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Docking: docked window honor tab and text colors by storing them. (#2771)
Later to lead into #2700 and #2539 Move tab submission block above in DockNodeUpdateTabBar(), not strictly necessary for this change as is, but useful if needing to apply override for TitleBg* as we'd need a value for node->VisibleWindow earlier than currently set.
This commit is contained in:
parent
9e4956d86b
commit
ebbb98d519
75
imgui.cpp
75
imgui.cpp
@ -2488,6 +2488,11 @@ struct ImGuiStyleVarInfo
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void* GetVarPtr(ImGuiStyle* style) const { return (void*)((unsigned char*)style + Offset); }
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void* GetVarPtr(ImGuiStyle* style) const { return (void*)((unsigned char*)style + Offset); }
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};
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};
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static const ImGuiCol GWindowDockStyleColors[ImGuiWindowDockStyleCol_COUNT] =
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{
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ImGuiCol_Text, ImGuiCol_Tab, ImGuiCol_TabHovered, ImGuiCol_TabActive, ImGuiCol_TabUnfocused, ImGuiCol_TabUnfocusedActive
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};
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static const ImGuiStyleVarInfo GStyleVarInfo[] =
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static const ImGuiStyleVarInfo GStyleVarInfo[] =
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{
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{
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{ ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, Alpha) }, // ImGuiStyleVar_Alpha
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{ ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, Alpha) }, // ImGuiStyleVar_Alpha
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@ -4059,7 +4064,7 @@ void ImGui::NewFrame()
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// Undocking
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// Undocking
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// (needs to be before UpdateMouseMovingWindowNewFrame so the window is already offset and following the mouse on the detaching frame)
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// (needs to be before UpdateMouseMovingWindowNewFrame so the window is already offset and following the mouse on the detaching frame)
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DockContextUpdateUndocking(&g);
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DockContextNewFrameUpdateUndocking(&g);
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// Find hovered window
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// Find hovered window
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// (needs to be before UpdateMouseMovingWindowNewFrame so we fill g.HoveredWindowUnderMovingWindow on the mouse release frame)
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// (needs to be before UpdateMouseMovingWindowNewFrame so we fill g.HoveredWindowUnderMovingWindow on the mouse release frame)
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@ -4123,7 +4128,7 @@ void ImGui::NewFrame()
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ClosePopupsOverWindow(g.NavWindow, false);
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ClosePopupsOverWindow(g.NavWindow, false);
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// Docking
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// Docking
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DockContextUpdateDocking(&g);
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DockContextNewFrameUpdateDocking(&g);
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// [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack.
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// [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack.
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UpdateDebugToolItemPicker();
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UpdateDebugToolItemPicker();
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@ -11934,10 +11939,10 @@ void ImGui::DestroyPlatformWindows()
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// Typical Docking call flow: (root level is generally public API):
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// Typical Docking call flow: (root level is generally public API):
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// - NewFrame() new dear imgui frame
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// - NewFrame() new dear imgui frame
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// | DockContextUpdateUndocking() - process queued undocking requests
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// | DockContextNewFrameUpdateUndocking() - process queued undocking requests
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// | - DockContextProcessUndockWindow() - process one window undocking request
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// | - DockContextProcessUndockWindow() - process one window undocking request
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// | - DockContextProcessUndockNode() - process one whole node undocking request
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// | - DockContextProcessUndockNode() - process one whole node undocking request
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// | DockContextUpdateDocking() - process queue docking requests, create floating dock nodes
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// | DockContextNewFrameUpdateUndocking() - process queue docking requests, create floating dock nodes
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// | - update g.HoveredDockNode - [debug] update node hovered by mouse
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// | - update g.HoveredDockNode - [debug] update node hovered by mouse
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// | - DockContextProcessDock() - process one docking request
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// | - DockContextProcessDock() - process one docking request
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// | - DockNodeUpdate()
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// | - DockNodeUpdate()
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@ -12124,8 +12129,8 @@ namespace ImGui
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// - DockContextShutdown()
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// - DockContextShutdown()
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// - DockContextClearNodes()
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// - DockContextClearNodes()
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// - DockContextRebuildNodes()
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// - DockContextRebuildNodes()
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// - DockContextUpdateUndocking()
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// - DockContextNewFrameUpdateUndocking()
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// - DockContextUpdateDocking()
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// - DockContextNewFrameUpdateDocking()
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// - DockContextFindNodeByID()
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// - DockContextFindNodeByID()
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// - DockContextBindNodeToWindow()
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// - DockContextBindNodeToWindow()
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// - DockContextGenNodeID()
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// - DockContextGenNodeID()
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@ -12184,7 +12189,7 @@ void ImGui::DockContextRebuildNodes(ImGuiContext* ctx)
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}
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}
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// Docking context update function, called by NewFrame()
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// Docking context update function, called by NewFrame()
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void ImGui::DockContextUpdateUndocking(ImGuiContext* ctx)
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void ImGui::DockContextNewFrameUpdateUndocking(ImGuiContext* ctx)
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{
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{
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ImGuiContext& g = *ctx;
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ImGuiContext& g = *ctx;
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ImGuiDockContext* dc = &ctx->DockContext;
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ImGuiDockContext* dc = &ctx->DockContext;
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@ -12228,7 +12233,7 @@ void ImGui::DockContextUpdateUndocking(ImGuiContext* ctx)
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}
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}
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// Docking context update function, called by NewFrame()
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// Docking context update function, called by NewFrame()
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void ImGui::DockContextUpdateDocking(ImGuiContext* ctx)
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void ImGui::DockContextNewFrameUpdateDocking(ImGuiContext* ctx)
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{
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{
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ImGuiContext& g = *ctx;
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ImGuiContext& g = *ctx;
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ImGuiDockContext* dc = &ctx->DockContext;
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ImGuiDockContext* dc = &ctx->DockContext;
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@ -13321,8 +13326,8 @@ static void ImGui::DockNodeUpdate(ImGuiDockNode* node)
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if (g.NavWindow && g.NavWindow->RootWindowDockStop->DockNode && g.NavWindow->RootWindowDockStop->ParentWindow == host_window)
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if (g.NavWindow && g.NavWindow->RootWindowDockStop->DockNode && g.NavWindow->RootWindowDockStop->ParentWindow == host_window)
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node->LastFocusedNodeId = g.NavWindow->RootWindowDockStop->DockNode->ID;
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node->LastFocusedNodeId = g.NavWindow->RootWindowDockStop->DockNode->ID;
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// We need to draw a background at the root level if requested by ImGuiDockNodeFlags_PassthruCentralNode, but we will only know the correct pos/size after
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// We need to draw a background at the root level if requested by ImGuiDockNodeFlags_PassthruCentralNode, but we will only know the correct pos/size
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// processing the resizing splitters. So we are using the DrawList channel splitting facility to submit drawing primitives out of order!
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// _after_ processing the resizing splitters. So we are using the DrawList channel splitting facility to submit drawing primitives out of order!
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const bool render_dockspace_bg = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0;
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const bool render_dockspace_bg = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0;
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if (render_dockspace_bg)
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if (render_dockspace_bg)
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{
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{
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@ -13561,6 +13566,17 @@ static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_w
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ImVec2 window_menu_button_pos;
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ImVec2 window_menu_button_pos;
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DockNodeCalcTabBarLayout(node, &title_bar_rect, &tab_bar_rect, &window_menu_button_pos);
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DockNodeCalcTabBarLayout(node, &title_bar_rect, &tab_bar_rect, &window_menu_button_pos);
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// Submit new tabs and apply NavWindow focus back to the tab bar. They will be added as Unsorted and sorted below based on relative DockOrder value.
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const int tabs_count_old = tab_bar->Tabs.Size;
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for (int window_n = 0; window_n < node->Windows.Size; window_n++)
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{
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ImGuiWindow* window = node->Windows[window_n];
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if (g.NavWindow && g.NavWindow->RootWindowDockStop == window)
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tab_bar->SelectedTabId = window->ID;
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if (TabBarFindTabByID(tab_bar, window->ID) == NULL)
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TabBarAddTab(tab_bar, ImGuiTabItemFlags_Unsorted, window);
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}
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// Title bar
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// Title bar
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if (is_focused)
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if (is_focused)
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node->LastFrameFocused = g.FrameCount;
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node->LastFrameFocused = g.FrameCount;
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@ -13576,17 +13592,6 @@ static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_w
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focus_tab_id = tab_bar->SelectedTabId;
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focus_tab_id = tab_bar->SelectedTabId;
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}
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}
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// Submit new tabs and apply NavWindow focus back to the tab bar. They will be added as Unsorted and sorted below based on relative DockOrder value.
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const int tabs_count_old = tab_bar->Tabs.Size;
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for (int window_n = 0; window_n < node->Windows.Size; window_n++)
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{
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ImGuiWindow* window = node->Windows[window_n];
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if (g.NavWindow && g.NavWindow->RootWindowDockStop == window)
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tab_bar->SelectedTabId = window->ID;
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if (TabBarFindTabByID(tab_bar, window->ID) == NULL)
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TabBarAddTab(tab_bar, ImGuiTabItemFlags_Unsorted, window);
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}
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// If multiple tabs are appearing on the same frame, sort them based on their persistent DockOrder value
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// If multiple tabs are appearing on the same frame, sort them based on their persistent DockOrder value
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int tabs_unsorted_start = tab_bar->Tabs.Size;
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int tabs_unsorted_start = tab_bar->Tabs.Size;
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for (int tab_n = tab_bar->Tabs.Size - 1; tab_n >= 0 && (tab_bar->Tabs[tab_n].Flags & ImGuiTabItemFlags_Unsorted); tab_n--)
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for (int tab_n = tab_bar->Tabs.Size - 1; tab_n >= 0 && (tab_bar->Tabs[tab_n].Flags & ImGuiTabItemFlags_Unsorted); tab_n--)
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@ -13618,6 +13623,11 @@ static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_w
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BeginTabBarEx(tab_bar, tab_bar_rect, tab_bar_flags, node);
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BeginTabBarEx(tab_bar, tab_bar_rect, tab_bar_flags, node);
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//host_window->DrawList->AddRect(tab_bar_rect.Min, tab_bar_rect.Max, IM_COL32(255,0,255,255));
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//host_window->DrawList->AddRect(tab_bar_rect.Min, tab_bar_rect.Max, IM_COL32(255,0,255,255));
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// Backup style colors
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ImVec4 backup_style_cols[ImGuiWindowDockStyleCol_COUNT];
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for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
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backup_style_cols[color_n] = g.Style.Colors[GWindowDockStyleColors[color_n]];
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// Submit actual tabs
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// Submit actual tabs
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node->VisibleWindow = NULL;
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node->VisibleWindow = NULL;
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for (int window_n = 0; window_n < node->Windows.Size; window_n++)
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for (int window_n = 0; window_n < node->Windows.Size; window_n++)
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@ -13634,6 +13644,10 @@ static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_w
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if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton)
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if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton)
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tab_item_flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton;
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tab_item_flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton;
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// Apply stored style overrides for the window
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for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
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g.Style.Colors[GWindowDockStyleColors[color_n]] = ColorConvertU32ToFloat4(window->DockStyle.Colors[color_n]);
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bool tab_open = true;
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bool tab_open = true;
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TabItemEx(tab_bar, window->Name, window->HasCloseButton ? &tab_open : NULL, tab_item_flags, window);
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TabItemEx(tab_bar, window->Name, window->HasCloseButton ? &tab_open : NULL, tab_item_flags, window);
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if (!tab_open)
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if (!tab_open)
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@ -13651,6 +13665,10 @@ static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_w
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}
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}
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}
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}
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// Restore style colors
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for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
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g.Style.Colors[GWindowDockStyleColors[color_n]] = backup_style_cols[color_n];
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// Notify root of visible window (used to display title in OS task bar)
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// Notify root of visible window (used to display title in OS task bar)
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if (node->VisibleWindow)
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if (node->VisibleWindow)
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if (is_focused || root_node->VisibleWindow == NULL)
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if (is_focused || root_node->VisibleWindow == NULL)
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@ -13999,7 +14017,6 @@ static void ImGui::DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDock
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overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(root_payload->Viewport);
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overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(root_payload->Viewport);
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// Draw main preview rectangle
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// Draw main preview rectangle
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const ImU32 overlay_col_tabs = GetColorU32(ImGuiCol_TabActive);
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const ImU32 overlay_col_main = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.60f : 0.40f);
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const ImU32 overlay_col_main = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.60f : 0.40f);
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const ImU32 overlay_col_drop = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.90f : 0.70f);
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const ImU32 overlay_col_drop = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.90f : 0.70f);
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const ImU32 overlay_col_drop_hovered = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 1.20f : 1.00f);
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const ImU32 overlay_col_drop_hovered = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 1.20f : 1.00f);
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@ -14054,6 +14071,9 @@ static void ImGui::DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDock
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ImVec2 tab_size = TabItemCalcSize(payload_window->Name, payload_window->HasCloseButton);
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ImVec2 tab_size = TabItemCalcSize(payload_window->Name, payload_window->HasCloseButton);
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ImRect tab_bb(tab_pos.x, tab_pos.y, tab_pos.x + tab_size.x, tab_pos.y + tab_size.y);
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ImRect tab_bb(tab_pos.x, tab_pos.y, tab_pos.x + tab_size.x, tab_pos.y + tab_size.y);
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tab_pos.x += tab_size.x + g.Style.ItemInnerSpacing.x;
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tab_pos.x += tab_size.x + g.Style.ItemInnerSpacing.x;
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const ImU32 overlay_col_text = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_Text]);
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const ImU32 overlay_col_tabs = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_TabActive]);
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PushStyleColor(ImGuiCol_Text, overlay_col_text);
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for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++)
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for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++)
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{
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{
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ImGuiTabItemFlags tab_flags = ImGuiTabItemFlags_Preview | ((payload_window->Flags & ImGuiWindowFlags_UnsavedDocument) ? ImGuiTabItemFlags_UnsavedDocument : 0);
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ImGuiTabItemFlags tab_flags = ImGuiTabItemFlags_Preview | ((payload_window->Flags & ImGuiWindowFlags_UnsavedDocument) ? ImGuiTabItemFlags_UnsavedDocument : 0);
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@ -14064,6 +14084,7 @@ static void ImGui::DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDock
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if (!tab_bar_rect.Contains(tab_bb))
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if (!tab_bar_rect.Contains(tab_bb))
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overlay_draw_lists[overlay_n]->PopClipRect();
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overlay_draw_lists[overlay_n]->PopClipRect();
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}
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}
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PopStyleColor();
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}
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}
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}
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}
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@ -15142,7 +15163,7 @@ void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open)
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// Note how we are testing for LastFrameAlive and NOT LastFrameActive. A DockSpace node can be maintained alive while being inactive with ImGuiDockNodeFlags_KeepAliveOnly.
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// Note how we are testing for LastFrameAlive and NOT LastFrameActive. A DockSpace node can be maintained alive while being inactive with ImGuiDockNodeFlags_KeepAliveOnly.
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if (node->LastFrameAlive < g.FrameCount)
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if (node->LastFrameAlive < g.FrameCount)
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{
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{
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// If the window has been orphaned, transition the docknode to an implicit node processed in DockContextUpdateDocking()
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// If the window has been orphaned, transition the docknode to an implicit node processed in DockContextNewFrameUpdateDocking()
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ImGuiDockNode* root_node = DockNodeGetRootNode(node);
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ImGuiDockNode* root_node = DockNodeGetRootNode(node);
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if (root_node->LastFrameAlive < g.FrameCount)
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if (root_node->LastFrameAlive < g.FrameCount)
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{
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{
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@ -15156,6 +15177,10 @@ void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open)
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return;
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return;
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}
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}
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// Store style overrides
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for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
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window->DockStyle.Colors[color_n] = ColorConvertFloat4ToU32(g.Style.Colors[GWindowDockStyleColors[color_n]]);
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// Fast path return. It is common for windows to hold on a persistent DockId but be the only visible window,
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// Fast path return. It is common for windows to hold on a persistent DockId but be the only visible window,
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// and never create neither a host window neither a tab bar.
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// and never create neither a host window neither a tab bar.
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// FIXME-DOCK: replace ->HostWindow NULL compare with something more explicit (~was initially intended as a first frame test)
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// FIXME-DOCK: replace ->HostWindow NULL compare with something more explicit (~was initially intended as a first frame test)
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@ -15227,6 +15252,10 @@ void ImGui::BeginDockableDragDropSource(ImGuiWindow* window)
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{
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{
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SetDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, &window, sizeof(window));
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SetDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, &window, sizeof(window));
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EndDragDropSource();
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EndDragDropSource();
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// Store style overrides
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for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
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window->DockStyle.Colors[color_n] = ColorConvertFloat4ToU32(g.Style.Colors[GWindowDockStyleColors[color_n]]);
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}
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}
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}
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}
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@ -1247,6 +1247,26 @@ struct ImGuiDockNode
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ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); }
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ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); }
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};
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};
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// List of colors that are stored at the time of Begin() into Docked Windows.
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// We currently store the packed colors in a simple array window->DockStyle.Colors[].
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// A better solution may involve appending into a log of colors in ImGuiContext + store offsets into those arrays in ImGuiWindow,
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// but it would be more complex as we'd need to double-buffer both as e.g. drop target may refer to window from last frame.
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enum ImGuiWindowDockStyleCol
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{
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ImGuiWindowDockStyleCol_Text,
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ImGuiWindowDockStyleCol_Tab,
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ImGuiWindowDockStyleCol_TabHovered,
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ImGuiWindowDockStyleCol_TabActive,
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ImGuiWindowDockStyleCol_TabUnfocused,
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||||||
|
ImGuiWindowDockStyleCol_TabUnfocusedActive,
|
||||||
|
ImGuiWindowDockStyleCol_COUNT
|
||||||
|
};
|
||||||
|
|
||||||
|
struct ImGuiWindowDockStyle
|
||||||
|
{
|
||||||
|
ImU32 Colors[ImGuiWindowDockStyleCol_COUNT];
|
||||||
|
};
|
||||||
|
|
||||||
struct ImGuiDockContext
|
struct ImGuiDockContext
|
||||||
{
|
{
|
||||||
ImGuiStorage Nodes; // Map ID -> ImGuiDockNode*: Active nodes
|
ImGuiStorage Nodes; // Map ID -> ImGuiDockNode*: Active nodes
|
||||||
@ -1970,15 +1990,16 @@ struct IMGUI_API ImGuiWindow
|
|||||||
bool MemoryCompacted; // Set when window extraneous data have been garbage collected
|
bool MemoryCompacted; // Set when window extraneous data have been garbage collected
|
||||||
|
|
||||||
// Docking
|
// Docking
|
||||||
|
bool DockIsActive :1; // When docking artifacts are actually visible. When this is set, DockNode is guaranteed to be != NULL. ~~ (DockNode != NULL) && (DockNode->Windows.Size > 1).
|
||||||
|
bool DockTabIsVisible :1; // Is our window visible this frame? ~~ is the corresponding tab selected?
|
||||||
|
bool DockTabWantClose :1;
|
||||||
|
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.
|
||||||
|
ImGuiWindowDockStyle DockStyle;
|
||||||
ImGuiDockNode* DockNode; // Which node are we docked into. Important: Prefer testing DockIsActive in many cases as this will still be set when the dock node is hidden.
|
ImGuiDockNode* DockNode; // Which node are we docked into. Important: Prefer testing DockIsActive in many cases as this will still be set when the dock node is hidden.
|
||||||
ImGuiDockNode* DockNodeAsHost; // Which node are we owning (for parent windows)
|
ImGuiDockNode* DockNodeAsHost; // Which node are we owning (for parent windows)
|
||||||
ImGuiID DockId; // Backup of last valid DockNode->ID, so single window remember their dock node id even when they are not bound any more
|
ImGuiID DockId; // Backup of last valid DockNode->ID, so single window remember their dock node id even when they are not bound any more
|
||||||
ImGuiItemStatusFlags DockTabItemStatusFlags;
|
ImGuiItemStatusFlags DockTabItemStatusFlags;
|
||||||
ImRect DockTabItemRect;
|
ImRect DockTabItemRect;
|
||||||
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.
|
|
||||||
bool DockIsActive :1; // When docking artifacts are actually visible. When this is set, DockNode is guaranteed to be != NULL. ~~ (DockNode != NULL) && (DockNode->Windows.Size > 1).
|
|
||||||
bool DockTabIsVisible :1; // Is our window visible this frame? ~~ is the corresponding tab selected?
|
|
||||||
bool DockTabWantClose :1;
|
|
||||||
|
|
||||||
public:
|
public:
|
||||||
ImGuiWindow(ImGuiContext* context, const char* name);
|
ImGuiWindow(ImGuiContext* context, const char* name);
|
||||||
@ -2504,8 +2525,8 @@ namespace ImGui
|
|||||||
IMGUI_API void DockContextShutdown(ImGuiContext* ctx);
|
IMGUI_API void DockContextShutdown(ImGuiContext* ctx);
|
||||||
IMGUI_API void DockContextClearNodes(ImGuiContext* ctx, ImGuiID root_id, bool clear_settings_refs); // Use root_id==0 to clear all
|
IMGUI_API void DockContextClearNodes(ImGuiContext* ctx, ImGuiID root_id, bool clear_settings_refs); // Use root_id==0 to clear all
|
||||||
IMGUI_API void DockContextRebuildNodes(ImGuiContext* ctx);
|
IMGUI_API void DockContextRebuildNodes(ImGuiContext* ctx);
|
||||||
IMGUI_API void DockContextUpdateUndocking(ImGuiContext* ctx);
|
IMGUI_API void DockContextNewFrameUpdateUndocking(ImGuiContext* ctx);
|
||||||
IMGUI_API void DockContextUpdateDocking(ImGuiContext* ctx);
|
IMGUI_API void DockContextNewFrameUpdateDocking(ImGuiContext* ctx);
|
||||||
IMGUI_API ImGuiID DockContextGenNodeID(ImGuiContext* ctx);
|
IMGUI_API ImGuiID DockContextGenNodeID(ImGuiContext* ctx);
|
||||||
IMGUI_API void DockContextQueueDock(ImGuiContext* ctx, ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, float split_ratio, bool split_outer);
|
IMGUI_API void DockContextQueueDock(ImGuiContext* ctx, ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, float split_ratio, bool split_outer);
|
||||||
IMGUI_API void DockContextQueueUndockWindow(ImGuiContext* ctx, ImGuiWindow* window);
|
IMGUI_API void DockContextQueueUndockWindow(ImGuiContext* ctx, ImGuiWindow* window);
|
||||||
|
Loading…
Reference in New Issue
Block a user