window = true; + + node->HostWindow = host_window = g.CurrentWindow; + host_window->DockNodeAsHost = node; + host_window->DC.CursorPos = host_window->Pos; + node->Pos = host_window->Pos; + node->Size = host_window->Size; + } + else if (node->ParentNode) + { + node->HostWindow = host_window = node->ParentNode->HostWindow; + } + node->InitFromFirstWindow = false; + } + + // Update active node (the one whose title bar is highlight) within a node tree + if (!node->IsParent()) + node->LastFocusedNodeID = node->ID; // This also ensure on our creation frame we will receive the title screen highlight + else if (g.NavWindow && g.NavWindow->RootWindowDockStop->DockNode && g.NavWindow->RootWindowDockStop->ParentWindow == host_window) + node->LastFocusedNodeID = g.NavWindow->RootWindowDockStop->DockNode->ID; + + // Draw and populate Tab Bar + if (host_window && node->Windows.Size > 0) + { + DockNodeUpdateTabBar(node, host_window); + if (node->TabBar->SelectedTabId) + node->SelectedTabID = node->TabBar->SelectedTabId; + } + else + { + node->WantCloseAll = false; + node->WantCloseOne = 0; + if (node->Windows.Size > 0) + node->SelectedTabID = node->Windows[0]->ID; + } + if (host_window && node->IsVisible) + { + // Background for empty nodes + if (node->Windows.Size == 0 && !node->IsParent()) + host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, GetColorU32(ImGuiCol_DockingBg)); + + // Drop target + if (node->IsRootNode() && (g.MovingWindow == NULL || g.MovingWindow->RootWindow != host_window)) + BeginAsDockableDragDropTarget(host_window); + } + node->LastFrameActive = g.FrameCount; + + // Update pos/size and recurse into children + if (host_window) + { + if (node->IsRootNode()) + { + DockNodeTreeUpdatePosSize(node, host_window->Pos, host_window->Size); + DockNodeTreeUpdateSplitter(node); + } + if (node->ChildNodes[0]) + DockNodeUpdate(node->ChildNodes[0]); + if (node->ChildNodes[1]) + DockNodeUpdate(node->ChildNodes[1]); + + // End host window + if (beginned_into_host_window) + End(); + } +} + +// Compare TabItem nodes given the last known DockOrder (will persist in .ini file as hint), used to sort tabs when multiple tabs are added on the same frame. +static int IMGUI_CDECL TabItemComparerByDockOrder(const void* lhs, const void* rhs) +{ + ImGuiWindow* a = ((const ImGuiTabItem*)lhs)->Window; + ImGuiWindow* b = ((const ImGuiTabItem*)rhs)->Window; + if (int d = ((a->DockOrder == -1) ? INT_MAX : a->DockOrder) - ((b->DockOrder == -1) ? INT_MAX : b->DockOrder)) + return d; + return (a->BeginOrderWithinContext - b->BeginOrderWithinContext); +} + +static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window) +{ + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + + const bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount); + const bool closed_all = node->WantCloseAll && node_was_active; + const ImGuiID closed_one = node->WantCloseOne && node_was_active; + node->WantCloseAll = false; + node->WantCloseOne = 0; + + // Move ourselves to the Menu layer + Undo SkipItems flag in order to draw over the title bar (even if the window is collapsed) + bool backup_skip_item = host_window->SkipItems; + if (!node->IsExplicitRoot) + { + host_window->SkipItems = false; + host_window->DC.NavLayerCurrent++; + host_window->DC.NavLayerCurrentMask <<= 1; + } + + PushID(node->ID); + ImGuiTabBar* tab_bar = node->TabBar; + bool tab_bar_is_new = (tab_bar == NULL); + if (tab_bar == NULL) + tab_bar = node->TabBar = IM_NEW(ImGuiTabBar)(); + + // Decide if we should use focused color + bool is_focused = false; + ImGuiDockNode* root_node = DockNodeGetRootNode(node); + if (g.NavWindowingTarget) + is_focused = (g.NavWindowingTarget->DockNode == node); + else if (g.NavWindow && g.NavWindow->RootWindowForTitleBarHighlight == host_window->RootWindow && root_node->LastFocusedNodeID == node->ID) + is_focused = true; + //else if (tab_bar->SelectedTabId && tab_bar->NextSelectedTabId == tab_bar->SelectedTabId) // Handle the clicking frame + // is_focused = true; + + // Collapse button changes shape and display a list + if (IsPopupOpen("#TabListMenu")) + { + SetNextWindowPos(ImVec2(node->Pos.x - style.FramePadding.x, node->Pos.y + GetFrameHeight())); + if (BeginPopup("#TabListMenu")) + { + is_focused = true; + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + IM_ASSERT(tab->Window != NULL); + if (Selectable(tab->Window->Name, tab->ID == tab_bar->SelectedTabId)) + tab_bar->NextSelectedTabId = tab->ID; + SameLine(); + Text(" "); + } + EndPopup(); + } + } + + ImGuiID focus_tab_id = 0; + + // Title bar + ImRect title_bar_rect = ImRect(node->Pos, node->Pos + ImVec2(node->Size.x, g.FontSize + style.FramePadding.y * 2.0f)); + ImU32 title_bar_col = GetColorU32(host_window->Collapsed ? ImGuiCol_TitleBgCollapsed : is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg); + host_window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, host_window->WindowRounding, ImDrawCornerFlags_Top); + host_window->DrawList->AddLine(title_bar_rect.GetBL(), title_bar_rect.GetBR(), GetColorU32(ImGuiCol_Border), style.WindowBorderSize); + + // Collapse button + if (CollapseButton(host_window->GetID("#COLLAPSE"), title_bar_rect.Min)) + OpenPopup("#TabListMenu"); + if (IsItemActive()) + focus_tab_id = tab_bar->SelectedTabId; + + // Create tab bar and setup initial selection + ImRect tab_bar_rect = DockNodeCalcTabBarRect(node); + if (g.NavWindow && g.NavWindow->RootWindowDockStop->DockNode == node) + { + //printf("[%05d] tab bar create focus '%s'\n", g.FrameCount, window_focused->Name); + ImGuiID focused_id = g.NavWindow->RootWindowDockStop->ID; + if (focused_id != tab_bar->SelectedTabId) + if (focused_id != tab_bar->NextSelectedTabId || (tab_bar->NextSelectedTabId == 0 && focused_id != tab_bar->SelectedTabId)) + tab_bar->SelectedTabId = focused_id; + } + + // Submit tabs order + // If multiple tabs are appearing on the same frame, we add them ahead sorted based on their persistent DockOrder value + int tabs_count_old = tab_bar->Tabs.Size; + for (int window_n = 0; window_n < node->Windows.Size; window_n++) + if (TabBarFindTabByID(tab_bar, node->Windows[window_n]->ID) == NULL) + TabBarAddTab(tab_bar, node->Windows[window_n]); + //printf("[%05d] Sorting %d new appearing tabs\n", g.FrameCount, tab_bar->Tabs.Size - tabs_count_old); + if (tab_bar->Tabs.Size > tabs_count_old + 1) + ImQsort(tab_bar->Tabs.Data + tabs_count_old, tab_bar->Tabs.Size - tabs_count_old, sizeof(ImGuiTabItem), TabItemComparerByDockOrder); + + // Selected newly added tabs, or persistent tab ID if the tab bar was just recreated + if (tab_bar_is_new && TabBarFindTabByID(tab_bar, node->SelectedTabID) != NULL) + tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = node->SelectedTabID; + else if (tab_bar->Tabs.Size > tabs_count_old) + tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = tab_bar->Tabs.back().Window->ID; + + // Begin tab bar + ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_AutoSelectNewTabs | ImGuiTabBarFlags_NoTabListPopupButton;// | ImGuiTabBarFlags_NoTabListScrollingButtons); + tab_bar_flags |= ImGuiTabBarFlags_SaveSettings; + tab_bar_flags |= ImGuiTabBarFlags_DockNode | (node->IsExplicitRoot ? ImGuiTabBarFlags_DockNodeExplicitRoot : 0); + if (!host_window->Collapsed && is_focused) + tab_bar_flags |= ImGuiTabBarFlags_IsFocused; + BeginTabBarEx(node->TabBar, tab_bar_rect, tab_bar_flags, node); + //host_window->DrawList->AddRect(tab_bar_rect.Min, tab_bar_rect.Max, IM_COL32(255,0,255,255)); + + // Submit actual tabs + node->VisibleWindow = NULL; + for (int window_n = 0; window_n < node->Windows.Size; window_n++) + { + ImGuiWindow* window = node->Windows[window_n]; + if ((closed_all || closed_one == window->ID) && window->HasCloseButton && !(window->Flags & ImGuiWindowFlags_UnsavedDocument)) + continue; + if (window->LastFrameActive + 1 >= g.FrameCount || !node_was_active) + { + ImGuiTabItemFlags tab_item_flags = ImGuiTabItemFlags_DockedWindow; + if (window->Flags & ImGuiWindowFlags_UnsavedDocument) + tab_item_flags |= ImGuiTabItemFlags_UnsavedDocument; + if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton) + tab_item_flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton; + + bool tab_open = true; + TabItemEx(tab_bar, window->Name, window->HasCloseButton ? &tab_open : NULL, tab_item_flags, window); + if (!tab_open) + node->WantCloseOne = window->ID; + if (tab_bar->VisibleTabId == window->ID) + node->VisibleWindow = window; + + window->DockTabItemStatusFlags = host_window->DC.LastItemStatusFlags; + window->DockTabItemRect = host_window->DC.LastItemRect; + + // Update navigation ID on menu layer + if (g.NavWindow && g.NavWindow->RootWindowDockStop == window && (window->DC.NavLayerActiveMask & (1 << 1)) == 0) + host_window->NavLastIds[1] = window->ID; + } + } + + // Notify root of visible window (used to display title in OS task bar) + if (node->VisibleWindow) + if (is_focused || root_node->VisibleWindow == NULL) + root_node->VisibleWindow = node->VisibleWindow; + + // Close button (after VisibleWindow was updated) + // Note that VisibleWindow may have been overrided by CTRL+Tabbing, so VisibleWindow->ID may be != from node->TabBar->SelectedTabId + if (node->VisibleWindow) + { + if (!node->VisibleWindow->HasCloseButton) + { + PushItemFlag(ImGuiItemFlags_Disabled, true); + PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_Text] * ImVec4(1.0f,1.0f,1.0f,0.5f)); + } + const float rad = g.FontSize * 0.5f; + if (CloseButton(host_window->GetID("#CLOSE"), title_bar_rect.GetTR() + ImVec2(-style.FramePadding.x - rad, style.FramePadding.y + rad), rad + 1)) + if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_bar->VisibleTabId)) + { + node->WantCloseOne = tab->ID; + TabBarCloseTab(tab_bar, tab); + } + //if (IsItemActive()) + // focus_tab_id = tab_bar->SelectedTabId; + if (!node->VisibleWindow->HasCloseButton) + { + PopStyleColor(); + PopItemFlag(); + } + } + + // When clicked on a tab we requested focus to the docked child + // Since we are processing this on the frame after the click, make sure focus hasn't already been taken by someone else. + if (node->TabBar->WantFocusTabId && g.NavWindow && g.NavWindow->RootWindow == host_window) + focus_tab_id = tab_bar->WantFocusTabId; + + // When clicking on the title bar outside of tabs, we still focus the selected tab for that node + if (g.HoveredWindow == host_window && g.HoveredId == 0 && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max) && IsMouseClicked(0)) + { + focus_tab_id = tab_bar->SelectedTabId; + if (ImGuiTabItem* tab = TabBarFindTabByID(node->TabBar, focus_tab_id)) + StartMouseMovingWindow(tab->Window); + } + + // Apply navigation focus + if (focus_tab_id != 0) + if (ImGuiTabItem* tab = TabBarFindTabByID(node->TabBar, focus_tab_id)) + { + FocusWindow(tab->Window); + NavInitWindow(tab->Window, false); + } + + EndTabBar(); + PopID(); + + // Restore SkipItems flag + if (!node->IsExplicitRoot) + { + host_window->DC.NavLayerCurrent--; + host_window->DC.NavLayerCurrentMask >>= 1; + host_window->SkipItems = backup_skip_item; + } +} + +static bool ImGui::DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* root_payload) +{ + if (root_payload->DockNodeAsHost && root_payload->DockNodeAsHost->IsParent()) + return true; + + const int payload_count = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->Windows.Size : 1; + for (int payload_n = 0; payload_n < payload_count; payload_n++) + { + ImGuiWindow* payload = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->Windows[payload_n] : root_payload; + if ((host_window->Flags & ImGuiWindowFlags_DockNodeHost) && payload->BeginOrderWithinContext < host_window->BeginOrderWithinContext) + continue; + return true; + } + return false; +} + +static ImRect ImGui::DockNodeCalcTabBarRect(const ImGuiDockNode* node) +{ + ImGuiContext& g = *GImGui; + ImRect r = ImRect(node->Pos.x, node->Pos.y, node->Pos.x + node->Size.x, node->Pos.y + (g.FontSize + g.Style.FramePadding.y * 2.0f)); + if (node->HasCollapseButton) + r.Min.x += g.Style.FramePadding.x + g.FontSize; // + g.Style.ItemInnerSpacing.x; // <-- Adding ItemInnerSpacing makes the title text moves slightly when in a tab bar. Instead we adjusted RenderArrowDockMenu() + if (node->HasCloseButton) + r.Max.x -= g.Style.FramePadding.x + g.FontSize + 1.0f; + return r; +} + +void ImGui::DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired) +{ + ImGuiContext& g = *GImGui; + const float dock_spacing = g.Style.ItemInnerSpacing.x; + const ImGuiAxis axis = (dir == ImGuiDir_Left || dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; + pos_new[axis ^ 1] = pos_old[axis ^ 1]; + size_new[axis ^ 1] = size_old[axis ^ 1]; + + // Distribute size on given axis (with a desired size or equally) + const float w_avail = size_old[axis] - dock_spacing; + if (size_new_desired[axis] > 0.0f && size_new_desired[axis] <= w_avail * 0.5f) + { + size_new[axis] = size_new_desired[axis]; + size_old[axis] = (float)(int)(w_avail - size_new[axis]); + } + else + { + size_new[axis] = (float)(int)(w_avail * 0.5f); + size_old[axis] = (float)(int)(w_avail - size_new[axis]); + } + + // Position each node + if (dir == ImGuiDir_Right || dir == ImGuiDir_Down) + { + pos_new[axis] = pos_old[axis] + size_old[axis] + dock_spacing; + } + else if (dir == ImGuiDir_Left || dir == ImGuiDir_Up) + { + pos_new[axis] = pos_old[axis]; + pos_old[axis] = pos_new[axis] + size_new[axis] + dock_spacing; + } +} + +// Retrieve the drop rectangles for a given direction or for the center + perform hit testing. +bool ImGui::DockNodeCalcDropRects(const ImRect& parent, ImGuiDir dir, ImRect& out_r, bool outer_docking) +{ + ImGuiContext& g = *GImGui; + + const float parent_smaller_axis = ImMin(parent.GetWidth(), parent.GetHeight()); + const float hs_for_central_nodes = ImMin(g.FontSize * 1.5f, ImMax(g.FontSize * 0.5f, parent_smaller_axis / 8.0f)); + float hs_w; // Half-size, longer axis + float hs_h; // Half-size, smaller axis + ImVec2 off; // Distance from edge or center + if (outer_docking) + { + //hs_w = ImFloor(ImClamp(parent_smaller_axis - hs_for_central_nodes * 4.0f, g.FontSize * 0.5f, g.FontSize * 8.0f)); + //hs_h = ImFloor(hs_w * 0.15f); + //off = ImVec2(ImFloor(parent.GetWidth() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h), ImFloor(parent.GetHeight() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h)); + hs_w = ImFloor(hs_for_central_nodes * 1.50f); + hs_h = ImFloor(hs_for_central_nodes * 0.80f); + off = ImVec2(ImFloor(parent.GetWidth() * 0.5f - GetFrameHeightWithSpacing() * 0.0f - hs_h), ImFloor(parent.GetHeight() * 0.5f - GetFrameHeightWithSpacing() * 0.0f - hs_h)); + } + else + { + hs_w = ImFloor(hs_for_central_nodes); + hs_h = ImFloor(hs_for_central_nodes * 0.90f); + off = ImVec2(ImFloor(hs_w * 2.40f), ImFloor(hs_w * 2.40f)); + } + + ImVec2 c = ImFloor(parent.GetCenter()); + if (dir == ImGuiDir_None) { out_r = ImRect(c.x - hs_w, c.y - hs_w, c.x + hs_w, c.y + hs_w); } + else if (dir == ImGuiDir_Up) { out_r = ImRect(c.x - hs_w, c.y - off.y - hs_h, c.x + hs_w, c.y - off.y + hs_h); } + else if (dir == ImGuiDir_Down) { out_r = ImRect(c.x - hs_w, c.y + off.y - hs_h, c.x + hs_w, c.y + off.y + hs_h); } + else if (dir == ImGuiDir_Left) { out_r = ImRect(c.x - off.x - hs_h, c.y - hs_w, c.x - off.x + hs_h, c.y + hs_w); } + else if (dir == ImGuiDir_Right) { out_r = ImRect(c.x + off.x - hs_h, c.y - hs_w, c.x + off.x + hs_h, c.y + hs_w); } + + ImRect hit_r = out_r; + if (!outer_docking) + { + // Custom hit testing for the 5-way selection, designed to reduce flickering when moving diagonally between sides + hit_r.Expand(ImFloor(hs_w * 0.30f)); + ImVec2 mouse_delta = (g.IO.MousePos - c); + float mouse_delta_len2 = ImLengthSqr(mouse_delta); + float r_threshold_center = hs_w * 1.4f; + float r_threshold_sides = hs_w * (1.4f + 1.2f); + if (mouse_delta_len2 < r_threshold_center * r_threshold_center) + return (dir == ImGuiDir_None); + if (mouse_delta_len2 < r_threshold_sides * r_threshold_sides) + return (dir == ImGetDirQuadrantFromDelta(mouse_delta.x, mouse_delta.y)); + } + return hit_r.Contains(g.IO.MousePos); +} + +// host_node may be NULL if the window doesn't have a DockNode already. +static bool ImGui::DockNodePreviewDockCalc(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* root_payload, ImGuiDockPreviewData* data, bool is_explicit_target, bool is_outer_docking) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.CurrentWindow == host_window); // Because we rely on font size to calculate tab sizes + + data->FutureNode.HasCloseButton = (host_node ? host_node->HasCloseButton : host_window->HasCloseButton) || (root_payload->HasCloseButton); + data->FutureNode.HasCollapseButton = host_node ? true : ((host_window->Flags & ImGuiWindowFlags_NoCollapse) == 0); + data->FutureNode.Pos = host_node ? host_node->Pos : host_window->Pos; + data->FutureNode.Size = host_node ? host_node->Size : host_window->Size; + + const bool src_is_visibly_splitted = root_payload->DockNodeAsHost && root_payload->DockNodeAsHost->IsParent() && (root_payload->DockNodeAsHost->OnlyNodeWithWindows == NULL); + data->IsCenterAvailable = !is_outer_docking; + if (src_is_visibly_splitted && (!host_node || !host_node->IsEmpty())) + data->IsCenterAvailable = false; + + data->IsSidesAvailable = true; + if (!is_outer_docking && host_node && host_node->ParentNode == NULL && host_node->IsDocumentRoot) + data->IsSidesAvailable = false; + + // Calculate drop shapes geometry for allowed splitting directions + IM_ASSERT(ImGuiDir_None == -1); + data->SplitNode = host_node; + data->SplitDir = ImGuiDir_None; + data->IsSplitDirExplicit = false; + if (!host_window->Collapsed) + for (int dir = ImGuiDir_None; dir < ImGuiDir_COUNT; dir++) + { + if (dir == ImGuiDir_None && !data->IsCenterAvailable) + continue; + if (dir != ImGuiDir_None && !data->IsSidesAvailable) + continue; + if (DockNodeCalcDropRects(data->FutureNode.Rect(), (ImGuiDir)dir, data->DropRectsDraw[dir+1], is_outer_docking)) + { + data->SplitDir = (ImGuiDir)dir; + data->IsSplitDirExplicit = true; + } + } + + // When docking without holding Shift, we only allow and preview docking when hovering over a drop rect or over the title bar + data->IsDropAllowed = (data->SplitDir != ImGuiDir_None) || (data->IsCenterAvailable); + if (!is_explicit_target && !data->IsSplitDirExplicit && !g.IO.ConfigDockingWithKeyMod) + data->IsDropAllowed = false; + + // Calculate split area + data->SplitRatio = 0.0f; + if (data->SplitDir != ImGuiDir_None) + { + ImGuiDir split_dir = data->SplitDir; + ImGuiAxis split_axis = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; + ImVec2 pos_old = data->FutureNode.Pos, pos_new; + ImVec2 size_old = data->FutureNode.Size, size_new; + DockNodeCalcSplitRects(pos_old, size_old, pos_new, size_new, split_dir, root_payload->Size); + + // Calculate split ratio so we can pass it down the docking request + float split_ratio = ImSaturate(size_new[split_axis] / data->FutureNode.Size[split_axis]); + data->FutureNode.Pos = pos_new; + data->FutureNode.Size = size_new; + data->SplitRatio = (split_dir == ImGuiDir_Right || split_dir == ImGuiDir_Down) ? (1.0f - split_ratio) : (split_ratio); + } + + return data->IsSplitDirExplicit; +} + +static void ImGui::DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* root_payload, const ImGuiDockPreviewData* data) +{ + ImGuiContext& g = *GImGui; + + // In case the two windows involved are on different viewports, we will draw the overlay on each of them. + int overlay_draw_lists_count = 0; + ImDrawList* overlay_draw_lists[1]; + overlay_draw_lists[overlay_draw_lists_count++] = GetOverlayDrawList(); + + // Draw main preview rectangle + const ImU32 overlay_col_tabs = GetColorU32(ImGuiCol_TabActive); + const ImU32 overlay_col_main = GetColorU32(ImGuiCol_DockingPreview, 0.40f); + const ImU32 overlay_col_drop = GetColorU32(ImGuiCol_DockingPreview, 0.70f); + const ImU32 overlay_col_drop_hovered = GetColorU32(ImGuiCol_DockingPreview); + const ImU32 overlay_col_lines = GetColorU32(ImGuiCol_NavWindowingHighlight, 0.60f); + + // Display area preview + const bool can_preview_tabs = (root_payload->DockNodeAsHost == NULL || root_payload->DockNodeAsHost->Windows.Size > 0); + if (data->IsDropAllowed) + { + ImRect overlay_rect = data->FutureNode.Rect(); + if (data->SplitDir == ImGuiDir_None && can_preview_tabs) + overlay_rect.Min.y += GetFrameHeight(); + if (data->SplitDir != ImGuiDir_None || data->IsCenterAvailable) + for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++) + overlay_draw_lists[overlay_n]->AddRectFilled(overlay_rect.Min, overlay_rect.Max, overlay_col_main, host_window->WindowRounding); + } + + // Display tab shape/label preview unless we are splitting node (it generally makes the situation harder to read) + if (data->IsDropAllowed && can_preview_tabs && data->SplitDir == ImGuiDir_None && data->IsCenterAvailable) + { + // Compute target tab bar geometry so we can locate our preview tabs + ImRect tab_bar_rect = DockNodeCalcTabBarRect(&data->FutureNode); + ImVec2 tab_pos = tab_bar_rect.Min; + if (host_node && host_node->TabBar) + tab_pos.x += host_node->TabBar->OffsetMax + g.Style.ItemInnerSpacing.x; // We don't use OffsetNewTab because when using non-persistent-order tab bar it is incremented with each Tab submission. + else if (!(host_window->Flags & ImGuiWindowFlags_DockNodeHost)) + tab_pos.x += g.Style.ItemInnerSpacing.x + TabItemCalcSize(host_window->Name, host_window->HasCloseButton).x; // Account for slight offset which will be added when changing from title bar to tab bar + + // Draw tab shape/label preview (payload may be a loose window or a host window carrying multiple tabbed windows) + if (root_payload->DockNodeAsHost) + IM_ASSERT(root_payload->DockNodeAsHost->Windows.Size == root_payload->DockNodeAsHost->TabBar->Tabs.Size); + const int payload_count = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->TabBar->Tabs.Size : 1; + for (int payload_n = 0; payload_n < payload_count; payload_n++) + { + // Calculate the tab bounding box for each payload window + ImGuiWindow* payload = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->TabBar->Tabs[payload_n].Window : root_payload; + if ((host_window->Flags & ImGuiWindowFlags_DockNodeHost) && payload->BeginOrderWithinContext < host_window->BeginOrderWithinContext) + continue; + + ImVec2 tab_size = TabItemCalcSize(payload->Name, payload->HasCloseButton); + ImRect tab_bb(tab_pos.x, tab_pos.y, tab_pos.x + tab_size.x, tab_pos.y + tab_size.y); + tab_pos.x += tab_size.x + g.Style.ItemInnerSpacing.x; + for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++) + { + ImGuiTabItemFlags tab_flags = ImGuiTabItemFlags_Preview | ((payload->Flags & ImGuiWindowFlags_UnsavedDocument) ? ImGuiTabItemFlags_UnsavedDocument : 0); + if (!tab_bar_rect.Contains(tab_bb)) + overlay_draw_lists[overlay_n]->PushClipRect(tab_bar_rect.Min, tab_bar_rect.Max); + TabItemBackground(overlay_draw_lists[overlay_n], tab_bb, tab_flags, overlay_col_tabs); + TabItemLabelAndCloseButton(overlay_draw_lists[overlay_n], tab_bb, tab_flags, payload->Name, 0, 0); + if (!tab_bar_rect.Contains(tab_bb)) + overlay_draw_lists[overlay_n]->PopClipRect(); + } + } + } + + // Display drop boxes + const float overlay_rounding = ImMax(3.0f, g.Style.FrameRounding); + for (int dir = ImGuiDir_None; dir < ImGuiDir_COUNT; dir++) + if (!data->DropRectsDraw[dir + 1].IsInverted()) + { + ImRect draw_r = data->DropRectsDraw[dir + 1]; + ImRect draw_r_in = draw_r; + draw_r_in.Expand(-2.0f); + ImU32 overlay_col = (data->SplitDir == (ImGuiDir)dir && data->IsSplitDirExplicit) ? overlay_col_drop_hovered : overlay_col_drop; + for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++) + { + ImVec2 center = ImFloor(draw_r_in.GetCenter()); + overlay_draw_lists[overlay_n]->AddRectFilled(draw_r.Min, draw_r.Max, overlay_col, overlay_rounding); + overlay_draw_lists[overlay_n]->AddRect(draw_r_in.Min, draw_r_in.Max, overlay_col_lines, overlay_rounding); + if (dir == ImGuiDir_Left || dir == ImGuiDir_Right) + overlay_draw_lists[overlay_n]->AddLine(ImVec2(center.x, draw_r_in.Min.y), ImVec2(center.x, draw_r_in.Max.y), overlay_col_lines); + if (dir == ImGuiDir_Up || dir == ImGuiDir_Down) + overlay_draw_lists[overlay_n]->AddLine(ImVec2(draw_r_in.Min.x, center.y), ImVec2(draw_r_in.Max.x, center.y), overlay_col_lines); + } + } +} //----------------------------------------------------------------------------- // Docking: ImGuiDockNode Tree manipulation functions //----------------------------------------------------------------------------- +void ImGui::DockNodeTreeSplit(ImGuiDockContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_inheritor_child_idx, float split_ratio, ImGuiDockNode* new_node) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(split_axis != ImGuiAxis_None); + ImGuiDockNode* child_0 = (new_node && split_inheritor_child_idx != 0) ? new_node : DockContextAddNode(ctx, (ImGuiID)-1); + child_0->ParentNode = parent_node; + + ImGuiDockNode* child_1 = (new_node && split_inheritor_child_idx != 1) ? new_node : DockContextAddNode(ctx, (ImGuiID)-1); + child_1->ParentNode = parent_node; + + ImGuiDockNode* child_inheritor = (split_inheritor_child_idx == 0) ? child_0 : child_1; + DockNodeMoveChilds(child_inheritor, parent_node); + parent_node->ChildNodes[0] = child_0; + parent_node->ChildNodes[1] = child_1; + parent_node->ChildNodes[split_inheritor_child_idx]->VisibleWindow = parent_node->VisibleWindow; + parent_node->SplitAxis = split_axis; + parent_node->SplitRatio = split_ratio; + parent_node->VisibleWindow = NULL; + + float size_avail = (parent_node->Size[split_axis] - IMGUI_DOCK_SPLITTER_SIZE); + child_0->LastExplicitSize = child_1->LastExplicitSize = parent_node->Size; + child_0->LastExplicitSize[split_axis] = ImMax(g.Style.WindowMinSize[split_axis], ImFloor(size_avail * split_ratio)); + child_1->LastExplicitSize[split_axis] = ImMax(g.Style.WindowMinSize[split_axis], ImFloor(size_avail - child_0->LastExplicitSize[split_axis])); + + DockNodeMoveWindows(parent_node->ChildNodes[split_inheritor_child_idx], parent_node); + DockNodeTreeUpdatePosSize(parent_node, parent_node->Pos, parent_node->Size); +} + +void ImGui::DockNodeTreeMerge(ImGuiDockContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child) +{ + ImGuiDockNode* child_0 = parent_node->ChildNodes[0]; + ImGuiDockNode* child_1 = parent_node->ChildNodes[1]; + IM_ASSERT(child_0 && child_1); + IM_ASSERT(merge_lead_child == child_0 || merge_lead_child == child_1); + IM_ASSERT(parent_node->TabBar == NULL); + IM_ASSERT(parent_node->Windows.Size == 0); + + DockNodeMoveChilds(parent_node, merge_lead_child); + DockNodeMoveWindows(parent_node, merge_lead_child); + DockNodeApplyPosSizeToWindows(parent_node); + parent_node->InitFromFirstWindow = false; + parent_node->VisibleWindow = merge_lead_child->VisibleWindow; + parent_node->IsDocumentRoot = child_0->IsDocumentRoot || child_1->IsDocumentRoot; + + ctx->Nodes.SetVoidPtr(child_0->ID, NULL); + ctx->Nodes.SetVoidPtr(child_1->ID, NULL); + IM_DELETE(child_0); + IM_DELETE(child_1); +} + +// Update Pos/Size for a node hierarchy (don't affect child Windows yet) +void ImGui::DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size) +{ + node->Pos = pos; + node->Size = size; + if (!node->IsParent()) + return; + + ImGuiDockNode* child_0 = node->ChildNodes[0]; + ImGuiDockNode* child_1 = node->ChildNodes[1]; + ImVec2 child_0_pos = pos, child_1_pos = pos; + ImVec2 child_0_size = size, child_1_size = size; + if (child_0->IsVisible && child_1->IsVisible) + { + const float spacing = IMGUI_DOCK_SPLITTER_SIZE; + const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis; + const float size_avail = ImMax(size[axis] - spacing, 0.0f); + +#if 0 + child_0_size[axis] = ImFloor(size_avail * node->SplitRatio); + child_1_size[axis] = size_avail - child_0_size[axis]; + child_1_pos[axis] += spacing + child_0_size[axis]; +#else + // Size allocation policy + // 1) The first 0..WindowMinSize[axis]*2 are allocated evenly to both windows. + ImGuiContext& g = *GImGui; + const float size_min_each = ImFloor(ImMin(size_avail, g.Style.WindowMinSize[axis] * 2.0f) * 0.5f); + + // 2) Process locked absolute size (during a splitter resize we preserve the child of nodes not touching the splitter edge) + IM_ASSERT(!(child_0->WantLockSizeOnce && child_1->WantLockSizeOnce)); + if (child_0->WantLockSizeOnce) + { + child_0->WantLockSizeOnce = false; + child_0_size[axis] = child_0->LastExplicitSize[axis] = child_0->Size[axis]; + child_1_size[axis] = child_1->LastExplicitSize[axis] = (size_avail - child_0_size[axis]); + + } + else if (child_1->WantLockSizeOnce) + { + child_1->WantLockSizeOnce = false; + child_1_size[axis] = child_1->LastExplicitSize[axis] = child_1->Size[axis]; + child_0_size[axis] = child_0->LastExplicitSize[axis] = (size_avail - child_1_size[axis]); + } + + // 3) If one window is the document root (~ use remaining space, should be made explicit!), use explicit size from the other, and remainder for the document root + else if (child_1->IsDocumentRoot && child_0->LastExplicitSize[axis] != 0.0f) + { + child_0_size[axis] = ImMin(size_avail - size_min_each, child_0->LastExplicitSize[axis]); + child_1_size[axis] = (size_avail - child_0_size[axis]); + } + else if (child_0->IsDocumentRoot && child_1->LastExplicitSize[axis] != 0.0f) + { + child_1_size[axis] = ImMin(size_avail - size_min_each, child_1->LastExplicitSize[axis]); + child_0_size[axis] = (size_avail - child_1_size[axis]); + } + else + { + // 4) Otherwise distribute according to SplitRatio + //float split_ratio = node->SplitRatio; + float split_ratio = child_0->LastExplicitSize[axis] / (child_0->LastExplicitSize[axis] + child_1->LastExplicitSize[axis]); + child_0_size[axis] = ImMax(size_min_each, ImFloor(size_avail * split_ratio + 0.5F)); + child_1_size[axis] = (size_avail - child_0_size[axis]); + } + child_1_pos[axis] += spacing + child_0_size[axis]; +#endif + } + if (child_0->IsVisible) + DockNodeTreeUpdatePosSize(child_0, child_0_pos, child_0_size); + if (child_1->IsVisible) + DockNodeTreeUpdatePosSize(child_1, child_1_pos, child_1_size); +} + +static void DockNodeTreeUpdateSplitterFindTouchingNode(ImGuiDockNode* node, ImGuiAxis axis, int side, ImVector* touching_nodes) +{ + if (!node->IsParent()) + { + touching_nodes->push_back(node); + return; + } + if (node->ChildNodes[0]->IsVisible) + if (node->SplitAxis != axis || side == 0 || !node->ChildNodes[1]->IsVisible) + DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[0], axis, side, touching_nodes); + if (node->ChildNodes[1]->IsVisible) + if (node->SplitAxis != axis || side == 1 || !node->ChildNodes[0]->IsVisible) + DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[1], axis, side, touching_nodes); +} + +void ImGui::DockNodeTreeUpdateSplitter(ImGuiDockNode* node) +{ + if (!node->IsParent()) + return; + + ImGuiContext& g = *GImGui; + + ImGuiDockNode* child_0 = node->ChildNodes[0]; + ImGuiDockNode* child_1 = node->ChildNodes[1]; + if (child_0->IsVisible && child_1->IsVisible) + { + // Extend hovering range past the displayed border + float HOVER_EXTEND = 4.0f; + + // Use a short delay before highlighting the splitter (and changing the mouse cursor) in order for regular mouse movement to not highlight many splitters + float HOVER_VISIBILITY_DELAY = 0.040f; + + // Bounding box of the splitter cover the space between both nodes (w = Spacing, h = Size[xy^1] for when splitting horizontally) + const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis; + IM_ASSERT(axis != ImGuiAxis_None); + ImRect bb; + bb.Min = child_0->Pos; + bb.Max = child_1->Pos; + bb.Min[axis] += child_0->Size[axis]; + bb.Max[axis ^ 1] += child_1->Size[axis ^ 1]; + //GetOverlayDrawList(g.CurrentWindow->Viewport)->AddRect(bb.Min, bb.Max, IM_COL32(255,0,255,255)); + + float w1 = child_0->Size[axis]; + float w2 = child_1->Size[axis]; + bb.Min[axis] += 1; // Display a little inward so highlight doesn't connect with nearby tabs on the neighbor node. + bb.Max[axis] -= 1; + PushID(node->ID); + + // Gather list of nodes that are touching the splitter line. Find resizing limits based on those nodes. + ImVector touching_nodes[2]; + float min_size = g.Style.WindowMinSize[axis]; + float resize_limits[2]; + resize_limits[0] = node->ChildNodes[0]->Pos[axis] + min_size; + resize_limits[1] = node->ChildNodes[1]->Pos[axis] + node->ChildNodes[1]->Size[axis] - min_size; + + ImGuiID splitter_id = GetID("##Splitter"); + if (g.ActiveId == splitter_id) + { + // Only process when splitter is active + DockNodeTreeUpdateSplitterFindTouchingNode(child_0, axis, 1, &touching_nodes[0]); + DockNodeTreeUpdateSplitterFindTouchingNode(child_1, axis, 0, &touching_nodes[1]); + for (int touching_node_n = 0; touching_node_n < touching_nodes[0].Size; touching_node_n++) + resize_limits[0] = ImMax(resize_limits[0], touching_nodes[0][touching_node_n]->Rect().Min[axis] + min_size); + for (int touching_node_n = 0; touching_node_n < touching_nodes[1].Size; touching_node_n++) + resize_limits[1] = ImMin(resize_limits[1], touching_nodes[1][touching_node_n]->Rect().Max[axis] - min_size); + + /* + // [DEBUG] Render limits + ImDrawList* draw_list = node->HostWindow ? GetOverlayDrawList(node->HostWindow) : GetOverlayDrawList((ImGuiViewportP*)GetMainViewport()); + for (int n = 0; n < 2; n++) + if (axis == ImGuiAxis_X) + draw_list->AddLine(ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y), ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y + node->ChildNodes[n]->Size.y), IM_COL32(255, 0, 255, 255), 3.0f); + else + draw_list->AddLine(ImVec2(node->ChildNodes[n]->Pos.x, resize_limits[n]), ImVec2(node->ChildNodes[n]->Pos.x + node->ChildNodes[n]->Size.x, resize_limits[n]), IM_COL32(255, 0, 255, 255), 3.0f); + */ + } + + float min_size_0 = resize_limits[0] - child_0->Pos[axis]; + float min_size_1 = child_1->Pos[axis] + child_1->Size[axis] - resize_limits[1]; + if (SplitterBehavior(bb, GetID("##Splitter"), axis, &w1, &w2, min_size_0, min_size_1, HOVER_EXTEND, HOVER_VISIBILITY_DELAY)) + { + if (touching_nodes[0].Size > 0 && touching_nodes[1].Size > 0) + { + node->SplitRatio = w1 / (w1 + w2); + IM_ASSERT(node->SplitRatio > 0.0f && node->SplitRatio < 1.0f); + child_0->Size[axis] = child_0->LastExplicitSize[axis] = w1; + child_1->Pos[axis] -= w2 - child_1->Size[axis]; + child_1->Size[axis] = child_1->LastExplicitSize[axis] = w2; + + // Lock the size of every node that is a sibling of the node we are touching + // This might be less desirable if we can merge sibling of a same axis into the same parental level. +#if 1 + for (int side_n = 0; side_n < 2; side_n++) + for (int touching_node_n = 0; touching_node_n < touching_nodes[side_n].Size; touching_node_n++) + { + ImGuiDockNode* touching_node = touching_nodes[side_n][touching_node_n]; + //ImDrawList* draw_list = node->HostWindow ? GetOverlayDrawList(node->HostWindow) : GetOverlayDrawList((ImGuiViewportP*)GetMainViewport()); + //draw_list->AddRect(touching_node->Pos, touching_node->Pos + touching_node->Size, IM_COL32(255, 128, 0, 255)); + while (touching_node->ParentNode != node) + { + if (touching_node->ParentNode->SplitAxis == axis) + { + // Mark other node so its size will be preserved during the upcoming call to DockNodeTreeUpdatePosSize(). + ImGuiDockNode* node_to_preserve = touching_node->ParentNode->ChildNodes[side_n]; + node_to_preserve->WantLockSizeOnce = true; + //draw_list->AddRect(touching_node->Pos, touching_node->Rect().Max, IM_COL32(255, 0, 0, 255)); + //draw_list->AddRectFilled(node_to_preserve->Pos, node_to_preserve->Rect().Max, IM_COL32(0, 255, 0, 100)); + } + touching_node = touching_node->ParentNode; + } + } +#endif + + DockNodeTreeUpdatePosSize(child_0, child_0->Pos, child_0->Size); + DockNodeTreeUpdatePosSize(child_1, child_1->Pos, child_1->Size); + MarkIniSettingsDirty(); + } + } + PopID(); + } + + if (child_0->IsVisible) + DockNodeTreeUpdateSplitter(child_0); + if (child_1->IsVisible) + DockNodeTreeUpdateSplitter(child_1); +} + +ImGuiDockNode* ImGui::DockNodeTreeFindNodeByPos(ImGuiDockNode* node, ImVec2 pos) +{ + if (!node->IsVisible) + return NULL; + if (node->IsParent()) + { + if (ImGuiDockNode* hovered_node = DockNodeTreeFindNodeByPos(node->ChildNodes[0], pos)) + return hovered_node; + if (ImGuiDockNode* hovered_node = DockNodeTreeFindNodeByPos(node->ChildNodes[1], pos)) + return hovered_node; + } + else + { + ImGuiContext& g = *GImGui; + const float dock_spacing = g.Style.ItemInnerSpacing.x; + ImRect r(node->Pos, node->Pos + node->Size); + r.Expand(dock_spacing * 0.5f); + if (r.Contains(pos)) + return node; + } + return NULL; +} //----------------------------------------------------------------------------- // Docking: Public Functions (SetWindowDock, Dockspace) //----------------------------------------------------------------------------- +void ImGui::SetWindowDock(ImGuiWindow* window, ImGuiID dock_id, ImGuiCond cond) +{ + // Test condition (NB: bit 0 is always true) and clear flags for next time + if (cond && (window->SetWindowDockAllowFlags & cond) == 0) + return; + window->SetWindowDockAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + // Set + if (window->DockId == dock_id) + return; + if (window->DockNode) + DockNodeRemoveWindow(window->DockNode, window, 0); + window->DockId = dock_id; +} + +void ImGui::DockSpace(const char* str_id, const ImVec2& size_arg) +{ + ImGuiContext& g = *GImGui; + ImGuiDockContext* ctx = g.DockContext; + + ImGuiWindow* window = GetCurrentWindow(); + ImGuiID id = window->GetID(str_id); + + // It is possible that the node has already been claimed by a docked window which appeared before the DockSpace(), so we overwrite IsExplicit again. + ImGuiDockNode* node = DockContextFindNodeByID(ctx, id); + if (!node) + { + node = DockContextAddNode(ctx, id); + node->IsDocumentRoot = true; + } + node->IsExplicitRoot = true; + + const ImVec2 content_avail = GetContentRegionAvail(); + ImVec2 size = ImFloor(size_arg); + if (size.x <= 0.0f) + size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too much issues) + if (size.y <= 0.0f) + size.y = ImMax(content_avail.y + size.y, 4.0f); + + node->Pos = window->DC.CursorPos; + node->Size = node->LastExplicitSize = size; + SetNextWindowPos(node->Pos); + SetNextWindowSize(node->Size); + g.NextWindowData.PosUndock = false; + + ImGuiWindowFlags window_flags = ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_DockNodeHost; + window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoTitleBar; + + char title[256]; + ImFormatString(title, IM_ARRAYSIZE(title), "%s/%s", window->Name, str_id); + + if (node->Windows.Size > 0 || node->IsParent()) + PushStyleColor(ImGuiCol_ChildBg, IM_COL32(0, 0, 0, 0)); + Begin(title, NULL, window_flags); + if (node->Windows.Size > 0 || node->IsParent()) + PopStyleColor(); + + ImGuiWindow* host_window = g.CurrentWindow; + host_window->DockNodeAsHost = node; + host_window->ChildId = window->GetID(title); + node->HostWindow = host_window; + + IM_ASSERT(node->IsRootNode()); + DockNodeUpdate(node); + + End(); +} //----------------------------------------------------------------------------- // Docking: Begin/End Functions (called from Begin/End) //----------------------------------------------------------------------------- +void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open) +{ + ImGuiContext& g = *GImGui; + // Calling SetNextWindowPos() undock windows by default (by setting PosUndock) + bool want_undock = false; + want_undock |= (window->Flags & ImGuiWindowFlags_NoDocking) != 0; + want_undock |= (g.NextWindowData.PosCond && (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) && g.NextWindowData.PosUndock); + g.NextWindowData.PosUndock = false; + if (want_undock) + { + DockContextProcessUndock(g.DockContext, window); + return; + } + + // Bind to our dock node + ImGuiDockNode* dock_node = window->DockNode; + if (window->DockId != 0 && dock_node == NULL) + { + dock_node = DockContextFindNodeByID(g.DockContext, window->DockId); + if (dock_node == NULL) + dock_node = DockContextAddNode(g.DockContext, window->DockId); + + if (dock_node->IsParent()) + { + DockContextProcessUndock(g.DockContext, window); + return; + } + + DockNodeAddWindow(dock_node, window); + IM_ASSERT(dock_node == window->DockNode); + + // Fix an edge case with auto-resizing windows: if they are created on the same frame they are creating their dock node, + // we don't want their initial zero-size to spread to the DockNode. We preserve their size. + SetNextWindowPos(window->Pos); + SetNextWindowSize(window->SizeFull); + g.NextWindowData.PosUndock = false; + } + + // Undock if our dockspace disappeared + if (dock_node->LastFrameActive < g.FrameCount) + { + // If the window has been orphaned (lost its dockspace), transition the docknode to an implicit node processed in DockContextUpdateDocking() + ImGuiDockNode* root_node = DockNodeGetRootNode(dock_node); + if (root_node->IsExplicitRoot && root_node->LastFrameActive < g.FrameCount) + root_node->IsExplicitRoot = false; + window->DockIsActive = false; + return; + } + + // Undock if we are submitted earlier than the host window + if (dock_node->HostWindow && window->BeginOrderWithinContext < dock_node->HostWindow->BeginOrderWithinContext) + { + DockContextProcessUndock(g.DockContext, window); + return; + } + + // FIXME-DOCKSPACE: replace ->HostWindow NULL compare with something more explicit (~was initially intended as a first frame test) + if (dock_node->HostWindow == NULL) + { + window->DockTabIsVisible = false; + return; + } + + IM_ASSERT(dock_node->HostWindow); + IM_ASSERT(!dock_node->IsParent()); + window->DockIsActive = true; + window->DockTabIsVisible = (dock_node->TabBar && dock_node->TabBar->VisibleTabId == window->ID); + + // Update window flag + IM_ASSERT((window->Flags & ImGuiWindowFlags_ChildWindow) == 0); + window->Flags |= ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_NoResize; + 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! + + // Position window + SetNextWindowPos(dock_node->Pos); + SetNextWindowSize(dock_node->Size); + g.NextWindowData.PosUndock = false; + + // Save new dock order only if the tab bar is active + if (dock_node->TabBar) + window->DockOrder = (short)DockNodeGetTabOrder(window); + + if ((dock_node->WantCloseAll || dock_node->WantCloseOne == window->ID) && p_open != NULL) + *p_open = false; + + // Update ChildId to allow returning from Child to Parent with Escape + ImGuiWindow* parent_window = window->DockNode->HostWindow; + window->ChildId = parent_window->GetID(window->Name); +} + +void ImGui::BeginAsDockableDragDropSource(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.ActiveId == window->MoveId); + + window->DC.LastItemId = window->MoveId; + window = window->RootWindow; + IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0); + bool is_drag_docking = (g.IO.ConfigDockingWithKeyMod) || (window->Flags & ImGuiWindowFlags_NoTitleBar) || ImRect(0, 0, window->SizeFull.x, window->TitleBarHeight()).Contains(g.ActiveIdClickOffset); + if (is_drag_docking && BeginDragDropSource(ImGuiDragDropFlags_SourceNoPreviewTooltip | ImGuiDragDropFlags_SourceNoHoldToOpenOthers | ImGuiDragDropFlags_SourceAutoExpirePayload)) + { + SetDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, &window, sizeof(window)); + EndDragDropSource(); + } +} + +void ImGui::BeginAsDockableDragDropTarget(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0); + if (!g.DragDropActive) + return; + + if (!BeginDragDropTargetCustom(window->Rect(), window->ID)) + return; + + // Peek into the payload before calling AcceptDragDropPayload() so we can handle overlapping dock nodes with filtering + // (this is a little unusual pattern, normally most code would call AcceptDragDropPayload directly) + const ImGuiPayload* payload = &g.DragDropPayload; + if (!payload->IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) || !DockNodeIsDropAllowed(window, *(ImGuiWindow**)payload->Data)) + { + EndDragDropTarget(); + return; + } + + ImGuiWindow* payload_window = *(ImGuiWindow**)payload->Data; + if (AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect)) + { + bool allow_null_target_node = false; + ImGuiDockNode* target_node = NULL; + if (window->DockNodeAsHost) + target_node = DockNodeTreeFindNodeByPos(window->DockNodeAsHost, g.IO.MousePos); + else if (window->DockNode && window->DockIsActive) + target_node = window->DockNode; + else + allow_null_target_node = true; // Dock into a regular window + + const ImRect explicit_target_rect = (target_node && target_node->TabBar) ? target_node->TabBar->BarRect : window->TitleBarRect(); + const bool is_explicit_target = g.IO.ConfigDockingWithKeyMod || IsMouseHoveringRect(explicit_target_rect.Min, explicit_target_rect.Max); + + // Preview docking request and find out split direction/ratio + //const bool do_preview = true; // Ignore testing for payload->IsPreview() which removes one frame of delay, but breaks overlapping drop targets within the same window. + const bool do_preview = payload->IsPreview() || payload->IsDelivery(); + if (do_preview && (target_node != NULL || allow_null_target_node)) + { + ImGuiDockPreviewData split_inner, split_outer; + ImGuiDockPreviewData* split_data = &split_inner; + if (target_node && (target_node->ParentNode || target_node->IsDocumentRoot)) + if (ImGuiDockNode* root_node = DockNodeGetRootNode(target_node)) + if (DockNodePreviewDockCalc(window, root_node, payload_window, &split_outer, is_explicit_target, true)) + split_data = &split_outer; + DockNodePreviewDockCalc(window, target_node, payload_window, &split_inner, is_explicit_target, false); + + // Draw inner then outer, so that previewed tab (in inner data) will be behind the outer drop boxes + DockNodePreviewDockRender(window, target_node, payload_window, &split_inner); + DockNodePreviewDockRender(window, target_node, payload_window, &split_outer); + + // Queue docking request + if (split_data && split_data->IsDropAllowed && payload->IsDelivery()) + DockContextQueueDock(g.DockContext, window, split_data->SplitNode, payload_window, split_data->SplitDir, split_data->SplitRatio, split_data == &split_outer); + } + } + EndDragDropTarget(); +} //----------------------------------------------------------------------------- // Docking: Settings //----------------------------------------------------------------------------- +static void ImGui::DockSettingsRemoveAllReferencesToNode(ImGuiID node_id) +{ + ImGuiContext& g = *GImGui; + for (int settings_n = 0; settings_n < g.SettingsWindows.Size; settings_n++) // FIXME-OPT: We could remove this loop by storing the index in the map + { + ImGuiWindowSettings* window_settings = &g.SettingsWindows[settings_n]; + if (window_settings->DockId == node_id) + { + window_settings->DockId = 0; + window_settings->DockOrder = -1; + break; + } + } +} +static ImGuiDockNodeSettings* ImGui::DockSettingsFindNodeSettings(ImGuiDockContext* ctx, ImGuiID id) +{ + for (int n = 0; n < ctx->SettingsNodes.Size; n++) + if (ctx->SettingsNodes[n].ID == id) + return &ctx->SettingsNodes[n]; + return NULL; +} + +static void* ImGui::DockSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name) +{ + if (strcmp(name, "Data") != 0) + return NULL; + return (void*)1; +} + +static void ImGui::DockSettingsHandler_ReadLine(ImGuiContext* imgui_ctx, ImGuiSettingsHandler*, void*, const char* line) +{ + char c = 0; + float f = 0.0f; + int x = 0, y = 0; + int r = 0; + + // Parsing, e.g. + // " DockNode ID=0x00000001 Pos=383,193 Size=201,322 Split=Y,0.506 " + // " DockNode ID=0x00000002 Parent=0x00000001 " + ImGuiDockNodeSettings node; + line = ImStrSkipBlank(line); + if (strncmp(line, "DockNode", 8) != 0) return; + line = ImStrSkipBlank(line + strlen("DockNode")); + if (sscanf(line, "ID=0x%08X%n", &node.ID, &r) == 1) { line += r; } else return; + if (sscanf(line, " Parent=0x%08X%n", &node.ParentID, &r) == 1) { line += r; if (node.ParentID == 0) return; } + if (node.ParentID == 0) + { + if (sscanf(line, " Pos=%i,%i%n", &x, &y, &r) == 2) { line += r; node.Pos = ImVec2ih((short)x, (short)y); } else return; + if (sscanf(line, " Size=%i,%i%n", &x, &y, &r) == 2) { line += r; node.Size = ImVec2ih((short)x, (short)y); } else return; + } + else + { + if (sscanf(line, " LastExplicitSize=%i,%i%n", &x, &y, &r) == 2) { line += r; node.LastExplicitSize = ImVec2ih((short)x, (short)y); } + } + if (sscanf(line, " Split=%c,%f%n", &c, &f, &r) == 2) { line += r; if (c == 'X') node.SplitAxis = ImGuiAxis_X; else if (c == 'Y') node.SplitAxis = ImGuiAxis_Y; node.SplitRatio = f; } + if (sscanf(line, " ExplicitRoot=%d%n", &x, &r) == 1) { line += r; node.IsExplicitRoot = (x != 0); } + if (sscanf(line, " DocumentRoot=%d%n", &x, &r) == 1) { line += r; node.IsDocumentRoot = (x != 0); } + if (sscanf(line, " SelectedTab=0x%08X%n", &node.SelectedTabID,&r) == 1) { line += r; } + //if (node.ParentID == 0 && node.SplitAxis == ImGuiAxis_None) + // return; + ImGuiDockContext* ctx = imgui_ctx->DockContext; + if (node.ParentID != 0) + if (ImGuiDockNodeSettings* parent_settings = DockSettingsFindNodeSettings(ctx, node.ParentID)) + node.Depth = parent_settings->Depth + 1; + ctx->SettingsNodes.push_back(node); +} + +static void DockSettingsHandler_DockNodeToSettings(ImGuiDockContext* ctx, ImGuiDockNode* node, int depth) +{ + ImGuiDockNodeSettings node_settings; + node_settings.ID = node->ID; + node_settings.ParentID = node->ParentNode ? node->ParentNode->ID : 0; + node_settings.SelectedTabID = node->SelectedTabID; + node_settings.SplitRatio = node->SplitRatio; + node_settings.SplitAxis = (char)node->SplitAxis; + node_settings.Depth = (char)depth; + node_settings.IsExplicitRoot = (char)node->IsExplicitRoot; + node_settings.IsDocumentRoot = (char)node->IsDocumentRoot; + node_settings.Pos = ImVec2ih((short)node->Pos.x, (short)node->Pos.y); + node_settings.Size = ImVec2ih((short)node->Size.x, (short)node->Size.y); + node_settings.LastExplicitSize = ImVec2ih((short)node->LastExplicitSize.x, (short)node->LastExplicitSize.y); + ctx->SettingsNodes.push_back(node_settings); + ctx->SettingsMaxDepth = ImMax(ctx->SettingsMaxDepth, depth); + if (node->ChildNodes[0]) + DockSettingsHandler_DockNodeToSettings(ctx, node->ChildNodes[0], depth + 1); + if (node->ChildNodes[1]) + DockSettingsHandler_DockNodeToSettings(ctx, node->ChildNodes[1], depth + 1); +} + +static void ImGui::DockSettingsHandler_WriteAll(ImGuiContext* imgui_ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf) +{ + // Gather settings data + ImGuiDockContext* ctx = imgui_ctx->DockContext; + ctx->SettingsNodes.resize(0); + ctx->SettingsNodes.reserve(ctx->Nodes.Data.Size); + ctx->SettingsMaxDepth = 0; + for (int n = 0; n < ctx->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)ctx->Nodes.Data[n].val_p) + if (node->IsRootNode()) + DockSettingsHandler_DockNodeToSettings(ctx, node, 0); + + // Write to text buffer + buf->appendf("[%s][Data]\n", handler->TypeName); + for (int node_n = 0; node_n < ctx->SettingsNodes.Size; node_n++) + { + const ImGuiDockNodeSettings* node_settings = &ctx->SettingsNodes[node_n]; + buf->appendf("%*sDockNode%*s", node_settings->Depth * 2, "", (ImMax(ctx->SettingsMaxDepth,0) - node_settings->Depth) * 2, ""); // Text align nodes to facilitate looking at .ini file + buf->appendf(" ID=0x%08X", node_settings->ID); + if (node_settings->ParentID) + buf->appendf(" Parent=0x%08X LastExplicitSize=%d,%d", node_settings->ParentID, node_settings->LastExplicitSize.x, node_settings->LastExplicitSize.y); + else + buf->appendf(" Pos=%d,%d Size=%d,%d", node_settings->Pos.x, node_settings->Pos.y, node_settings->Size.x, node_settings->Size.y); + if (node_settings->SplitAxis != ImGuiAxis_None) + buf->appendf(" Split=%c,%.3f", (node_settings->SplitAxis == ImGuiAxis_X) ? 'X' : 'Y', node_settings->SplitRatio); + if (node_settings->IsExplicitRoot) + buf->appendf(" ExplicitRoot=%d", node_settings->IsExplicitRoot); + if (node_settings->IsDocumentRoot) + buf->appendf(" DocumentRoot=%d", node_settings->IsDocumentRoot); + if (node_settings->SelectedTabID) + buf->appendf(" SelectedTab=0x%08X", node_settings->SelectedTabID); + +#if 0 // [DEBUG] Include windows names in the .ini file + if (ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_settings->ID)) + if (node->Windows.Size > 0) + { + buf->appendf("%*s; recently: %d %s (", 15, "", node->Windows.Size, node->Windows.Size == 1 ? "window " : "windows"); + for (int window_n = 0; window_n < node->Windows.Size; window_n++) + buf->appendf("\"%s\"%s", node->Windows[window_n]->Name, (window_n + 1 < node->Windows.Size) ? ", " : ")"); + } +#endif + buf->appendf("\n"); + } + buf->appendf("\n"); +} //----------------------------------------------------------------------------- // [SECTION] LOGGING/CAPTURING