Docking: Fixed undocking on whole dock node from leaving undesirable empty node in the docking tree. Fixed calls to MarkIniSettingsDirty().
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599d5f185c
commit
840652830d
21
imgui.cpp
21
imgui.cpp
@ -10068,6 +10068,7 @@ void ImGui::DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req)
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if (payload_window)
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{
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payload_node = payload_window->DockNodeAsHost;
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payload_window->DockNodeAsHost = NULL; // Important to clear this as the node will have its life as a child which might be merged/deleted later.
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if (payload_node && !payload_node->IsSplitNode())
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next_selected_id = payload_node->TabBar->NextSelectedTabId ? payload_node->TabBar->NextSelectedTabId : payload_node->TabBar->SelectedTabId;
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if (payload_node == NULL)
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@ -10168,6 +10169,7 @@ void ImGui::DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req)
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// Update selection immediately
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if (target_node->TabBar)
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target_node->TabBar->NextSelectedTabId = next_selected_id;
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MarkIniSettingsDirty();
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}
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void ImGui::DockContextProcessUndockWindow(ImGuiContext* ctx, ImGuiWindow* window)
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@ -10180,22 +10182,31 @@ void ImGui::DockContextProcessUndockWindow(ImGuiContext* ctx, ImGuiWindow* windo
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window->Collapsed = false;
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window->DockIsActive = false;
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window->DockTabIsVisible = false;
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MarkIniSettingsDirty();
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}
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// Extract a node out by creating a new one.
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// In the case of a root node, a node will have to stay in place, otherwise the node will be hidden (and GC-ed later)
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// (we could handle both cases differently with little benefit)
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void ImGui::DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node)
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{
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// FIXME-DOCK: Transition persistent DockId for all non-active windows
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(void)ctx;
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IM_ASSERT(!node->IsSplitNode());
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IM_ASSERT(node->Windows.Size >= 1);
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ImGuiDockNode* new_node = DockContextAddNode(ctx, (ImGuiID)-1);
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DockNodeMoveWindows(new_node, node);
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for (int n = 0; n < new_node->Windows.Size; n++)
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UpdateWindowParentAndRootLinks(new_node->Windows[n], new_node->Windows[n]->Flags, NULL);
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new_node->WantMouseMove = true;
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// In the case of a root node, a node will have to stay in place. Create a new node for this purpose.
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// Otherwise delete the previous node by merging the other sibling back into the parent node.
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// FIXME-DOCK: Transition persistent DockId for all non-active windows
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if (!node->IsRootNode())
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{
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IM_ASSERT(node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node);
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ImGuiDockNode* lead_sibling = node->ParentNode->ChildNodes[(node->ParentNode->ChildNodes[0] == node) ? 1 : 0];
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DockNodeTreeMerge(ctx, node->ParentNode, lead_sibling);
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}
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MarkIniSettingsDirty();
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}
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//-----------------------------------------------------------------------------
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@ -10252,7 +10263,6 @@ static void ImGui::DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window)
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window->DockId = node->ID;
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window->DockIsActive = (node->Windows.Size > 1);
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window->DockTabWantClose = false;
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MarkIniSettingsDirty();
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// If 2+ windows appeared on the same frame, creating a new DockNode+TabBar from the second window,
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// then we need to hide the first one after the fact otherwise it would be visible as a standalone window for one frame.
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@ -10292,7 +10302,6 @@ static void ImGui::DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window
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window->DockIsActive = window->DockTabWantClose = false;
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window->DockId = save_dock_id;
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UpdateWindowParentAndRootLinks(window, window->Flags & ~ImGuiWindowFlags_ChildWindow, NULL); // Update immediately
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MarkIniSettingsDirty();
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// Remove window
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bool erased = false;
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