Docking: Internals: Rename StartMouseDragFromTitleBar() -> StartMouseMovingWindowOrNode(), clarify.
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3096e7a9cd
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8d1b82d596
45
imgui.cpp
45
imgui.cpp
@ -3296,26 +3296,32 @@ void ImGui::StartMouseMovingWindow(ImGuiWindow* window)
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g.MovingWindow = window;
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}
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void ImGui::StartMouseDragFromTitleBar(ImGuiWindow* window, ImGuiDockNode* node, bool from_collapse_button)
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// We use 'undock_floating_node == false' when dragging from title bar to allow moving groups of floating nodes without undocking them.
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// - undock_floating_node == true: when dragging from a floating node within a hierarchy, always undock the node.
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// - undock_floating_node == false: when dragging from a floating node within a hierarchy, move root window.
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void ImGui::StartMouseMovingWindowOrNode(ImGuiWindow* window, ImGuiDockNode* node, bool undock_floating_node)
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{
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ImGuiContext& g = *GImGui;
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bool can_extract_dock_node = false;
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bool can_undock_node = false;
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if (node != NULL && node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove) == 0)
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{
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// Can undock if:
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// - part of a floating node hierarchy with more than one visible node (if only one is visible, we'll just move the whole hierarchy)
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// - part of a dockspace node hierarchy (trivia: undocking from a fixed/central node will create a new node and copy windows)
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ImGuiDockNode* root_node = DockNodeGetRootNode(node);
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if (root_node->OnlyNodeWithWindows != node || (root_node->CentralNode != NULL))
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if (from_collapse_button || root_node->IsDockSpace())
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can_extract_dock_node = true;
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if (root_node->OnlyNodeWithWindows != node || root_node->CentralNode != NULL)
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if (undock_floating_node || root_node->IsDockSpace())
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can_undock_node = true;
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}
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const bool clicked = IsMouseClicked(0);
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const bool dragging = IsMouseDragging(0, g.IO.MouseDragThreshold * 1.70f);
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if (can_extract_dock_node && dragging)
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if (can_undock_node && dragging)
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{
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DockContextQueueUndockNode(&g, node);
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g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - node->Pos;
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}
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else if (!can_extract_dock_node && (clicked || dragging) && g.MovingWindow != window)
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else if (!can_undock_node && (clicked || dragging) && g.MovingWindow != window)
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{
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StartMouseMovingWindow(window);
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g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - window->RootWindow->Pos;
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@ -5541,7 +5547,7 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar
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if (ButtonBehavior(r, window->GetID("#UNHIDE"), &hovered, &held, ImGuiButtonFlags_FlattenChildren))
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node->WantHiddenTabBarToggle = true;
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else if (held && IsMouseDragging(0))
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StartMouseDragFromTitleBar(window, node, true);
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StartMouseMovingWindowOrNode(window, node, true);
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// FIXME-DOCK: Ideally we'd use ImGuiCol_TitleBgActive/ImGuiCol_TitleBg here, but neither is guaranteed to be visible enough at this sort of size..
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ImU32 col = GetColorU32(((held && hovered) || (node->IsFocused && !hovered)) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
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@ -12188,18 +12194,19 @@ static void ImGui::DockNodeUpdateVisibleFlagAndInactiveChilds(ImGuiDockNode* nod
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remove |= node_was_active && (window->LastFrameActive + 1 < g.FrameCount);
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remove |= node_was_active && (node->WantCloseAll || node->WantCloseTabID == window->ID) && window->HasCloseButton && !(window->Flags & ImGuiWindowFlags_UnsavedDocument); // Submit all _expected_ closure from last frame
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remove |= (window->DockTabWantClose);
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if (!remove)
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continue;
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window->DockTabWantClose = false;
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if (node->Windows.Size == 1 && !node->IsCentralNode())
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if (remove)
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{
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DockNodeHideHostWindow(node);
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node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow;
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DockNodeRemoveWindow(node, window, node->ID); // Will delete the node so it'll be invalid on return
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return;
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window->DockTabWantClose = false;
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if (node->Windows.Size == 1 && !node->IsCentralNode())
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{
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DockNodeHideHostWindow(node);
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node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow;
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DockNodeRemoveWindow(node, window, node->ID); // Will delete the node so it'll be invalid on return
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return;
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}
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DockNodeRemoveWindow(node, window, node->ID);
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window_n--;
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}
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DockNodeRemoveWindow(node, window, node->ID);
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window_n--;
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}
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// Auto-hide tab bar option
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@ -12798,7 +12805,7 @@ static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_w
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// Forward moving request to selected window
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if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_bar->SelectedTabId))
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StartMouseDragFromTitleBar(tab->Window, node, false);
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StartMouseMovingWindowOrNode(tab->Window, node, false);
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}
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}
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@ -1805,7 +1805,7 @@ namespace ImGui
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// NewFrame
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IMGUI_API void UpdateHoveredWindowAndCaptureFlags();
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IMGUI_API void StartMouseMovingWindow(ImGuiWindow* window);
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IMGUI_API void StartMouseDragFromTitleBar(ImGuiWindow* window, ImGuiDockNode* node, bool from_collapse_button);
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IMGUI_API void StartMouseMovingWindowOrNode(ImGuiWindow* window, ImGuiDockNode* node, bool undock_floating_node);
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IMGUI_API void UpdateMouseMovingWindowNewFrame();
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IMGUI_API void UpdateMouseMovingWindowEndFrame();
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@ -776,7 +776,7 @@ bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos, ImGuiDockNode* dock_no
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// Switch to moving the window after mouse is moved beyond the initial drag threshold
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if (IsItemActive() && IsMouseDragging(0))
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StartMouseDragFromTitleBar(window, dock_node, true);
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StartMouseMovingWindowOrNode(window, dock_node, true);
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return pressed;
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}
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