Docking+Viewports: Fixed extraneous viewport+platform-window recreation. Part 3.
Part 3: DockNodeRemoveWindow() clears viewports so it doesn't get bounced back and forth.
Note that in case of called from e.g. dock builder this can happen mid-frame. Clearing Viewport here isn't well exercised yet. If window doesn't get a Begin() in same-frame it'll be hidden.
Refer to "viewport_owner_change_1" and "viewport_owner_change_2" in ImGuiTestSuite.
Amend 6b77668171
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imgui.cpp
20
imgui.cpp
@ -4407,14 +4407,14 @@ void ImGui::UpdateMouseMovingWindowNewFrame()
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ImGuiWindow* moving_window = g.MovingWindow->RootWindowDockTree;
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// When a window stop being submitted while being dragged, it may will its viewport until next Begin()
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const bool window_disappared = ((!moving_window->WasActive && !moving_window->Active) || moving_window->Viewport == NULL);
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const bool window_disappared = (!moving_window->WasActive && !moving_window->Active);
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if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos) && !window_disappared)
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{
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ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset;
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if (moving_window->Pos.x != pos.x || moving_window->Pos.y != pos.y)
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{
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SetWindowPos(moving_window, pos, ImGuiCond_Always);
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if (moving_window->ViewportOwned) // Synchronize viewport immediately because some overlays may relies on clipping rectangle before we Begin() into the window.
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if (moving_window->Viewport && moving_window->ViewportOwned) // Synchronize viewport immediately because some overlays may relies on clipping rectangle before we Begin() into the window.
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{
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moving_window->Viewport->Pos = pos;
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moving_window->Viewport->UpdateWorkRect();
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@ -4432,11 +4432,12 @@ void ImGui::UpdateMouseMovingWindowNewFrame()
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UpdateTryMergeWindowIntoHostViewport(moving_window, g.MouseViewport);
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// Restore the mouse viewport so that we don't hover the viewport _under_ the moved window during the frame we released the mouse button.
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if (!IsDragDropPayloadBeingAccepted())
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if (moving_window->Viewport && !IsDragDropPayloadBeingAccepted())
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g.MouseViewport = moving_window->Viewport;
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// Clear the NoInput window flag set by the Viewport system
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moving_window->Viewport->Flags &= ~ImGuiViewportFlags_NoInputs; // FIXME-VIEWPORT: Test engine managed to crash here because Viewport was NULL.
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if (moving_window->Viewport)
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moving_window->Viewport->Flags &= ~ImGuiViewportFlags_NoInputs;
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}
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g.MovingWindow = NULL;
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@ -4971,6 +4972,7 @@ static void AddWindowToDrawData(ImGuiWindow* window, int layer)
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{
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ImGuiContext& g = *GImGui;
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ImGuiViewportP* viewport = window->Viewport;
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IM_ASSERT(viewport != NULL);
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g.IO.MetricsRenderWindows++;
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if (window->Flags & ImGuiWindowFlags_DockNodeHost)
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window->DrawList->ChannelsMerge();
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@ -15890,6 +15892,16 @@ static void ImGui::DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window
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window->ParentWindow->DC.ChildWindows.find_erase(window);
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UpdateWindowParentAndRootLinks(window, window->Flags, NULL); // Update immediately
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if (node->HostWindow && node->HostWindow->ViewportOwned)
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{
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// When undocking from a user interaction this will always run in NewFrame() and have not much effect.
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// But mid-frame, if we clear viewport we need to mark window as hidden as well.
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window->Viewport = NULL;
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window->ViewportId = 0;
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window->ViewportOwned = false;
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window->Hidden = true;
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}
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// Remove window
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bool erased = false;
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for (int n = 0; n < node->Windows.Size; n++)
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